Krait MK2 weapon loadout

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raorn
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Re: Krait MK2 weapon loadout

Postby raorn » Wed Jun 12, 2019 10:55 am

No, it takes approximately 10000 hours.
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Re: Krait MK2 weapon loadout

Postby SockFiddler » Wed Jun 12, 2019 11:51 am

Maybe for you, eh? ;)
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raorn
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Re: Krait MK2 weapon loadout

Postby raorn » Wed Jun 12, 2019 1:22 pm

Eh?
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Cmdr Kharma
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Re: Krait MK2 weapon loadout

Postby Cmdr Kharma » Wed Jun 12, 2019 4:20 pm

Yea it took Socks at least twice that........

And she still pilots like a pansy.....

*Snick*
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Re: Krait MK2 weapon loadout

Postby SockFiddler » Wed Jun 12, 2019 4:42 pm

At least she still pilots at all, you layabout
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Re: Krait MK2 weapon loadout

Postby CMDR Dragonporn » Wed Jun 12, 2019 4:48 pm

Engineering (plus guardian tech) is bread and butter in this game. Gap between one that has it and stock modules is like mariana trench. G5 Dirty + Drag Drives Krait II feel almost like Vuture. Ship has endless boost with 1 PIP into it, no joke. The only downside is that if enemy caught you turning, it's a giant pancake impossible to miss, but then again, beats being space brick like Vulture is, from any side...
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Re: Krait MK2 weapon loadout

Postby SockFiddler » Thu Jun 13, 2019 4:07 pm

You never learned the 2-second flippy turn trick by the sounds of it. Or how to actually to fly a vulture. You get shot when you stop moving and you're too far away from your target.

Stay close, stay fast, learn the flippy trick.
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Re: Krait MK2 weapon loadout

Postby Cmdr Kharma » Thu Jun 13, 2019 5:03 pm

CMDR Dragonporn wrote: G5 Dirty + Drag Drives


Good man.......

;)
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Re: Krait MK2 weapon loadout

Postby uvelius » Fri Jun 14, 2019 11:58 am

I only have a PvP loadout at hand, but that might work pretty well for Target Kill missions. Downside is the ammo of the Plasmas which makes it unviable for RES/CZ hunting, and since it is a local defense unit, it doesn't have a Fuel Scoop or a huge FSD.
Weapons- and shield-wise, it is quite overkillish, speed and turn is tops, but if you loose shields ... better run.
Loadout:
https://inara.cz/cmdr-fleet/954/592564/

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Re: Krait MK2 weapon loadout

Postby ChuckDM » Mon Jun 17, 2019 11:40 pm

Well...my personal loadout for almost a year was:

3x class 3 pulse turrets
2x class 2 rails with Plasma Slug mod

The nice things about this loadout are
1) You only have to actually aim the rails, and they're effectively hitscan
2) The pulse turrets sip distrib power so you can go 4/0/2 on your pips to keep your shields up and still keep your guns firing
3) Both weapons have effectively infinite ammo so...
4) You can take this loadout way far away from civilization (on an otherwise exploration-focused build) and still have solid firepower.

Also I know you didn't ask about it, but I cannot recommend Guardian Shield Reinforcements highly enough, even on the Kraits. Combine them with a Thermal Resist shield, 2 High Cap shield boosters, and 2 Resistance Augmented shield boosters, and you can easily get over 2000mj of shields (after resistances). With this much shielding you can all but ignore DPS and just outlast everything in PvE. Granted, they're much more useful on small ships like an Imperial Courier, but Class 3 versions are still very good on a Krait MkII or Phantom either one.
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