Krait mk2 combat build

X This site uses cookies to enhance the experience. For more information see our privacy policy.

krait mk2 combat build

The Krait Mk2 has been designed as a medium to large combat vessel. It features 5 hard-points 3x large, 2x medium similar to the Python.

The shielding and manoeuvrability are good for a ship of its size. It can be used as for exportation or trade but its primary role is combat. The jump-range can reach up-to 26ly, or 40ly after mods. Commanders will have a hard time deciding between either the Krait, or the Fer-de-lance. Hull strength. Shield strength. Power use - max. Total mass. Jump-range - range.

krait mk2 combat build

Build cost - ship cost 44, Passengers Economy - Business - First - Luxury. Weapon damage Thermal - Kinetic - Explosive.

Cargo-bay Current - Adjust Max. All names, logos, images and trademarks are the property of their respective owners. Privacy policy. This page loaded in 0. If you like to help, please consider making donation. Weapon mounts.

Krait MK II Combat Build Guide!

Gun mount Large. Gun mount Medium. Utility mounts. Utility Mount. Lightweight-alloy Reinforced-alloy Military-grade-composite Mirrored-surface-composite How to install postman in windows. Power Plant C7.You will find everything you need to know about the Thargoids and how to best prepare your ship. The Thargoid is the ship, the ship is the Thargoid.

You will learn all the details about them in our articles :. They have Hearts regenerating their health points. To win, you will need to destroy their hearts. It is within the reach of all pilots if you follow the strategy. Follow the general combat processes and remember that each of the four variants of Interceptors have different stats.

You will need to adapt your strategy to the combat cards below. Combat cards created by Aymerix. Strategy Card created by AXI. They have weapons capable of penetrating your shield and inflicting damage directly to your hull.

It does a lot of damage! Comparable to our torpedoes, they are slow and very resistant. They do damage on impact, over time, and most importantly, indefinitely. If you suffer caustic damage over timeyou have three options:. They are very effective against shields, increase your heat generation, restart your shield boosters and can cause random module malfunctions while disturbing your thrusters!

Guardian Modules Reinforcements are advised to counter some of the effects of these Lightning. If it hits you, your ship will be completely neutralized for around 30 seconds. However, you can protect yourself by using a field neutralizer. Note, it only takes effect when you maintain the charge and will quickly draw from your SYStems. The more powerful the Interceptor is, the more of these cannons it will bolster continuously firing at you dealing great damage. Depending on the ship, you can use a Cell, then a Heatsink, then another Cell to recharge your shields properly.

These are only useful on the Thargoid Shields if you decide not to flee and attack it. Perfect for cooling your ship and dodging damage or just not overheating.

Put this effect on a Long Range Mod. In a wing, you could appreciate the following Experimental Effects :. Do not approach the Interceptor before he has deployed its Thargons. Once deployed, ram it then boost and prepare to destroy the Thargons. Four classes of Marauder scouts are known. You can find them in Non-Human Signal Source with a threat level between 3 and 4.

They also escort Interceptor in threat level 5 to 9. Depending on the threat level, they can be found in groups of 3 to 12and sometimes accompanied by an Interceptor. Scouts are smaller and more agile than interceptors. Their offensive capabilities are rather limited. Their main weapon, a high rate energy gun, is weak although some damage will go through the shields.I know both ships have the same hard points, so I would be interested to hear your Python load outs as well.

I will say, I tend to stick to gimbal weapons because my aim is not great. I would also like to hear your fire group recommendations as I am really new to combat in this game.

I've done some minor bounty missions in my Cobra, but I'm still rated Harmless, so that should give you an idea of how little fighting I have been doing. I'm having a blast trading and exploring, but adding some combat to my repertoire would open up a lot of mission options for me! Also, where do you recommend I get into some easier combat situations, so as not to get immediately blown out of the sky? Thanks in advance! If you want to make it a bit less power hungry, maybe use the efficient mod on the c2 beams.

I would use the beams to strip shields, then add the multicannons to the mix for hull shredding. Regarding combat situations, I would start off at low or even high rez sites. Make sure you have report crimes on, as you will have support from system authority ships to help you take out the bigger ships.

Might even be worth following the authority ships around at first and jumping in on their kills to get confidence up. Fly safe o7! Fire group 1 Primary - 1 x 3C Beam Thermal shock 1 x 3C Beam Flow control Secondary - 1 x 3B Plasma Rapid Fire All weapons gimballed apart from plasma Get in close Hit them with Plasma once or twice Then beams Switch group Then Multis Powered by 1 x 7A Power plant Thermal spread 1 x 7A Power distributor Charge enhanced Stripped down.

krait mk2 combat build

Hold on Wait a bit TOR will you stop fecking firing Tor I know a therapist that can help you My Cmdr also has small feet. I noticed that both answers had beam weapons in common, so I'm definitely going to give them a shot. I'll also try the MC and the plasma as well.I know both ships have the same hard points, so I would be interested to hear your Python load outs as well. I will say, I tend to stick to gimbal weapons because my aim is not great.

I would also like to hear your fire group recommendations as I am really new to combat in this game. I've done some minor bounty missions in my Cobra, but I'm still rated Harmless, so that should give you an idea of how little fighting I have been doing. I'm having a blast trading and exploring, but adding some combat to my repertoire would open up a lot of mission options for me! Also, where do you recommend I get into some easier combat situations, so as not to get immediately blown out of the sky?

Thanks in advance! If you want to make it a bit less power hungry, maybe use the efficient mod on the c2 beams. I would use the beams to strip shields, then add the multicannons to the mix for hull shredding.

Regarding combat situations, I would start off at low or even high rez sites. Make sure you have report crimes on, as you will have support from system authority ships to help you take out the bigger ships. Might even be worth following the authority ships around at first and jumping in on their kills to get confidence up.

Fly safe o7!

Elite: Dangerous Timeline

Fire group 1 Primary - 1 x 3C Beam Thermal shock 1 x 3C Beam Flow control Secondary - 1 x 3B Plasma Rapid Fire All weapons gimballed apart from plasma Get in close Hit them with Plasma once or twice Then beams Switch group Then Multis Powered by 1 x 7A Power plantThis guide is based on the Anti-Xeno Knowledgebaseclick here to read more.

Anti-Xeno Combat requires specialized ship builds with specific weapons and modules to ensure you can survive the high damage output of a Thargoid Interceptor.

To ensure your best chances of success the Anti-Xeno Initiative has compiled a collection of recommended ship builds that will give you the solid foundations required to achieve your first solo Interceptor kill. Using any build outside the following is not recommended and will make combat significantly harder.

These ship builds are designed to give you a balance of firepower and survivability, while also being forgiving enough to make a few mistakes. The most commonly recommended and best all-round AX ship for anyone interested in killing Thargoids, The Krait Mk II has enough firepower to kill the tougher interceptors, while also having enough shields and hull to be able to recover from a few mistakes without a scratch.

A straight upgrade to the python and a very capable AX vessel. The Chieftain has slightly lower overall firepower however it is able to be equipped with a Thermal Vent Beam laser allowing pilots to begin to learn cold orbiting techniques. The Alliance Challenger is comparably similar to the Chieftain.

Hunting scouts is a very efficient method to increase combat rank, this is because all scouts are considered elite targets and will give the best possible experience per kill.

Due to the unpredictable nature of scouts, we strongly recommend the use of Large Turreted Anti-Xeno Multicannons as the most effective weapon for hunting scouts. Keep in mind that there is a limit of 4 Weapons per vessel. The staff is dedicated to gathering information from leading experts throughout the Elite Dangerous Galaxy, to coordinate and promote their knowledge and experience for fans of the game. If you or your organization would like to participate in the creation and collection of knowledge-based content to assist the Elite Dangerous community, please contact Exigeous in the Level 11 Discord.

All rights reserved. Call the FuelRats!

krait mk2 combat build

How to build an Anti-Xeno Ship. Effective combat against the Thargoids requires engineering and a working knowledge of their weapon damage. Read on for a fighting chance! Table of Contents. Key Points There are several key points to remember when building a ship for Thargoid Combat. Thargoids have heavy resistances to standard weapons.Home Discussions Workshop Market Broadcasts. Change language. Install Steam.

Store Page. Elite Dangerous Store Page. Global Achievements. Some room to move there, could go up on that or switch to armored? Need mats in either case. Have been using a Vulture, and loving it, but think a few extra guns would help. Tthe collector to pick up interesting scraps. The Guns are 1 large and 2 medium Overcharged Beams, to strip shield, and 2 large MCs to shred hulls. I've never used a fighter, but figured that cant hurt either.

They are all gimballed, because I suck, but I found with the Vulture, they simply hit all the time and I dont waste energy or ammo.

The level 5 overcharge more than makes up for the loss in DPS. On second thought I could lose the interdictor, and put in a hull reinforcment package. Thanks in advance!! Last edited by neuroperson ; 12 Dec, am.

Showing 1 - 15 of 46 comments. I dont see one! Also for PvE i woudl just go all laser so you wont need to reload all the time at a station! Beams do hurt hulls, but I am hooked on the way MC's just drop them like a rock. Hey, which fighter? I hear Taipan is probably the one? You can always try it your way first Eddo View Profile View Posts. Sometimes squishy shields call for even squishier shields but get the recharge; if your shield is gonna go down anyway might as well make sure it goes up; hence why Bi-Weave are popular among the Federal ships.

But is PvE and most of the time AI don't get that shield down.

Elite: Dangerous - How to Outfit for Bounty Hunting

And obviously you would want a stronger hull to mitigate that. I personally go for 3 efficient beams 1L and 2 M and 2 efficient PAs. But I just like PA. Originally posted by Dread Lord :. Ivan View Profile View Posts.Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. Elite Dangerous Store Page. Global Achievements.

Showing 1 - 8 of 8 comments. Its a great ship, go with whatever you fancy. Combined with a SLF you should faceplant everything. Go all MCs, all lasers efficient of coursea mix, add missiles, all frag cannons a favourite of mine. Go crazy! This is somewhat more of a general purpose build, but works well for bounty hunting. SLF's just aren't my thing at this point, but you could certainly go that route. Originally posted by Rogue :.

Fighter bay for sure. Not having a fighter is ridiculous, its the whole reason to have this ship. With the Biweave shield it recharged quick. But a Shield Cell Banks cuts down the time you dont want to wait, or if you get into a 3 on 1 situation with big ships. Since youre bounty hunting throw on a Kill Warrant.

Gropax View Profile View Posts.


thoughts on “Krait mk2 combat build

Leave a Reply

Your email address will not be published. Required fields are marked *