My Krait Mk II Build (Pre-Engineering) - Elite Dangerous

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  • Опубликовано: 10 сен 2024
  • Come along with streamer ABELI's husband as he shares his Krait Mk II Build (Pre-Engineering) in Elite Dangerous, a space flight simulation game where the player takes the role of a pilot of a spaceship, and explores a realistic 1:1 scale, open-world representation of the Milky Way galaxy.
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Комментарии • 2

  • @JG27Korny
    @JG27Korny 9 месяцев назад +1

    I also like a lot Krait Mk II. It is an unique combination of maneuverability, speed, power and fighter bay. No other ship in the game has this combination.
    Class 7 distributor. Fully engineered that means you can boost every 2 seconds, while the Fer de lance can boost every 3 seconds. In a fight that means you can fight on your terms. Basically that ship really shines when you get its power distributor and engines engineered.
    For the record how my design differs from yours.
    Regarding armament: Check the numbers how long you can sustain fire of those 3 beams? Even fully engineered with full pips into weapons it is 7 seconds. Which is not much. You need class 8 power distributor for a such build and even there it is too much. The way to overcome is with efficient mode but still it is for bigger ships. I would recommend 2 or even 1 beam laser. The other is for kinetic.
    My mode is 1 beam laser with grade 3 long range. Going above 3 does not make sense as the longer range comes with decreased accuracy. 2 large multi-canons, one with corrosive the other with incendiary. When I am up close i shoot both the beam with the incendiary for bigger effect.
    The two medium are up to the preferences. I have dumb-fire on one slot, because I need to run ground missions, and 1 heat seeker (for fun). I have experienced with shock cannons, they add a huge power up. The fragment guns are super good. It is really an experimentation what fun you will have, for example as they are very close together this is a perfect slot for fixed ammunition.
    Regarding the defense. I think you need at least 1 grade six shield cell bank. This ship really needs that, as the shields are not particularly strong on the ship. Let's be clear 4 slots are not enough to stack enough shield boosters. If it had 6 it would be OP for the game. I leave one heat sink and 3 boosters.
    As a result I find the combo Shield 6 with grade 6 shield cell bank a good combo. You can stay longer in a fight especially if you attack a whole enemy team.
    For the fighter bay I think 5 is better. As you are fast you can disengage and drop another fighter. In a big ship you need the fighter support immediately as you cannot disengage.
    For the fighter I may suggest you get the fixed beams instead. Unless you have novice crew you will be amazed how well they track with the fixed beams.The npc aims itself so it is perfectly fine with the fixed. As a result the fire power of the fighter is insanely increased as the fixed beams are the best fighter weapon in the game. I experiment with guardian fighters but you need an experienced crew for them, the plasma breaks through resistances and the rail has massive penetration.
    I chose to go with the military Armour as I did not wish to make a premium build. I have a small limpet controller with some limpets to collect those engineering materials after the fights. But of course those are options. I get less than 20% more efficiency for explosive and kinetic for more than 100% increase in price and re-buy costs.

    • @abelireviews
      @abelireviews  9 месяцев назад

      Thank you for the detailed insights on your Krait build. It’s clear that great thought and expertise went into fully engineering your ship, and thank you for taking the time to share your expertise. 🚀🚀🚀