Pilot Archive
Thread: Krayt Analysis
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Nokilo
Sun Apr 17, 2005 7:16 pm
#1
Iemailed some in-depth analysis of the Krayt in game today, and I figured I'd share it here since I won't be posting here for much longer. I have been a Rebel pilot for a long time, so I am very familiar with the X, A, and Firepsray, to give you background.
The Krayt:
The turning rate of the Krayt is impressive, as well as its ability to house a large engine; however, the inertia of the krayt makes it difficult to make minute corrections in direction. The turning rate is comprable to an Xwing, but the Xwing has no inertia, making it much easier to direct. The Krayt'sacceleration rate is quite slow, making drastic speed changes impossible.
The ship profile is enormous and may even be bigger than the Firespray's, meaning that everything and their mothers can hit it at any range, no matter how much jinking you do. (Keep in mind that good jinking is very difficult to manage in a ship with significant inertia) Fortunately, the Krayt can house the largest shield you have, but this is a must, not a luxury. Even with such a shield, you can only take so many hits. This makes a direct confrontation with a capital ship (as opposed to indirect approaches) almost out of the question. Moreover, I've also found that engaging more than 7 tier 5 (deep space) fighters at once will always lead to severe armor damage at the least. This is not desirable performance for long stays in Deep Space. On the Deep Space note, it *is* possible to solo the Star Destroyer, for I did it thrice, but it leaves very litle margin for error since correction in direction and speed are so sluggish, and once an error has been made, the SD guns can easily hit you due to your profile.
The Krayt's overall speed is also impressive for its size. It is directly on par with the Xwing (maybe slightly better) and the Firespray, but top speed is the least important statistic for engine performance, for if you can't maneuver, you're only moving quicker toward your death. With that said, having enough engine speed is vital if you forsee losing an encounter so that you can escape in time. This coupled with the largest shield ensures that you will survive most dogfight encounters, but not that you will win them all.
The firepower, ironically, gives possibly the least contribution to the Krayt's redemption *when flown solo*. With only 3 weapons available to the pilot, this yields the same hardpoint number as many other ships, including the Xwing. However, due to its mass capacity, these 3 guns can be the largest non level 10 guns you have, but in short, this yields about 10% more firepower than an Xwing. If you manage to have a gunner with you, your overall firepower would then be the highest in the game by far, and I'm sure this would make the Krayt the most entertaining ship in JTL and would then drastically increase your chances of survival and even vitcory. (Presuming the gunner can hit the broad side of a barn, which is actually a big presumption)
***Continued***
Nokilo
Sun Apr 17, 2005 7:32 pm
#2
Krayt Analysis Continued***
It is also noteworthy to point out that the Krayt's weapon arrangement is not optimal for close dogfighting. Like the Firespray, connecting all of your shots at once is a virtual impossibility unless the target is at the proper distance and is not moving with appreciable speed. This decreases the overall effectiveness of the Krayt's firepower, for an Xwing is capable of connecting all shots over a larger range of distances since its weapons are closely packed with minimal angular deviation.
In PvP, the Krayt (as has been my experience in fighting them) is a dismal failure. The extremely large profile further mitigated with the inability to jink makes this the easiest target in deep space. Your only hope is that your opponent is inexperienced and will joust you, and unless you jousting a Bwing, your chances of winning are much higher. However, those who still spend time in deep space are usually experienced enough to make even some limited jinking, which will prove extremely difficult to defeat. Once they pass by you, you have one last chance to kill them by going to half throttle just before they pass by and then turning hard, hoping all the while that they do not vary the direction of their turn at all, or you will be very hard pressed to follow them. By this point, if you have not shot them immediately in the rebound turn, you are probably already dead. Multiple joust passes would make the Krayt actually usable in PvP, but since you probably won't be able to get out of gunning range quickly enough, it is highly unlikely that this tactic would work.
Many freelancers I speak to liken the Krayt to a Dunelizard in its maneuverability, which seems impressive when the dunelizard (kihraxz notwithstanding) is the most agile fighter available. However, this is simply not the case. With zero inertia, better acceleration, and better rolling rates, the dunelizard is far more agile, though I'm sure most freelancers asserted this due to the high turn rate of the Krayt, which I agree is equal to the dunelizard's. Since the dunelizard also has a smaller ship profile, it is much more suited for surviving combat, but unfortunately, its turning rate appears equal or slightly less than the Xwing's, and its profile is still too large for this to be adequate in PvP. If I were to continue to stay with Freelance, I would most likely select a kihraxz for PvP, but with 10K less mass than an Awing and the same profile size, there is no incentive to spend time on such a project, for the engine would suffer due to mass restrictions, completely nullifying any benefit to using the ship in the first place. In the PvP realm, the Tie Interceptor, Kihraxz, and Awing are the desirable choices, with the Awing being the best suited for the job. (Not enough space to clarify that here)
In conclusion, the Krayt is definitely a superior ship when compared to the Firespray, but since they effective firepower roughly equals the Xwing's at the cost of profile and maneuverability, the Xwing is more appropriate in most situations. (The modified Xwing in the new expansion will make this doubly true) However, *all of this analysis changes when a decent gunner is flying with you*. I would highly recommend 2 krayts with gunners over a 4 man crew in a multiplayer ship anyday. Freelance is the best profession when one has friends who are constantly willing to go into space with you, but being an Alliance pilot is the best profession for solo pilots in both PvE and PvP.
Nokilo
Chilastra
SheenaBrelya
Sun Apr 17, 2005 8:59 pm
#3
Well put and I agree with the conclusions to which you have arrived. There are some details I wouldn't mind protesting, though.
Every ship has inertia, but the smaller fighters high acceleration means the Engine is able to counter the inertia faster than a large bombers low acceleration. Do not confuse the ability to counter inertia with a lack of inertia.
In addition to the conclusions you offer, it is my belief that the single greatest redeemer to the Krayt's combat ability would be a gimbaled turret. This would be the savior of POB ships, as well, but this addition has the potential to make the Krayt's combination of heavy fixed guns and a turret with unmatched firing arc one of the most potent in PvE, while also significantly increasing PvP viability.
Nokilo, it'll be a loss to the Pilot forum when you leave.
Shona
Every ship has inertia, but the smaller fighters high acceleration means the Engine is able to counter the inertia faster than a large bombers low acceleration. Do not confuse the ability to counter inertia with a lack of inertia.
In addition to the conclusions you offer, it is my belief that the single greatest redeemer to the Krayt's combat ability would be a gimbaled turret. This would be the savior of POB ships, as well, but this addition has the potential to make the Krayt's combination of heavy fixed guns and a turret with unmatched firing arc one of the most potent in PvE, while also significantly increasing PvP viability.
Nokilo, it'll be a loss to the Pilot forum when you leave.
Shona
Woss
Mon Apr 18, 2005 2:35 am
#4
Alliance ships? The best? HAW HAW HAW!
I'd be happy to introduce you to my dunelizard. 
Sar-larid
Mon Apr 18, 2005 7:11 am
#5
"If you manage to have a gunner with you, your overall firepower would then be the highest in the game by far"
...*psst!*....B-wing...
Fuss
Mon Apr 18, 2005 7:27 am
#6
I would rather have a rhix in pvp or pve then either a krayt or a x-wing. But ultimatly it comes down to components/gun placement/target signiature. For me atleast
Fuss
SheenaBrelya
Mon Apr 18, 2005 7:56 am
#7
Woss wrote:Alliance ships? The best? HAW HAW HAW!I'd be happy to introduce you to my dunelizard.
Fly your Duneliz up next to a still X-Wing, zoom out, lock your Camera on your target, and start cycling all targets in the sector. You'll get an idea of just how much *bigger* a Duneliz is comparatively. That makes your (and my) Duneliz easier to hit in general, and much easier in PvP.
Shona
SheenaBrelya
Mon Apr 18, 2005 7:59 am
#8
Sar-larid wrote:"If you manage to have a gunner with you, your overall firepower would then be the highest in the game by far"...*psst!*....B-wing...
Having a free turret opens up possibilities that are not present when all mounts are forward facing. I have done minimal testing, but the potential to use a Krayt/Y/Agg turret effectively against a Corvette is definately there. Combine that potential with the fact that the Krayt handles much, much better than a B and you have the basis for Nokilo's comment, I believe.
Shona
SheenaBrelya
Mon Apr 18, 2005 8:01 am
#9
Fuss wrote:I would rather have a rhix in pvp or pve then either a krayt or a x-wing. But ultimatly it comes down to components/gun placement/target signiature. For me atleastFuss
Then that is your preference. The fact is, though, that a Krayt handles as good or better than a Rihk and holds more mass. It might be that getting determined to learn the intricacies of a Krayt would help you more in the long run than staying with the Rihk.
Shona
BonesDragon
Tue Apr 19, 2005 12:23 am
#10
SheenaBrelya wrote:
Fuss wrote:I would rather have a rhix in pvp or pve then either a krayt or a x-wing. But ultimatly it comes down to components/gun placement/target signiature. For me atleastFuss
Then that is your preference. The fact is, though, that a Krayt handles as good or better than a Rihk and holds more mass. It might be that getting determined to learn the intricacies of a Krayt would help you more in the long run than staying with the Rihk.
Shona
Right, the only noticeable disadvantage the Krayt has in comparison to the Rix is the spread on the wing-guns. The Rix's guns are all close to the centerline. The Krayt's other guns are arguably closer to center than some of the Rix's, but those wingtips are pretty far off to the sides. Otherwise the ship has the same number of hardpoints, adds some mass, adds a turret, and adds some maneuverability (I think, unless it's just me making more use of engine overloads now).
At first I had no interest in upgrading either, but I was talked into it, tried it, and instantly fell in love with the Krayt. I probably wouldn't use it in PvP, but for PvE it's really hard to beat. I even leave the cockpit frame on now, since it has better visibility than most of the other freelance ships, IMHO (yes, it blocks the sides a little, but the window is pretty big).
Part of my resistance was that I originally though the hutt-ships were butt-ugly. But you get a decent paint-job on them, and they actually can look pretty cool.
But I guess the more people who refuse to upgrade, the more unique my ship will appear to be. That's OK by me.
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