Pilot Archive

Thread: Krayt loadout

shfire
Thu Dec 23, 2004 7:20 pm
#1

I've been trying to find a good weapon combiation for my Krayt. For those of you who have one what have you done with the weapon combination? Are you using 2 stronger weapons up front or 3 weaker weapons up front? Do you keep a weapon in the turret or move one from up front only when you get a gunner? Or something completely different, and do you use a missle launcher?



Dourne Cloudstryder

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Lexo333
Thu Dec 23, 2004 7:57 pm
#2

My krayt loadout is

Center gun a re9

turret gun is a .310 speed re5 gun

both of the other guns are re6 guns.


Reason i went with smaller fast gun in turret is so my gunner can get extra shots to make up for him missing due to my piloting.

And Re'd guns are way better for damage output than what a sw can make reason is look at the vs shields/armor you get more penetration which equals more damage.

Oh and for missile i used a pre-nerfed mark2 spacebomb launcher.
KaiaSowaPit
Thu Dec 23, 2004 8:16 pm
#3

No turret. No ordnance. No counter measures. Level 1 crafted armor that's just good enough to buy me a few extra seconds of "get outta Dodge" time.

What do I have?

Three very, very nice looted weapons up front (one in particular does well over 4.5k max dmg with 0.7 vs. stats). The "Inferno" 92 speed reward engine. Some mid-grade boosters. Heavy shields (over 2400 front/back with +15 recharge). A low-mass, tier 1 droid interface (around 15 speed). A marginally okay looted capacitor. Oh and the best crafted reactor I could find with reasonable mass (+16k generation rate).

Works for me. I've still got darned near 10k mass left to play with, but that silly reactor has me gated. I'd have to lighten my mass to throw in a bigger one, which would prolly mean one of the guns (kinda defeating the purpose).

Cruising speed is a little over 1100; 1330 or something with boost. She can take a punch and most certainly dish one out. Doesn't maneuver quite as well as an A-wing or Interceptor, but if they pass my crosshairs... they're smoke. So far the only problem has been assisting friends with capture missions... if I get careless with the trigger, disable goes to "BOOM" real fast.





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Tuscanspeed
Thu Dec 23, 2004 9:27 pm
#4

3 x level 8 reward guns (2.6 - 3.8's), 101 spd Manufactured engine, 1600+ reactor, 2500+ sheilds. everything else as low level as possible while still being useful.


if i have a gunner, i put in my 95.6 spd reward engine, and drop in a level 7 gun for the gunner.



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MonsofoLexius
Fri Dec 24, 2004 12:11 am
#5


Well I have gotten a little lucky on the reactor


  • Reactor 2800 energy 1100 mass (not a typo) RE'd

  • 95.9 Inferno Engine(reward) RE'd

  • 1300 energy capacitor 49 recharge RE'd

  • Lvl 3 armor (<6K mass each)

  • Reward shields 2500+/2500+ 15+ recharge RE'd (not exploited)

  • 12K mass booster great stats RE'd

  • 15.2 DI <500 mass RE'd

  • Weapons


    • Borsell Disruptor (reward) Re'd 28K mass ~2400-4000

    • Experimental Blaster (crafted?!?!) 36K mass ~1800-3000

    • Looted Disruptor 30K RE'd mass ~2300-3700

  • CM (the 2K mass launcher forget witch one)

  • Missles- Will sometimes load a SB Mk2 for vette or other runs at the loss of a wing weapon or downsize it

And I still have a little mass to play with. I have 8 of 10 Lvl 10 weapons waiting for re, when I get the last 2 I should be about a:



  • 2800-4500 .80/.80 45K mass - This will replace the one crafted blaster I have


As far as load outs.... I move the wing mounted one to turret when I bring a second. If its more for training and xp Ill drop like a RE'd Lvl 4 low mass one in there. I recently moved a few things around (from Lvl 4 armor to Lvl 3) and a few things with weapons to put more firepower in the guns, my numbers on wepaons might not be perfectly close, but I know I was in the 11K total damage range atm. With the RE'd Lvl 10 I should push 13K


But I must say that the krayt can be loaded with Mk2 space bombs, big armor, 2 good guns and make a great bombing tank.


On the other hand, lighten up the armor, pull the Mk2 Space Bombs, put in 3 HUGE guns and it makes the best fighter in the Privateer line. I have a MSW with lots of stored resources (kind of a private shipwright) and I have recently gone thru most all the ships in privateer, I have deeds for them all, looking for a 3rd ship and stil my datapad contains:



  1. Krayt

  2. YT-1300

  3. Nothing (((((( nothing worth keeping till I get a Fire Spray )))))))))

Message Edited by MonsofoLexius on 12-23-2004 11:13 PM



----------------------------------------------------------------------------
- In rememberance of our friend, Luckky Johnson (Toni Sinclair)
"Every day I feel like I am opening a present when
I double-click the SWG icon"
-Vorpaks
Thanks bud...now, about the Garment habit of yours. You need an intervention! - Calculus_Entropy /flex - n'Jessi
----------------------------------------------------------------------------

Lexo333
Fri Dec 24, 2004 12:56 am
#6



Monso,i usedto count total max damage myself but you wont hit for 11k being generous ill say your weapaons are .70 vs shield/armor so its actually more like 7.7k which is still great penetration.

The fellow above thats gated by reactor power,,your a privateer reactor overload 4 who cares if you eventually burnout a crafted reactor you can always get another,its the good looted ones you dont wanna burn.


My loadout

Reactor- RE 7 mass 15k generation rate 29k

----------

Engine-RE 8

pitch 72

yaw 71

roll 69

speed 87.5

----------------

Shield-RE8 reward

2555/2555

---------------

Armor-Mark 4

front-1867

back-1874

-------------------

Capacitor-RE 6

8k mass

energy 1360

recharge 47.4

---------------------

Booster-RE 8

mass 21k

energy 2550

speed 33.1

--------------------

Interface-mark 1

mass 458

speed 13.3

---------------------

Weapons-

1st slot RE 9 max 3554 .640 vs shield/armor refire .310

2nd slot RE6 max 2268 .680 vs shield/armor refire .320

3rd slotRE 6 max 2308 .670 vs shield/armor refire .340

Turret RE 5 max 1845 .670 vs shield/armor refire .290 more shots for the gunner.

-------------------------------

Ordinance

Pre-nerfed Mark 2 spacebomb launcher

Mass 5900

Current missiles we make are 23528 max with a .983 vs shield/armor

---------------------

Countermeasures-

Micro-chaff launcher

----------------------------


All told im at 185k outa 211k mass so i have a lil to play with.

I got extremely lucky on my reactor i found,,the engines top speed is ok,even better with engine overload 4 but i like the re 8's because they have the highest p/y/r stats.

All in all i think its setup fine i regularly solo the star destroyer and have no problems runnin imps outa deepspace.I did just get my third reward gun tonight on another toon so i have 3 to use id like to put them on this ship but they seem to work well in the firespray and current weapon setup sems to work well for me especially with weapon overcharge 3.

Sleenk


Message Edited by Lexo333 on 12-23-200411:57 PM


Message Edited by Lexo333 on 12-23-2004 11:57 PM

Message Edited by Lexo333 on 12-23-2004 11:58 PM

Lexo333
Fri Dec 24, 2004 10:25 am
#7

Yea weapon overload 3 is a must its a great chip command.

Reactor overload 4 is sweet also lets me use lightweight mark 2 playermade reactors in my other toons rebs ships without having power problems.

like my reb toon uses at times a nice mark3 14k generation rate reactor with overload 4 activated and never has a problem with power.

But if you get lucky like me and Monso and happen to fins a reactor with 20k+ power thats the way to go.

By the way Monso mine was a re7 reactor what was yours out of curiosity?Seems to me that re7 are the good one's.Besides the 29k energy one in my krayt i found a re7 19k energy reactor which i use in my Bwing,so far the re7 reactors are the ones im finding that occasionally have the nicest stats.


All in all i will have to say that the Krayt is probably the best ship out there.Great mass to play with nice weapon allocation,handles better than a xwing,i think the devs did good by us and im very pleased with it.
Zanholo
Fri Dec 24, 2004 10:34 am
#8

No turret normally; it's wasted mass without a gunner. 3 forward weapons, though not nearly as nice as some already posted.



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Gom_Kuub
Fri Dec 24, 2004 11:58 am
#9






shfire wrote:

I've been trying to find a good weapon combiation for my Krayt. For those of you who have one what have you done with the weapon combination? Are you using 2 stronger weapons up front or 3 weaker weapons up front? Do you keep a weapon in the turret or move one from up front only when you get a gunner? Or something completely different, and do you use a missle launcher?







i'd put 2 very powerful main weapons for myself, a nice powerful turret for my buddy sitting shotgun, and maybe a little less powerful weapon in the third main slot for me


and if there's any room left, i'd put a countermeasure launcher, since this ship aint no a-wing


and if theres STILL more room, them i'd put the missles



-Gom




-Gom



"For over 2 years, the Veteran Community were the guardians of peace and justice in the Pre-CU. Before the dark times, before the NGE."


KaiaSowaPit
Fri Dec 24, 2004 1:37 pm
#10

"The fellow above thats gated by reactor power,,your a privateer reactor overload 4 who cares if you eventually burnout a crafted reactor you can always get another,its the good looted ones you dont wanna burn."

Yes I could run overload 4, but that seems rather wasteful just to add a launcher which would seldom get used or a turret that would never get used. My setup is for day-to-day average play; a little loot farming & helping out friends with their tier 3 & 4 missions. For special occasions (such as vette runs), I'd swap a few things around to make room for ordnance such as space bombs. Basically, dmg & shielding have always been my first priority; everything else is luxury.

"Monso,i usedto count total max damage myself but you wont hit for 11k being generous ill say your weapaons are .70 vs shield/armor so its actually more like 7.7k which is still great penetration."

Couldn't agree more. Versus stats are as critical as min-max dmg. Though one thing to bear in mind: if you're using weapon overload, you can effectively negate versus penalties. A 0.7 vs. shield/armor gun + the 30% buff of weapon overload 3 = 1.0 dmg.

And yes, I'm too lazy to use the Quote button and reformat.





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RSy
& iconic signature here

MonsofoLexius
Fri Dec 24, 2004 1:43 pm
#11







"Monso,i usedto count total max damage myself but you wont hit for 11k being generous ill say your weapaons are .70 vs shield/armor so its actually more like 7.7k which is still great penetration."





I know that fwiw, they are in the .65 range looted and .5 for crafted. I usually calculate out the min-max by effectiveness then by refire rate to get a real compairisons of penitrated damage per second, but I figure Id be brief.


And for the above poster.. I use Weapon Overcharge 3 everytime I load


Message Edited by MonsofoLexius on 12-24-2004 12:47 AM



----------------------------------------------------------------------------
- In rememberance of our friend, Luckky Johnson (Toni Sinclair)
"Every day I feel like I am opening a present when
I double-click the SWG icon"
-Vorpaks
Thanks bud...now, about the Garment habit of yours. You need an intervention! - Calculus_Entropy /flex - n'Jessi
----------------------------------------------------------------------------

Merrybelle
Fri Apr 15, 2005 1:15 am
#12






shfire wrote:

I've been trying to find a good weapon combiation for my Krayt. For those of you who have one what have you done with the weapon combination? Are you using 2 stronger weapons up front or 3 weaker weapons up front? Do you keep a weapon in the turret or move one from up front only when you get a gunner? Or something completely different, and do you use a missle launcher?







My Current Krayt Loadout:


Reactor: Level 5 RE 15378 Energy 5460 Mass


Engine: Level 8 RE 77.8 Pitch 75.2 Yaw 74.1 Roll 92.9 Speed 23k Mass


Shield: Level 8 Reward RE 2555 Front/Back 16.84 Recharge 27.8k Mass


Armor: Level 7 RE 1558 Front 7k Mass 1464 Rear 6.7k Mass


Capacitor: Level 6 RE 1276 Energy 46.9 Recharge 8093 Mass


Booster: Level 6 RE 1887 Energy 53.0 Recharge 39.5 Accel 30.0 Speed 7.5k Mass


DI : Level 10 9.8 Speed 23k Mass


Weapon Slot 1 : Level 8 Borstel Reward RE 3876 Max Dmg .69/.69 Vs 13.4 E/S .380 Refire 23k Mass


Weapon Slot 2 (Turret) : Level 6 RE 2793 Max Dmg .69/.68 Vs23.7 E/S.390 Refire 10k Mass


Weapon Slot 3: Level 8 RE 3769 Max Dmg.68/.68 Vs27.1 E/S.380 Refire 25k Mass


Weapon Slot 4: Level 8 RE 3719 Max Dmg.68/.68 Vs 26.3 E/S.390 Refire 23.7k Mass


Ordinance: Spacebomb II Launcher 27279 Max Dmg 1.07/1.07 Vs9.7 Refire15k Mass


Spare Mass - 2k


Use Reactor Overload 4, Cap Overload 4, Weapons Overload 3, Engine Overload 3, Cap to Shield Shunt 3


Need to RE the level 10 DI for lower mass and higher speed or switch to lower mass DI to use better booster or cap


Have 2 more level 8 reward guns waiting for RE





Lara- Croft

Master Merchant, Master Architect, Master Shipwright, Ace Freelance Pilot
Mining Outpost, Dantooine - Tempest
TomoRainer
Fri Apr 15, 2005 2:22 am
#13

So I was just sitting here thinking about what a nice loadout that is on a Krayt.. then I saw it was yours, Merry. Nice work on that, looks like a really balanced ship.

I RE'd my level 6 engine earlier today, by the way. Gonna post a screenshot of it in a bit.







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


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