Pilot Archive
Thread: Krayt loadout
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.
- 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:
- Krayt
- YT-1300
- Nothing (((((( nothing worth keeping till I get a Fire Spray )))))))))
Message Edited by MonsofoLexius on 12-23-2004 11:13 PM
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
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
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.
"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
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
I RE'd my level 6 engine earlier today, by the way. Gonna post a screenshot of it in a bit.