Thargoid Plasma Krait Build Guide! | Elite Dangerous

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with the arrival of the thyroid Maelstrom and the taco invasion of the bubble the war has changed and so must our builds today's video is brought to you by game glass with game glad you can take control of your ship using a tablet or a phone you can try it out using some of the free pre-made shots or you can also make your own custom shots and share them with the community Through the built-in Marketplace so God of the days where you have no more rooms for all your key bindings on top of that game class also supports Star Citizen so follow the link in the video description and try game glass for free and use offer code dtea to get five percent off any purchase [Music] hello ladies and gentlemen for your convenience I've divided this video into chapters so you have different chapters if you just want to see the build you go to that chapter below if you want to see how to unlock some of the modules chapters for that but for now I'm going to talk about what this build is and what this build is not it's a anti-sino thyroid crate Mark II it is decided to be killing some of the smaller some of the easier interceptors or to work in a wing it's very nuclear friend it's been one of the criteriors I've wanted to make the ship built a ship that that new players who have not gotten into anti-sino combat can go and pick up and then begin to learn when I say new players I mean new players to anticidal combat since there's a lot of engineering required for this maybe not new players in the game now while this is intended for the each year interceptors this thing can take a beating and you can easily go and solo cyclopsis and and basilisks no problems as you get better I don't know I haven't sold out reduces in it yet but I have a feeling it may be able to with a with a bit of training it's also designed to be working around a station that's what I've said in the beginning of the video that the the face of Dark World Comfort has changed with the arrival of the of the maelstroms we are now fighting a lot more around stations and these are actually working stations and we're going to utilize that by doing what's called the touch and go where you just go in land an Atlantic patch do a quick rear repair refuel and off you go continue the fight that's the way it's designed it's designed to rely on that a lot so while you can take this away from stations and fight there it is really designed to have that station in close proximity for support for running repairs and stuff like that now as you can see the video here I am you using some of the modified plasma Chargers these are the new pre-engineered Guardian plasma charges these are really really good I like these a lot more than the Gauss cannons and that will be experienced um anti-sino Pilots out there who swear by the Gauss cannons and I'm actually sure that they are the best choice if you really want to push against the higher more difficult tacos at least that's what I've been told but for these smaller easier targets these works perfectly and they are so forgiving for a new player let me tell you why first of all we need the modified ones so the pre-giate ones because this shot so fast these has a sharp speed of 6 or 6 000 even meters per second that's six kilometers per second that basically for any range that we're going to be effectively fighting within means that they're going to be hit scan weapons so you don't really have to lead much you aim directly what you want to hit they also generate a lot less heat compared to the Gauss cannons meaning that they are a lot easier to manage the Heat and we have a lot of heat management built into the ship so you can stay as cold as possible and we're going to use that that temperature at low temperature to mitigate a lot of the incoming damage and that's how we can slow down the fight and we can fight on our terms deciding when we want to engage and if we don't want to engage we just cool down disappear off the radar and take a breather until we're ready to go again now despite these weapons generating less heat they still hit like an absolute truck I have been able to basically Alpha damage some of the some of the Cyclops as a few types where every I think a little down too hard so then all of a sudden we just over damaged it and it died without having to take down the two last ones so he can do damage I think you do a lot of damage so the way the heat management for the build here works is if you're going to be overheating your ship to burn off caustic you could do one or two things you can use to build steam laser which has thermal vend on it just to fire into empty space that's going to generate a ton of heat because it doesn't hit anything it just generates a lot of heat the second way you can do it is to only halfway charge your plasma charges so you just pull down the trigger for like half a second and release and you keep doing that with the plasma charges and that's going to generate a ton of heat as well that means if you really do want to overheat this thing you can generate heat super super quickly by using your beam laser and Rapid firing your plasma charges and you're going to overheat no second in no time and then we have plenty of heat sinks available so you just go for our heatsink and cool ourselves down again if you're not familiar with the plasma Chargers here's how they work you press and hold your trigger that's going to charge up some power while they are charging up takes about a second they are drawing a capacitor from um from the weapon capacitor once they're fully charged they will stay fully charged as long as you hold down the trigger they're not going to generate heat they are not going to take out additional power out of your power capacitors with weapons capacitor that means that with the Chart top they're basically just ready to go and and free to use so you can run around for minutes if you want to with them fully charged as long as you keep the trigger down at the moment you're ready to shoot you release this is in sharp contrast to the way the Gauss cannons work where they charge up and as soon as they fill to charge the fire no matter what you do you have no control over it that means you need to time it just right with you being aimed just as the fire up after the charge is over whereas here you have the option to charge up beforehand carefully line up and when you get that opportune shot just release the trigger and the shot Falls enough about the mechanics of the build let me show you how I've set it up and why I set up the way I have first of all in the large slot we're going to notice that I have it here in the center slot so if we have it symmetrical I have a large gimbal beam laser I got with gimbal because we're not really worried about the damage we just want to be able to keep that on target for as long as possible so I went with gimbals and this of course has long range and thermal vent again to manage that heat both up and down so thermal vent means when you hit a Target it cools down when you do not hit attack it heats up so we use this to manage our heat and to move our head heat up and down as we see fit for the remaining four slots we have pre-engineered plasma charges and the reason why we want the pre-intered ones is look at that look at that 400 um shot speed increase that's what makes them so good and this is why we want these specifically I am going to show you later on in the video how you get your hands on these so don't worry you could also just go to the appropriate chapter below for the utility amounts we have pre-engineered heat sinks and again I am going to show you how you get these These are more optional again we have the stations close by this is the way the builds intended so we can just go there and rearm if you do not want to get the pre-engineered which is a bit of work then you can just take normal um normal heatsinks and engineer them shut down field neutralizer and we have plenty of heat and I figured that was the most um defensive weapon of defensive thing I could put in here since we are running shielders that means if you hear that pulse goes off you can not only help protect yourself but it can also protect your team members if they are within you can see here it has a range of 3000 meters that means anyone within three kilometers of you when you fire this off is also going to be protected which has saved my my wing members a number of times so this is really really good if you are flying solo or on wings the corn tunnels is pretty straightforward we have reactive surface armor with heavy duty deep plating just to get as many Hull hit points out of this as possible for the power plant we are running a 7A armored with thermal spread again pretty standard armor to protect it it also gives us more power thermal spread to cool us down thrusters largest thrusters we can get 6A 30 Drive drag drives a standard stuff here frame shift drive also increase range Mass manager nothing special there Live support a rated I have gone lightweight I don't really care much if my life support dies um but I have gone a-rated because I want that long like 25 minutes timer so that means I don't care if my life support dies if it dies I just go to a station whatever it's convenient within the next like 25 minutes so plenty of time here and this is why I for our children to go with us again a Max sized 7A power distributor with charge enhanced and super condo flat maximum maximum recharge sensors are just when derated you could aerate this if you wanted longer range on it I think a light rated I should put long on each other if you want even longer range you could go with an a-rated just to get even more range out of it for the optional internals there might be some controversial choices in here but let's see if people are going to shout at me in the comment section I have gone with three um 5D Hull reinforcement packs with heavy duty deep plating on the one two three of those then I have in the in one size five Guardian hold reinforcement pack and now people like why do we have Guardian hover enforcement packed Astro because I've been Min maxing this and this combination of modules is what gives us the highest amount of caustic effective hit points that you can get out of this build so even though the normal engineered Hall reinforcement packs gives a lot more armor you can see here it gives 738 hit points whereas this one only gives 488 but because we have a number of these and especially down here in the lower ones where we don't get that much armor out of each module those five percent is also going to mean we basically get five percent more out of all of these and because we stacked this armor this was the Tipping Point where if I put more Guardian modules in I begin to get less effective hit points but if I put more human modules in I also got less effective hit points so by stacking these up we actually got some decent resistance and that's all just gonna stack UPS giving us I think like 6 000 cost of hit points again this thing will tank for days it has a really strong tank for the size of ship the only thing is I did put a size 4 Guardian module reinforcement pack in here just to protect our modules if we do get attacked so they don't die as easily um is just to give us a little bit more flight time in between our touch and goes on the station as I said it is relying on those stations to be close by so you can go in for for repairs and then before when you go out um but giving us a little bit more flight time I did put a single margin reinforcement pack in here so if modules begins to get destroyed or you begin to get malfunctions just go in land and then continue to go back killing thyroids so in order to get your hands on the pre-engineered guardian plasma charges what you're going to need is first you're going to need to get access to the um M Bonnie system you can see this is sitting right here at the at the center of the bubble this is a permit locked system so you're going to need to get a permit in order to get into this system in order to get this permit the best way to do it is to head to the system here right next to it lhs1163 as you can see here in this system you'll find the faction Azimuth biotech get allied with the um with Azimuth biotech once you are fully Allied by just run missions for them or do whatever you need to do in order to get allied with them and once you are fully Allied you need to head to the Glorious Prospect which is also in this system and there they will give you a permit Mission that's going to give you the permit for the embody system in the system you will find a surface settlement that you can go to where you from the tech bro worker on that station can go and unlock or buy actually these um these plasma charges you're going to need the following items in order to get those you're going to need Guardian one Guardian weapon blueprint you're gonna need five Guardian power conduit five Guardian Sentinel Parts four Arsenic and two power transfer bosses all the guardian stuff you can get from the guardian ruins and the Arsenic you can get from surface prospecting the power transfer box you can find at stations now now if you're not really sure how to do any of all this what I recommend you do is you head over to Commandos toolbox.com here you go on the guides and you go to Guardian modules and then you can go here and see what are you looking for you're looking for Guardian weapon blueprint fragments and you can see all the settlements that give these there's a full written guide on how to farm these how they work how the terminal works you can go and you can read that guide this is also where you find the Sentinels the software you found the power conduits you can see there are maps over some of the settlements showing where you will find the different different materials so go over here if you're looking for the guardian materials if you're looking for for arsenic you can go to the material finder and you can just find arsenic it is right there you can see it is a raw material great uh category raw material category six we get it through service prospecting and if you are interested there's a video guide you can go and you can watch about that there for the power transfer bus what I recommend you do is you're going to head over to inara and here you're gonna go and find Commodities on the data Commodities and we are going to be looking for power transfer buses is to see around Seoul and here you go now you can see oh I want to buy yeah that's it correctly um so now we can see all the stations that are selling you can see how much Supply they have what prices they ask for it when this last updated so just find whatever a lot of this actually three carriers so we can go and maybe and filter those there we go now we filter all three characters we could see all the actual stations where this thing is being sold go to whatever is closer to you and then pick up two remember that this materials that I showed you here that is per module that is per plasma charger as I said uh these are um not really unlocks they are buy for materials so you handle these materials and you get one then you handle another batch of materials you get another one you can do this over and over again so if you want four you need to multiply the list I showed you before with four so you can get all four of them if you want to get your hands on the printing that heatsinks you need to head over to the least D system this is not a permit lock system so you can just go in and you are just easy easy access if we go and look at the system itself we will see here there is a mega shipment here is called The Chariot of rear this is where you can get the pre-engineered um preempted heatsinks so Target this and you're gonna have to hand over just as with the with the plasma charge you're going to hand over a bill of materials the list is as follows eight mechanical scraps six and the Opium six Vanadium and five mechanical components and the new obium and Vanadium is service material so you can go and find and the mechanical scrap mechanical components can be found from places like that soap and again if you're having trouble locating it you can head over to the material finder on Commander's toolbox and you just go and search for it let's just search for the mechanical stuff here so there you have whoops so a little bit too much mechanical scrap right here we can see you can find that adapts hope and the mechanical component that's hope or also the hot Jupiter again video guides are available out here and if you want to uh to brush up on how to farm those different locations and while you are over here commando's toolbox what you could also do is you can head into the SIM you can rent into the antecito combat you can see some of my other builds you can see the previous version of this currently here this might be updated after this video goes live and there's also a scout killer crate that also have a build for farming materials from the um the Target maelstroms and again if there are other areas of the game where there's NPC combat mining or exploration you will also find a number of different builds over here now if you do decide to try and make this build for yourself I would love to hear your opinion about it in the comment section below thanks a lot for watching and until next time I'll see you guys in space
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Channel: Down to Earth Astronomy
Views: 33,621
Rating: undefined out of 5
Keywords: D2EA, Down To Earth Astronomy, DTEA, Space Sim, Elite Dangerous, krait, AX build, Krait build, krait Mk2, Krait mkII, elite dangerous krait mk2, elite krait mk2, Ax Build, thargoid, ax combat ship, engineering guide, combat build, ax, xeno, anti, ship, elite dangerous odyssey, thargoid war, dtea, elite dangerous maelstrom, thargoid mothership, dav's hope, anti xeno build elite dangerous, anti-xeno, initiative
Id: _hhKHMK-F-k
Channel Id: undefined
Length: 16min 28sec (988 seconds)
Published: Wed Dec 21 2022
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