Ships Purpose

I had great fun in solo with the keelback.

Filled it with armor and turrets, and went into a RES to lure pirates with my q-ship... :)
 
I really want to like the Keelback. The idea of a Q-ship appeals hugely.

However, at the moment, the Keelback just doesn't feel like that ship to me.

Compare an 18M cr Keelback to a 10M cr Cobra IV - I'd have to say the CiV looks to be the much better Q-ship.

So, here's hoping (a) the up-comming fighter module doesn't consume one of the existing compartments, and (b) the Keelback is upgraded* to two large, and two medium hardpoints. Keep the sluggush speed and manoeuvrabilty.

* or maybe just add a large hardpoint in the centre/top, just behind the - oddly and overly large and glassy T6 - canopy.

That combination would, for me, be a Q-ship worthy of the designation.

And yes I too love the swivel engines... even though I can't see them... :rolleyes:
 
Honestly, I do believe that fighter bays will use an internal slot. That being said, I also wager they will be quite powerful.

To put into context, I was chasing an Anaconda the other day with two Sidewinder escorts, both armed with the same two small weapons like the fighters are. And those two Sidewinders continuously attacking me really messed with my shields and I had to flee. So I'm curious to see how well those fighters will fare once they are implemented.

The Keelback, just like the Federal Gunship, suffers in that they are not strong enough for the base cost. So I suspect it's due to balance for the fighters when they come out this summer. FDevs have the math in place, so they just need to ensure the fighters fit that math in testing.
 
didnt read all posts, so dont know if its said yet. but the Keelback is differently made for early mining. when you set it up, it can easy hold 64t cargo, collector dones, a prospector, ref, and even a half desent shield. the reason for a good mining purpose is the 2 medium hardpoints, makes mining go a lot faster, and still it has 2 small hardpoint for defense. you could switch them around if you fancy slow mining and more defenses :)

A link to a kneelback miner setup : http://coriolis.io/outfit/keelback/...1n.Iw18UA==.Aw18UA==?bn=Early HeavyDuty Miner
 

Deleted member 110222

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1) Exceptional vertical thrust. In High-G environments she maneuvers better than even some fighters.
2) Fighter hangar

This ship is going to get gradually more awesome as Horizons season progresses.

On the high-G performance, really? Interesting. She might find her way into my fleet after all...
 
Reasons to fly her... right now?
Uhmm... Well, she... sounds nice. She's good for base assaults, for her maneuverability close to the surface and the ability to equip one metric heckton of rockets, and for general planetary use for her cockpit and great view.
Plus she looks kinda cool on the ground. I love the angle of the retro-thrusters. They look just mean. Whole ship in black looks like she scowls on you. I love how the auxiliary nacelles work while rolling and pitching (Btw the roll is crazy fast. It feels like third fastest after Eagle and Asp S)

So... sold? :)
 
The type7 is a Q-Ship from WW2!!!
https://en.wikipedia.org/wiki/Q-ship

Actually a wolf in disguse among a sheeps.

We're probably going to have Type-6 freighter convoys enscorted by a few Type-7 with fighters, making pirate's life more interesting. That's cool content, I love it. I'm probably going to try it when I'll have more money than I'll know how to use it...

The Type 7 seems to be a sitting duck and punching bag in one. I was undermining earlier today with my FDL and was practicing with the Class 4 PA. A type 7 went down in 3 hits.
A type 6 that I encountered, I was forced to chase it all over the place. When I finally did manage to shoot it with the Class 4 PA, it needed no less than 6 hits to be destroyed.
 
Honestly I wonder what is in FDev's collective minds some times...

...why is the keelback significantly slower than the ship it's based very very closely on?

Yes, I know they have 'form' on doing this with every new variant (or so it seems), but c'mon, it's supposed to be a Q-ship...
 
I bought the Keelback as an exploration ship. The jump range is about 22 ly which is sufficient if you don't want to go for the farthest stars.
 
The Keelback's purpose is ????. Just like the Orca. It's supposed to get good later, but they release ships for stuff that isn't in the game yet. Why they do this, nobody knows.
 
Because, and you may not believe it, some of us buy and enjoy ships for their looks and how they feel. Not because they are better than previous ship.

Why would Honda come up with a Civic when we already have Bentley? Well, because someone might "just like it". :)
 
Well, here's one possible use...

I had big hopes for the Keelback but like many others it seems, I was disappointed when the final specs came out and I test drove one in beta. I was hoping the vectored engines would give it some unique abilities for planets.

However, I think I found one use for it - as a mining equipment supply ship.

http://coriolis.io/outfit/keelback/...C0P42f.AwRj5ZQytI==.Aw18UA==?bn=Mining Supply

I like to do a little mining in my Python from time to time but it can be a hassle to re-fit my ship. I outfitted a Keelback to hold all of the mining equipment I need to convert my Python. I just park the Keelback at the nearest station to my mining location that has outfitting for swap gear. It only takes a few minutes.

I picked the Keelback because it was the cheapest ship that had two medium hardpoints for mining lasers and enough internal slots for my refinery and limpet controllers. I was also trying to keep the cost under 10mil (in Li Youg-Rui space). I was pleasantly surprised that it still had a decent jump range with all the gear. No shields but I rarely get interdicted when traveling without cargo or missions.
 
I did type out why I liked the Keelback, only for the forum software to lose my post. Suffice to say that she makes for a cheap miner.
 
Keelback in it's current iteration is pretty bad..but I decided last night to fly one as my main ship because it looks awesome. It will do what I need it to do.

this is a game where sidewinders can kill(NPC) Anacondas. The Keelback is fine, even now. It will benefit heavily from the engineers update. Even now, It excels at planetary stuff, so I'll be getting busy assaulting bases and using synthesis for extra punch. 32 tons of cargo in my current config. It can smuggle. It has a fighter bay. It can fight when it needs to. I'm not taking it into a CZ, because why on earth would I do that.

There's a reason such a "bad" ship is so "good" and planet-based ops. think about that. think about what's coming. #shrug
 
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I've been flying the Keelback a lot lately. I have a fully A-rated Python and a Federal Gunship ... and while I use those two for mining and bounty hunting, respectively , I LOVE the 'feel' of the Keelback. Her look, her engine acceleration and deceleration sounds, the way the cockpit shakes when the speed changes. It just feels nice to fly in. Even if she's gimp currently.

2.2 can't come soon enough.
 
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I own a Keelback too, I have lot of money invested in ships, including Anaconda, I keep the keelback just for fun if I have to pick up some materials on the planets or to fly for fun on canyons, and Mining. Very cool looking, too bad that is not as good as the T6 as internals, I agree is supposed to be better than t6 and little more expensive, at least for exploration or as utility.
 
It's got a definite 'cool factor'. The rotating engines sold me on it, and it's honestly not a bad ship. Yes, there are ships that do what it does better, but, they don't have rotating engines. And I have a feeling the eventual fighter bay upgrade will give it a much better punch once fully fleshed out.

Either way, I run mine right now as a 'resource raider', set up specifically for hitting up those points of interest on planets that contain goodies. It does very well at that, though I'm sure you could run any ship to do that just as well, it still has the 'cool factor' to it.

I. Love. You.

I have a similar relationship with the Cobra Mk IV.
 
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