Ships 2.2 & Why I'm Excited For The Keelback!

  • Thread starter Deleted member 110222
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Deleted member 110222

D
Le build: http://beta.coriolis.edcd.io/outfit...b191900040204frB32tv627.AwRj4y2Ug===.Aw18UA==

I already have modifications made to the Keelback, albeit those modules are mounted on the Cobra Mk III right now. Using that ship to build the modifications whilst the Keelback has no fighter bay.

32 tonnes of cargo!!!

And you know where that Keelback-powered tonnage os going?

???

Jaques...

That's right I've lost the plot! The Keelback is my Colonia boat!

I'm on Xbox making a trip to Jaques.... With a badly optimized Cobra Mk III. 4,000ly a day, with this level of jump range & fuel scooping rate... EASY.

Watch out Jaques truckers! There's gonna' be a new pony in town!
 
Are there patch notes on the improvements being made to the Keelback?

Also, is this ship finally going to get some paintjobs??

I'd love to have the back camo paintjob for it, to make it look more like a militarised APC ship! Would be awesome if we got some passenger missions for transporting troops to systems at war!
 
Here's a few images of current and "new" Keelback improvements

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Enjoy her, she's all character and not much utility. I loved her when I had her.

Enjoying the sun rise. :)

P27CSCG.jpg
 

Deleted member 110222

D
Okay, I just watched a video reviewing the Taipan & it's made me completely forget about the Cobra... I need this thing in my life.
 
Just been running around with a Keelback to see if I think it may see some long term addition to the fleet and allow me quick cheap access to a fighter in a few days time.

I have to say I found it quite reasonable for some planet work.

I was running 4c bi weaves (ready for the slot), 32 ton of cargo, a 3A scoop, and just some easy to get grade 1 mods to: power plant(more power), thrusters(clean tuning for handling and a little speed) and FSD (more range).

I found it quite enjoyable to fly, and it ran around quite happily on the planet.

Things I noticed that I have not seen really mentioned before :

It has long landing struts. it is really nice height for getting the buggy under without stress in uneven ground.

The struts are reasonably spaced so it seemed pretty easy to land in rough areas too (smaller footstep i guess is what I mean)

3A fuel scoop is plenty for this ship I felt, it does not drink a lot each jump.

Did not get interdicted, so no idea what it will be like in a fight yet. I had it set with three burst turrets (1 med, 2 small) and a med lightweight modded gimballed MC, as I noticed on previous exploits with this the fire arcs seemed/felt quite restricted to me, so some turrets felt they may be a better option for it, but have not tried them out yet to know.
 
I bought a 2.2 Keelback, with a fighter, and took it bounty hunting. Results were mixed, at best. Loadout

The good news is that the fighter is pretty powerful offensively. I tried several different weapon loadouts, and they all do plenty of damage. It's fast and nimble, and the AI's flying is decent.

The problem is that the mothership is a Keelback, and because it's the same ship as it was in 2.1 except with a fighter hanger, the rest of the Keelback's problems have not gone away. It's still slow, it's still extremely reluctant to turn and the shields and hull are still dangerously weak. Maybe if I spent a bunch of time engineering the thing it would get less bad, but this feels like a very low baseline from which to start an engineering project. My bounty hunting session ended in death after a wing of small ships turned on me - the mothership's shields collapsed, I tried to run... and a missile to the thrusters was game over.

I've had a think about the loadout, and maybe something like this would be better - the shield is so weak that you're never going to recharge it anyway, so Bi-Weaves probably don't make sense, and the extra utility slot means I have room for a point defence to better cover my ignominious retreat when the shields go down.
 
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The Keelback (and the Cobra 4) have both got similar problems, the Keelback is based on low cost, fairly fast trader with minimal offensive capability but if used in the right way works well, however when you lose some speed and internals to accommodate the fighter bay you end up with a slow T6 with a bit more armour and some extra weapons it'll do combat a bit better than a T6 but it's never going to be a Vulture.

Essentially it's a case of managing your expectations, that is don't expect a heavier version of a basic trading ship to be a serious bountyhunter or with the Cobra 4 it's a hugely versatile ship with a multitude of internals but you don't get that for free so it's a bit slow.
 
Yeah, it's probably less bad in combat than the T6, but that isn't saying much. The addition of the fighter bay was sold as being a big upgrade for the KB, but it still doesn't feel like it's really enough to make the damn thing good at any particular task. As a trader it compares poorly with both the T6 and the Cobra MkIV, while costing 3-6 times the price. Rigged for battle it struggles to survive even relatively light combat.

Maybe it's a mining ship, and we're supposed to use the fighter to keep the pirates off the mothership? I guess you'd end up like this. Trouble is... you've got to really value the fighter to believe that, say the Cobra MkIV for one is not just better at that job.
 
Yeah, it's probably less bad in combat than the T6, but that isn't saying much. The addition of the fighter bay was sold as being a big upgrade for the KB, but it still doesn't feel like it's really enough to make the damn thing good at any particular task. As a trader it compares poorly with both the T6 and the Cobra MkIV, while costing 3-6 times the price. Rigged for battle it struggles to survive even relatively light combat.

Maybe it's a mining ship, and we're supposed to use the fighter to keep the pirates off the mothership? I guess you'd end up like this. Trouble is... you've got to really value the fighter to believe that, say the Cobra MkIV for one is not just better at that job.

I always figured the Keelback to be the FGS younger brother, another ship that was meant to have turrets with it's bad agility.

I'd suggest trying a mix of Beam turrets, with a Seeker Missile Launcher or some other single kinetic weapon on the class 2.
 
(...) My bounty hunting session ended in death after a wing of small ships turned on me - the mothership's shields collapsed, I tried to run... and a missile to the thrusters was game over.

(...)

I used to be an adventurer like you. Then I took a missile in the thruster...

Sorry, I know it's a little off-topic, but the inevitable comparison came up in my head so I thought I'll brighten the mood a little ;)
 
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i found it fun larking about with the fighter. Didn't take it to a combat zone just roamed anarchy zones and carried some modular terminals.
 
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