The Keelback, much like the T-6, is one of those ships that a large portion of the galaxy sees as pointless and worthless, and another smaller portion cling to like it was their own baby.
I'm sort of the latter. Hey, some people love an underdog, right?
Visually, the KB appeals to those who are looking for a ship that has a rugged utilitarian look to it. We all know it's drawbacks - it's got one of the worst pitch rates going and unlike its T-6 cousin, doesn't have the speed to make up for it. The upside for this if you're into PvE is that even a single interdiction can be a hair-raising experience (I barely escaped an NPC clipper with 4% hull and another time lost my ship due to a Cobra sporting railguns that I just couldn't keep a bead on before he regenerated his shields).
So why use it at all?
Well, for some it's got that Millenium Falcon vibe - that "piece of junk" they want to make "special modifications" to. Unfortunately, until 2.1 comes out those modifications are pretty limited.
But, in all seriousness, I'm looking for suggestions to make it suck LESS. My thoughts
Utility Mounts - Chaff, obviously, but also heat sinks - if you're desperate to get away and it happens to be a PC you're running from, I figure it couldn't hurt to go silent running. Third utility slot for point defence - not so important now, but after 2.1 NPC missiles will be used correctly, and therefore something to worry about.
Weapons - I keep coming back to the same "effective" combo - Gimbled C1 beams for shields, and gimbled C2 multicannons for hull. But that requires firing one and then the other to work with power management. Another idea I had was C1 Burst instead, so that it can be fired with the multicannons at the same time. The power drain is significantly less, and in theory the MC damage would make up for the damage lost melting shields, meanwhile the burst damage would increase the MC's effectiveness against hull. And you wouldn't have to keep four pips in weapons all the time, allowing for more in shields and engines as necessary.
Internals - First the obvious - A rated everything (except Sensors and Life Support which should be D). If you're inside the Bubble, you might as well get used to not having a fuel scoop. Sure it can save your butt, but looking to the future you're going to want to make the most of your internals. Also looking to the future, if you can get info on a system by scanning its nav beacon, you might also be able to ditch the discovery scanner as well. Currently it's a must have on missions due to the number of times I end up in a system I haven't scanned yet (though it's only a serious problem if the target is a planetside base since space stations I think are always shown).
Shields - I'm not sure bi-weave is the way to go with this ship - it's got pitiful protection and the fast recharge isn't going to help it much. If your intention is to survive a single encounter (either by running away or fighting) I think you'd want that initial shield to last as long as possible. So I'd say Class 3 normal or even prismatic shields (the power plant can handle it).
Armor - An absolute must. If you have spare internals go for the hull reinforcement. If you can't spare any, add the military armor if you can. You kind of have to assume you're going to take a pounding and plan accordingly.
Now, while those are my thoughts, I'd be interested to hear yours. How would you make the most of a sub-par ship?
I'm sort of the latter. Hey, some people love an underdog, right?
Visually, the KB appeals to those who are looking for a ship that has a rugged utilitarian look to it. We all know it's drawbacks - it's got one of the worst pitch rates going and unlike its T-6 cousin, doesn't have the speed to make up for it. The upside for this if you're into PvE is that even a single interdiction can be a hair-raising experience (I barely escaped an NPC clipper with 4% hull and another time lost my ship due to a Cobra sporting railguns that I just couldn't keep a bead on before he regenerated his shields).
So why use it at all?
Well, for some it's got that Millenium Falcon vibe - that "piece of junk" they want to make "special modifications" to. Unfortunately, until 2.1 comes out those modifications are pretty limited.
But, in all seriousness, I'm looking for suggestions to make it suck LESS. My thoughts
Utility Mounts - Chaff, obviously, but also heat sinks - if you're desperate to get away and it happens to be a PC you're running from, I figure it couldn't hurt to go silent running. Third utility slot for point defence - not so important now, but after 2.1 NPC missiles will be used correctly, and therefore something to worry about.
Weapons - I keep coming back to the same "effective" combo - Gimbled C1 beams for shields, and gimbled C2 multicannons for hull. But that requires firing one and then the other to work with power management. Another idea I had was C1 Burst instead, so that it can be fired with the multicannons at the same time. The power drain is significantly less, and in theory the MC damage would make up for the damage lost melting shields, meanwhile the burst damage would increase the MC's effectiveness against hull. And you wouldn't have to keep four pips in weapons all the time, allowing for more in shields and engines as necessary.
Internals - First the obvious - A rated everything (except Sensors and Life Support which should be D). If you're inside the Bubble, you might as well get used to not having a fuel scoop. Sure it can save your butt, but looking to the future you're going to want to make the most of your internals. Also looking to the future, if you can get info on a system by scanning its nav beacon, you might also be able to ditch the discovery scanner as well. Currently it's a must have on missions due to the number of times I end up in a system I haven't scanned yet (though it's only a serious problem if the target is a planetside base since space stations I think are always shown).
Shields - I'm not sure bi-weave is the way to go with this ship - it's got pitiful protection and the fast recharge isn't going to help it much. If your intention is to survive a single encounter (either by running away or fighting) I think you'd want that initial shield to last as long as possible. So I'd say Class 3 normal or even prismatic shields (the power plant can handle it).
Armor - An absolute must. If you have spare internals go for the hull reinforcement. If you can't spare any, add the military armor if you can. You kind of have to assume you're going to take a pounding and plan accordingly.
Now, while those are my thoughts, I'd be interested to hear yours. How would you make the most of a sub-par ship?