Good ship, still killed immediately

Im piloting a keelback with 3A shields (boosted with 0A), 2D reinforced hull, and point defense; but when investigating a distress beacon knowing good and well theres gonna be enemies there (oh boy, here i go killin again) my shields are taken down INSTANTLY and my hull plummets to zero within 10 seconds.
Someone please please PLEASE explain what I am doing wrong i got on the forum specifically for this cause I couldnt find anything elsewhere.
 
Small shields, wrong ship. That's basically it. :)

The fact that shields are A-rated means nothing if they are too small to handle the big hull. 3A shields may be awesome on a Viper or Courier, but you are trying to stretch them over a ship that is ten times bigger. :)
3A shields on Keelback have roughly 150MJ. Considering that mediocre combat ship can have about 50MJ damage per second, and the Keelback is really hard to miss, you can see how this will not be working in your favour.

If you want to make keelback a combat ship, you will have to equip the biggest shields you can (Size 5) and also add some hull reinforcements into the mix. (And naturally buy better bulkheads - lightweight don't cut it.

Keelback can also have a support fighter. If you use it to draw fire away from you and dish out some additional damage, it can be pretty effective combo (I personally love Keelback) But it's definitely isn't the easiest ship to fight in.
 
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The Keelback is not a good Ship. Its a Trader and not really designed for Combat (even so Lakon claims that). It has naturally weak shields and the Hull, without Hullreinforcements, is crap too. If you meet some Elite Ships, just run.
 
Good might be a stretch in a Keelback in a combat situation. 3A shields, even reinforced are pretty weak against a ship set up for combat. Did you manage to see what killed you, what type of ship and what combat rank it was? I am not great at combat myself, deadly only by the length of time I have been playing, I have noticed some pretty hard NPC ships out there recently which has been good in my opinion. They can take my 3A shields down on my Asp pretty quickly. Fortunately, I have the speed and agility to avoid their onslaught, your Keelback does not.

Fly safe o7
 
Im piloting a keelback with 3A shields (boosted with 0A), 2D reinforced hull, and point defense; but when investigating a distress beacon knowing good and well theres gonna be enemies there (oh boy, here i go killin again) my shields are taken down INSTANTLY and my hull plummets to zero within 10 seconds.
Someone please please PLEASE explain what I am doing wrong i got on the forum specifically for this cause I couldnt find anything elsewhere.

Also, take a look at the threat level next time you visit a Signal Source. I'd say, in that Keelback, be cautious and don't do anything above Threat 1.
 
Im piloting a keelback with 3A shields (boosted with 0A), 2D reinforced hull, and point defense; but when investigating a distress beacon knowing good and well theres gonna be enemies there (oh boy, here i go killin again) my shields are taken down INSTANTLY and my hull plummets to zero within 10 seconds.
Someone please please PLEASE explain what I am doing wrong i got on the forum specifically for this cause I couldnt find anything elsewhere.

Aside from dropping itno a distress call in keelback with 3A shields and 0A booster, I'm guessing a Lightweight Hull with a 2D reinforcement? How much of this has been Engineered?

Did you drop in and sit there? What was your power management set to? 2-2-2? When in doubt, 4-2-0.

There's almost always a lot more to these stories than "I was just minding my own business when..."
 
Hi there, fellow Keelback pilot! I take my ship into PvE battle all the time, including distress signals.

Personally, I go with the class 4 shields. Class 5 gives a *slight* boost over class 4, but it's pretty minor and for me not worth the precious slot.

I also:

- Have a shield booster. (Looks like you've already done this).
- Buy the military-grade armor.
- Engineer everything! Especially the engines: once you're fast enough to outrun most NPCs, you can control the engagement and the weak shields don't matter so much. Engineering shields & armor obviously also makes a big difference.

I can certainly vouch that fully engineered & flown well, a Keelback can tackle nearly any (human) NPC challenge in the game. Haven't really tried it against the Thargoids. It definitely can't stand up to an apex PvP ship flown by a competent player, but that's true for just about anything that isn't also an apex PvP ship. You can definitely take PvP noobs by surprise, though.
 
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I think OP is very new at the game and confused because the Keelback comes with a size 3E shield in the size 3 slot. And he thought he should upgrade that slot to the best possible shield.

There are about multiple things he hasn't understood and Elite is shockingly bad at explaining them in game. Thankfully you are all awesome and its all been covered in the posts already.
 
The SLF will take a lot of pressure off you if you launch it quickly and instruct it to attack your target immediately. That gives you time to decide if you should fight or flight !

It's possible at the USS that you were attacked by more than one ship? Not fun, best to run.
 
Yeah, I have a 3A Prismatic I'm tempted to use on my Keelback--but I'm currently using 4C Bi-weaves that are thermal reinforced through engineering, plus a shield booster (also engineered).

Even an A-grade Keelback is still not a great ship. But fully engineered and it's just fine for most PvE situations. It's my ship of choice, in fact.
 
Yeah, I have a 3A Prismatic I'm tempted to use on my Keelback--but I'm currently using 4C Bi-weaves that are thermal reinforced through engineering, plus a shield booster (also engineered).

Even an A-grade Keelback is still not a great ship. But fully engineered and it's just fine for most PvE situations. It's my ship of choice, in fact.

My other favorite fellow Keelback pilot! Since you're here, I'm wondering what your thoughts are on Bi-weave vs regular for the shield. The total MJ difference is pretty stark, and for certain kinds of encounters (like surviving a PvP interdiction) that's going to make a big difference. For PvE fights it's not too big of a deal, you can always back off and (quickly, with the Bi-weaves) recharge.

For 3.0 I ended up going with the Bi-weaves as well because they're just more fun, but not without some misgivings. Haven't had to deal with any PvP ships since the patch, and I'm afraid it's going to go even more badly than usual.
 
Mentioned it in another thread...

I was flying my Combat AspX (shields 1000, armour 1000) the other night when I got one-shotted by an FDS at a USS.

Just; Zap - debris - re-buy.

The OP probably made mistakes (as we all do) but there are ships out there, and not just "big" ships, that can ruin your day now.
 
My other favorite fellow Keelback pilot! Since you're here, I'm wondering what your thoughts are on Bi-weave vs regular for the shield. The total MJ difference is pretty stark, and for certain kinds of encounters (like surviving a PvP interdiction) that's going to make a big difference. For PvE fights it's not too big of a deal, you can always back off and (quickly, with the Bi-weaves) recharge.

For 3.0 I ended up going with the Bi-weaves as well because they're just more fun, but not without some misgivings. Haven't had to deal with any PvP ships since the patch, and I'm afraid it's going to go even more badly than usual.

I haven't done much PvP as of late (I can generally avoid it). But one engineering special effect will increse the recharge rate by 15%. Add that on top of a bi-weave and it's going to make it even more useful.

I just can't see a KB being much of a PvP ship, though, given how those other ships are going to be specialized to the task and you're essentially handicapping yourself. Still, if you had another player in the fighter you at least would have that going for you.
 
Hi OP. In your outfitting panel you can look at your shield strength listed in MJ (megajoules), and your hull integrity (essentially hit points). If you look at the shield value and it says something like 100 MJ, that could withstand just a couple of shots with a rail gun or medium plasma cannon before failing. If youre hit with large versions of those weapons, with any engineering at all, your shields will insta fail.

With your current set up you should not engage with anything above threat level 2, and even 2 is going to be a bit dicey until you get your flight mechanics down, AND deploy a fighter.

You should spend a little time in a low intensity res zone in the rings of a gas giant to polish up your skills a tad. Wait for the cops to start attacking a npc pirate, then join in. Build up your cash reserves from bounty bonds and A rate everything. You definitely will want reinforced or military grade armor, and a 4A shield on the Keelback while you're learning. You might consider picking up a cobra, or vulture, or courier as the flight characteristics are a bit better, and you can run away if you get into trouble.

You should dip your toe into engineering and consider obtaining at least level one mods in long range gimballed pulse lasers (the dweller at Wyrd), charge enhanced power distributor (the dweller at Wyrd), one or two heavy duty shield boosters (Felicity Farseer at Deciat), and just a level 1 overcharged power plant. This is just the minimum introductory kit, and as you learn more you will change this load out quite a bit. Also take advantage of hull reinforcements to raise your hit points and increase your survivability when your shields fail.

Good luck Commander.
 
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