Ships Help turn my KEELBACK into a KILLBACK

Haha thanks for reminding me, bits like the booster are leftovers from the current build that I'm forgetting to upgrade so thanks for pointing that out (y)

Engineer access is definitely the first priority and will let me use her as a Bubble runabout to get to grips with her again, hence the more multi-role focus. I might even damn the missiles and shove something else on that hardpoint (another rail? The small hardpoint convergence isn't that great but then I could eventually have one super-pen and one feedback) but it's a starting point innit!

EDIT: I know what you're saying and I can't wait to try out some dirty drives with that insane roll rate, and I haven't flown a lot of ships so I've not got many comparisions but I've never been a fan of twitchy controls so the Keelie's lazy, almost stately movement suits me fine so far. Of course, when I'm having rings run around me in a furball I might change that opinion... :p

While the Keelie will never be a 'twitchy' ship you can have fun throwing it around :)

Source: https://youtu.be/S3E6bdGM0vo
 
Quick report on the progress of the armed merchantman Infant Heracles; after a quick refit and swift dash unlocking Tod and Elvira to start engineering she's flown straight into the firing line to help the Marlinist evacuation in Ackwada. I've not done any dedicated grinding for material as of yet so the engineering mods are coming on slowly, so far we've extended the FSD range to g4, dirty drives g2, armoured powerplant g1/thermal spread and bi-weave shield thermal resist g2/multi-weave. I'd initially modded the multicannon turrets with long-range, but after my first two forays into low-CZs they seemed a little underwhelming so I've gone back to Tod and changed them to overcharged g2, the rail gun is long-range g2 and I've swapped the seeker rack for a gimballed frag cannon which is high capacity g2; all engineering grades are approximate until EDSM updates with my exact build because my memory from last night is fuzzy.

Dirtyt drives have had an immediate impact on manoeuvrability. I was using the seekers to chase down unshielded targets before they fled but with the tougher NPCs in the CZ they didn't seem to do enough damage. So now, the plan is to 'git gud' with the rail gun for long-range targets (my aim is still terrible unless my own SLF is in the line of fire...) whilst the new fragment cannon give me close up punch when they get all up in my grill. No experimentals yet, but at least one of the MC turrets will be the obligatory corrosive when I can get the mats.

She's been a blast to fly so far, so I'm looking forwards to taking my new OC multicannons and frag cannon back into the fight later on.
 
EDIT: I know what you're saying and I can't wait to try out some dirty drives with that insane roll rate, and I haven't flown a lot of ships so I've not got many comparisions but I've never been a fan of twitchy controls so the Keelie's lazy, almost stately movement suits me fine so far. Of course, when I'm having rings run around me in a furball I might change that opinion... :p

Keelie stops on a dime so when faced with a fast, nimble enemy I slam on the breaks and reverse. I should really try FA off to get the most of my favorite ship.
 
Keelie stops on a dime so when faced with a fast, nimble enemy I slam on the breaks and reverse. I should really try FA off to get the most of my favorite ship.

I will echo Tifu here... Get into FA-off and make the keelie shine :)

outside of my total preference for FA-off the keelback is one of the ships that does get objectively better performance FA-off than FA-on.
 
I find the keelie a ship such full of character, some lovely flaws that make me think about how to do things and not just steam in guns blazing!

My personal choice of weapons for general missions etc are 2 turreted medium frag cannons with overcharge and screening shell with 2 small gimballed rapid fire pulse lasers. Coupled with an elite SLF pilot in a fixed beam taipan it can take on a surprising high level of NPC opponent and win.

This is obviously contrained by ammo but for assassination missions and low level combat zones it lasts ok.
 
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Bored decided to build a Keelback, found this post.

Here's what I've got so far - https://s.orbis.zone/qycb

Wimpy shield, easy to drop the guardian booster.

Wanna keep the plasma accelerators.

Goal, piracy. Lets interdict cruise ships, moreso players and like a inept noob ask / demand 1 ton of what they got (limpets or whatever who cares)

Need to survive a hit or two but want to be able to mess their shields up fast though don't care about hull damage.

What say you?
 
Pretty weak to be honest, weak shield, slow. paper hull, you wont drop any shield with those two pew-pews. Noob cmdr in T7 will steamroll you.
Speaking of weapons cytoscramblers, frag cannons, packhounds, railguns, distuptor missiles. Cytos in small slots are a must. Cargo space of 32t is enough.
And by the way Keelsbacks simply sucks for that mission, I've done this myself, in small ship class Cobra is right right ship for the job. Other choices Clipper, Krait MK2 and Python, Orca are ideal.
 
Bored decided to build a Keelback, found this post.

Here's what I've got so far - https://s.orbis.zone/qycb

Wimpy shield, easy to drop the guardian booster.

Wanna keep the plasma accelerators.

Goal, piracy. Lets interdict cruise ships, moreso players and like a inept noob ask / demand 1 ton of what they got (limpets or whatever who cares)

Need to survive a hit or two but want to be able to mess their shields up fast though don't care about hull damage.

What say you?
Turreted Class 2 energy weapons have great coverage at those hardpoints and will compensate for the Keelie's lower agility. Their engineering and the choice of the two Class 1 weapons I leave to you 😁

I tried to stick to your fast, silent assassin config for the Keelback for the rest of the additions. It's never going to be the dancer that the Cobra mk 3 is but the Keelie in the right pair of hands is a very effective multirole ship.

Good luck!

 
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