Ships Help turn my KEELBACK into a KILLBACK

It's times like these, when you've skipped the carrier ride back from deep space to 'enjoy the journey home' that you find yourself with plenty of time to contemplate all the mistakes you've made in life what you're going to do next when you eventually make it back to civilisation. As I figure I'm about to hit Elite Explorer, and I'm not really in the mood for trading, AND all those explosions of fun are popping up all over the Bubble/Colonia I thought I'd try and dip my space-toes (just toes mind, the rest of the legs haven't been released yet) into some shooty-pew-pew combat. Fighting for liberty, freedom, and the right to fly my Keelback however I damn want and all that. So I thought I'd take some time to play about with builds and quiz the community on the subject.

You see, I really adore my Keelback. I love it so much I'm determined to use it for everything the game has to offer. Don't tell me it's not meta, or it's ill-suited for bumbling into CZs (been there, done that, seen the rebuy screen) or that the Python/Krait/whatever does it all so much better. I can't hear you over the sound of angelic voices singing 'Lakon' over and over again in my head. The other thing was, when I want a PROPER combat ship (my deep space explo jaunt was to help fund that) I've got my beady eye on a Crusader, and word on the hangar deck is that the Crusader flies somewhat like a bigger, badder Keelback (citation needed). So I thought I'd practice and see how fighting feels in the Keelback, eat a few sub-1mil rebuys which is fine and move on from there. Sounds sensible? Doesn't matter, because I'm going to do it anyway, but hopefully some assistance from the community will spare me too much embarrassment.


Here is my current build, some sort of hot-mess bodge-job that I ran about the Pleieades in doing some S&R stuff, occasionally picking on Thargoid Scouts and subsequently getting melted by Interceptors. I got a little advice on the build when I first knocked it together, and adapted it with whatever I could find as I went along; no engineering to speak of, but thats next on the agenda when I get back to the Bubble. I enjoy 'having' the fighter but prefer flying the Keelie myself, and I've heard her hull can be tanked surprisingly well. The plan is to do some bounty hunting, maybe poke my nose into the fringes of a low-CZ or something, send the fighter to pick on isolated targets and deplete their shields with gimballed pulses until the NPC is expert, then they can play with fixed beams. Meanwhile, I like the idea of pretending the Keelie is a warship with turreted multicannon on the medium hardpoints, and rail guns on the small; I've never used rail guns yet but love the idea of them, and they will allow me to stay at range and practice FA-off to git gud with fixed weapons. It's been a while since I've been inside her (steady on!) though and I've heard the convergence on the small hardpoints isn't brilliant, so I'm open to swapping one of the rails for a seeker perhaps?

With all that in mind, how does this look? This is just the result of some fiddling about on Coriolis, I'm not set on it and will happily take any advice on how to better beef up my darling Keelback. I've never tried a combat-specific build before so I don't know the correct ratio of hull to module reinforcements, though I've heard that hull reinforcments are better for smaller/weaker hulls that pop before the modules go. As for engineering, I've only unlocked Felicity so once I'm back in the Bubble I'll work on unlocking the others so I can start engineering my fleet and then the fun can really begin!


Thanks for your patience, both with my ramblings and my irrational love for the Keelback, and thanks for any and all advice on my build. Keep flying dangerously CMDRs, o7!
 
First, get your power distributor A rated...

The keelback is slow to turn, you may find rails difficult to target. It’s class 2 hardpoints are very good for turrets. Unfortunately if you mount kinetics in them you’ll be out of ammo after a few fights.

Maybe mount pulse turrets in the class 2’s as these will fire almost constantly which combined with a fighter should get shields down faster. Then try for mc’s or cannons in the class 1’s.

Or if you can endure the slow pitch you could forego turrets and go for a pair of small beam lasers and medium mc’s. This is what I used but mine had engineering.
 
First, get your power distributor A rated...

The keelback is slow to turn, you may find rails difficult to target. It’s class 2 hardpoints are very good for turrets. Unfortunately if you mount kinetics in them you’ll be out of ammo after a few fights.

Maybe mount pulse turrets in the class 2’s as these will fire almost constantly which combined with a fighter should get shields down faster. Then try for mc’s or cannons in the class 1’s.

Or if you can endure the slow pitch you could forego turrets and go for a pair of small beam lasers and medium mc’s. This is what I used but mine had engineering.

Thanks, yes sorry I had noticed I'd forgotten to improve the distro to class A though I fully intended to. I understand it's a more ponderous beast to a dedicated fighter, though again I've heard it said that this can be an advantage when beginning to learn things like FA-off as it's less twitchy. I was hoping that trying to stay at range might offset the clumsiness when aiming with fixed rails. Along with my irrational love for the Keelie I'm rather attached to the dakka of kinetics but you make a very good and valid point about ammo usage; the way I was looking at it though was if I get stuck in a protracted combat that drains my ammo dry I've already made a mistake :p so far the only time I've found ammo to be a problem was afore mentioned CZ-bumbling with the Keelback fitted out as a missile boat, I needed to scoot out and rearm and scoot back once or twice. Oh, and my ill-fated attempt to seal a distressed megaship hull while under fire from Thargoids. That got a little hairy, though I was spared the sound of my turrets spinning empty when an Interceptor showed up and nuked me! I know I've proposed a fixed/turret combo on my initial build, but so far in my experience I've not had too hard a time keeping gimballed guns on target in the Keelie so I was hoping (perhaps in vain) that I could manage fixed with a little determination.

Like I said, these are just ideas and preliminary thoughts as I'm so far out from the Bubble, I'm just brainstorming where I can take my game next and I'm a firm believer in flying what you like rather than the meta. Thanks for you input CMDR!
 
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Thanks, yes sorry I had noticed I'd forgotten to improve the distro to class A though I fully intended to. I understand it's a more ponderous beast to a dedicated fighter, though again I've heard it said that this can be an advantage when beginning to learn things like FA-off as it's less twitchy. I was hoping that trying to stay at range might offset the clumsiness when aiming with fixed rails. Along with my irrational love for the Keelie I'm rather attached to the dakka of kinetics but you make a very good and valid point about ammo usage; the way I was looking at it though was if I get stuck in a protracted combat that drains my ammo dry I've already made a mistake :p so far the only time I've found ammo to be a problem was afore mentioned CZ-bumbling with the Keelback fitted out as a missile boat, I needed to scoot out and rearm and scoot back once or twice. Oh, and my ill-fated attempt to seal a distressed megaship hull while under fire from Thargoids. That got a little hairy, though I was spared the sound of my turrets spinning empty when an Interceptor showed up and nuked me! I know I've proposed a fixed/turret combo on my initial build, but so far in my experience I've not had too hard a time keeping gimballed guns on target in the Keelie so I was hoping (perhaps in vain) that I could manage fixed with a little determination.

Like I said, these are just ideas and preliminary thoughts as I'm so far out from the Bubble, I'm just brainstorming where I can take my game next and I'm a firm believer in flying what you like than the meta. Thanks for you input CMDR!
You should always do what you find the most fun. Ha! If you want to go with rails then do it! The Keelback runs very cold from what I remember so at least you shouldn’t have any heat issues.

Because her speed and handling is low and she’s a big target she’s already at a disadvantage in combat. Any time her guns aren’t firing (like trying to line up rails) is going to lower your dps and increase the chance of a rebuy screen. So try and build around steady and sustainable dps...

By the way, I tried the Crusader yesterday... You’ve got a lot to look forward to! 👍
 
You should always do what you find the most fun. Ha! If you want to go with rails then do it! The Keelback runs very cold from what I remember so at least you shouldn’t have any heat issues.

Because her speed and handling is low and she’s a big target she’s already at a disadvantage in combat. Any time her guns aren’t firing (like trying to line up rails) is going to lower your dps and increase the chance of a rebuy screen. So try and build around steady and sustainable dps...

By the way, I tried the Crusader yesterday... You’ve got a lot to look forward to! 👍

It's good to have something to look forwards to! And maybe handicapping myself with a subpar build will force me to up my game to match, or I'll just spend more time at the rebuy screen... either way, I already have the hull so the outfitting won't cost too much, so there's little lost but time. On another note, how is the hull integrity of the build? Am I doing hull-tank the right way? At least that'll give me plenty of time to think about everything I could have done better as they're chewing through it :geek:

Regarding the Crusader, how is her flight model? Apart from Lakon for lyfe I've caught the SLF bug, and if I can carry two then it opens multicrew options if and when I get involved with more community based endeavours. Would I be wide of the mark to imagine transposing my intended combat style of the Keelback onto a Crusader when I'm ready to splash some space-bucks? The Keelback will likely be strictly for PvE (though I'm trying to stay in Open), whereas my 'proper' combat vessel I want to at least be able to stand on my two feet if not actively dive into PvP... that day is a fair way off like!
 
It's good to have something to look forwards to! And maybe handicapping myself with a subpar build will force me to up my game to match, or I'll just spend more time at the rebuy screen... either way, I already have the hull so the outfitting won't cost too much, so there's little lost but time. On another note, how is the hull integrity of the build? Am I doing hull-tank the right way? At least that'll give me plenty of time to think about everything I could have done better as they're chewing through it :geek:

Regarding the Crusader, how is her flight model? Apart from Lakon for lyfe I've caught the SLF bug, and if I can carry two then it opens multicrew options if and when I get involved with more community based endeavours. Would I be wide of the mark to imagine transposing my intended combat style of the Keelback onto a Crusader when I'm ready to splash some space-bucks? The Keelback will likely be strictly for PvE (though I'm trying to stay in Open), whereas my 'proper' combat vessel I want to at least be able to stand on my two feet if not actively dive into PvP... that day is a fair way off like!
Yeah I think you’ve got the hull and modules covered pretty good...

Here’s another thing. Most ship builds you’ll see recommended here have symmetry in their load outs, for example 2beams/2mc’s, 2rails/2pulses etc...
I think the Keelback is actually one of those ships that suits a less conventional set of weapons. You’ve got a pulse turret up top constantly firing and harassing, a gimbal beam up front to catch them as they fly by, a multi cannon to use when the shields drop, and as a coup de grâce, a seeker missile. Plus the fighter...

Well, the Crusader...
She’ll feel like an Eagle after the Keelback. She does travel terribly, overheats when scooping and can’t jump very far, it was all rather unpleasant. Module slots are totally useless after the shield and fighter are on...

In combat though she felt really good, handles nice and not as twitchy as the Chieftain. I filled mine with long range turrets and blew up loads of stuff. If you like owning a fleet and don't mind transferring ships around the bubble you'll probably enjoy it.

I'm more of a one/two ship kind of cmdr, so she had to go. The Crusader isn't as versatile as the Keelback and for a ship that was designed to go into deep space and fight aliens, doesn't travel well at all.

Mankind would have all perished in the time it takes the Crusader to scoop her first star and make it to the front line. I feel Frontier vastly overrated the usefulness of her ability to carry a fighter and gimped her available modules/jump range/heat tolerance/speed/shields/handling/hardpoints in a rather vague attempt to balance her out...

If she does make it to combat though she's pretty good fun. But at the price she costs to buy and outfit properly you're very quickly approaching Krait Mk2 territory, and even a half built Krait would be a much more useful ship...

I don't want to put you off your dreams but...don't sell your Keelback.
 
That's intriguing that you mention asymmetric hardpoints on the Keelback, as that's something I'd never considered. Perhaps I'll try running a rail gun and seeker rack on the smalls, for sniping and module damage, and on the mediums a pulse turret for harassment as you say and a turret/gimbal multi (corrosive experimental?) for when the shields are down. I don't expect to be big game hunting in her, but I'd like to try the combat sphere of gameplay in her at least once more!
 
That's intriguing that you mention asymmetric hardpoints on the Keelback, as that's something I'd never considered. Perhaps I'll try running a rail gun and seeker rack on the smalls, for sniping and module damage, and on the mediums a pulse turret for harassment as you say and a turret/gimbal multi (corrosive experimental?) for when the shields are down. I don't expect to be big game hunting in her, but I'd like to try the combat sphere of gameplay in her at least once more!
For sure, if you start engineering the Keelback she can handle much more than you might think. Catching a target with corrosive damage has amazing synergy with fighters. Get your distributor engineered and an efficient beam turret on top that will lock on to a target and constantly sap at them, preventing shield regeneration and forcing them to fly more evasively while being pecked at by your fighter....

It's just a really fun little ship.

You should check out the Keelback Club if you haven't already for more tips...
 
Stick the lasers in the smalls, and put some big damage stuff in the medium.

Two gimballed beam in the smalls with efficicient.

Two gimballed multis, both overpowered, in the mediums. One corrosive, the other emissive.

Go shoot stuff, and see how you like it.

Lasers are for stripping shields, multis are for the killing.

But you can add either to the other role on occassion.
 
Keelback can be a beast.

here is my pure combat build. https://s.orbis.zone/9iba

Medium weapons to suit your tastes and just go out there and murder stuff...

One point I will make with a slight refute to an above post, even thought the keelie isn't the most agile fighter you won't have any issues getting on target and the 'solidness' of it makes for a very stable fixed weapon platform. Enjoy!!


On the Sader - A better fighter than the Keelie as it has a better flight model (speed/agility etc) and better armed and armoured.... but not quite the flexibility or style I like in the keelie. Great ship but one that I only use as a side ship to the keelie than a replacement for one.
 
My Keelback: 4 turreted (autoshoot) Multiguns. All OC, three Autoload, one Corrosive. And one Beamlaser SLF. 4 Prismatics, 3 Shieldboosters, 1000MJ Shields..

It is a great beast.

Simply keep the Keelback FA off to the enemy. The SLF annoyes and when taking the aggro, let it defend. You don´t even have to press the buttons to shoot.
 
Keelback can be a beast.

here is my pure combat build. https://s.orbis.zone/9iba

Medium weapons to suit your tastes and just go out there and murder stuff...

One point I will make with a slight refute to an above post, even thought the keelie isn't the most agile fighter you won't have any issues getting on target and the 'solidness' of it makes for a very stable fixed weapon platform. Enjoy!!


On the Sader - A better fighter than the Keelie as it has a better flight model (speed/agility etc) and better armed and armoured.... but not quite the flexibility or style I like in the keelie. Great ship but one that I only use as a side ship to the keelie than a replacement for one.

I see I'm on the right track then, although you've gone full HRP; is the Keelie one of those that benefits from the greater hull integrity over module protection? These are build aspects I've never considered, but I like that I'm not too far off yours with my first try! Obviously you're fully engineered which will help me know what to aim for as I start unlocking them myself. I also noticed you mounted the rails in the medium hardpoints; is this for better convergence? You've given me hope that I can make good use of my darling Keelback before I get distracted by a bigger boat.

After browsing through some of the Keelback Club thread, I've tweaked the build to be less of a improv-combat specialist and a bit more multi-role; the shield is a class smaller but I've now got 32t cargo and a collector limpet controller for mat-farming as I'm working my way through the engineers. Based on your own build I'm open to ditching the MRP for another HRP to beef her hull further, and I'm not married to the hardpoints as they are, though I'm deffo fitting at least one rail gun. You focused on thermal weapons, so I presume your fighter deals kinetic? I'd gone the other way, but I haven't played enough to know if there's a significant difference.

Thanks for your input CMDR, glad to see I'm not the only one who loves the Lakon space-brick! By the time I'm back to the Bubble I'll have spent too long in the DBX so I'm hoping to run the Keelie for a good while as a main, mat-farming, unlocking engineers, running the odd mission and maybe even a bit of smuggling and generally browncoating around.
 
I like your attitude - going against the grain and not following community dogmatic choices. That reminds me when I asked people on Steam forum what ship to buy after Cobra. They are were saying Asp Explorer! In the end I bought Keelback. When I asked what to buy next, they said - Python. I bought Federal Dropship. Now 2500h on count and I still don't have that Asp just like Anaconda and FDL :D

Ok, back to Keelback. Keelback is quirky, yet lovely ship and let's be honest no matter what you won't turn the Keelie into ultimate killing machine. Keelback can serve you as multirole ship, explorer, miner, but I think his main role is being a specialist ship designated to fight with small ships. Small game hunter - this is how I call Keelback, whether you fighting eagles and adders or even thargoid scouts - call for Keelback.

Keelback' main weaknesses besides not so good agility is small and inefficient distributor which isn't capable to feed all three system during combat, so you have to make amends and leave at least one system on low pip. For example - if you want class 5 shields and more demanding weapons, you will end up frustrated, due to lack of distro energy needed for shield recharging, boosting and powering laser weapons. Knowing this you take smaller shield (class 3 or 4) and kinetic weapon as they are very distro freidnly - this will allow to power your shields and have something in the thrusters to boost when needed. Generally - Keelback is easily moddable alloying you to use various setups. I've seen shieldless silent runner pvp Keelback to shield tanks based on Guardian boosters.

Speaking of weapons, what I find effective. All multicannon (short range (high damage, distro friendly), all frag cannon build (overcharged).
Personally I find build with two cytoscramblers, medium multicannon (corrosive shell) and medium cannon very effective. Four enforcer cannons (power play weapon) also works really good.

Generally in terms of weapons you have to find out what works best for your need. Now some tips.Top hardpoints provide very good cpverage when you equip them with turrets. Try efficient turreted burts and small railguns. Also if you let your slf pilot the Keelback, keep in mind that they are great snipers ;) Bored with rails? Replace them with enforcer cannons (powerplay weapon, hi damage small multicannon). If you plan using SLFs - always go for Gutamaya with beam laser, this thing strips shield really fast.


Here are my combat Keelbacks and Keelback explorer. They are all easily moddable depending on task.

Small game hunter for fighting in RES sites and picking up materials.

Tough Keelback, pvp ready for fights in San Tu. All multicannon or PA's/rails.

Explorer Keelback with a fighter hangar

Speaking of the Crusader you have mentioned. Keelback - Crusader, that is very good thinking cmdr.
I'm going to be honest this is one of my top three ships! I like the look of the Crusader and how fun she is, for lack of one medium hardpoint you get slf capability, also hardpoint layout allows for really creative builds. Honesty the Crusader handles really well and well enough for all fixed hardpoints. I was disappointed by the Gunship with poor agility and low speed. The Crusader compared with the Gunship moves like a ballerina! It is also one of the best options for A-rated tanky medium combat ship with slf that costs ~50 mil cr including LYR rebates. If you like the Keelback - you will like the Crusader even more.

This is my Crusdader I'm using in combat zones, she never failed me.


Also I found this constructive comment on wikia regarding Crusader / FGS comparison. Makes sense.

So for some reason, everyone insists on comparing this thing to the Federal Assault Ship. Perhaps they're just looking at the cost increase of FDS>FAS>FGS and assuming that the cost increase of Chieftain>Crusader>Challenger means that's how you should be comparing them.

Instead, let's compare them by role. Compared to the Federal Gunship, the Crusader is about 10 million credits cheaper, has a bit more jump range, considerably more manueverable, a little faster on the throttle, significantly faster under boost and has superior armor and slightly higher armor hardness. Downsides are the fact that it loses two medium hardpoints and only gains one small hardpoint, has moderately weaker shields, and cannot support a Class 6 fighter bay alongside a Class 6 shield, nor can it support a good enough Shield Cell Bank to back up a Class 6 shield. It also has a Class 6 Distributor compared to the Gunship's Class 7 but the reduced hardpoints make this a non-issue.

I have found that the Gunship's higher number of hardpoints don't always result in higher damage output. The Crusader's mobility allows it to easily employ fixed weapons that the FGS would struggle to bring on target. Additionally, without ditching the SCB, the FGS can have a hard time powering all it's weapons. Four medium railguns on an FGS do almost the exact same damage as two medium and three small rails on a Crusader and the FGS can't really support any more rails beyond that.

The FGS is far more reliant on it's SLF while the Crusader is more capable of holding it's own, and in my opinion, the Crusader is just a lot more fun to fly. Plus, it's cheaper and there's no rep grind.



Crusader review by The Pilot. He liked the Crusader.

Cool thing that month after my posting my request to add more paintjob for the Crusader, FDev added awesome looking crossfire pack.

Source: https://www.youtube.com/watch?v=oireiRh9KR8
 
I like your attitude - going against the grain and not following community dogmatic choices. That reminds me when I asked people on Steam forum what ship to buy after Cobra. They are were saying Asp Explorer! In the end I bought Keelback. When I asked what to buy next, they said - Python. I bought Federal Dropship. Now 2500h on count and I still don't have that Asp just like Anaconda and FDL :D

Ok, back to Keelback. Keelback is quirky, yet lovely ship and let's be honest no matter what you won't turn the Keelie into ultimate killing machine. Keelback can serve you as multirole ship, explorer, miner, but I think his main role is being a specialist ship designated to fight with small ships. Small game hunter - this is how I call Keelback, whether you fighting eagles and adders or even thargoid scouts - call for Keelback.

Keelback' main weaknesses besides not so good agility is small and inefficient distributor which isn't capable to feed all three system during combat, so you have to make amends and leave at least one system on low pip. For example - if you want class 5 shields and more demanding weapons, you will end up frustrated, due to lack of distro energy needed for shield recharging, boosting and powering laser weapons. Knowing this you take smaller shield (class 3 or 4) and kinetic weapon as they are very distro freidnly - this will allow to power your shields and have something in the thrusters to boost when needed. Generally - Keelback is easily moddable alloying you to use various setups. I've seen shieldless silent runner pvp Keelback to shield tanks based on Guardian boosters.

Speaking of weapons, what I find effective. All multicannon (short range (high damage, distro friendly), all frag cannon build (overcharged).
Personally I find build with two cytoscramblers, medium multicannon (corrosive shell) and medium cannon very effective. Four enforcer cannons (power play weapon) also works really good.

Generally in terms of weapons you have to find out what works best for your need. Now some tips.Top hardpoints provide very good cpverage when you equip them with turrets. Try efficient turreted burts and small railguns. Also if you let your slf pilot the Keelback, keep in mind that they are great snipers ;) Bored with rails? Replace them with enforcer cannons (powerplay weapon, hi damage small multicannon). If you plan using SLFs - always go for Gutamaya with beam laser, this thing strips shield really fast.


Here are my combat Keelbacks and Keelback explorer. They are all easily moddable depending on task.

Small game hunter for fighting in RES sites and picking up materials.

Tough Keelback, pvp ready for fights in San Tu. All multicannon or PA's/rails.

Explorer Keelback with a fighter hangar

Speaking of the Crusader you have mentioned. Keelback - Crusader, that is very good thinking cmdr.
I'm going to be honest this is one of my top three ships! I like the look of the Crusader and how fun she is, for lack of one medium hardpoint you get slf capability, also hardpoint layout allows for really creative builds. Honesty the Crusader handles really well and well enough for all fixed hardpoints. I was disappointed by the Gunship with poor agility and low speed. The Crusader compared with the Gunship moves like a ballerina! It is also one of the best options for A-rated tanky medium combat ship with slf that costs ~50 mil cr including LYR rebates. If you like the Keelback - you will like the Crusader even more.

This is my Crusdader I'm using in combat zones, she never failed me.


Also I found this constructive comment on wikia regarding Crusader / FGS comparison. Makes sense.




Crusader review by The Pilot. He liked the Crusader.

Cool thing that month after my posting my request to add more paintjob for the Crusader, FDev added awesome looking crossfire pack.

Source: https://www.youtube.com/watch?v=oireiRh9KR8

Wow! Thanks CMDR, that's full of useful stuff to peruse :geek: and yes, meta be damned! Wouldn't it be so boring if everyone flew the same ships and loadouts? I'd originally planned to turn my S&R Keelback into a combat Killback and I know it'll never be the best at it, but I've just stopped off at a DSSA carrier about a third of the way home so hopped back in the cockpit to see how she felt... and goddamn she's ruddy gorgeous! Even heavily kitted out she's responsive enough, in her lazy sorta way, and that roll is insane! Plus, after mapping the trinary ELW in system (make sure to stop by the DSSA King's Pass if you're ever out this way!) I fired up the SLF andby contrast that was ludicrous, dancing rings around the mothership. All in all, just the fun ol' girl I remember her being! It speaks volumes for her versatility that already in this thread the same hull can be an adequate hull tank, shield tank, and unarmed explorer with a jump range that rivals my explo-miner AspX (who, it should be noted, flies like a cow by comparison at least to me). Thanks for the kind words and inspiration, hopefully that'll fire up my FSD and speed me back to the Bubble so I can get her refitted and start enjoying a different playstyle to the deep-space exploration of the last few months.

She's got that plucky underdog feel that reminds me of a certain fictional space crew who aimed to misbehave. While I'm not expecting her to be a PvP beast I'm hoping that with the right loadout, and with practice in the cockpit, she might yet surprise and at least hold her own. This is only relevant because I've been trying to keep my gameplay in Open and I'm looking to be more community-focused, hence the appeal of ships with SLF hangars. If and when I'm ready to move up the ladder to a proper gunboat I'll look to the Crusader. Before then though I'm hoping that I'll be able to blood her in some of the weekly funtimes that are going down in the Bubble, be it blockade running or chucking missiles around a CZ, perhaps even a little smuggling or piracy shock horror :eek: gotta get my darling engineered up first though!


Gratitude CMDR for the help, I'll for sure be using all the builds suggested to inform my own blueprints as I'm making the long jump home, o7 and keep flying the anti-meta!
 
Not much time to explain, but in short, turrets are kinda poopy. If you don't feel fixed is viable, run gimballed.

The Keelback doesn't handle the best, but it handles well enough to make use of gimbals. Once get deeper into engineering, modding thrusters with dirty drives will improve your maneuverability and speed considerably.
 
Not much time to explain, but in short, turrets are kinda poopy. If you don't feel fixed is viable, run gimballed.

The Keelback doesn't handle the best, but it handles well enough to make use of gimbals. Once get deeper into engineering, modding thrusters with dirty drives will improve your maneuverability and speed considerably.

Valid point, my logic was the top mounted turrets have a wicked field of fire and were mainly to keep a constant plinking pressure on (more so when I can engineer corrosive MC) while I manoeuvred the chonky gal to hit hard with the rail gun/seekers. When on S&R duty in the Pleieades I used mixed turrets/gimbals and eventually found that, with the help of an expert NPC piloting the SLF I could comfortable take on two Thargoid scouts without concern. Not a big deal I know, but she did her job adequately. I'll experiment with a few weapon loadouts especially as I unlock the engineering options until I find some that feel right. And dirty drives are absolutely a must for that Serenity feel!
 
Long ago when I flew the Keelback, I used LR rails (superpen) on the size 1 HPs and SRB turrets (corrosive mandatory) on the size 2, with the folding wings SLF (forget the name) with fixed beams. I more often than not let my crewmate fly the Keelback, since NPCs have deadeye aim with rails, and I used the SLF to strip shields. It worked surprisingly well, at least for bounty hunting.
 
Long ago when I flew the Keelback, I used LR rails (superpen) on the size 1 HPs and SRB turrets (corrosive mandatory) on the size 2, with the folding wings SLF (forget the name) with fixed beams. I more often than not let my crewmate fly the Keelback, since NPCs have deadeye aim with rails, and I used the SLF to strip shields. It worked surprisingly well, at least for bounty hunting.

I believe when I first did a Google search to find out if a rail gun Keelback you popped up on an old thread here which inspired me to press on. The foldy-wing Taipan SLF is the one I currently have, as I found out when I took it for a quick spin the other night, the version with the gimballed beams. As I understand it the fighter is essentially an extra mobile large hardpoint so theoretically the Keelback should be able to hit harder than it would seem...

My CMDR has just been revived from an escape pod at Farkas Dock after my encounter with space-madness, so I straight away paid the transfer fee and the Keelback should be with me by tomorrow night if I recall the transfer time correctly. Once she's with me I think I'll fit her like so to begin with, possibly swapping the class 2 MRP for an SRV hangar for even more versatility. I'll fly her about doing bits and bobs here and there, getting a feel for her again and unlocking my engineer access which all your builds will help me with.

Thanks CMDRs, I'll be sure to let y'all know how the old girl does! She's got a proper Serenity feel which I adore and will hopefully inspire me to shed any superpower allegiance and go full browncoat. Hope to see you in the black sometime, o7
 
Switch that shield booster to A-rated one. Swap one point defense for chaff launcher. That small missile rack? Runs out of ammo pretty quick. My advice - work on gaining access to engineers, because vanilla Keelback might frustrate you, while fully engineered can shine. o7

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
 
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