Ships Just bought a Keelback

Well, I'm now the proud owner of this thing.
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I tried to find a good angle. There really isn't one.
So far, I don't really think it's that horrible, but it's not great either. It's sort of like a really big slow, bloated Cobra III (even more so than the Cobra IV-haha). Haven't tried combat, but I'm planning to avoid it as much as possible if I can. I A-rated everything and equipped it for mining, leaving a bay for fighters when they are available. The bays are pretty limited but they plan on adding some for 2.2, so we'll see. I do, however like the cockpit. It's cozy and the large greenhouse offers a pretty nice view, except for the thin horizontal bar that always looks like a laser when the light hits it. Current plan is to use it to try mining (never done it) for a bit until 2.2 drops, then use it to try out the new features. I think I'll wait to do any engineering for now. If it grows on me, then maybe I'll do some upgrades.[smile]
 
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It's a strange ship. I've been flying one in the beta, just to check it out, and I sort of like it, and sort of don't like it. I'm still undecided.

It's got a good view. It can carry a fighter. It's fast enough, mostly. It has meh jump range. It's not very maneuverable, although it sure does roll fast. It has too few internals.

I don't know if I'm going to keep the thing. :)
 
I have just bought one, I really want to try out the fighters when 2.2 hits.
My thoughts were to have it set up as a salvage vessel. I plan on taking only salvage missions, using the fighter for protection. Then smuggling the illegal salvage into stations.
Should be a fun little ship.
 
I already parked mine. I plan on using it to try passenger missions and fighters and not for anything else until then. It certainly isn't very good for mining (or maybe I just hate mining, lol).
 
I always liked Keelback, always owned one.
I like her a lot, actually. Doesn't really shine in any role, but has tons of personality to her. :)

The only bad thing is - I wished they added an internal compartment, so I could go exploring with her, but they only made one compartment bigger. Oh well.
She stays as my main salvaging and planetary ops ship, now in 2.2 with added fun.
 
This looks going to be my next ship purchase..... keep me informed of your impressions of her.

I just checked a cockpit view video of the Keelback and, I know it's a mutant Type 6, but the overhead canopy seems more expansive than on the Type 6; or perhaps it was just the way it looked in the video. Is that the case?

The lack of overhead view was my only real concern with the Keelback as opposed to other ship choices for exploration. The Type 6 has an expansive canopy view except overhead.
 
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It needed an additional internal compartment to be worth a dang in my opinion. This is someone who engineered the hell out of it for as much as possible. It's basically just a worse T-6. Less utility and jump range, less internal components, slower than a T6, turns slower than a T6 (why, arbitrary "but it can't be BETTER so its gotta be MEDIOCRELY IN BETWEEN"), and now you lose another internal slot to a fighter bay, which I can only assume is decent because it's made to be ridiculously powerful via raw damage numbers.

On paper the keelback sounds great and fun. A T6 with more defenses and firepower. In execution, it's less survivable with 30% less speed, less maneuverability, less cargo, and remains pointless with its price range short of it's ONE gimmick.

It is not a fun ship to use. Like the FGS, it is a gimmick.

Again, coming from someone who really loved the design and tried very hard to make it fun and competitive without gimmicks. It fails in pretty much every way. In that regard, it's a bad ship and little more than a toy.
 
I also had a Keelback, I took her to Bomba point to visit the stranded muppet

How is it for exploring? SRV, ADS, SS, and scoop take 4 slots. That leaves you with 2 huge useless c5 slots. I guess you could put a FMU in one.
 
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How is it for exploring? SRV, ADS, SS, and scoop take 4 slots. That leaves you with 2 huge useless c5 slots. I guess you could put a FMU in one.

Well, most explorers would take a 5A scoop and small shields. :) It's quite a decent explorer - not fancy, but it has more room than a DBE ...
 
Indeed, and the new fighter is an excellent ground scouter.

if you dont want to get space madness you should really look at taking a joy ride with you :)
 
I found it to be a rather pleasant turret boat. Agree on the need for an additional internal and a less degenerate flight model. Tons of space adventure story potential... Falls somewhat short in in game execution though.

Still irrationally love the damn thing though.
 
Update. So, after I finished engineering my python (see P is for python thread), I saved enough materials to also engineer my keelback. I sold the mining equipment and outfitted it with 2 c1 beams and 2 c2 grd 5 multicannons. I also threw in a grd 5 fsd (29 ly jump range), grd 5 dd thrusters (430 boost), grd 3 shields, and grd 1 powerplant and charge enhanced pd. Then, I stuck in a fighter bay and hired a pilot (Ansley-novice), and added a 5c 1st class compartment. I also have a c2 cargo hold for whatever commodities my customers may need. I'm basically using it as a high speed long range armed vip transport. Because of the high jump range and oversized c4 scoop, it makes long trips a breeze. The fighter bay is mostly superfluous, but I enjoy the virtual company and the change of pace it provides. Here's a pic of my keelback and my new escort.
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After running some passenger missions, I decided to try the keelback at combat, so I headed to a hires and let Ansley fly the fighter while I flew the keelback. To tell you the truth, I really didn't find it that horrible, especially with the fighter helping out. I was able to turn with most ships, even sidewinders and eagles, and only had to "cheat" and use FA off a couple of times. I'm going to say, with grd 5 dd, it handles and fights somewhat similar to a stock cobra3.
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Even an elite python is no match for the fury of the keelback (even though he did manage to take my shields down first)!
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Anyway, after a half mil or so of bounties, I lost the fighter and decided to go cash out.
In conclusion, it is really not a bad passenger ship, especially in the limited role I'm using it in. I could swap the mostly useless fighter bay for more capacity, but I like the ship the way it is now and will probably run it this way for awhile.
 
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This post made me go get a keelback I was traversing the galaxy in an ASP. I still really love my ASP but this keelback can hold her own really well I've been using it as a transport ship and I've been making some great credits with it. I wish that it had a little larger jump range. I need to take it to an engineer and get it tuned up for greater jumps. With turreted weapons I can pilot my fighter while it shoots at targets. And I can fly support and I don't have to hire a pilot to fly and split profits with. Haven't attempted bounty hunting with it though.
 
Impressions after trying it; I like it.

I didn´t think I would like it this much, since I am big fan of engineering the ships and keelback was one of those designs that seemed to lack power to be really effective, especially due the class 3 power distributor. But with fighter carrying beams in and MC+missiles in KB problem simply doesn´t happen (no draw from PD) and the ship can create great one-two duo with her fighter. Biggest problem thus far has been getting the KWS on target before it is blown up, which is kind of good problem.

One thing; Did Lakon buy the extra engines from Cylons? Every time I hit boost I have to fight an urge to check my six for a raider.
 
One thing; Did Lakon buy the extra engines from Cylons? Every time I hit boost I have to fight an urge to check my six for a raider.

Yeah, the engines seem shockingly loud too, for the size off the ship.

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This post made me go get a keelback I was traversing the galaxy in an ASP. I still really love my ASP but this keelback can hold her own really well I've been using it as a transport ship and I've been making some great credits with it. I wish that it had a little larger jump range. I need to take it to an engineer and get it tuned up for greater jumps. With turreted weapons I can pilot my fighter while it shoots at targets. And I can fly support and I don't have to hire a pilot to fly and split profits with. Haven't attempted bounty hunting with it though.

With only a single 5c first class cabin, I'm making 1-3 mil per trip (in systems I have high rep-I could double that if I lost the fighter, but I like it). Passenger missions are way overpaid right now.
 
The keelback is another quirky ship I like.

I think I must have a fetish for the daft ships. What along with my Cobra MKIV I like the one others seem to slam!

I'm even thinking of trading in my ASP-E for this as I'm just not flying it much at all and getting a fighter looks so much fun :)
 
Update: more adventures.
So I took a passenger transport mission for 2 mil and she wanted to go to a tourist beacon, so fine, took here there, then headed to the final destination. Get a message saying she wants me to take out some opposition. A ship interdicts me and I submit and launch my fighter, but my hired pilot is strangely quiet. Oh, wait a minute. Nobody's flying my ship! I re-dock and take control. Nothing but some cops. Apparently, for whatever reason, my attacker took off, either spooked by so many ships, or confused by my "ghost ship". I get interdicted again, and attempt to launch the fighter, but I can only select myself. Whatever, I'm taking fire now, so I just deploy hardpoints and decide I'll just take this guy out myself. Expert vulture? No problem! Oh, wait, I'm in a keelback. That might be a problem. Even with grd 5 dd, I'm having to use fa off just to meet him in head on passes, and by the third one, my canopy is critical, so I decide to get out of there and head to the station. My customer is not happy, but I really don't care at this point. I drop her off at the station, and fail the mission. Good riddance. Anyway, turns out, if you switch ships, you have to reactivate your fighter pilot when you switch back (I had flown my python the other night). D'oh!

So, next, I decide to try something more relaxing and try a sightseeing mission. Fly to the first tourist beacon, no problem, then head to the next system. No tourist beacon. The destination body is in another system, so I fly there. Nothing. Annoyed, I log out and do a search. Turns out these missions are bugged, still. Nice! Anyway, after flying to every planet in the system, I finally find the beacon. As we approach it, my customer suddenly wants me to find her 2 domestic appliances. Sorry. Not going to happen. I scan the stupid beacon and take her back to the station and collect my 3 mil. Well, at least I was able to complete that one. Anyway, did a couple more missions, sneaking a crimelord and a general into stations without getting scanned for about 10 mil, so the night ended up pretty good total.
 
I've always enjoyed the ship for the sounds alone, even though it's a flying brick with (admittedly awesome) vectoring engines, it sounds absolutely wonderful, and the 'klaxon'-like sound the boost makes is just pure awesome.

Now that I can throw a fighter into it, it's actually fairly decent for combat, so long as you're playing safe. Currently taking mine out to Colonia, and from there, not a clue on what I'll do next. :D
 
I went and done it! I sold my ASP-E and grabbed myself an A-rated Keelback with a taipan and SRV and a bit of cargo.

Man the fighter is bloody fast! taking me a while to adjust as the Keelback isn't! But the crew are way way better at using fixed weapons than I am so me in the fighter and my crew (I got a novice one) in the KB and it doesn't seem too bad.

I'm even thinking of doing some engineering on it as well!

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oh yeah!

Watching the Keelback doing it maneuvers and the engines positioning and all is cool as anything!!!
 
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