Ship Builds & Load Outs Keelback HighRes build

Hello everyone. This will be a bit long, so please bare with me. I am looking for advice on how to retrofit a Keelback. I have a little over 600M, so credits are not an issue.

I have been doing Imp missions to get the courier and I'm currently at Count. The grind is real, and having hit Elite in exploration yesterday, I decided to try something different and see how the fighters behave.

I built this one (http://beta.coriolis.edcd.io/outfit...42g2g24240l0004fr2d45296bm3.AwRj4zKA.AwgsIyoo.) Don't mind the low power, as I have it engineered with more power, efficient weapons, and a couple of other things that have reduced the power usage. I do need to put the sensors A rated however (D is not good for combat, I know that now!).
For the fighter I am using a Harmless pilot flying a 2 plasma Taipan (I want to level the guy up myself so he doesn't eat so much into my profits!!!)

Now, yesterday I spent about 45 minutes at an HighRes, and it worked well. I would mark the target, tell the fighter to attack, and I would stand behind, giving support only when needed / for the bigger ships like Anacondas. However, after 45 minutes, ammo is gone. Still, made about 1.5M, so enough to pay for the ammo!

Now, I am wondering if it would be better to replace the missiles and multicannons with burst lasers. If so, which mod should I apply to it? Most level 3 mods are available to me (4 / 5 I still need to find the micro materials). Would you suggest something else?

Yes, I know I could get an Anaconda, be done with it, and go to conflict zones. That's not my point thought. I quite enjoyed seeing my fighter trying to go up the ranks. At some point, sure, I will probably do that, but for now, I just want a break from the Imp grind, before getting the cutter, retrofitting the Python for mining, and spend a few weeks in some shinny belt firing lasers at rocks :p
 
Congrats on the exploration Elite (sadly I'm years away from exploration Elite :()

I tried several loadouts on the Keelback and currently the most successful has class 2 frag cannons and class 1 rails, the fighter engages the target and works on the shields and the Keelback delivers huge hull damage first at medium range with the rails and close in with the frags, I reckon this loadout works because the Keelback will never have the high power shields for extended combat so having massive DPS takes out the target before you lose shields.

Now that frags and rails have increased ammo they're a lot more practical as weapons mod them with high capacity mags and you'll be able to stay out a fair while, you may have to revise the shields and power plant as the weapons draw about 50% more power than your current weapons array.

https://coriolis.edcd.io/outfit/kee...cDOwPD/PwMcAAB6GbeiEgAAAA==&bn=Keelback fixed

I also use a Python for mining although it's heavily engineered

https://coriolis.io/outfit/python/0...2Cc20C8P42f.Iw18eQ==.Aw18eQ==?bn=Miner/Hauler
 
This is my old Hi-RES build

https://coriolis.edcd.io/outfit/keelback?code=A0pataFal3das5f47e7e2929000304B2fr2bm5v62f.Iw18UA%3D%3D.CwBhrSq5SA%3D%3D.&bn=Hi%20RES%20work

I've swapped out the fixed frags for gimballed now to allow a bit better hit rate as at close quarters I found I was missing. Rails for longer range. I swapped out the second hull reinforcement for the new module protection pack.
I'm wokring my way back up to get cash for this as it's on my to get list for my fleet plan :)

I usually go out and go material hunting on planet so I have plenty of synth mats for reloads while out fighting as well so I don't have to spend creds and time of reloads.
 
On reddit someone advised in using 2 long range (level 1 mod) medium rails with the plasma slug experiment, and two efficient (level 5 mod) beams with the thermal vent experiment, and let the pilot go crazy with the mothership. Seems quite interesting, especially since the IA has a dead eye when using rails.
 
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