Keelback SLF Build

My primary SLF experience has been having an "escort" on my Cutter. I rarely take the SLF controls myself as I don't trust a NPC crewmember with the Cutter.

So looking to do something different and be able to fly SLF more myself, I picked up a Keelback, B-Rated it, and am in the process of engineering it as a tank for the NPC to control. To start with, I was dropping into NAV Beacons (no discovery scanner) and doing some (very) light bounty hunting which seemed to be going pretty well.

Later however, I was interdicted by a NPC wing of two, an Eagle and Sidewinder. I submitted, jumped in the SLF, and expected a fast easy fight. I went after the Eagle first while the sidewinder was on the Keelback. Way too many minutes later, I was finally able to take out the Eagle and turned to the sidewinder to discover it was pretty much unscathed and the Keelback's shields were hanging on by a thread. Once the sidewinder realized it was 2v1 it high waked. Watching a sidewinder escape after all that was more than a little embarrassing.

I had planned no using the ship in Low CZs just for fun, but after that experience I'm questioning whether that is going to be viable and am I wasting my time continuing to engineer the Keelback at all. Any SLF gurus have any advice to offer?



Thanks
 
I've been doing the opposite to you, using the Keelback for completing missions for Sirius Corp for access to Palin, and have used the Keelback and SLF to bounty hunt. Me in the Keelback and the NPC controlling the SLF. That seems to be a balanced pairing.

I think you would have to tank up the Keelback's defenses if you were to leave it while out in the SLF. Military Armor, something like that.

That should give you more time to swap back to the ship if you get the message about "taking damage ... not sure I can last much longer ... etc"
 
Last edited:
That's okay, I went for a joy ride in the SLF and told my NPC to hold position while I went zipping around a planetary base... Only to hear the "Shields Down" warning. Flew back to find my FGS with no shields and 67% hull! Apparently they don't tell the NPCs in pilot training school the flying into a planet is bad... [rolleyes]
 
Last edited:
I tried a Low CZ a try and decided I don't care for piloting SLF at all. Speed and maneuverability are nice, but not enough damage output and too fragile. Plus after getting destroyed once I kept re-launching with 23% health. The whole time I kept thinking if I'm going to fight in a CZ I'd rather be flying a normal ship and it wouldn't be the Keelback. It was sort of cool having to keep tabs on your "wingman" and working together, but more often it was a pain as they would wander off and try to go 1-on-1 with a corvette. I ended up mapping the "attack my target" function and having to micro-manage the mothership, at which point I threw in the towel.

It was workable, but the pace was too slow. It's a lot like the early game where you shadow System Authority in a RES and assist with their targets. I may or may not keep the Keelback. Probably store the engineered modules and sell it. I haven't messed with a Vulture since Engineers. I'm thinking it's time.
 
The level of your co-pilot plays a huge role in how well the Keelback handles when you are off gallivanting in the SLF.

I look at each encounter as it happens. If minor threat I can go SLF'ing, and if a strong Wing, I'll stay in the main ship.

There is no magic combo that works universally. You have to judge on a case-by-case basis.
 
Back
Top Bottom