Keelback Weapons Suggestions

You'd be surprised how much of a beating the keelback can take when fitted properly, and I'm not just talking engineers. Shields are average at best but the hull tankiness is immense. Combine the two and safe to say you have plenty of time to jump away.

However for a haz rez take a gunship. You won't regret it.

Oh I'm well aware of the gunship. Its bad jump range and extremely limited internals just kill it for me, though. Plus, I'm specifically looking to set up a keelback- if I was looking for a fighter carrier in general, I'd just keep using my anaconda.
 
I really enjoy the Keelback for PvE bounty hunting and scavenging. It's a cheap and cheerful change of pace to my other ships since I end up flying it differently. I have a fighter with beams and two small beam turrets to strip shields, and two medium multicannons for hull. If I'm piloting the mothership I'm mostly focused on showing the enemy my belly until the shields go down and I can start unloading with the multicannons. Probably won't be taking out any FdLs with this, but for what it is it's pretty fun.
 
I tried bounty hunting in my KB when it had a fighter bay in it. While it's not terrible, it's not great either. Since then, I've removed the fighter bay and swapped in a 1st class cabin, a cargo bay, and a SRV bay. Now I can do cargo missions, passenger transports, or planetary scans & engineer material hunting, making it one of the most versatile ships I own.
 
I really enjoy BHíng in a keelback.

The last time id did it with any seriousness I had 2 fixed medium cannons with long range to get the increased shot speed (High yield and force shell secondaries I think) and two small LR rails (can't remember if they had secondaries. I had it tanked out quite nicely with reactive armour (Thermal modded), class 5 shields (Thermal again) and HRPs/MRPs and a fixed beam taipan.

I would swap between myself in the fighter or mothership depending on what I was feeling like tbh. As long as you have a decent crew they are evil with fixed weapons.
If I was in the taipan I would engage first to remove shield before telling the crew to engage (I always have them on passive by default not defend) and with the two med cannons and small rails they would obliterate most NPC hulls very quickly while I was trying to weld them back together with the beam taipan :)

If I was planning to do a lot of mothership piloting I'd often swap to gimballed cannons and gimballed small beams (All long range with various secondaries) so I would strip the shields then get the crew in the fighter to engage once I have the NPC's attention. I found that this was surprisingly effective to kill 99% of 1 on 1's in any res site. And with some quick thinking and the right tactics you can easily take on wings as well.

A lovely ship to be sure :)
 
It has been great fun for me doing missions. I love it when I get interdicted. Launch Freddie in the SLF, melt their shields when I can get a lock and finish them off with missiles/torpedoes when necessary. Normally use gimballed so I might try turrets.

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I think I'm going to go for two small long-range plasma slug rails (one of my favorite weapons), a medium gimballed high-capacity corrosive MC, and a medium gimballed efficient conchordant sequence beam laser. Some tests revealed the small converge enough at long range for that. Corrosive will be handy, since I prefer David vs. Goliath situations, and the beam laser is there so the keelback has at least a modicum of hope vs. nimble targets (like enemy fighters).
 
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