Ships The Keelback Club

Add me to the Club

Just came back after a long break, along with a new Hotas. To ease back into the black, I built this stealth Torpedo boat Keelback for PvP. Coming from mainly Imperial Eagle and Vipers, this is the most relaxing ship to fight with.

[video=youtube_share;RKdEaINeG2w]https://youtu.be/RKdEaINeG2w[/video]
 
Just came back after a long break, along with a new Hotas. To ease back into the black, I built this stealth Torpedo boat Keelback for PvP. Coming from mainly Imperial Eagle and Vipers, this is the most relaxing ship to fight with.

Some people were just telling me about your Keelback PvP work. I'll be interested in watching this when I get home!
 
been trying to tinker around with a keelback loadout, at the moment i only have very basic engineering work done but im hoping to make it my main combat ship as well as it having been one of my favorite exploration ships. If anyone has any suggestions for a good weapon loadout, i've mainly been rocking 4 missile launchers/ 2 missiles 2 torps.
 
Keelback my new favorite ship. Very effecient at killing things in under 2 minutes.
[video=youtube_share;sBYkzb8-DDA]https://youtu.be/sBYkzb8-DDA[/video]
 
Thanks to the hull buff and an engineered HRP, my KB is running about 1048 hull at the moment. Only 178 for the bi-weave shields, but the resistances on all types is high (I believe around 40-60% on each?)

Na'Qan what's your loadout? I'm guessing 2 C1 Torps and 2 Seeker pods, but you seem to be hull tanking? What kind of mods are you running?
 
Thanks to the hull buff and an engineered HRP, my KB is running about 1048 hull at the moment. Only 178 for the bi-weave shields, but the resistances on all types is high (I believe around 40-60% on each?)

Na'Qan what's your loadout? I'm guessing 2 C1 Torps and 2 Seeker pods, but you seem to be hull tanking? What kind of mods are you running?

I'm running purely hull tank.

Reactive Armor + HRP All Heavy Duty except the smallest HRP which has Thermal Resistance to negate the penalty of Reactive Bulk heads.
2,800 Integrity 30-40% Resistance to all.
2xC2 Sturdy Mount Reverberating Cascade Torpedoes
2xC1 High Capacity Thermal Overload Seekers
2x G5 Shielded Point Defenses
2x G5 Shielded Chaff Launchers
ENG Focused Distributor
Shielded Thrusters sometimes Dirty Drives
Shielded Power Plant
Condor Fixed Multi
G5 FSD
 
I'm running purely hull tank.

Reactive Armor + HRP All Heavy Duty except the smallest HRP which has Thermal Resistance to negate the penalty of Reactive Bulk heads.
2,800 Integrity 30-40% Resistance to all.
2xC2 Sturdy Mount Reverberating Cascade Torpedoes
2xC1 High Capacity Thermal Overload Seekers
2x G5 Shielded Point Defenses
2x G5 Shielded Chaff Launchers
ENG Focused Distributor
Shielded Thrusters sometimes Dirty Drives
Shielded Power Plant
Condor Fixed Multi
G5 FSD

Well, I see one problem there -- how'd you get an extra Utility Slot? ;)

Me, I'm running something as a dependable multi-role rather than straight up PvP so I have this:

Lightweight armor (modded Heavy Duty for a heath boost with not extra weight)
Class 3 HRP Heavy Duty (lucked out with overclocked resistances)
As I said it worked out around 1048. Resistances are something like -20,-25,-30
1 C2 Packhound missile with Thermal Load and Extended Clip
1 C2 Overcharged MC with Corrosive Rounds
2 C1 Pulse Lasers, one rapid fire, the other overcharged. One with scramble spectrum
(thinking about going level 5 fixed efficient beam and scrambled burst when I get back to the bubble)
C4 Bi-Weave shields, thermal resist
Class E shield booster with resist mod (also lucky overclock result)
End result there is 60% resistance on thermal, and slightly better than normal on kinetic/explosives (5-10%)
Lightweight chaff, lightweight heatsink
Class 5 dirty drives, and Charge focused Distributor
Efficient power plant
Taipan fixed beam
G5 FSD

It will needed to be corrected due to the new update, but here's my old Coriolis setup:

https://coriolis.edcd.io/outfit/kee...z3nmIElACTD/A6Tnw6HwAQAA&bn=Viaticus Rex II.I
 
Nice, yeah corrections on the utilities. Sometimes I double Chaff or sometimes I double point defense. I'm starting to prefer double point defense because missiles are more of a threat to my drives. I can always go silent every time my Chaff runs out. Adding shielded mods to the utilities allows them to survive after multiple missile impacts, sometimes PD just can't catch them all, but atleast they will survive throughout the duration of the fight.

I was thinking of mixing up my loadout, but right now, strictly for PVP it seems to be the most effective across all targets I come across.
 
Nice, yeah corrections on the utilities. Sometimes I double Chaff or sometimes I double point defense. I'm starting to prefer double point defense because missiles are more of a threat to my drives. I can always go silent every time my Chaff runs out. Adding shielded mods to the utilities allows them to survive after multiple missile impacts, sometimes PD just can't catch them all, but atleast they will survive throughout the duration of the fight.

I was thinking of mixing up my loadout, but right now, strictly for PVP it seems to be the most effective across all targets I come across.

It seems highly effective. In fact I'd say the only hope someone like me would have would be to target the seeker missile launchers first thing.


Edit: How do you end up right on top of someone like you did with the Python?
 
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Ok so the Stealback pirate refit is a crazy thing.
It is real fun, especially to jump in the fighter from time to time.
Piracy however is quite a game of firing control with my setup
of twin Packhounds and twin cytos.

I have to add some steps to the PvE piracy spiral to
be succesful and i direly need an additional size 1 or 3 slot
to be able to fit collectors.
However the KB can scoop quite fast and well.

Having that said, i am happy that SLF weapons
have higher penetration ratings now, and can be used
to snipe modules. That eases the piracy attempts.

So dear devs, can we get an additional size 1/3 slot for KB
and T6?
What still leaves a lot to be desired is the KB's presumed
more combat centered role, yet the powerplant and distributor
leave some higher rated modules to be desired.

How do you guys feel?
Would the added combat utility of the KB
speak for one grade higher power dist. and plant?
 
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Ok so the Stealback pirate refit is a crazy thing.
It is real fun, especially to jump in the fighter from time to time.
Piracy however is quite a game of firing control with my setup
of twin Packhounds and twin cytos.

I have to add some steps to the PvE piracy spiral to
be succesful and i direly need an additional size 1 or 3 slot
to be able to fit collectors.
However the KB can scoop quite fast and well.

Having that said, i am happy that SLF weapons
have higher penetration ratings now, and can be used
to snipe modules. That eases the piracy attempts.

So dear devs, can we get an additional size 1/3 slot for KB
and T6?
What still leaves a lot to be desired is the KB's presumed
more combat centered role, yet the powerplant and distributor
leave some higher rated modules to be desired.

How do you guys feel?
Would the added combat utility of the KB
speak for one grade higher power dist. and plant?

Is... Is that poetry? I keep trying to find a cadence to it. >_<
 
I just wish the KB had another internal slot
size 1 or 3 for limpets. Really needs a bit more flexibility,
i can live with the low classed powerplant and powerdist. though.
 
Given the T6s loadout, I think a class 1 is all we could realistically hope for. But it would be enough for sure.

For me it's the difference between having a Detailed Surface Scanner and going without. Someone else might be able to use it for a limpet controller or a little bitty emergency fuel scoop. Its absence really means the difference between a ship that feels "complete" and one I'm where continually sacrificing some little quality of life item, and I hate having to use a comparatively massive class 3 slot on something as silly as a planetary scanner.
 
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I've just done 40,000LY's in my girl Amazon arriving in Colonia last weekend.

She's a fine and sturdy ship and served well on that long exploration. The ability to fit a 4A Fuel Scoop really made the journey way easier.

This is what 40,000LY's does to your paintwork:

32152121671_c3c4003929_b.jpg


My weekly Travelogue is here:

https://forums.frontier.co.uk/showthread.php/248418-Cmdr-Pingmonster-s-Interstellar-Travelogue
 
Great thread :) This ship certainly deserves more love.

I don't currently own a Keelback yet, but I plan to. I've been flying a Type-6 for some time, and it's carried me through most of my early progression. It's hard to let go of it. (In my head, I'm going to pretend my trusty Type-6 was simply upgraded and rebuilt as a Keelback)

I'm looking to use a Keelback as my "main" ship, for those days when I'm flying around without a particular goal in mind. What do you think of this loadout for a combat-leaning, multirole, in-bubble ship?

https://coriolis.edcd.io/outfit/kee...i2h2h03000404frB359v66b.Iw18UA==.AwiMIyuVSA==.

I'm mostly unsure about the hardpoints, since I'm not particularly experienced in combat. I was thinking this setup would be good for wearing down shields with the lasers (both on the fighter and gimballed ones on the Keelback) then launch torpedoes (or missiles) once the target's shields are down.

I'm also not sure if I need an interdictor. Most multirole configurations I've seen don't have one, but I'm not sure how else I can take down a wanted or mission target in supercruise.

And any recommendations on engineering are welcome too.

Thanks :)
 
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