Hey all,
So, I left the Starter systems a few of days ago in a D-Rated Cobra Mk III with two million credits in the bank, feeling quite pleased with myself. Eventually got that C3 A-Rated bar Sensors and Life Support (D-Rated) and fitted some better weapons to it. Had some fun playing around it HighRes sites - it's nice to have the backup of local security forces - but fancied a change when I logged on this evening.
I wanted to try the Keelback - the cheapest ship that can fit a Ship-Launched Fighter, which I wanted to play with. I had the cash and some more to outfit and insure it, so I hunted around for one. I purchased it - keeping my Cobra Mk III - and began jumping around to outfit it as best I could. I've managed mostly A-Rated with some D, as with the Cobra, but experimented with some new (to this Commander) equipment too...
Firstly, weapons. Well, this 3A Distributor is a bit rubbish, so I can't go too nuts. Also, this ship really can't turn well..so... Multicannon Turrets all-round. My SLF uses Fixed Pulse lasers so, if it is good vs. shields (relatively speaking) then my ship can be good vs. hull to, hopefully, compliment it. I'd already A-Rated the shields - 5C bi-weaves - and they weren't terrible but I wanted something to back them up. So, I added one Shield Cell bank, Class 2A, and one Heatsink launcher. This loadout worked pretty well but, due to how I fly - I want to keep my target in view as best the ship is able - the C2 upper turrets ran out of ammo long before the C1 lower turrets did. So, I decided to switch things around a bit. Docking at the station, they stocked Frag Cannon Turrets. Short-range, hard hitting but not much ammo...I could use those, as turrets, in this build.
Taking it out for the first time with this loadout was...FUN. My SLF engages first, does what it can, I close in and the MC turrets open up. Sure, they take quite the damage penalty vs. shields but they're pretty relentless as do far better than you'd expect. If an enemy got too close, under 4-500 metres, I'd roll - the Keelback rolls really well - and bring those Frag Turrets to bear. They appear to fire three shots each very rapidly before needing to reload and do a decent amount of damage. I like this load-out. I've not had to use the SCB often, but when I do need it, it's most welcome! I've not changed the bulkheads on this build, so its hull is paper thin - well, I've not taken any hull damage yet, but I imagine it's not great - I might get some Military Grade Composites for it. I have the credits and it'll not hurt its already slow speed too badly, though it'll take a 1.2ly jump range hit. Guess that's not terrible either.
So, the Keelback. Slow, manoeuvres poorly, rubbish distro (3A) but somehow it all comes together for a package that works, and is fun. It's actually quite effective in low-tier combat with this load-out and the SLF Pilot - even if she's only Harmless - is a genuine asset. Sure, I'm doing HighRes sites at the moment, so have backup from the local Security ships. However, I am able to Solo (if you exclude the SLF pilot) easier NPC's on my own.
I thought I'd struggle with the Keelback after being in the Fast and manoeuvrable Cobra Mk III, but it just takes a different approach to use. I think next I'd like to try one of the Alliance ships, the Crusader, as it can also use an SLF - not seen one on sale yet though, but I can search around for one. Need to be mindful of the outfitting cost. It's 22 mil to buy, but I'm going to need at least double that more than likely to outfit it well...and have insurance times a few, just in case.
Anyway, likely boring for many, but thought I'd share my pleasant experience with the Keelback.
Scoob.
So, I left the Starter systems a few of days ago in a D-Rated Cobra Mk III with two million credits in the bank, feeling quite pleased with myself. Eventually got that C3 A-Rated bar Sensors and Life Support (D-Rated) and fitted some better weapons to it. Had some fun playing around it HighRes sites - it's nice to have the backup of local security forces - but fancied a change when I logged on this evening.
I wanted to try the Keelback - the cheapest ship that can fit a Ship-Launched Fighter, which I wanted to play with. I had the cash and some more to outfit and insure it, so I hunted around for one. I purchased it - keeping my Cobra Mk III - and began jumping around to outfit it as best I could. I've managed mostly A-Rated with some D, as with the Cobra, but experimented with some new (to this Commander) equipment too...
Firstly, weapons. Well, this 3A Distributor is a bit rubbish, so I can't go too nuts. Also, this ship really can't turn well..so... Multicannon Turrets all-round. My SLF uses Fixed Pulse lasers so, if it is good vs. shields (relatively speaking) then my ship can be good vs. hull to, hopefully, compliment it. I'd already A-Rated the shields - 5C bi-weaves - and they weren't terrible but I wanted something to back them up. So, I added one Shield Cell bank, Class 2A, and one Heatsink launcher. This loadout worked pretty well but, due to how I fly - I want to keep my target in view as best the ship is able - the C2 upper turrets ran out of ammo long before the C1 lower turrets did. So, I decided to switch things around a bit. Docking at the station, they stocked Frag Cannon Turrets. Short-range, hard hitting but not much ammo...I could use those, as turrets, in this build.
Taking it out for the first time with this loadout was...FUN. My SLF engages first, does what it can, I close in and the MC turrets open up. Sure, they take quite the damage penalty vs. shields but they're pretty relentless as do far better than you'd expect. If an enemy got too close, under 4-500 metres, I'd roll - the Keelback rolls really well - and bring those Frag Turrets to bear. They appear to fire three shots each very rapidly before needing to reload and do a decent amount of damage. I like this load-out. I've not had to use the SCB often, but when I do need it, it's most welcome! I've not changed the bulkheads on this build, so its hull is paper thin - well, I've not taken any hull damage yet, but I imagine it's not great - I might get some Military Grade Composites for it. I have the credits and it'll not hurt its already slow speed too badly, though it'll take a 1.2ly jump range hit. Guess that's not terrible either.
So, the Keelback. Slow, manoeuvres poorly, rubbish distro (3A) but somehow it all comes together for a package that works, and is fun. It's actually quite effective in low-tier combat with this load-out and the SLF Pilot - even if she's only Harmless - is a genuine asset. Sure, I'm doing HighRes sites at the moment, so have backup from the local Security ships. However, I am able to Solo (if you exclude the SLF pilot) easier NPC's on my own.
I thought I'd struggle with the Keelback after being in the Fast and manoeuvrable Cobra Mk III, but it just takes a different approach to use. I think next I'd like to try one of the Alliance ships, the Crusader, as it can also use an SLF - not seen one on sale yet though, but I can search around for one. Need to be mindful of the outfitting cost. It's 22 mil to buy, but I'm going to need at least double that more than likely to outfit it well...and have insurance times a few, just in case.
Anyway, likely boring for many, but thought I'd share my pleasant experience with the Keelback.
Scoob.
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