The Keelback is....fun!

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.
 
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I own one. Tried it a few times, but just couldn't find it "fun."

Glad you like it OP

A car salesman once told me there's a buyer for every car. Someone ordered a car with a white body color, red top, and a blue interior. It was an AMC Rambler to top it all off. That buyer who ordered it that way backed out of the deal once he saw it and it sat on the lot for a little over 3 years. One day a guy's wandering around on the lot and just falls in love with it and has to have it.

Paid full window sticker price and acted as if he knew he had to jump on it before someone else beat him to it.

True story, my Dad worked at that dealership at the time.

I have an Asp Scout you might like...
 
Made my first half billion in a Keely. Great ship. Runs cold enough to smuggle, can jump a reasonable distance, can carry passengers or cargo or load up on hull reinforcements or even mine a bit (enough to unlock all the mining engineers for me). Plus the fighter.

Also has an amazing clearance for landing on planets with tough terrain and is compact enough to be able to do the planetary scanning missions without having to leave the ship, after using a Cobra it was like night and day.

Welcome to the Keelback Mountain club Scoob....;)
 
Keeler's a terrific little ship. Does nothing great but just about everything well; she's pleasant to fly and has a great view. Smiles - I miss those days back when the Keelback was the biggest ship i owned.
 
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I just unlocked packhounds, my kid has "his own ship" on my account, a keelback.
Thats what he picked🤷‍♂️
Anyway, he highly recommends you put packhounds on the keelback asap!
o7
 
I hope that the new balancing makes using my loved Keelback equally effective credits-wise as my Cutter doing wing-missions. Or planetary scan-Jobs. Or whatever. I won´t be using any other ship then anymore.
 
Said it before but I honestly feel like the Keelback is ED's "Millennium Falcon" (or YT1300 Freighter, to be pedantic).

Ships like the Krait, and even the humble AspX, are objectively superior but the whole point of the YT1300 is that it's kind of sucky in stock form.
I just wish ED would allow you to modify the Keelback enough that it could become properly "good" at something (either speed or jump-range) to make it into a proper "Millennium Falcon" type ship.

Back in the day, my Keelback was always my general purpose runaround ship (now replaced by a far more up-market Phantom, obviously).
It was fairly well equipped and had decent speed and jump-range.
Nothing special (by today's standards) but enough to make it viable in an era where accumulating Cr10m was something of an achievement.

The one thing I never considered doing with the Keelback was fitting an SLF, with the intent of combat.
It doesn't have enough firepower for me to use and it doesn't have enough armor to trust my crewmember to fly.
For budget SLF shenanigans, I bought an FGS (and these days I just let my NPC fly my Corvette).

Seems like the Keelback should be more agile than it is, though, to reflect the presence of it's flappy-arms.
I do like fitting it with a DC, though (and thanks to FDev for the extra slot so I can now fit one without penalising my build too much), just so I can watch it's arms flapping around while it launches and lands.

Also, it might seem minor but I always felt like the Keelback was hamstrung by the need for a fuel-scoop, which meant it often didn't quite have enough free slots for most of the things I could use it for.
Fortunately, these days, it can operate off a Fleet Carrier to negate the need for a fuel-scoop, which opens up more choices for what to do with it.

As usual, I'll say that I think FDev should look at ways to introduce more small-ship gameplay (yes, I know the Keelback is a medium-pad ship) in order to create an ongoing incentive to fly smaller ships rather than leaving them behind once you earn all the credits.
Perhaps create systems where larger, more powerful, ships are simply "outlawed" (for reasons)?
You drop into a system, scan the nav-buoy and it gives you a list of all the ships it's legal to fly in a system.
If you fly more than, say, 50Ls from the star in a "banned" ship, you risk getting intercepted by System Security.
 
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Nice to see the Keelback love every once in a while!

You just started in the last few days Scoob or is this a second account? Either way, nice post!

Second account...but with my memory lately... lol.

I actually have a Keelback on my main account, only purchased very recently. Of course it's engineered but, oddly, not as fun as its vanilla counterpart on my new account - engineering didn't seem to help much in terms of manoeuvrability. Here's the thing, I knew it'd not be the best at combat, I knew it'd manoeuvre poorly and, unengineered, its shields are pretty dire. However, for some weird reason I like using it. It's a challenge to use it when you're more accustomed to a tanky Corvette or a silly fast and manoeuvrable Krait II that also hits hard - or an other of the good ship, engineered up. Being limited by money, no Engineering (yet) and not having Shinrarta unlocked is keeping things interesting.

I am planning to upgrade to a Crusader, once I'm sure I have ample funds to do it justise, but in the interim the Keelback is enjoyable.

Scoob.
 
I always recommened Keelback to any pilot who seeks advice on which ship should he move after Cobra mark 3 and also I don't know anyone who doesn't get a big grin when pilotting a super agile small gutamaya fighter inside the planetary rings.
Path Asp-Python-Conda is really boring and unexciting and from what I hear afterwards pilots who followed unorthodox way and decided to avoid Asp and rest enjoy flying and game itself even more.

I am planning to upgrade to a Crusader, once I'm sure I have ample funds to do it justise, but in the interim the Keelback is enjoyable.
Scoob.

You will love the Crusader even more than Keelback. Ship is really tanky and handles surprisingly well and not that twitchy as the Chieftain. Recently the Crusader is my top choice when doing combat zones.

ps.
Welcome to the club
 
The Keelback is pretty fun, I enjoyed my time with it. I wish it was a bit more of a best-in-class advantage beside the fighter bay though. Maybe great hull values? not sure.
 
Keelback is indeed a fun little ship, I use it regularly for collecting materials from uss or planetary surfaces.
The SLF is a nice extra.
 
You might want to try this build on your main account, or when you get engineering started on your new one. Took months of tweeking and testing different weapon loadouts to "perfect". It's fantastic for material gathering, mission running, and work well in combat up to a medium combat zone; but I won't say that enemy spec-ops aren't a huge problem. If the shields go down it is weak to missiles, so it's not a bad option to use point defence instead of chaff. It also require a decent NPC so you can quickly switch the agro between you though.

 
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