[Video] Keelback vs. Elite FAS and Dangerous Viper Wing

I recently engineered a Keelback, largely with the intent of using it as a glorified external FSD for my fighter. To my surprise, the thing is actually a lot of fun to use (once it's been heavily modified). Felt like playing around with video editing some, and figured I'd share with you guys. The fighter Rouge F (plasma) Taipan, piloted by my master NPC crew, Major Cote. Note that I got a beastly roll of 136 for my dirty drives, and make heavy use of pips and lateral thrusters. Even with all that, the keelback mostly just graduates from "dead slug", to "terminally ill slug." I'd love to see the Keelback's acceleration get a buff at some point (those big engines MUST do something other than make it slower than a T6...), but until then, I'll just enjoy the challenge! >:3
[video=youtube_share;zNPiOTgBI54]https://youtu.be/zNPiOTgBI54[/video]
My build can be found here.
 
"External FSD for a fighter" lol, YES! That's exactly what she is. I'm having a lot of fun with something similar, as well.
Mine isn't ideally engineered at all and I use her primarily for missions, but when the opportunity arise, I love me a bit of fighting.

Right on, commander. :)

edit: Just a side note, after finishing the video - Until your pilot is Deadly, be a dear and give him fixed beam loadout - you'll see a noticeable improvement in his shield-wrecking ability.
And excellent video, fun and all. o7
 
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good stuff

I tried a Killback, but ultimate the lack of damaging hardpoints are its downfall. Great ship, but the HPs of a viper
 
The only limit to killing other ships in a Keelback like this is NPC SCB spam. I came unstuck with an NPC Python that rocked chunky shields and lots of PA, but anything with weak shields can be killed quite easily (as long as you have ammunition).
 
"External FSD for a fighter" lol, YES! That's exactly what she is. I'm having a lot of fun with something similar, as well.
Mine isn't ideally engineered at all and I use her primarily for missions, but when the opportunity arise, I love me a bit of fighting.

Right on, commander. :)

edit: Just a side note, after finishing the video - Until your pilot is Deadly, be a dear and give him fixed beam loadout - you'll see a noticeable improvement in his shield-wrecking ability.
And excellent video, fun and all. o7

While the beam fighters are better by a lot of metrics, I find that plasma fighters to be the most fun. Since the fighter is largely there for me to fly for my own amusement, plasma it is. I will say, though: the NPC does seem to stay alive the longest in this fighter (presumably because of the chaff), which is pretty important for the keelback. It only has the one bay, so if that fighter goes down you're in for a harrowing two minutes while the next one builds.
 
Excellent work. I also enjoy the combat Keelback but can now see why I die so much!

You are right about the engines though, they are massive and yet slow the ship right down. With the way they move you would think the Keelback would be some kind of hyper manoeuvrable pinpoint accurate sniper ship or an untouchable hot rod dragster. But no.
 
Excellent work. I also enjoy the combat Keelback but can now see why I die so much!

You are right about the engines though, they are massive and yet slow the ship right down. With the way they move you would think the Keelback would be some kind of hyper manoeuvrable pinpoint accurate sniper ship or an untouchable hot rod dragster. But no.

keelback is the only ship that has two independant 360° rotating thrusters, in addtion to its regular reverse thruster.
theoretically, it should be one of the most agile ships in the game... yet the guy who typed in the balancing numbers probably never looked at the ship itself.

its the same for the t9 and its vectoring thrusters.
makes me wonder what flight characteristics the T10 will have, despite its huge number of main thrusters.
 
keelback is the only ship that has two independant 360° rotating thrusters, in addtion to its regular reverse thruster.
theoretically, it should be one of the most agile ships in the game... yet the guy who typed in the balancing numbers probably never looked at the ship itself.

its the same for the t9 and its vectoring thrusters.
makes me wonder what flight characteristics the T10 will have, despite its huge number of main thrusters.

At the very least, the keelback should have excellent vertical and retro acceleration. You know, instead of some of the worst of said in the entire game.
 
Thanks for the tip on the reverski... I used to do this a lot more but got out of the habit... Too many 2 week road trips and short home time to keep fluent in combat for me but I try.
 
Thanks for the tip on the reverski... I used to do this a lot more but got out of the habit... Too many 2 week road trips and short home time to keep fluent in combat for me but I try.

I would not advise full-on reverski with the Keelback; it doesn't have the shields to face tank for long, and its canopy is ridiculously vulnerable if the shield falls.
 
No, I wasn't contemplating that... I remember when the Keelback first came out, I was so excited at the fact it had 2 medium hard points and a decent cargo capacity... I flew one mission, couldn't stand how poor the maneuverability was and so mad that I had the canopy blow out that I sold it as soon as I landed!
 
No, I wasn't contemplating that... I remember when the Keelback first came out, I was so excited at the fact it had 2 medium hard points and a decent cargo capacity... I flew one mission, couldn't stand how poor the maneuverability was and so mad that I had the canopy blow out that I sold it as soon as I landed!

If they'd just give it the forward, retro, and vertical acceleration it deserves (and maybe one extra class 2 slot), it would be such an awesome little ship. Well, that and a second seat for multi crew. It makes 0 sense for it to not have these things.
 
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