what is the true role of a Keelback and is it worth it?

Good morning. I am still in the starting phases of ED for PS4. roughly 27 mil in the bank, a Asp Explorer (my main ship used for passenger/explorer), Type 6 (96 cargo hauling CG missions), Adder (don't use much) and Vulture (combat RES) to the fleet, i saw some videos online for the Keelback and its ability to carry a fighter. It seems to be jack of all trades but doesn't do any one thing really well. I've heard its slow, not armored enough, jump range is limited etc...yet there seems to be alot of CMDRs that like the ship.

I am interested in it for the fighter as i am a LONG way from any of the other ships that carry fighters. I like the idea of working with a Crew member (i play solo mostly due to limited game time during the week) and at roughly a 7 mil purchase and upgrade price I can afford it.

The question is should i take the plunge? based on the ships i have now and the roles they are used for (I mainly do Fed missions to gain rank towards those ships, passenger missions, boom missions and the occasional assassination mission). I don't do trade runs in cargo as I don't find the payout worth the effort but i do use the Type 6 for the CG cargo missions as they are an easy 1-2 play session at the end of a work day for me.

maybe mining? I don't know. thoughts from anyone? Thanks.
 
Spitballing, but for the keelback, it seems to be the combat hauler. Doesn't haul a whole lot, but doesn't need to run from a fight if bugged by pirates. Maybe hauling cargo that have a high rate of being interdicted and you don't feel like brave sir robin'ing to your destination.

Seems the Gunship, which is a slog to get fed rank in order to purchase, and the Keelback are the only medium pad ships that can equip fighter hangars - if that counts.
 
I like the Keelback. I have one set up on one of my PC commanders with Fighter Bay, SRV Bay and some cargo snuck in at the back, for playing in the Guardian ruins etc. SLF (ship launched fighters) make for a nice little surprise when you're carrying goods back from a bit of local exploring and some NPC thinks you'll be an easy push-over :)

It may not have the best jump range, but it's good enough for Guardian / Thargoid investigations.
 
Good morning. I am still in the starting phases of ED for PS4. roughly 27 mil in the bank, a Asp Explorer (my main ship used for passenger/explorer), Type 6 (96 cargo hauling CG missions), Adder (don't use much) and Vulture (combat RES) to the fleet, i saw some videos online for the Keelback and its ability to carry a fighter. It seems to be jack of all trades but doesn't do any one thing really well. I've heard its slow, not armored enough, jump range is limited etc...yet there seems to be alot of CMDRs that like the ship.

I am interested in it for the fighter as i am a LONG way from any of the other ships that carry fighters. I like the idea of working with a Crew member (i play solo mostly due to limited game time during the week) and at roughly a 7 mil purchase and upgrade price I can afford it.

The question is should i take the plunge? based on the ships i have now and the roles they are used for (I mainly do Fed missions to gain rank towards those ships, passenger missions, boom missions and the occasional assassination mission). I don't do trade runs in cargo as I don't find the payout worth the effort but i do use the Type 6 for the CG cargo missions as they are an easy 1-2 play session at the end of a work day for me.

maybe mining? I don't know. thoughts from anyone? Thanks.

I struggled to find a use for the Keelback on my PC account but didn't use a fighter bay. Gave it another try on the PS4 and it's a lot of fun in combat using the fighter. I read somewhere that it's like having a huge additional hard point (seems a bit of a stretch) but forcing your target to fight two ships is the real advantage. And it's fun to fly the fighter. Keelback has decent hard points but flies like a brick so I used turreted small beam lasers and medium gimballed multi cannons. Too bad more mid-range ships don't have a fighter hanger. Fed Gunship is the next best ship where it can be used effectively.

Otherwise, yeah it's not great for anything else.
 
if you like to pilot a fighter (i do), the keelback is a perfect carrier. strong enough to back you up, but not that strong that it pulls any aggro and you are basically a bystander in the fighter (which already happens with a gunship).

if you don't like to pilot the fighter, keelback in combat isn't it.
 
if you like to pilot a fighter (i do), the keelback is a perfect carrier. strong enough to back you up, but not that strong that it pulls any aggro and you are basically a bystander in the fighter (which already happens with a gunship).

if you don't like to pilot the fighter, keelback in combat isn't it.

I am super interested in flying the fighters and having the Keelback as support or prefer away from the fight. the more i hear about it the more interest i have in it.
 
I think the Keelback exists simply because if it didn't, a ship-launched fighter would be out of reach of a lot of players for a very long time.
It's possible to make very good use out of the ship though, it's not rubbish
 
I use mine for salvage ops. Its got enough space for for a limp controller and a fighter bay with enough cargo space to hold multiple salvage pick ups. I love being able to drop in to the fighter when the pirates show up. "Sure. I'll open my cargo bay for you. Just one sec." [yesnod]
 
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I like my Keelback. I have 80 tons of cargo space, which is plenty for most hauling missions, and it's never lost a battle with a pirate. I also like the looks of it; I named mine USS Defiant for a reason (DS9).

I've also used it in bounty hunting with the fighter. The fighter is fun to fly, and sometimes I'll have my crewmate just stand down and I'll take on ships with the fighter alone. My one hesitation is that while I've never lost the Keelback to pirates, I have lost her to angry security forces, and at the time that rebuy really hurt. Now that I'm rich, I might take her out again for BH.
 
I always assumed it'd make a good mining barge...?

not really - for those CR you could fit a d-rated mining AspE which would outperform an a-rated mining keelback (i have used it for mining once or twice) - in cargo space, speed, powerdistributir to sustain mining lasers, optional internals for all the tools etc. pp..
 
The value of the Keelback is largely dependent on your tenure in the game, and the composition of your fleet.

My PC Commander has no use for a Keelback - anything that I might want to use it for, I already have a better (and Engineered) ship for the job. Once you are in that position, it's really hard to go back.

My PS4 Commander, however, does not have this problem. As such, the Keelback is currently my main ship for all things, and it might stay that way for a long time. Also, if this matters at all, it really is the ship for enjoying a Han Solo type of fantasy. No other ship in the game really fits that particular bill as well as the Keelback does.

One you have an AspX, the Keelback is outclassed by it in pretty much everything other than Combat, and that one is probably a close call. That said, early in your career is really the best time to try it out - the worst thing that happens is that you lose 10% of the ship's purchase price if you hate it.

Riôt
 
True role of the Keelback is to remind us that NPC pilots are not crew and don't deserve a seat at the table (or the cockpit).
 
The thundertank is a confusing little ship...

It doesn't really know what it is, it's definitely NOT a Combat Freighter!! Once you've equipped the fighter (which you should definitely do) and shields you'll be lucky to carry much more than a Cobra3. The best role I found for it (and highly recommend) is as an armed passenger ship.
You equip your fighter for combat and a class 5 economy cabin for making the big credits. That leaves you enough space for class 4 shields, a small 8t cargo rack for mission rewards and other junk, an SRV and an advanced discovery scanner. Then head out and do engineers, kill pirates, explore planets etc...using the cabin to supplement your income...

If passengers aren't your thing it's also a really cool salvage ship for the more independent pilot that likes to drop in at signal sources and go looking for trouble. Class 3 limpet controller for sucking up debris and rare plunder, then off to the nearest black market to cash in....destroying anything that comes in your way...
IMG_1515.jpg

This was my baby, it's a very fun ship. Everyone should try a Keelback at least once, it'll surprise you...

Edit: Oh! It's jump range and fuel economy is actually really good! And it has insane heat management! It can scoop fuel like a DBX...
 
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I picked up 19 million the last 2 nights doing the CG for cargo hauling. nice little bit of cash for a few hours of hauling. I have been thinking of using it as a scavenger/special cargo type of ship. I love passenger missions (My ASPEX is loaded for passengers/exploring and right now get 1.5-4 million credit sight seeing jobs). I like your idea for this ship. another video I saw a user investing in missiles/fighter and have the fighter AI do most of the fighting, and he used the mothership as support. once destroyed, picked up the cargo for selling later.

it is a cheap enough ship I think ill get it, and play with it some before upgrading the power plant/frame shift (the big ticket items). a 3-4 million build to play around with isn't too bad to get a taste of fighter bays.

thanks for the ideas everyone!
 
I picked up 19 million the last 2 nights doing the CG for cargo hauling. nice little bit of cash for a few hours of hauling. I have been thinking of using it as a scavenger/special cargo type of ship. I love passenger missions (My ASPEX is loaded for passengers/exploring and right now get 1.5-4 million credit sight seeing jobs). I like your idea for this ship. another video I saw a user investing in missiles/fighter and have the fighter AI do most of the fighting, and he used the mothership as support. once destroyed, picked up the cargo for selling later.

it is a cheap enough ship I think ill get it, and play with it some before upgrading the power plant/frame shift (the big ticket items). a 3-4 million build to play around with isn't too bad to get a taste of fighter bays.

thanks for the ideas everyone!

Dirty drive tuning is almost a must with the Keelback (you'll see when you drive her). The two medium hardpoints are flat on top of the ship, they actually work really well as turrets (near 360 degree fire), turrets have a damage penalty but at least they hit things reliably which is something the Keelback needs to be able to do. I chose medium turreted multi canons for mine and two small beams, worked great along with the fighter.
 

verminstar

Banned
Ah the humble keelback...has its own very unique character which one has to scraoe the surface to find. First few days ye own it, ye will not instantly fall in love with it...its dreadfully slow, has a very average range and limited fitting options.

On the plus sides, the obvious cheap access to SLF is a huge bonus...SLF really are absolutely one the most fun distractions ever and the KB was my first experience with them, and Im as hooked as it gets now.

Also has very good heat management and has no issues when fuel scooping...as in no issues at all and theres maybe only 3 or 4 other ships with engineering that can do it better. Handles like a brick attached to a rocket but it actually looks ok too...better than about half the ships out there although thats subjective.

When starting out in the game...(first 6 months)...the KB is a cheap jack of all trades ship. Decent cargo, SLF, great heat management if yer still learning how to swoop and scoop as it allows ye to make mistakes, looks ok and only requires a small pad so can land anywhere.

I use mine with an exploration build and have taken it to the core, even with a paltry 22ly range. However thats unengineered and a KB really does improve significantly with engineering, or so Im told anyway. Point being that even without modifications, the KB is not without its own unique identity and character. Its just that its not obvious right away and takes one to scratch the surface a bit to find it ^
 
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