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<div>{{Weapon Systems Links}}<br />
{{hatnote|This article details different types of turrets. For information about turret mechanics, including damage and hit chance, see [[Turret mechanics]].}}<br />
'''Turrets''' are the most common weapon system in EVE. They apply damage instantly, use ammunition or charges, and their effectiveness is partially determined by the [[tracking|traversal]] speed of the firing ship and its target. This page explains the five variations of turret and their ammunition available in EVE.<br />
<br />
== Overview ==<br />
There are five kinds of turret in EVE:<br />
* hybrid turrets<br />
* projectile turrets<br />
* energy turrets (lasers)<br />
* precursor weapons (entropic disintegrators)<br />
* vorton projectors<br />
<br />
Each of the first three types can be further broken down into a set of long-ranged turrets which, broadly, deal high damage-per-shot ('volley', '[[alpha]]') but low damage-per-second (DPS) and poor tracking, and a set of short-ranged turrets with lower alpha but high DPS and superior tracking. Hybrid turrets, for example, are either railguns (long-ranged, low DPS) or blasters (short-ranged, high DPS).<br />
<br />
Tech 2 turrets, particularly large and medium ones, require considerable training time. The long-ranged and short-ranged varieties of Tech 2 turrets require separate skills -- returning to hybrid turrets, for example, you need {{Sk|Small Blaster Specialization}} to use small Tech 2 blasters but {{Sk|Small Railgun Specialization}} to use small Tech 2 railguns.<br />
<br />
Each of the five kinds of turret comes in three sizes:<br />
* small (mounted on [[frigates]] and [[destroyers]])<br />
* medium (mounted on [[cruisers]] and [[battlecruisers]])<br />
* large (mounted on [[battleships]] and [[Battlecruiser#Attack Battlecruisers|attack battlecruisers]])<br />
<br />
Hybrid, projectile, energy, and precursor turrets also come in a fourth size:<br />
* extra-large (mounted on [[Capital ships|capital and supercapital ships]])<br />
<br />
=== Ammunition/charges ===<br />
Each of the four kinds of turret has a selection of types of ammunition (using 'ammunition' loosely -- energy turrets load crystals). Ammunition comes in four sizes matching the four sizes of turret (S, M, L and XL).<br />
<br />
Faction ammo is also available (for example, Republic Fleet Fusion S instead of normal Fusion S). Faction ammo is expensive but gives you more damage. Generally speaking it is useful in PvP but rarely cost-effective in PvE. There are 3 levels of faction ammo. In order of power, they are pirate, which deals 10% more damage, navy, which deals 15%, and elite pirate, which deals 20% more. Pirate and elite pirate ammo drop from rare spawns at dead space complexes, and navy ammo is available from various [[Loyalty Points|LP stores]]. Generally navy ammo is the cheapest, due to its ease of acquisition.<br />
<br />
Tech 2, Faction, and Officer turrets can use Tech 2 ammo. Hybrid, Projectile, and Laser turrets each have four associated kinds of T2 ammo, two varieties of T2 ammo for T2 short-ranged turrets and two for Tech 2 long-ranged turrets. Using hybrid turrets as an example once again, T2 blasters can load:<br />
* normal hybrid ammo<br />
* faction hybrid ammo<br />
* or two types of T2 blaster ammo (Void and Null)<br />
<br />
While T2 railguns can load:<br />
* normal hybrid ammo<br />
* faction hybrid ammo<br />
* or two types of T2 railgun ammo (Spike and Javelin)<br />
<br />
T2 ammo is designed to be give you extra tactical options or to be useful in specific situations -- it is ''not'' always better than T1 or faction ammo.<br />
<br />
== Hybrid turrets ==<br />
[[File:Icon turret blaster large.png|left]]Hybrid turrets fire charged projectiles at the enemy using magnetic fields -- using energy, like lasers, but firing solid projectiles, like projectile guns, hence "hybrids".<br />
<br />
In practice this means that they use capacitor when they fire (like lasers, though they are less cap-hungry than lasers). Pilots who use hybrid turrets will want to have good capacitor skills and to train {{Sk|Controlled Bursts}} to support their guns' requirements. Hybrid turrets also have to be regularly reloaded with fresh ammunition (like projectile guns).<br />
<br />
Hybrid turrets can only do kinetic and thermal damage.<br />
<br />
The two kinds of hybrid turret are:<br />
* '''Blasters''', which have (very) short ranges and deal (very) high DPS; and<br />
* '''Railguns''', which have (very) long-ranges and deal less DPS.<br />
<br />
Many Gallente ships and some Caldari ships use hybrid turrets as their primary weapon. The Gallente ships tend to be more suited to blasters and the Caldari ships more suited to railguns, but this is not a hard-and-fast rule, as any pilot who flies a sniping Hecate or a blaster Rokh will tell you.<br />
<br />
The low slot Magnetic Field Stabilizer module increases hybrid turrets' damage and rate of fire.<br />
<br />
=== Hybrid ammo ===<br />
There are eight kinds of standard Tech 1 hybrid ammo. They all do a mixture of kinetic and thermal damage (the proportion varies).<br />
<br />
Each ammunition type has a different range modifier, does a different amount of damage and uses a different amount of your capacitor when fired. The better the range, the lower base damage the ammo deals, creating a sliding scale from short-ranged, high-damage Antimatter to long-ranged, low-damage Iron.<br />
<br />
{| class="wikitable sortable" style="font-size: 90%; text-align: center;"<br />
|- style="background-color: #222222;"<br />
! Name<br />
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal<br />
! Cap. need<br />
! Total damage<br />
! [[File:icon_damage_kin.png|26px|link=|Kinetic damage]]<br />
! [[File:icon_damage_therm.png|26px|link=|Thermal damage]]<br />
! Small<br />
! Medium<br />
! Large<br />
|-<br />
| style="text-align: left;" | Antimatter <br />
| -50% <br />
| 0% (+)<br />
| 12<br />
| 7<br />
| 5<br />
| N<br />
| <br />
| I<br />
|-<br />
| style="text-align: left;" | Plutonium <br />
| -37.5% <br />
| -5%<br />
| 11<br />
| 6<br />
| 5<br />
| I<br />
| I<br />
| I<br />
|-<br />
| style="text-align: left;" | Uranium <br />
| -25% <br />
| -8%<br />
| 10<br />
| 6<br />
| 4<br />
| <br />
| <br />
| <br />
|-<br />
| style="text-align: left;" | Thorium <br />
| -12.5% <br />
| -40% (++)<br />
| 9<br />
| 5<br />
| 4<br />
| <br />
| N<br />
| <br />
|-<br />
| style="text-align: left;" | Lead <br />
| 0% <br />
| -50% (++)<br />
| 8<br />
| 5<br />
| 3<br />
| I<br />
| <br />
| <br />
|-<br />
| style="text-align: left;" | Iridium <br />
| 20% <br />
| -24% (-)<br />
| 7<br />
| 4<br />
| 3<br />
| I<br />
| <br />
| <br />
|-<br />
| style="text-align: left;" | Tungsten <br />
| 40% <br />
| -27% (-)<br />
| 6<br />
| 4<br />
| 2<br />
| <br />
| <br />
| IN<br />
|-<br />
| style="text-align: left;" | Iron <br />
| 60% <br />
| -30% (--)<br />
| 5<br />
| 3<br />
| 2<br />
| <br />
| I<br />
| I<br />
|-<br />
! colspan=9 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;" | Click on the column headers to sort the table; mouse over them for a more detailed explanation.<br>Damage is the raw figures for the 'Small' ammo size;<br>Medium is 2x greater, Large is 4x greater, and Extra Large is 8x greater.<br />
|}<br />
<br />
The + and - symbols in the Capacitor column indicate the relative damage:capacitor efficiency. Within each group, extreme resistance differences can alter the order of precedence, although no situation will cause groups to alter.<br />
<br />
The last 3 columns indicate which non-highsec material is required to build them. an I indicates Isogen and N, nocxium. Blank indicates only the Highsec minerals of Tritanium, Mexallon and Pyerite are required. This may effect the ammo choices of hybrid users who also craft their own ammunition, especially if they mine the materials as well. Capital is not included as if you are flying one of these, you likely have easy access to these materials anyway.<br />
<br />
As hybrid turrets are used by both the Gallente and Caldari, both Federation Navy and Caldari Navy faction charges exist. The two variations have the same statistics, and differ only in where they are obtained.<br />
<br />
'''Tech 2 Blaster Ammo'''<br />
<br />
The two Tech 2 ammunition types for blasters are Null and Void. Void charges turn blasters into the true uncontested highest-DPS weapons in the game, at the cost of even further reducing their already short range and making it difficult to hit targets which are not either larger or effectively stationary. Null charges allow good damage to be projected to a longer range, and are usable by pilots who either cannot keep themselves close to their targets or are forced to extend out to avoid being tackled or the like. The effects of these ammo types on range, tracking speed, and capacitor need is given in the following table:<br />
<br />
{| class="wikitable" style="font-size: 90%; text-align: center;"<br />
|- style="background-color:#222222;"<br />
! Name<br />
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal<br />
! [[File:Icon_falloff_mod.png|26px|link=|Modifier to falloff range]]Falloff<br />
! [[File:Icon_tracking.png|26px|link=|Modifier to tracking speed]]Tracking<br />
! Cap. need<br />
! Total damage<br />
! [[File:icon_damage_kin.png|26px|link=|Kinetic damage]]<br />
! [[File:icon_damage_therm.png|26px|link=|Thermal damage]]<br />
|-<br />
| style="text-align: left;" | Null<br />
| +40%<br />
| +40%<br />
| -25%<br />
| 0%<br />
| 11<br />
| 5<br />
| 6<br />
|-<br />
| style="text-align: left;" | Void<br />
| -25%<br />
| -50%<br />
| -25%<br />
| +25%<br />
| 17.8<br />
| 8.9<br />
| 8.9<br />
|}<br />
<br />
Under all resistance circumstances, Void ammunition is more capacitor efficient than null despite the 25% penalty.<br />
<br />
'''Tech 2 Railgun Ammo'''<br />
<br />
The two Tech 2 ammo types for railguns are Spike and Javelin. Javelin lets railguns pretend to be blasters: it has a much shorter range, higher damage, and a tracking bonus. Spike is an extra-long range ammo, with an 80% range bonus but very large penalties to tracking speed. Javelin ammunition is not extremely common, as the range penalty is generally not worth the marginal damage gained over Navy Antimatter. Spike, meanwhile, is the be-all end-all in sniping ammunition, extending railguns' already ridiculous range to the point where even other turrets a full size larger can find it difficult to retaliate.<br />
<br />
{| class="wikitable" style="font-size: 90%; text-align: center;"<br />
|- style="background-color: #222222;"<br />
! Name<br />
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal<br />
! [[File:Icon_falloff_mod.png|26px|link=|Modifier to falloff range]]Falloff<br />
! [[File:Icon_tracking.png|26px|link=|Modifier to tracking speed]]Tracking<br />
! Cap. need<br />
! Total damage<br />
! [[File:icon_damage_kin.png|26px|link=|Kinetic damage]]<br />
! [[File:icon_damage_therm.png|26px|link=|Thermal damage]]<br />
|-<br />
| style="text-align: left;" | Spike<br />
| +80%<br />
| 0%<br />
| -75%<br />
| 0%<br />
| 8<br />
| 4<br />
| 4<br />
|-<br />
| style="text-align: left;" | Javelin<br />
| -75%<br />
| 0%<br />
| 25%<br />
| 0%<br />
| 14<br />
| 6<br />
| 8<br />
|}<br />
<br />
== Projectile turrets ==<br />
[[File:Icon turret autocannon large.png|left]]Projectile turrets are EVE's most low-tech weapons (and the ones which can be most accurately called guns). They work like real-life guns. Projectile turrets don't use up any capacitor when they fire (like missile launchers), but they must be regularly reloaded with fresh ammunition. Unlike the other two kinds of turrets, projectile turrets can do all four different kinds of damage depending on the ammunition they are loaded with (however they will always deal some kinetic, and tend to prefer dealing explosive).<br />
<br />
Most Minmatar ships use projectile turrets as their main weapon. The low slot Gyrostabilizer module increases projectile turrets' damage and rate of fire.<br />
<br />
The two kinds of projectile turret are:<br />
* '''Autocannon''', which have short ranges, good tracking, and deal high DPS; and<br />
* '''Artillery''', which have long ranges, very poor tracking, and deal less DPS.<br />
<br />
Of all the kinds of long-ranged turret in the game, artillery turrets tend to have the best [[Alpha Strike|alpha strike]], giving artillery-fit ships and fleets very realistic chances outright killing opponents in a single shot, with no retaliation. Autocannons, and to a lesser extent artillery, have very long [[Turret mechanics#Range|falloff]] ranges and short optimal ranges, and it's more viable to use projectile turrets in their first falloff range than it is to use lasers or hybrids in their falloff.<br />
<br />
=== Projectile ammo ===<br />
{{main|Projectile ammunition}}<br />
There are eight kinds of standard Tech 1 projectile ammo. The picture here is more complicated than with hybrid ammo: projectile ammo does a wider range of damage types and does not present a gradual exchange of damage for range.<br />
<br />
Projectile ammo can be split into three tiers, short-ranged (EMP, Fusion and Phased Plasma), medium-ranged (Titanium Sabot and Depleted Uranium) and long-ranged (Proton, Nuclear and Carbonized Lead). All ammo within each tier has the same range and tracking modifiers, but the different types offer different kinds of damage. The medium-ranged tier (Titanium Sabot and Depleted Uranium) has a significant tracking speed bonus.<br />
<br />
{| class="wikitable sortable" style="font-size: 90%; text-align: center;"<br />
|- style="background-color: #222222;"<br />
! Name<br />
! | [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal<br />
! [[File:Icon_tracking.png|26px|link=|Modifier to tracking speed]]Tracking<br />
! Total damage<br />
! [[File:icon_damage_em.png|26px|link=|EM damage]]<br />
! [[File:icon_damage_therm.png|26px|link=|Thermal damage]]<br />
! [[File:icon_damage_kin.png|26px|link=|Kinetic damage]]<br />
! [[File:icon_damage_exp.png|26px|link=|Explosive damage]]<br />
! Small<br />
! Medium<br />
! Large<br />
|-<br />
| style="text-align: left;" | EMP <br />
| -50% <br />
| <br />
| 12<br />
| 9 <br />
| <br />
| 1 <br />
| 2 <br />
| N<br />
| <br />
| I<br />
|-<br />
| style="text-align: left;" | Phased Plasma <br />
| -50% <br />
| <br />
| 12<br />
| <br />
| 10 <br />
| 2 <br />
| <br />
| I<br />
| I<br />
| I<br />
|-<br />
| style="text-align: left;" | Fusion <br />
| -50% <br />
| <br />
| 12<br />
| <br />
| <br />
| 2 <br />
| 10 <br />
| I<br />
| <br />
| <br />
|-<br />
| style="text-align: left;" | Titanium Sabot <br />
| <br />
| +20%<br />
| 8<br />
| <br />
| <br />
| 6 <br />
| 2 <br />
| <br />
| <br />
| <br />
|-<br />
| style="text-align: left;" | Depleted Uranium <br />
| <br />
| +20%<br />
| 8<br />
| <br />
| 3 <br />
| 2 <br />
| 3 <br />
| I<br />
| I<br />
| <br />
|-<br />
| style="text-align: left;" | Proton <br />
| +60% <br />
| +5%<br />
| 5<br />
| 3 <br />
| <br />
| 2 <br />
| <br />
| I<br />
| <br />
| <br />
|-<br />
| style="text-align: left;" | Nuclear <br />
| +60% <br />
| +5%<br />
| 5<br />
| <br />
| <br />
| 1 <br />
| 4 <br />
| <br />
| <br />
| IN<br />
|-<br />
| style="text-align: left;" | Carbonized Lead <br />
| +60% <br />
| +5%<br />
| 5<br />
| <br />
| <br />
| 4 <br />
| 1 <br />
| <br />
| I<br />
| I<br />
|-<br />
! colspan=11 style="background-color:#222222; text-align: left; font-size: 95%; line-height: 130%;font-weight: normal;" | Click on the column headers to sort the table; mouse over them for a more detailed explanation.<br>Damage is the raw figures for the 'Small' ammo size;<br>Medium is 2x greater, Large is 4x greater, and Extra Large is 8x greater.<br />
|}<br />
<br />
The last 3 columns indicate which non-highsec material is required to build them. an I indicates Isogen and N, nocxium. Blank indicates only the Highsec minerals of Tritanium, Mexallon and Pyerite are required. This may effect the ammo choices of hybrid users who also craft their own ammunition, especially if they mine the materials as well. Capital is not included as if you are flying one of these, you likely have easy access to these materials anyway.<br />
<br />
Note that the range bonuses or penalties applied by these ammo types only apply to optimal range. If you're using autocannon, which have tiny optimal ranges anyway, your ammo's range modifier doesn't matter very much. It's more important if you're using artillery. This means that autocannon should always be fitted with the most damaging ammo possible, and if a ship has a falloff bonus, it's probably meant to use autocannon.<br />
<br />
'''Tech 2 Autocannon Ammo'''<br />
<br />
The two Tech 2 ammunition types for autocannon are Barrage and Hail. Barrage has a tracking penalty but a 40% falloff increase, and is popular with ships like the [[Vagabond]] which like to skirmish in falloff range. Hail has a penalty to falloff range and a large penalty to optimal range, and to tracking, but it deals very high damage. In practice the range and tracking speed drawbacks mean that Hail rarely offers more DPS, although it can be effective against big, stationary ships or POSs. Barrage does roughly equal amounts of explosive and kinetic damage, while Hail does a lot of explosive damage and a little kinetic on the side.<br />
<br />
{| class="wikitable" style="font-size: 90%; text-align: center;"<br />
|- style="background-color: #222222;"<br />
! Name<br />
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal<br />
! [[File:Icon_falloff_mod.png|26px|link=|Modifier to falloff range]]Falloff<br />
! [[File:Icon_tracking.png|26px|link=|Modifier to tracking speed]]Tracking<br />
! Total damage<br />
! [[File:icon_damage_em.png|26px|link=|EM damage]]<br />
! [[File:icon_damage_therm.png|26px|link=|Thermal damage]]<br />
! [[File:icon_damage_kin.png|26px|link=|Kinetic damage]]<br />
! [[File:icon_damage_exp.png|26px|link=|Explosive damage]]<br />
|-<br />
| style="text-align: left;" | Barrage<br />
| 0%<br />
| +50%<br />
| -25%<br />
| 11<br />
| <br />
|<br />
| 5<br />
| 6<br />
|-<br />
| style="text-align: left;" | Hail<br />
| -50%<br />
| -25%<br />
| -25%<br />
| 17.7<br />
| <br />
|<br />
| 3.8<br />
| 13.9<br />
|}<br />
<br />
'''Tech 2 Artillery Ammo'''<br />
<br />
The two Tech 2 ammunition types for artillery are Quake and Tremor. Quake, much like Javelin for hybrids, lets artillery pretend to be autocannons, with high damage but much-reduced range. (However, because projectile turret falloff is so long, the Quake optimal range penalty is less of a problem to artillery than Gleam or Javelin's penalty is to railguns or beam lasers.) Tremor has a dramatic 80% range bonus, but a very significant penalty to tracking. Both do a mixture of explosive and kinetic damage.<br />
<br />
{| class="wikitable" style="font-size: 90%; text-align: center;"<br />
|- style="background-color: #222222;"<br />
! Name<br />
! | [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal<br />
! [[File:Icon_tracking.png|26px|link=|Modifier to tracking speed]]Tracking<br />
! Total damage<br />
! [[File:icon_damage_em.png|26px|link=|EM damage]]<br />
! [[File:icon_damage_therm.png|26px|link=|Thermal damage]]<br />
! [[File:icon_damage_kin.png|26px|link=|Kinetic damage]]<br />
! [[File:icon_damage_exp.png|26px|link=|Explosive damage]]<br />
|-<br />
| style="text-align: left;" | Quake<br />
| -75%<br />
| +25%<br />
| 14<br />
| <br />
| <br />
| 5<br />
| 9<br />
|-<br />
| style="text-align: left;" | Tremor<br />
| +80%<br />
| -75%<br />
| 8<br />
| <br />
|<br />
| 3<br />
| 5<br />
|}<br />
<br />
== Energy turrets ==<br />
[[File:Icon turret beam large.png|left]]Energy turrets -- lasers -- fire beams of light to damage the enemy.<br />
<br />
While they don't need normal ammunition, lasers use up a lot of capacitor when they fire, more than hybrid turrets. Lasers are usually fitted on Amarr ships, which have large capacitors and often bonuses which reduce lasers' capacitor requirements, but training in capacitor skills and {{Sk|Controlled Bursts}} is still an absolute necessity for Amarr pilots.<br />
<br />
Lasers can only do electromagnetic and thermal damage. These are usually the weakest natural resists of shields but the highest natural resists of armor.<br />
<br />
The two kinds of laser are:<br />
* '''Pulse lasers''', which have short ranges and deal high DPS; and<br />
* '''Beam lasers''', which have long ranges and lower DPS.<br />
<br />
Pulse lasers are the longest-range short-range turrets, while beam lasers are the shortest-range long-range turrets. This, combined with their ammunition mechanics (discussed below), make them more 'jack of all trades' than other types of turrets.<br />
<br />
Most Amarr ships use lasers as their primary weapon. The low slot Heat Sink module increases lasers' damage and rate of fire.<br />
<br />
=== Frequency crystals ===<br />
Although they don't require normal ammunition, lasers must still be loaded with crystals. Tech 1 crystals are never used up and never break down, so lasers never have to be reloaded. Unlike projectile or hybrid ammunition, crystals can be swapped instantaneously while the weapon isn't firing, letting pilots alter their guns' range very quickly. This is an advantage that should be capitalized on, as most beam lasers have very small falloff ranges and are thus ineffective against any targets not within their optimal range.<br />
<br />
There are eight kinds of standard Tech 1 crystal. They all do a mixture of electromagnetic and thermal damage (the proportion varies), apart from Radio crystals which only deal electromagnetic damage.<br />
<br />
Each crystal has a different range modifier, does a different amount of damage and has a different modifier to lasers' capacitor use. The better the range, the lower base damage the ammo deals, creating a sliding scale from short-ranged, high-damage Multifrequency to long-ranged, low-damage Radio.<br />
<br />
{| class="wikitable sortable" style="font-size: 90%; text-align: center;"<br />
|- style="background-color: #222222;"<br />
! Name<br />
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal<br />
! Cap. need<br />
! Total damage<br />
! [[File:icon_damage_em.png|26px|link=|EM damage]]<br />
! [[File:icon_damage_therm.png|26px|link=|Thermal damage]]<br />
|-<br />
| style="text-align:left;" | Multifrequency <br />
| -50% <br />
| 0% (+)<br />
| 12 <br />
| 7<br />
| 5<br />
|-<br />
| style="text-align:left;" | Gamma <br />
| -37.5% <br />
| -15% (++)<br />
| 11<br />
| 7<br />
| 4<br />
|-<br />
| style="text-align:left;" | X-Ray <br />
| -25% <br />
| -25% (++)<br />
| 10<br />
| 6<br />
| 4<br />
|-<br />
| style="text-align:left;" | Ultraviolet <br />
| -12.5% <br />
| -35% (++)<br />
| 9<br />
| 6<br />
| 3<br />
|-<br />
| style="text-align:left;" | Standard <br />
| 0% <br />
| -45% (++)<br />
| 8<br />
| 5<br />
| 3<br />
|-<br />
| style="text-align:left;" | Infrared <br />
| +20% <br />
| -35% (-)<br />
| 7<br />
| 5<br />
| 2<br />
|-<br />
| style="text-align:left;" | Microwave <br />
| +40% <br />
| -25% (--)<br />
| 6<br />
| 4<br />
| 2<br />
|-<br />
| style="text-align:left;" | Radio <br />
| +60% <br />
| -15% (--)<br />
| 5<br />
| 5<br />
|<br />
|-<br />
! colspan=6 style="background-color: #222222; text-align: left; font-size: 95%; line-height: 130%; font-weight: normal;" | Click on the column headers to sort the table; mouse over them for a more detailed explanation.<br>Damage is the raw figures for the 'Small' ammo size;<br>Medium is 2x greater, Large is 4x greater, and Extra Large is 8x greater.<br />
|}<br />
<br />
The + and - in the capacitor column indicates the relative damage to capacitor efficiency. Changes in the target's resistances will alter the order within the group given. For an omniresist, 'Standard' is highest, with efficiency dropping off either side of this.<br />
<br />
The advanced crystals for lasers gradually [[Crystal damage|degrade over time]] and will finally disintegrate. Tech 2 crystals have a chance to decay for each cycle, and last around 1000 shots, while faction crystals will last exactly 4000 shots.<br />
<br />
'''Tech 2 Pulse Laser Crystals'''<br />
<br />
The Tech 2 crystals for pulse lasers are Conflagration and Scorch. Conflagration does the most damage of any crystal, at the cost of a 30% tracking speed penalty and a 25% greater capacitor usage. Scorch has a damage only slightly lower than Imperial Navy Multifrequency, but grants 40% increased optimal range, at the cost of 25% tracking. The damage and projection of these crystals is so good that they render tech 1 pulse laser crystals largely obsolete; Conflagration's damage blows Multifrequency out of the water, while Scorch provides good damage at stunningly long ranges, especially at the battleship scale.<br />
<br />
{| class="wikitable" style="font-size: 90%; text-align: center;"<br />
|- style="background-color: #222222;"<br />
! Name<br />
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal<br />
! [[File:Icon_tracking.png|26px|link=|Modifier to tracking speed]]Tracking<br />
! Cap. need<br />
! Total damage<br />
! [[File:icon_damage_em.png|26px|link=|EM damage]]<br />
! [[File:icon_damage_therm.png|26px|link=|Thermal damage]]<br />
|-<br />
| style="text-align: left;" | Scorch <br />
| +40% <br />
| -25% <br />
| 0% <br />
| 11<br />
| 9 <br />
| 2<br />
|-<br />
| style="text-align: left;" | Conflagration <br />
| -50% <br />
| -30% <br />
| +25% <br />
| 17.8<br />
| 8.9<br />
| 8.9<br />
|}<br />
<br />
For all resistance profiles, Conflagration crystals give greater damage to capacitor efficiency.<br />
<br />
'''Tech 2 Beam Laser Crystals'''<br />
<br />
The Tech 2 crystals for beam lasers are Aurora and Gleam. Gleam deals good damage and receives a tracking bonus, but has a much shorter range. Aurora comes with a massive 80% range bonus but low damage and a heavy penalty to tracking speed. Similar to the performance of pulse laser crystals, Gleam is not commonly used as it deals only marginally more damage than the ever-popular Imperial Navy Multifrequency, while Aurora is taken full advantage of in longer-ranged engagements.<br />
<br />
{| class="wikitable" style="font-size: 90%; text-align: center;"<br />
|- style="background-color: #222222;"<br />
!Name<br />
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal<br />
! [[File:Icon_tracking.png|26px|link=|Modifier to tracking speed]]Tracking<br />
! Total damage<br />
! [[File:icon_damage_em.png|26px|link=|EM damage]]<br />
! [[File:icon_damage_therm.png|26px|link=|Thermal damage]]<br />
|-<br />
| style=text-align:left;" | Aurora <br />
| +80% <br />
| -75% <br />
| 8<br />
| 5 <br />
| 3<br />
|-<br />
| style=text-align:left;" | Gleam <br />
| -75% <br />
| +25% <br />
| 14<br />
| 7 <br />
| 7<br />
|}<br />
<br />
== Precursor turrets ==<br />
{{see also|Triglavian Collective}}<br />
<br />
[[File:Icon turret entropic disintegrator large.png|left]]Precursor Turrets are a turret type introduced with the Into The Abyss expansion in May 2018.<br />
<br />
Unlike traditional kinds of turrets, there is only one type of turret for both short and long range, the '''Entropic Disintegrator'''. They use exotic plasma charges to fire a particle beam, which deals Thermal and Explosive damage. They also feature a unique damage spooling mechanic, where shots will deal more damage the longer the gun has been running. Normally, this is a +5% damage bonus to each consecutive shot, capping at +150% damage per shot after 30 shots. However, the maximum damage bonus can be affected by certain ship bonuses, and both the maximum bonus and bonus per shot can be modified with the Mimesis [[Implant]] set. Entropic Disintegrator turrets have the high tracking and ammo consumption of blasters, and the optimal range, capacitor use, and instant reloads of lasers, but also have zero falloff range. The turrets will deactivate if their target leaves optimal range. If a disintegrator deactivates for any reason, its damage bonus is reset to 0. Entropic Disintegrators can only be used on Triglavian ships, and only one turret can be fitted to each ship.<br />
<br />
=== Exotic plasma ===<br />
Exotic plasma ammo deals much higher damage than regular ammo types, due to Triglavian ships only having one turret slot and the turrets having a low damage multiplier. Each size of disintegrator subsitutes for a different number of regular turrets, meaning that the ammo damage scaling with increasing size is not smooth like with the other ammunition types. Unlike hybrid charges and frequency crystals, no exotic plasma charge reduces the capacitor need of an Entropic Disintegrator. The presence of only a single turret, and the high damage per shot, mean Entropic Disintegrators have very good ammunition economy.<br />
<br />
There are three types of Tech 1 exotic plasma, offering various range options.<br />
<br />
{| class="wikitable" style="font-size: 90%; text-align: center;"<br />
|- style="background-color:#222222;"<br />
! Name<br />
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal<br />
! Total damage<br />
! [[File:icon_damage_therm.png|26px|link=|Thermal damage]]<br />
! [[File:icon_damage_exp.png|26px|link=|Explosive damage]]<br />
|-<br />
| style=text-align:left;" | Tetryon<br />
| -30% <br />
| 105<br />
| 72<br />
| 33<br />
|-<br />
| style=text-align:left;" | Baryon<br />
| +10%<br />
| 99<br />
| 57<br />
| 42<br />
|-<br />
| style=text-align:left;" | Meson<br />
| +80%<br />
| 78<br />
| 45<br />
| 33<br />
|-<br />
! colspan=6 style="background-color: #222222; text-align: left; font-size: 95%; line-height: 130%; font-weight :normal;" | Damage is the raw figures for the 'Small' ammo size;<br> Medium is 3.07-3.17x greater, Large is 7.90-8.20x greater, and Extra Large is 39.47-41.32x greater, depending on ammo type.<br>Damage type ratio varies, with a higher Thermal to Explosive ratio for larger sizes.<br />
|}<br />
<br />
'''Tech 2 Exotic Plasma'''<br />
<br />
Tech 2 Exotic Plasma can only be used with Tech 2, Faction, and Officer Entropic Disintegrators. Mystic offers the damage of Baryon with better range but with a hefty 50% tracking speed penalty, while Occult offers a closer range option with more damage compared to Tetryon but with a 25% tracking speed penalty. Tech 2 Disintegrator ammo is currently unavailable in Extra Large size.<br />
<br />
{| class="wikitable" style="font-size: 90%; text-align: center;"<br />
|- style="background-color:#222222;"<br />
! Name<br />
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal<br />
! [[File:Icon_tracking.png|26px|link=|Modifier to tracking speed]]Tracking<br />
! Total damage<br />
! [[File:icon_damage_therm.png|26px|link=|Thermal damage]]<br />
! [[File:icon_damage_exp.png|26px|link=|Explosive damage]]<br />
|-<br />
| style=text-align:left;" | Mystic<br />
| +50%<br />
| -50% <br />
| 96<br />
| 63<br />
| 33<br />
|-<br />
| style=text-align:left;" | Occult<br />
| -40%<br />
| -25%<br />
| 135<br />
| 72<br />
| 63<br />
|-<br />
! colspan=6 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;" | Damage is the raw figures for the 'Small' ammo size;<br> Medium is 3.03-3.19x greater, and Large is 7.84-7.99x greater, depending on ammo type. <br> Damage type ratio varies, with a higher Thermal to Explosive ratio for larger sizes.<br />
|}<br />
<br />
== Vorton Projectors ==<br />
{{see also|EDENCOM}}<br />
[[File:Icon turret vorton projector large.png|left]]'''Vorton Projectors''' are a new turret type introduced with the Lightning Strikes update in June 2020. These are ship-based miniaturized versions of the Standup Arcing Vorton Projector, previously seen as the 'Doomsday Weapon' of [[Upwell structures#Citadels|Keepstar Citadels]].<br />
<br />
Vorton Projectors are unlike any other turret, in that they fire chain lightning which strikes the ship which is targeted, and arcs across up to nine additional random ships (or drones) within 10km of the first. Vorton Projectors consume Condenser Packs as ammunition, and deal EM and Kinetic damage. They deal very low single target DPS compared to other turrets, owing to a low rate of fire (in between beam lasers and artillery) and low turret damage multiplier (without the damage spooling bonus that disintegrators get). However, the projectors have excellent optimal range, exceeding that of beam lasers, and can deal high ''total'' damage spread across the ten ships which are hit.<br />
<br />
Following the trend started by Entropic Disintegrators, Vorton Projectors are further detached from traditional turret mechanics. Much like disintegrators, the projectors have no falloff, are only fittable to specific ships ([[EDENCOM]] ships), and said ships only have one turret slot. However, unlike any other turret in the game, Vorton Projectors use [[Missile damage|Missile damage mechanics]] rather than Tracking or Falloff range. Even core gunnery skills do not affect Vorton Projectors, with this set of weapons instead having its own equivalents for {{sk|Gunnery|icon=yes}} (-cycle time), {{sk|Sharpshooter|icon=yes}} (+optimal range), {{sk|Surgical Strike|icon=yes}} (+damage), and a skill combining {{sk|Target Navigation Prediction|icon=yes}} (+explosion velocity) with {{sk|Guided Missile Precision|icon=yes}} (-explosion radius). Lastly, modules and boosters that improve optimal range, explosion radius, or explosion velocity have no effect, and [[Wormhole space#System Effects|Wormhole system effects]] also do not apply to these weapons' damage or application.<br />
<br />
In areas of space where [[crimewatch]] is in effect, the projectors will respect safety settings, and with full safeties enabled will only bounce to legal targets. As a consequence, however, bounces from this weapon can initiate Limited Engagements with suspects and outlaws, even if they were not targeted.<br />
<br />
=== Condenser packs ===<br />
Condenser packs, similar to exotic plasma, deal more damage per charge, since each ship only has one turret and with projectors having a low damage multiplier. For the same reason, damage scaling with increasing size is not smooth, due to number of turrets the projector effectively substitutes for.<br />
<br />
There are four types of Tech 1 condenser packs, offering two range options and an EM or Kinetic slanted ammo type for each.<br />
<br />
{| class="wikitable sortable" style="font-size: 90%; text-align: center;"<br />
|- style="background-color:#222222;"<br />
! Name<br />
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal<br />
! Total damage<br />
! [[File:Icon_resist_em.png|26px|link=|EM damage]]<br />
! [[File:Icon_resist_kin.png|26px|link=|Kinetic damage]]<br />
|-<br />
| style=text-align:left;" | BlastShot<br />
| -25% <br />
| 133<br />
| 17<br />
| 116<br />
|-<br />
| style=text-align:left;" | GalvaSurge<br />
| -25%<br />
| 133<br />
| 116<br />
| 17<br />
|-<br />
| style=text-align:left;" | SlamBolt<br />
| +50%<br />
| 66<br />
| 13<br />
| 53<br />
|-<br />
| style=text-align:left;" | MesmerFlux<br />
| +50%<br />
| 66<br />
| 53<br />
| 13<br />
|-<br />
! colspan=5 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;" | Click on the column headers to sort the table; mouse over them for a more detailed explanation.<br>Damage is the raw figures for the 'Small' ammo size;<br> Medium is 4.89-4.95x greater, and Large is 7.42-7.48x greater, depending on ammo type.<br>Damage type ratio varies, with a more balanced ratio for larger sizes.<br />
|}<br />
<br />
'''Tech 2 condenser packs'''<br />
<br />
Marketed under the '''Ultra''' brand, T2 condenser packs can only be used with Tech 2 and Faction Vorton Projectors. ElectroPunch Ultra is a higher damage, shorter range ammo compared to BlastShot & GalvaSurge, while SnipeStrike exceeds MesmerFlux and SlamBolt in range and damage. Both types of ultra condenser packs increase capacitor need by 25% and reduce explosion velocity by 25%.<br />
<br />
{| class="wikitable" style="font-size: 90%; text-align: center;"<br />
|- style="background-color:#222222;"<br />
! Name<br />
! [[File:Icon_target_range.png|26px|link=|Modifier to optimal range]]Optimal<br />
! [[File:Icon_velocity.png|26px|link=|Modifier to explosion velocity]]Explosion Velocity<br />
! Cap. need<br />
! Total damage<br />
! [[File:Icon_resist_em.png|26px|link=|EM damage]]<br />
! [[File:Icon_resist_kin.png|26px|link=|Kinetic damage]]<br />
|-<br />
| style=text-align:left;" | ElectroPunch Ultra<br />
| -50% <br />
| -25%<br />
| +25%<br />
| 160<br />
| 80<br />
| 80<br />
|-<br />
| style=text-align:left;" | SnipeStrike Ultra<br />
| +80%<br />
| -25%<br />
| +25%<br />
| 90<br />
| 49<br />
| 41<br />
|-<br />
! colspan=7 style="background-color: #222222; text-align: left; font-size: 95%; line-height: 130%; font-weight: normal;" | Damage is the raw figures for the 'Small' ammo size;<br> Medium is 4.78-4.88x greater, and Large is 7.18-7.41x greater, depending on ammo type.<br>Damage type ratio varies, with a generally more balanced ratio for larger sizes.<br />
|}<br />
<br />
== Capital Ship Turrets ==<br />
Capital ship turrets have fewer variations than subcapital turrets, however the distinction between their variations is much more significant. Extra-large guns have one size of long ranged turrets, and have two sizes of short ranged turrets. The two short ranged turrets are further classified as 'capital' and 'high-angle'.<br />
* 'Capital' guns are extremely large short-ranged weapons capable of the highest damage output of any ship-mounted turrets, however their size makes them unable to effectively hit any targets smaller than hostile dreadnoughts. They cannot be used effectively against subcapital ships without significant support.<br />
* 'High-Angle Weapons' or '''HAW'''s are visibly (and by name) comprised of multiple battleship-sized guns mounted as a single turret. HAW gun turrets deal only a fraction of the damage of capital guns, however their tracking is high enough that they can reliably hit hostile subcapital ships even without significant support. HAW gun turrets can only be used by [[Dreadnoughts]], and cannot be used at all by [[Titans]].<br />
<br />
Capital long ranged turrets only exist in anticapital sizes, and are not designed for use against subcapital ships.<br />
<br />
There is only one capital ship-sized Entropic Disintegrator. It is an anticapital weapon, and like other disintegrators it operates somewhere between the traditional definitions of short and long-ranged.<br />
<br />
{{expansion past|<br />
Prior to February 2020, High-Angle Weapons could be used by Titans; and while fitting them to Dreadnoughts significantly increased their damage, fitting them to Titans greatly improved their effective Tracking and accuracy. On 27 February 2020, HAW guns were restricted to only be usable by Dreadnoughts. There was no dev blog or article associated with this change.<br />
}}<br />
<br />
== Polarized Weapons ==<br />
Certain short-ranged turrets (and missile launchers) have an additional special variant: 'Polarized'. Polarized turrets require T2 skills to use, and can use T2 ammunition, but have the following stat differences from T2 turrets:<br />
* -20% Cycle Time (therefore +25% fire rate and +25% DPS)<br />
* -30% Capacitor cost<br />
* -20% Optimal and Falloff range<br />
* +200% ammunition capacity<br />
* CPU and PWG usage equivalent to, or better than, Tech 1 turret variants<br />
* {{Co|#FF0000|When fit, reduces all ship damage resistances to 0%}}<br />
Polarized weapons allow for extremely high damage output, at the cost of removing almost all of a ship's defenses. As such, there are a very small number of either high-risk high-reward (high-risk PVP, Whaling, and some Burner Missions), or low-risk but slow (structure bashes), use-cases for these weapons. Additionally, as a result of the rarity of blueprints for Polarized weapons, they are somewhat more expensive than normal T2 turrets.<br />
<br />
== Gunnery Skills ==<br />
Besides the skills which let you use guns themselves (Small Energy Turret, Medium Projectile Turret, Large Hybrid Turret &c &c -- these skills also give you 5% more damage per level with their related turrets) EVE has a panoply of skills which make your guns more effective. These support skills taken together make a big difference to your DPS, range, tracking and so on; anyone serious about using guns should plan to train most of them to at least level IV, and some of them to level V.<br />
<br />
* {{Sk|Gunnery}}: Lets you fire your guns 2% faster per level (and -2% to cycle time is better than +2% to firepower). Gunnery V is required for Large and Extra Large turrets.<br />
* {{Sk|Controlled Bursts}}: Reduces capacitor needs of hybrids and lasers by 5%/level. Vital, unless you only use projectile turrets -- in which case, it's useless.<br />
* {{Sk|Motion Prediction}}: 5% faster gun tracking speed per level.<br />
* {{Sk|Rapid Firing}}: 4% faster firing per level. This is '''important''' because -4% to firing cycle is a 5% increase to DPS. (But also a higher cap demand for hybrids and lasers.)<br />
* {{Sk|Sharpshooter}}: 5% to optimal range per level. Important for everyone, but especially snipers.<br />
* {{Sk|Surgical Strike}}: Adds 3% to turret damage/level. This is a rank 4 skill, taking longer to train, so focus on other skills first.<br />
* {{Sk|Trajectory Analysis}}: Requires Gunnery IV. Improves falloff of your guns, 5%/level. Important for everyone, but especially snipers and Minmatar pilots. (And especially especially Minmatar snipers!).<br />
* {{Sk|Weapon Upgrades}}: 5% less CPU required to fit turrets and launchers per level. Vital fitting skill.<br />
* {{Sk|Advanced Weapon Upgrades}}: Requires Weapon Upgrades IV. Decreases turret and launcher powergrid requirements by 2%/level. Also a vital fitting skill.<br />
<br />
==== Vorton Projector Skills ====<br />
<br />
With the exception of Advanced/Weapons Upgrades, Vorton Projectors do not benefit from any of the traditional gunnery skills listed above. Instead, it has its own set of skills. Most are analogues to normal gunnery skills.<br />
<br />
* {{Sk|Vorton Projector Operation}}: Reduces cycle time by 2% per level (Gunnery equivalent)<br />
* {{Sk|Vorton Arc Guidance}}: Reduces explosion radius by 5% per level, and increases explosion velocity by 10% per level. This skill is the only way to improve the application of Vorton Projectors.<br />
* {{Sk|Vorton Arc Extension}}: 5% to optimal range per level (Sharpshooter equivalent)<br />
* {{Sk|Vorton Power Amplification}}: 3% to turret damage per level (Surgical Strike equivalent)<br />
<br />
==== Other Skills ====<br />
Skills which, while not filed under Gunnery on the character sheet, are particularly significant include:<br />
* The other [[fitting skills]] besides Weapon Upgrades and Advanced Weapon Upgrades.<br />
* Capacitor skills -- {{Sk|Capacitor Systems Operation}} (faster cap regeneration) and {{Sk|Capacitor Management}} (more cap) -- important for everyone, vital for hybrid users and ultra-ultra-ultra vital (!) for laser users.<br />
* Targeting skills. {{Sk|Signature Analysis}} lets you lock the enemy faster and is important for any combat pilot. [[Skills:Targeting|Targeting]] lets you queue more targets. {{Sk|Long Range Targeting}} lets you target at longer ranges.<br />
<br />
== Related modules summary ==<br />
Besides turrets themselves there are a number of related modules which you can fit to improve their performance.<br />
<br />
Remember that [[stacking penalties]] mean that it's usually not worth fitting more than three modules which have the same effect.<br />
<br />
{|class=wikitable style="width: 900px;"<br />
|-<br />
|[[File:Icon gyrostablizer.png|link=|]]<br>[[File:Icon vorton tuning system.png|link=]]<br />
|Each turret type has its own 'damage module'. These passive low slot modules increase rate of fire and damage per volley.<br />
* '''{{co|wheat|Magnetic Field Stabilizers}}''' for hybrid turrets.<br />
* '''{{co|wheat|Gyrostabilizers}}''' for projectile turrets.<br />
* '''{{co|wheat|Heat Sinks}}''' for energy turrets.<br />
* '''{{co|wheat|Entropic Radiation Sinks}}''' for entropic disintegrators.<br />
* '''{{co|wheat|Vorton Tuning Systems}}''' for vorton projectors.<br />
|-<br />
|[[File:Icon tracking enhancer.png|link=|]]<br />
|'''{{co|wheat|Tracking Enhancer}}''' is another passive low slot module. This module improves turret tracking, optimal range and falloff. The same module applies to all turrets except Vorton Projectors.<br />
<br />
|-<br />
|[[File:Icon tracking computer i.png|link=|]]<br />
|'''{{co|wheat|Tracking Computer}}''' is an active mid slot module. It uses a small amount of capacitor and has to be activated, but can offer a more substantial tracking bonuses as well as small bonuses to optimal and falloff range. It can be loaded with either the ''Tracking Speed'' script, which doubles the tracking speed bonus but removes the range bonuses entirely, or the ''Optimal Range'' script, which removes the tracking speed bonus but doubles the range bonuses (it doubles both the falloff and optimal bonus despite its name). <br />
<br />
|-<br />
|[[File:Icon tracking computer i.png|link=|]]<br />
|'''{{co|wheat|Remote Tracking Computer}}''' is an active mid slot module. It has the same bonuses as the tracking computer. But instead of applying these bonuses on the ship it is fitted on, the module applies the bonuses to a ship that the owner targets. When combined with the hull bonus of a ship like a [[Scimitar]] this module can be very strong but quite situational.<br />
<br />
|-<br />
|[[File:Icon projectile rig.png|link=|]]<br />
|Turret rigs improve one aspect at a time. All the rigs will also increase PG requirements of all fitted turrets. Not available for entropic disintegrators or vorton projectors.<br />
* '''{{co|wheat|Ambit Extension}}''' increases falloff range.<br />
* '''{{co|wheat|Locus Coordination}}''' increases optimal range.<br />
* '''{{co|wheat|Metastasis Adjuster}}''' improves tracking.<br />
* '''{{co|wheat|Burst Aerator}}''' improves rate of fire.<br />
* '''{{co|wheat|Collision Accelerator}}''' improves damage.<br />
* '''{{co|wheat|Discharge Elutriation}}''' reduces capacitor usage. Only available for hybrid and laser turrets.<br />
* '''{{co|wheat|Algid Hybrid Administrations}}''' reduces turret CPU usage. Only available for hybrid and laser turrets.<br />
<br />
|-<br />
|[[File:Icon drop.png|link=|]]<br />
|There are multiple turret related [[medical boosters]] that will help your weapons apply better.<br />
* '''{{co|wheat|Drop}}''' improves turret tracking.<br />
* '''{{co|wheat|Sooth Sayer}}''' improves turret falloff range.<br />
* '''{{co|wheat|Frentix}}''' improves optimal range.<br />
* '''{{co|wheat|Agency 'Pyrolancea'}}''' improves damage.<br />
<br />
Vorton Projectors also have a group of boosters that apply only to them:<br />
* '''{{co|wheat|EDENCOM Vorton Booster DA}}''' improves damage.<br />
* '''{{co|wheat|EDENCOM Vorton Booster GU}}''' improves explosion radius and explosion velocity.<br />
* '''{{co|wheat|EDENCOM Vorton Booster RA}}''' improves optimal range.<br />
<br />
As of 15 June 2020, all three EDENCOM vorton boosters have an expiry date of 8 September 2020.<br />
|-<br />
|[[File:Icon_implant_hardwiring.png|link=|]]<br />
|Practically every turret stat has an implant that improves that aspect. See the [[Skill Hardwiring#Table of Implants|table of hardwiring implants]] for full list of turret implants.<br />
|}<br />
<br />
== Names reference ==<br />
{|class=wikitable style="background: #111111; text-align: center" border="1" cellpadding="5" cellspacing="0"<br />
|- style="background: #111111"<br />
! rowspan="2" | Category <br />
! rowspan="2" | Faction<br />
! rowspan="2" | Type <br />
! rowspan="2" | Range <br />
! colspan="2" | Small <br />
! colspan="2" | Medium <br />
! colspan="2" | Large <br />
! colspan="2" | Extra Large<br />
|-<br />
| colspan="2" | ''Frigates, Destroyers'' <br />
| colspan="2" | ''Cruisers, Battlecruisers'' <br />
| colspan="2" | ''Battleships, Attack BCs'' <br />
| colspan="2" | ''Dreadnoughts, Titans''<br />
|-style= "background: #2f1f1f;" <br />
! rowspan="5" style="background:#111111" | Projectile <br />
| rowspan="5" | ''Minmatar'' <br />
| rowspan="3" | Autocannon <br />
| rowspan="3" | Short<br />
| colspan="2" | 125mm Gatling<br />
| colspan="2" | Dual 180mm<br />
| colspan="2" | Dual 425mm<br />
| Quad 800mm<br />
| rowspan="3" | Repeating Cannon<br />
|-style="background: #2f1f1f;"<br />
| colspan="2" | 150mm Light<br />
| colspan="2" | 220mm Vulcan<br />
| Dual 650mm<br />
| rowspan="2" | Repeating Cannon<br />
| rowspan="2" | Hexa 2500mm<br />
|-style="background: #2f1f1f;" <br />
| colspan="2" | 200mm<br />
| colspan="2" | 425mm<br />
| 800mm<br />
|-style="background: #2f1f1f;" <br />
| rowspan="2" | Artillery <br />
| rowspan="2" | Long <br />
| colspan="2" | 250mm Light<br />
| colspan="2" | 650mm<br />
| colspan="2" | 1200mm<br />
| colspan="2" rowspan="2" | Quad 3500mm Siege<br />
|-style="background: #2f1f1f;" <br />
| colspan="2" | 280mm Howitzer<br />
| colspan="2" | 720mm Howitzer<br />
| colspan="2" | 1400mm Howitzer<br />
|-style="background: #1c1c23;"<br />
! rowspan="6" style="background: #111111;" | Hybrid<br />
| rowspan="6" | ''Gallente/Caldari'' <br />
| rowspan="3" | Blaster<br />
| rowspan="3" | Short <br />
| rowspan="3" | Light<br />
| Electron<br />
| rowspan="3" | Heavy<br />
| Electron<br />
| Electron<br />
| rowspan="3" | Blaster Cannon<br />
| colspan="2" | Triple Neutron Blaster Cannon<br />
|-style="background: #1c1c23;"<br />
| Ion<br />
| Ion<br />
| Ion<br />
| colspan="2" rowspan="2" | Ion Siege<br />
|-style="background: #1c1c23;"<br />
| Neutron <br />
| Neutron <br />
| Neutron <br />
|-style="background: #1c1c23;"<br />
| rowspan="3" | Railgun<br />
| rowspan="3" | Long<br />
| colspan="2" | 75mm<br />
| colspan="2" | Dual 150mm <br />
| colspan="2" | Dual 250mm<br />
| colspan="2" rowspan="3" | Dual 1000mm<br />
|-style="background: #1c1c23;"<br />
| colspan="2" | 125mm<br />
| colspan="2" | 200mm<br />
| colspan="2" | 350mm<br />
|-style="background: #1c1c23;"<br />
| colspan="2" | 150mm<br />
| colspan="2" | 250mm<br />
| colspan="2" | 425mm<br />
|-style="background:#25251d"<br />
! rowspan="6" style="background: #111111;"| Energy<br />
| rowspan="6" | ''Amarr'' <br />
| rowspan="3" | Pulse<br />
| rowspan="3" | Short<br />
| colspan="2"| Gatling<br />
| colspan="2"| Focused Medium<br />
| colspan="2"| Dual Heavy<br />
| colspan="2" | Quad Mega<br />
|-style="background: #25251d;"<br />
| colspan="2"| Dual Light<br />
| colspan="2" rowspan="2" | Heavy<br />
| colspan="2" rowspan="2" | Mega<br />
| colspan="2" rowspan="2" | Dual Giga<br />
|-style="background: #25251d;"<br />
| colspan="2"| Small Focused<br />
|-style="background: #25251d;"<br />
| rowspan="3" | Beam<br />
| rowspan="3" | Long<br />
| colspan="2" | Dual Light<br />
| colspan="2" | Quad Light<br />
| colspan="2" | Dual Heavy<br />
| colspan="2" rowspan="3" | Dual Giga<br />
|-style="background: #25251d;"<br />
| colspan="2" rowspan="2" | Small Focused<br />
| colspan="2" | Focused Medium<br />
| colspan="2" | Mega<br />
|-style="background: #25251d;"<br />
| colspan="2" | Heavy<br />
| colspan="2" | Tachyon<br />
|-style="background: #3f1010;"<br />
! style="background: #111111;" | Precursor<br />
| ''Triglavian''<br />
| Entropic <br> Disintegrator<br />
| All<br />
| colspan="2" | Light<br />
| colspan="2" | Heavy<br />
| colspan="2" | Supratidal<br />
| colspan="2" | Ultratidal<br />
|-style="background: #606972;"<br />
! style="background: #111111;" | Vorton Projector<br />
| ''EDENCOM''<br />
| Vorton <br> Projector<br />
| All<br />
| colspan="2" | Small<br />
| colspan="2" | Medium<br />
| colspan="2" | Large<br />
| colspan="2" style="background: #111111;" | N/A<br />
|}<br />
<br />
== Turret Comparison ==<br />
''Note: Presently does not include Vorton Projectors.''<br />
<br />
=== Tech 1 Frigate/Destroyer Turret Comparison ===<br />
All Frigate and Destroyer turrets are categorized as "Small".<br />
* +60% Optimal Tech 1 charges do 5 damage per shot...<br />
* +0% Optimal Tech 1 charges do 8 damage per shot...<br />
* -50% Optimal Tech 1 charges do 12 damage per shot...<br />
...multiplied by the damage modifier of the turret.<br />
<br />
{| class="wikitable collapsible collapsed sortable"<br />
|-<br />
! scope="col" | Name <br />
! scope="col" | Type <br />
! data-sort-type=number scope="col" align="center" | &nbsp;Activation&nbsp; <br />
! data-sort-type=number scope="col" | Range <br />
! data-sort-type=number scope="col" nowrap="nowrap" | Rate of fire <br />
! data-sort-type=number scope="col" nowrap="nowrap" | Damage mod <br />
! data-sort-type=number scope="col" nowrap="nowrap" | Tracking speed <br />
|-<br />
| nowrap="nowrap" | 125mm Gatling AutoCannon I <br />
| align="center" | Projectile <br />
| align="center" | 0 <br />
| align="center" | 800+4,300 m <br />
| align="center" | 3.00 s <br />
| align="left" | 2.0625 x <br />
| align="left" | 417<br />
|-<br />
| 150mm Light AutoCannon I <br />
| align="center" | Projectile <br />
| align="center" | 0 <br />
| align="center" | 900+4,730 m <br />
| align="center" | 3.38 s <br />
| align="left" | 2.475 x <br />
| align="left" | 362<br />
|-<br />
| 200mm AutoCannon I <br />
| align="center" | Projectile <br />
| align="center" | 0 <br />
| align="center" | 1,000+5,160 m <br />
| align="center" | 3.75 s <br />
| align="left" | 2.8875 x <br />
| align="left" | 315 <br />
|-<br />
| 250mm Light Artillery Cannon I <br />
| align="center" | Projectile <br />
| align="center" | 0 <br />
| align="center" | 8,050+8,750 m <br />
| align="center" | 8.50 s <br />
| align="left" | 5.082 x <br />
| align="left" | 80<br />
|-<br />
| 280mm Howitzer Artillery I <br />
| align="center" | Projectile <br />
| align="center" | 0 <br />
| align="center" | 10,000+8,750 m <br />
| align="center" | 10.71 s <br />
| align="left" | 7.043 x <br />
| align="left" | 64 <br />
|-<br />
| nowrap="nowrap" | Light Electron Blaster I <br />
| align="center" | Hybrid <br />
| align="center" | 0.6566 GJ <br />
| align="center" | 1,000+1,500 m <br />
| align="center" | 2.00 s <br />
| align="left" | 1.8375 x <br />
| align="left" | 438 <br />
|-<br />
| Light Ion Blaster I <br />
| align="center" | Hybrid <br />
| align="center" | 1.0927 GJ <br />
| align="center" | 1,250+2,000 m <br />
| align="center" | 3.00 s <br />
| align="left" | 2.953125 x <br />
| align="left" | 403.2<br />
|-<br />
| Light Neutron Blaster I <br />
| align="center" | Hybrid <br />
| align="center" | 1.4161 GJ <br />
| align="center" | 1,500+2,500 m <br />
| align="center" | 3.50 s <br />
| align="left" | 3.675 x <br />
| align="left" | 379.8<br />
|-<br />
| 75mm Gatling Rail I <br />
| align="center" | Hybrid <br />
| align="center" | 1.1690 GJ <br />
| align="center" | 6,000+3,000 m <br />
| align="center" | 2.60 s <br />
| align="left" | 1.65 x <br />
| align="left" | 136.5<br />
|-<br />
| 125mm Railgun I <br />
| align="center" | Hybrid <br />
| align="center" | 1.5050 GJ <br />
| align="center" | 9,000+5,000 m <br />
| align="center" | 3.25 s <br />
| align="left" | 2.2 x <br />
| align="left" | 89.25<br />
|-<br />
| 150mm Railgun I <br />
| align="center" | Hybrid <br />
| align="center" | 2.3380 GJ <br />
| align="center" | 12,000+6,000 m <br />
| align="center" | 4.25 s <br />
| align="left" | 3.025 x <br />
| align="left" | 73.5<br />
|-<br />
| nowrap="nowrap" | Gatling Pulse Laser I&nbsp; <br />
| align="center" | Laser <br />
| align="center" | 1.82 GJ <br />
| align="center" | 4,200+1000 m <br />
| align="center" | 2.10 s <br />
| align="left" | 1.5 x <br />
| align="left" | 308.125<br />
|-<br />
| Dual Light Pulse Laser I&nbsp; <br />
| align="center" | Laser <br />
| align="center" | 2.67 GJ <br />
| align="center" | 4,725+2,000 m <br />
| align="center" | 2.70 s <br />
| align="left" | 2 x <br />
| align="left" | 273.75<br />
|-<br />
| Small Focused Pulse Laser I <br />
| align="center" | Laser <br />
| align="center" | 4.44 GJ <br />
| align="center" | 5,250+2,500 m <br />
| align="center" | 3.50 s <br />
| align="left" | 3 x <br />
| align="left" | 246.25<br />
|-<br />
| Dual Light Beam Laser I <br />
| align="center" | Laser <br />
| align="center" | 4.8625 GJ <br />
| align="center" | 9,625+2,000 m <br />
| align="center" | 4.00 s <br />
| align="left" | 3 x <br />
| align="left" | 117 <br />
|-<br />
| Small Focused Beam Laser I <br />
| align="center" | Laser <br />
| align="center" | 9.025 GJ <br />
| align="center" | 11,000+2,500 m <br />
| align="center" | 5.00 s <br />
| align="left" | 4.5 x <br />
| align="left" | 90<br />
|-<br />
| Light Entropic Disintegrator I<br />
| align="center" | Entropic<br />
| align="center" | 4.5 GJ<br />
| align="center" | 6,000 m<br />
| align="center" | 3.5 s<br />
| align="left" | 1 x<br />
| align="left" | 410<br />
|}<br />
<br />
=== Tech 1 Cruiser/Battlecruiser Turret Comparison ===<br />
All Cruiser and Battlecruiser turrets are categorized as "Medium".<br />
* +60% Optimal Tech 1 charges do 10 damage per shot...<br />
* +0% Optimal Tech 1 charges do 16 damage per shot...<br />
* -50% Optimal Tech 1 charges do 24 damage per shot...<br />
...multiplied by the damage modifier of the turret.<br />
<br />
{| class="wikitable collapsible collapsed sortable"<br />
|-<br />
! scope="col" | Name <br />
! scope="col" | Type <br />
! data-sort-type=number scope="col" | &nbsp;Activation&nbsp; <br />
! data-sort-type=number scope="col" | Range <br />
! data-sort-type=number scope="col" nowrap="nowrap" | &nbsp;Rate of fire&nbsp; <br />
! data-sort-type=number scope="col" nowrap="nowrap" | &nbsp;Damage mod&nbsp; <br />
! data-sort-type=number scope="col" nowrap="nowrap" | &nbsp;Tracking speed&nbsp; <br />
|-<br />
| Dual 180mm AutoCannon I <br />
| align="center" | Projectile <br />
| align="center" | 0 <br />
| align="center" | 1,600+9,030 m <br />
| align="center" | 4.37 s <br />
| align="left" | 2.0625 x <br />
| align="left" | 44.68992<br />
|-<br />
| 220mm Vulcan AutoCannon I <br />
| align="center" | Projectile&nbsp; <br />
| align="center" | 0 <br />
| align="center" | 1,800+9,933 m <br />
| align="center" | 4.58 s <br />
| align="left" | 2.31 x <br />
| align="left" | 38.8608 <br />
|-<br />
| 425mm AutoCannon I <br />
| align="center" | Projectile <br />
| align="center" | 0 <br />
| align="center" | 2,000+10,836 m <br />
| align="center" | 5.62 s <br />
| align="left" | 2.8875 x <br />
| align="left" | 33.792<br />
|-<br />
| 650mm Artillery Cannon I <br />
| align="center" | Projectile <br />
| align="center" | 0 <br />
| align="center" | 16,100+17,500 m <br />
| align="center" | 11.47 s <br />
| align="left" | 4.62 x <br />
| align="left" | 8.352<br />
|-<br />
| 720mm Howitzer Artillery I <br />
| align="center" | Projectile <br />
| align="center" | 0 <br />
| align="center" | 20,000+17,500 m <br />
| align="center" | 18 s <br />
| align="left" | 7.97 x<br />
| align="left" | 6.688<br />
|-<br />
| Heavy Electron Blaster I <br />
| align="center" | Hybrid <br />
| align="center" | 1.9600 GJ <br />
| align="center" | 2,000+3,000 m <br />
| align="center" | 3.00 s <br />
| align="left" | 1.8375 x <br />
| align="left" | 46.08<br />
|-<br />
| Heavy Ion Blaster I <br />
| align="center" | Hybrid <br />
| align="center" | 3.2683 GJ <br />
| align="center" | 2,500+4,000 m <br />
| align="center" | 4.50 s <br />
| align="left" | 2.953125 x <br />
| align="left" | 42.24<br />
|-<br />
| nowrap="nowrap" | Heavy Neutron Blaster I &nbsp; <br />
| align="center" | Hybrid&nbsp; <br />
| align="center" | 4.2483 GJ <br />
| align="center" | 3,000+5,000 m <br />
| align="center" | 5.25 s <br />
| align="left" | 3.675 x <br />
| align="left" | 38.4 <br />
|-<br />
| Dual 150mm Railgun I <br />
| align="center" | Hybrid <br />
| align="center" | 3.5 GJ <br />
| align="center" | 12,000+6,000 m <br />
| align="center" | 3.56 s <br />
| align="left" | 1.9 x <br />
| align="left" | 12<br />
|-<br />
| 200mm Railgun I <br />
| align="center" | Hybrid <br />
| align="center" | 4.515 GJ <br />
| align="center" | 18,000+10,000 m <br />
| align="center" | 4.46 s <br />
| align="left" | 2.53 x <br />
| align="left" | 8<br />
|-<br />
| 250mm Railgun I <br />
| align="center" | Hybrid <br />
| align="center" | 7 GJ <br />
| align="center" | 24,000+12,000 m <br />
| align="center" | 5.83 s <br />
| align="left" | 3.48 x <br />
| align="left" | 6.56<br />
|-<br />
| Focused Medium Pulse Laser I <br />
| align="center" | Laser&nbsp; <br />
| align="center" | 8 GJ <br />
| align="center" | 9,450+4,000 m <br />
| align="center" | 4.05 s <br />
| align="left" | 2 x <br />
| align="left" | 28.8<br />
|-<br />
| Heavy Pulse Laser I <br />
| align="center" | Laser <br />
| align="center" | 13.33 GJ&nbsp; <br />
| align="center" | 10,500+5,000 m <br />
| align="center" | 5.25 s <br />
| align="left" | 3 x <br />
| align="left" | 26<br />
|-<br />
| Quad Light Beam Laser I <br />
| align="center" | Laser <br />
| align="center" | 5.45 GJ <br />
| align="center" | 8,800+1,000 m <br />
| align="center" | 3.15 s <br />
| align="left" | 1.88 x <br />
| align="left" | 23.328<br />
|-<br />
| nowrap="nowrap" | Focused Medium Beam Laser I<br />
| align="center" | Laser <br />
| align="center" | 11.67 GJ <br />
| align="center" | 19,250+6,000 m <br />
| align="center" | 4.80 s <br />
| align="left" | 2.5 x <br />
| align="left" | 12.096<br />
|-<br />
| Heavy Beam Laser I <br />
| align="center" | Laser <br />
| align="center" | 21.67 GJ <br />
| align="center" | 22,000+8,000 m <br />
| align="center" | 6.00 s <br />
| align="left" | 3.75 x <br />
| align="left" | 9.504<br />
|-<br />
| Heavy Entropic Disintegrator I<br />
| align="center" | Entropic<br />
| align="center" | 20.4 GJ<br />
| align="center" | 15,500 m <br />
| align="center" | 5.5 s<br />
| align="left" | 1 x <br />
| align="left" | 42<br />
|}<br />
<br />
=== Tech 1 Battleship Turret Comparison ===<br />
All Battleship turrets are categorized as "Large".<br />
* +60% Optimal Tech 1 charges do 20 damage per shot...<br />
* +0% Optimal Tech 1 charges do 32 damage per shot...<br />
* -50% Optimal Tech 1 charges do 48 damage per shot...<br />
...multiplied by the damage modifier of the turret.<br />
<br />
{| class="wikitable collapsible collapsed sortable"<br />
|-<br />
! scope="col" align="center" | Name <br />
! scope="col" align="center" | Type <br />
! data-sort-type=number scope="col" align="center" | &nbsp;Activation&nbsp; <br />
! data-sort-type=number scope="col" align="center" | Range <br />
! data-sort-type=number scope="col" nowrap="nowrap" align="center" | &nbsp; Rate of fire&nbsp; <br />
! data-sort-type=number scope="col" nowrap="nowrap" align="center" | &nbsp;Damage mod&nbsp; <br />
! data-sort-type=number scope="col" nowrap="nowrap" align="center" | Tracking speed <br />
|-<br />
| Dual 425mm AutoCannon I <br />
| align="center" | Projectile <br />
| align="center" | 0 <br />
| align="center" | 3,200+17,200 m <br />
| align="center" | 6.75 s <br />
| align="left" | 2.0625 x <br />
| align="left" | 5.7132<br />
|-<br />
| Dual 650mm Repeating Cannon I <br />
| align="center" | Projectile <br />
| align="center" | 0 <br />
| align="center" | 3,600+18,920 m <br />
| align="center" | 7.5 s <br />
| align="left" | 2.444203042 x <br />
| align="left" | 4.968<br />
|-<br />
| 800mm Repeating Cannon I <br />
| align="center" | Projectile <br />
| align="center" | 0 <br />
| align="center" | 4,000+20,640 m <br />
| align="center" | 7.88 s <br />
| align="left" | 2.695 x <br />
| align="left" | 4.32<br />
|-<br />
| 1200mm Artillery Cannon I <br />
| align="center" | Projectile <br />
| align="center" | 0 <br />
| align="center" | 32,200+35,000 m <br />
| align="center" | 21.04 s <br />
| align="left" | 5.082 x <br />
| align="left" | 1.125<br />
|-<br />
| 1400mm Howitzer Artillery I <br />
| align="center" | Projectile <br />
| align="center" | 0 <br />
| align="center" nowrap="nowrap" | &nbsp; 40,000+35,000 m&nbsp; <br />
| align="center" | 40.16 s <br />
| align="left" | 10.672 x <br />
| align="left" | 0.9<br />
|-<br />
| nowrap="nowrap" | Electron Blaster Cannon I&nbsp; <br />
| align="center" | Hybrid <br />
| align="center" | 5.88 GJ <br />
| align="center" | 4,000+6,000 m <br />
| align="center" | 4.5 s <br />
| align="left" | 1.8375 x <br />
| align="left" | 6<br />
|-<br />
| Ion Blaster Cannon I <br />
| align="center" | Hybrid <br />
| align="center" | 9.8 GJ <br />
| align="center" | 5,000+8,000 m <br />
| align="center" | 6.75 s <br />
| align="left" | 2.953125 x <br />
| align="left" | 5.52<br />
|-<br />
| Neutron Blaster Cannon I <br />
| align="center" | Hybrid <br />
| align="center" | 12.74 GJ <br />
| align="center" | 6,000+10,000 m <br />
| align="center" | 7.88 s <br />
| align="left" | 3.675 x <br />
| align="left" | 5.196<br />
|-<br />
| Dual 250mm Railgun I <br />
| align="center" | Hybrid <br />
| align="center" | 10.5 GJ <br />
| align="center" | 24,000+12,000 m <br />
| align="center" | 5.85 s <br />
| align="left" | 1.65 x <br />
| align="left" | 1.8375<br />
|-<br />
| 350mm Railgun I <br />
| align="center" | Hybrid <br />
| align="center" | 15.4 GJ <br />
| align="center" | 36,000+20,000 m <br />
| align="center" | 7.31 s <br />
| align="left" | 2.2 x <br />
| align="left" | 1.22535 <br />
|-<br />
| 425mm Railgun I <br />
| align="center" | Hybrid <br />
| align="center" | 21 GJ <br />
| align="center" nowrap="nowrap" | &nbsp; 48,000+24,000 m &nbsp;&nbsp;<br />
| align="center" | 9.56 s <br />
| align="left" | 3.025 x <br />
| align="left" | 1.010625<br />
|-<br />
| Dual Heavy Pulse Laser I <br />
| align="center" | Laser <br />
| align="center" | 22.5 GJ <br />
| align="center" | 18,900+8,000 m <br />
| align="center" | 6.08 s <br />
| align="left" | 2 x <br />
| align="left" | 3.75<br />
|-<br />
| Mega Pulse Laser I <br />
| align="center" | Laser <br />
| align="center" | 36 GJ <br />
| align="center" | 21,000+10,000 m <br />
| align="center" | 7.88 s <br />
| align="left" | 3 x <br />
| align="left" | 3.375<br />
|-<br />
| Dual Heavy Beam Laser I <br />
| align="center" | Laser <br />
| align="center" | 28 GJ <br />
| align="center" | 35,000+12,000 m <br />
| align="center" | 7.20 s <br />
| align="left" | 2 x <br />
| align="left" | 1.75 <br />
|-<br />
| Mega Beam Laser I <br />
| align="center" | Laser <br />
| align="center" | 52 GJ <br />
| align="center" nowrap="nowrap" | 40,000+16,000 m&nbsp; <br />
| align="center" | 9.00 s <br />
| align="left" | 3 x <br />
| align="left" nowrap="nowrap" | 1.53125&nbsp; <br />
|-<br />
| Tachyon Beam Laser I <br />
| align="center" | Laser <br />
| align="center" | 76 GJ <br />
| align="center" nowrap="nowrap" | &nbsp; &nbsp;44,000+20,000 m &nbsp; &nbsp; <br />
| align="center" | 12.50 s <br />
| align="left" | 4.5 x <br />
| align="left" | 1.39205<br />
|-<br />
| Supratidal Entropic Disintegrator I<br />
| align="center" | Entropic<br />
| align="center" | 57.6 GJ<br />
| align="center" | 26,000 m<br />
| align="center" | 8 s<br />
| align="left" | 1 x<br />
| align="left" | 5.45<br />
|}<br />
<br />
=== Tech 1 Dreadnought/Titan Turret Comparison ===<br />
All Dreadnought and Titan turrets are categorized as "Extra Large".<br />
* +60% Optimal Tech 1 charges do 40 damage per shot...<br />
* +0% Optimal Tech 1 charges do 64 damage per shot...<br />
* -50% Optimal Tech 1 charges do 96 damage per shot...<br />
...multiplied by the damage modifier of the turret.<br />
<br />
Note that many Extra Large turrets have extremely low damage multipliers. These low values are compensated for by extremely high multipliers from ship skills, modules, and role bonuses.<br />
<br />
{| class="wikitable collapsible collapsed sortable"<br />
|-<br />
! scope="col" align="center" | Name <br />
! scope="col" align="center" | Type <br />
! data-sort-type=number scope="col" align="center" | &nbsp;Activation&nbsp; <br />
! data-sort-type=number scope="col" align="center" | Range <br />
! data-sort-type=number scope="col" nowrap="nowrap" align="center" | &nbsp; Rate of fire&nbsp; <br />
! data-sort-type=number scope="col" nowrap="nowrap" align="center" | &nbsp;Damage mod&nbsp; <br />
! data-sort-type=number scope="col" nowrap="nowrap" align="center" | Tracking speed <br />
|-<br />
| Quad 800mm Repeating Cannon I <br />
| align="center" | Projectile <br />
| align="center" | 0 GJ <br />
| align="center" | 20,000+23,000 m <br />
| align="center" | 4 s <br />
| align="left" | 0.309 x <br />
| align="left" | 1.92<br />
|-<br />
| Hexa 2500mm Repeating Cannon I <br />
| align="center" | Projectile <br />
| align="center" | 0 GJ <br />
| align="center" | 25,000+28,800 m <br />
| align="center" | 8 s <br />
| align="left" | 4.12 x <br />
| align="left" | 0.041515<br />
|-<br />
| Quad 3500mm Siege Artillery I <br />
| align="center" | Projectile <br />
| align="center" | 0 GJ <br />
| align="center" | 94,000+90,000 m <br />
| align="center" | 30 s <br />
| align="left" | 10.3 x <br />
| align="left" | 0.0171<br />
|-<br />
| Triple Neutron Blaster Cannon I <br />
| align="center" | Hybrid <br />
| align="center" | 75 GJ <br />
| align="center" | 16,000+20,000 m <br />
| align="center" | 5 s <br />
| align="left" | 0.418 x <br />
| align="left" | 2.3 <br />
|-<br />
| Ion Siege Blaster I <br />
| align="center" | Hybrid <br />
| align="center" | 100 GJ <br />
| align="center" | 20,000+25,000 m <br />
| align="center" | 10 s <br />
| align="left" | 5.57 x <br />
| align="left" | 0.0437 <br />
|-<br />
| Dual 1000mm Railgun I <br />
| align="center" | Hybrid <br />
| align="center" | 300 GJ <br />
| align="center" | 120,000+32,000 m <br />
| align="center" | 20 s <br />
| align="left" | 7.43 x <br />
| align="left" | 0.0182875<br />
|-<br />
| Quad Mega Pulse Laser I <br />
| align="center" | Laser <br />
| align="center" | 180 GJ <br />
| align="center" | 33,000+16,000 m <br />
| align="center" | 6 s <br />
| align="left" | 0.574 x <br />
| align="left" | 1.5<br />
|-<br />
| Dual Giga Pulse Laser I <br />
| align="center" | Laser <br />
| align="center" | 240 GJ <br />
| align="center" | 42,000+20,000 m <br />
| align="center" | 12 s <br />
| align="left" | 7.65 x <br />
| align="left" | 0.0384864<br />
|-<br />
| Dual Giga Beam Laser I <br />
| align="center" | Laser<br />
| align="center" | 520 GJ<br />
| align="center" | 100,000+42,000 m<br />
| align="center" | 15 s<br />
| align="left" | 6.38 x<br />
| align="left" | 0.02182031<br />
|-<br />
| Ultratidal Entropic Disintegrator I <br />
| align="center" | Entropic<br />
| align="center" | 384 GJ<br />
| align="center" | 52,000+0 m<br />
| align="center" | 13 s<br />
| align="left" | 1 x<br />
| align="left" | 0.02<br />
|}<br />
<br />
== See also ==<br />
* [[Turret mechanics]] for details on how turrets hit and apply their damage.<br />
* [[Missile Launchers]] and [[Drones]] for EVE's other main weapon systems.<br />
* [[NPC Damage Types]] for more information about the different kinds of damage (this is still relevant to PvP even though it's directed at NPC damage dealing).<br />
<br />
== External links ==<br />
<br />
* [https://docs.google.com/presentation/d/1d2axN23pAF2m_mAws9d4h6tmttFXUgyw2OGpjTaBIc4/edit#slide=id.p1 A Visual Weapon Identification Guide], a Google Sheet by Mazzic Karde<br />
<br />
[[Category:Weapons]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Archive:Titles_Department&diff=171309Archive:Titles Department2021-05-24T22:27:14Z<p>Vorkan Dosja: /* Titles Officers */</p>
<hr />
<div>{{eunispecific}}<br />
The '''Titles Department''' is responsible for reviewing and applying [[titles within EVE University]]. They are part of the [[Student Experience Directorate]].<br />
<br />
If you are an EVE University member who would like to apply for the next progression title, see [[Titles_within_EVE_University#Requesting_a_Title|Requesting a Title]].<br />
<br />
== List of current titles staff ==<br />
=== Director of Student Experience ===<br />
<br />
{|<br />
|-<br />
| valign="top" style="padding-right:10px;" | [[Image:Dallidiem igraine.jpg|96px|link=]] <br />
| valign="top" | <big>'''[[User:Dallidiem_Igraine|Dallidiem Igraine]]'''</big> <small>[https://forum.eveuniversity.org/ucp.php?i=pm&mode=compose&u=52792 Send a forum PM]</small><br />
The {{co|slateblue|Director of Student Experience}} oversees the recruitment, orientation and progression of EVE University students. His job is to enable a smooth transition for new members joining EVE University, and as they progress through the corporation. <br />
{{main|Student Experience Directorate}}<br />
|}<br />
<br />
=== Titles Manager ===<br />
{|<br />
|-<br />
! width="50" | <br />
| valign="top" style="padding-right:10px;" | [[Image:Vorkan_Dosja.jpg|96px|link=]] <br />
| valign="top" | <big>'''Vorkan Dosja'''</big> - <small>[https://forum.eveuniversity.org/ucp.php?i=pm&mode=compose&u=46677 Send a forum PM]</small><br />
The {{co|green|Titles Manager}} manages the Titles Officers, who review applications from members for progression titles, and sets policies affecting titles.<br />
|}<br />
<br />
===Titles Officers===<br />
Titles Officers review all incoming title applications. They follow up with applicants whose applications are missing details or requirements as well as any references that are supplied. They also inform applicants who have been denied a title the reason why and how they might fix said reason before they apply again.<br />
<br />
Our current Titles Officers and the title applications they can process are as follows:<br />
{| <br />
{| class="wikitable" align="center"<br />
|-<br />
! style="background:#222222;" width="160px" | Titles Officers<br />
! style="background:#222222;" width="75px" | Freshman?<br />
! style="background:#222222;" width="75px" | Sophomore?<br />
! style="background:#222222;" width="75px" | Graduate?<br />
|-<br />
| Vorkan Dosja<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
|-<br />
| Xanne Ashlander<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
|-<br />
| Karakuri Prime<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Klaxis Archimedes<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Aed Akiga<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Glenrowan<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Assier Annages<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Jordareen Cyla Athonille<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Kimeemaru<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Diathen Eridani<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Bogleto Burtolini<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|}<br />
<br />
== Joining the titles department ==<br />
Applications for new titles officers are handled by the titles manager, with input from the SE director. The department frequently hires new staff, and we would be happy to hear from you if you're interested.<br />
=== What are we looking for? ===<br />
The titles department might be a good fit for you if:<br />
* You have been an active member of the uni for at least 2 to 3 months.<br />
* You hold the sophomore title or higher (though those with freshman are welcome to apply).<br />
* You have demonstrated sufficient experience that shows you understand the principles of things like ship fitting and basic fleet tactics, as well as a working knowledge of one or more PvE related activities whether that be missions, incursions, mining, exploration, etc. so you are capable of judging whether the applicant meets the requirements for a title.<br />
* You can spend around 1 to 2 hours a week on processing applications.<br />
<br />
=== How to apply ===<br />
If the above criteria agree with you and you would like put in an application, fill out [https://docs.google.com/forms/d/e/1FAIpQLSe8CFa2DZ0b9llgdeMlx4wlX6oMmCP2L4aES26jfAaNSaW_LA/viewform this form]. Please make sure you spend more than a couple of minutes on your application. Getting to know you helps us make better decisions!<br />
<br />
Submitted applications are regularly reviewed and acknowledged individually through Discord PMs. If you have not received an acknowledgement within a week of submitting your application, please contact the titles manager by Discord.<br />
<br />
If your application has been shortlisted, we will send you another PM on Discord to arrange an interview.<br />
<br />
If you are unsuccessful in your application, please feel free to apply again 60 days after the titles manager has PMed you.<br />
<br />
Updates are posted to the [https://forum.eveuniversity.org/viewtopic.php?f=31&t=109016#p886418 staff recruitment thread].<br />
[[Category:EVE University Departments]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Archive:Titles_Department&diff=171193Archive:Titles Department2021-05-16T22:55:13Z<p>Vorkan Dosja: /* Titles Officers */</p>
<hr />
<div>{{eunispecific}}<br />
The '''Titles Department''' is responsible for reviewing and applying [[titles within EVE University]]. They are part of the [[Student Experience Directorate]].<br />
<br />
If you are an EVE University member who would like to apply for the next progression title, see [[Titles_within_EVE_University#Requesting_a_Title|Requesting a Title]].<br />
<br />
== List of current titles staff ==<br />
=== Director of Student Experience ===<br />
<br />
{|<br />
|-<br />
| valign="top" style="padding-right:10px;" | [[Image:Dallidiem igraine.jpg|96px|link=]] <br />
| valign="top" | <big>'''[[User:Dallidiem_Igraine|Dallidiem Igraine]]'''</big> <small>[https://forum.eveuniversity.org/ucp.php?i=pm&mode=compose&u=52792 Send a forum PM]</small><br />
The {{co|slateblue|Director of Student Experience}} oversees the recruitment, orientation and progression of EVE University students. His job is to enable a smooth transition for new members joining EVE University, and as they progress through the corporation. <br />
{{main|Student Experience Directorate}}<br />
|}<br />
<br />
=== Titles Manager ===<br />
{|<br />
|-<br />
! width="50" | <br />
| valign="top" style="padding-right:10px;" | [[Image:Vorkan_Dosja.jpg|96px|link=]] <br />
| valign="top" | <big>'''Vorkan Dosja'''</big> - <small>[https://forum.eveuniversity.org/ucp.php?i=pm&mode=compose&u=46677 Send a forum PM]</small><br />
The {{co|green|Titles Manager}} manages the Titles Officers, who review applications from members for progression titles, and sets policies affecting titles.<br />
|}<br />
<br />
===Titles Officers===<br />
Titles Officers review all incoming title applications. They follow up with applicants whose applications are missing details or requirements as well as any references that are supplied. They also inform applicants who have been denied a title the reason why and how they might fix said reason before they apply again.<br />
<br />
Our current Titles Officers and the title applications they can process are as follows:<br />
{| <br />
{| class="wikitable" align="center"<br />
|-<br />
! style="background:#222222;" width="160px" | Titles Officers<br />
! style="background:#222222;" width="75px" | Freshman?<br />
! style="background:#222222;" width="75px" | Sophomore?<br />
! style="background:#222222;" width="75px" | Graduate?<br />
|-<br />
| Vorkan Dosja<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
|-<br />
| Xanne Ashlander<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
|-<br />
| Karakuri Prime<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Klaxis Archimedes<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Aed Akiga<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Glenrowan<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Assier Annages<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Jordareen Cyla Athonille<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Kimeemaru<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Diathen Eridani<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|}<br />
<br />
== Joining the titles department ==<br />
Applications for new titles officers are handled by the titles manager, with input from the SE director. The department frequently hires new staff, and we would be happy to hear from you if you're interested.<br />
=== What are we looking for? ===<br />
The titles department might be a good fit for you if:<br />
* You have been an active member of the uni for at least 2 to 3 months.<br />
* You hold the sophomore title or higher (though those with freshman are welcome to apply).<br />
* You have demonstrated sufficient experience that shows you understand the principles of things like ship fitting and basic fleet tactics, as well as a working knowledge of one or more PvE related activities whether that be missions, incursions, mining, exploration, etc. so you are capable of judging whether the applicant meets the requirements for a title.<br />
* You can spend around 1 to 2 hours a week on processing applications.<br />
<br />
=== How to apply ===<br />
If the above criteria agree with you and you would like put in an application, fill out [https://docs.google.com/forms/d/e/1FAIpQLSe8CFa2DZ0b9llgdeMlx4wlX6oMmCP2L4aES26jfAaNSaW_LA/viewform this form]. Please make sure you spend more than a couple of minutes on your application. Getting to know you helps us make better decisions!<br />
<br />
Submitted applications are regularly reviewed and acknowledged individually through Discord PMs. If you have not received an acknowledgement within a week of submitting your application, please contact the titles manager by Discord.<br />
<br />
If your application has been shortlisted, we will send you another PM on Discord to arrange an interview.<br />
<br />
If you are unsuccessful in your application, please feel free to apply again 60 days after the titles manager has PMed you.<br />
<br />
Updates are posted to the [https://forum.eveuniversity.org/viewtopic.php?f=31&t=109016#p886418 staff recruitment thread].<br />
[[Category:EVE University Departments]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Archive:Titles_Department&diff=171093Archive:Titles Department2021-05-10T20:07:00Z<p>Vorkan Dosja: /* Titles Officers */</p>
<hr />
<div>{{eunispecific}}<br />
The '''Titles Department''' is responsible for reviewing and applying [[titles within EVE University]]. They are part of the [[Student Experience Directorate]].<br />
<br />
If you are an EVE University member who would like to apply for the next progression title, see [[Titles_within_EVE_University#Requesting_a_Title|Requesting a Title]].<br />
<br />
== List of current titles staff ==<br />
=== Director of Student Experience ===<br />
<br />
{|<br />
|-<br />
| valign="top" style="padding-right:10px;" | [[Image:Dallidiem igraine.jpg|96px|link=]] <br />
| valign="top" | <big>'''[[User:Dallidiem_Igraine|Dallidiem Igraine]]'''</big> <small>[https://forum.eveuniversity.org/ucp.php?i=pm&mode=compose&u=52792 Send a forum PM]</small><br />
The {{co|slateblue|Director of Student Experience}} oversees the recruitment, orientation and progression of EVE University students. His job is to enable a smooth transition for new members joining EVE University, and as they progress through the corporation. <br />
{{main|Student Experience Directorate}}<br />
|}<br />
<br />
=== Titles Manager ===<br />
{|<br />
|-<br />
! width="50" | <br />
| valign="top" style="padding-right:10px;" | [[Image:Vorkan_Dosja.jpg|96px|link=]] <br />
| valign="top" | <big>'''Vorkan Dosja'''</big> - <small>[https://forum.eveuniversity.org/ucp.php?i=pm&mode=compose&u=46677 Send a forum PM]</small><br />
The {{co|green|Titles Manager}} manages the Titles Officers, who review applications from members for progression titles, and sets policies affecting titles.<br />
|}<br />
<br />
===Titles Officers===<br />
Titles Officers review all incoming title applications. They follow up with applicants whose applications are missing details or requirements as well as any references that are supplied. They also inform applicants who have been denied a title the reason why and how they might fix said reason before they apply again.<br />
<br />
Our current Titles Officers and the title applications they can process are as follows:<br />
{| <br />
{| class="wikitable" align="center"<br />
|-<br />
! style="background:#222222;" width="160px" | Titles Officers<br />
! style="background:#222222;" width="75px" | Freshman?<br />
! style="background:#222222;" width="75px" | Sophomore?<br />
! style="background:#222222;" width="75px" | Graduate?<br />
|-<br />
| Vorkan Dosja<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
|-<br />
| Xanne Ashlander<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
|-<br />
| Karakuri Prime<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Klaxis Archimedes<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Aed Akiga<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Glenrowan<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Assier Annages<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Jordareen Cyla Athonille<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Kimeemaru<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|}<br />
<br />
== Joining the titles department ==<br />
Applications for new titles officers are handled by the titles manager, with input from the SE director. The department frequently hires new staff, and we would be happy to hear from you if you're interested.<br />
=== What are we looking for? ===<br />
The titles department might be a good fit for you if:<br />
* You have been an active member of the uni for at least 2 to 3 months.<br />
* You hold the sophomore title or higher (though those with freshman are welcome to apply).<br />
* You have demonstrated sufficient experience that shows you understand the principles of things like ship fitting and basic fleet tactics, as well as a working knowledge of one or more PvE related activities whether that be missions, incursions, mining, exploration, etc. so you are capable of judging whether the applicant meets the requirements for a title.<br />
* You can spend around 1 to 2 hours a week on processing applications.<br />
<br />
=== How to apply ===<br />
If the above criteria agree with you and you would like put in an application, fill out [https://docs.google.com/forms/d/e/1FAIpQLSe8CFa2DZ0b9llgdeMlx4wlX6oMmCP2L4aES26jfAaNSaW_LA/viewform this form]. Please make sure you spend more than a couple of minutes on your application. Getting to know you helps us make better decisions!<br />
<br />
Submitted applications are regularly reviewed and acknowledged individually through Discord PMs. If you have not received an acknowledgement within a week of submitting your application, please contact the titles manager by Discord.<br />
<br />
If your application has been shortlisted, we will send you another PM on Discord to arrange an interview.<br />
<br />
If you are unsuccessful in your application, please feel free to apply again 60 days after the titles manager has PMed you.<br />
<br />
Updates are posted to the [https://forum.eveuniversity.org/viewtopic.php?f=31&t=109016#p886418 staff recruitment thread].<br />
[[Category:EVE University Departments]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Archive:Titles_Department&diff=170488Archive:Titles Department2021-04-18T15:16:14Z<p>Vorkan Dosja: /* Titles Officers */</p>
<hr />
<div>{{eunispecific}}<br />
The '''Titles Department''' is responsible for reviewing and applying [[titles within EVE University]]. They are part of the [[Student Experience Directorate]].<br />
<br />
If you are an EVE University member who would like to apply for the next progression title, see [[Titles_within_EVE_University#Requesting_a_Title|Requesting a Title]].<br />
<br />
== List of current titles staff ==<br />
=== Director of Student Experience ===<br />
<br />
{|<br />
|-<br />
| valign="top" style="padding-right:10px;" | [[Image:Dallidiem igraine.jpg|96px|link=]] <br />
| valign="top" | <big>'''[[User:Dallidiem_Igraine|Dallidiem Igraine]]'''</big> <small>[https://forum.eveuniversity.org/ucp.php?i=pm&mode=compose&u=52792 Send a forum PM]</small><br />
The {{co|slateblue|Director of Student Experience}} oversees the recruitment, orientation and progression of EVE University students. His job is to enable a smooth transition for new members joining EVE University, and as they progress through the corporation. <br />
{{main|Student Experience Directorate}}<br />
|}<br />
<br />
=== Titles Manager ===<br />
{|<br />
|-<br />
! width="50" | <br />
| valign="top" style="padding-right:10px;" | [[Image:Vorkan_Dosja.jpg|96px|link=]] <br />
| valign="top" | <big>'''Vorkan Dosja'''</big> - <small>[https://forum.eveuniversity.org/ucp.php?i=pm&mode=compose&u=46677 Send a forum PM]</small><br />
The {{co|green|Titles Manager}} manages the Titles Officers, who review applications from members for progression titles, and sets policies affecting titles.<br />
|}<br />
<br />
===Titles Officers===<br />
Titles Officers review all incoming title applications. They follow up with applicants whose applications are missing details or requirements as well as any references that are supplied. They also inform applicants who have been denied a title the reason why and how they might fix said reason before they apply again.<br />
<br />
Our current Titles Officers and the title applications they can process are as follows:<br />
{| <br />
{| class="wikitable" align="center"<br />
|-<br />
! style="background:#222222;" width="160px" | Titles Officers<br />
! style="background:#222222;" width="75px" | Freshman?<br />
! style="background:#222222;" width="75px" | Sophomore?<br />
! style="background:#222222;" width="75px" | Graduate?<br />
|-<br />
| Vorkan Dosja<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
|-<br />
| Xanne Ashlander<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
|-<br />
| Karakuri Prime<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Klaxis Archimedes<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Aed Akiga<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Glenrowan<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Assier Annages<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|}<br />
<br />
== Joining the titles department ==<br />
Applications for new titles officers are handled by the titles manager, with input from the SE director. The department frequently hires new staff, and we would be happy to hear from you if you're interested.<br />
=== What are we looking for? ===<br />
The titles department might be a good fit for you if:<br />
* You have been an active member of the uni for at least 2 to 3 months.<br />
* You hold the sophomore title or higher (though those with freshman are welcome to apply).<br />
* You have demonstrated sufficient experience that shows you understand the principles of things like ship fitting and basic fleet tactics, as well as a working knowledge of one or more PvE related activities whether that be missions, incursions, mining, exploration, etc. so you are capable of judging whether the applicant meets the requirements for a title.<br />
* You can spend around 1 to 2 hours a week on processing applications.<br />
<br />
=== How to apply ===<br />
If the above criteria agree with you and you would like put in an application, fill out [https://docs.google.com/forms/d/e/1FAIpQLSe8CFa2DZ0b9llgdeMlx4wlX6oMmCP2L4aES26jfAaNSaW_LA/viewform this form]. Please make sure you spend more than a couple of minutes on your application. Getting to know you helps us make better decisions!<br />
<br />
Submitted applications are regularly reviewed and acknowledged individually through Discord PMs. If you have not received an acknowledgement within a week of submitting your application, please contact the titles manager by Discord.<br />
<br />
If your application has been shortlisted, we will send you another PM on Discord to arrange an interview.<br />
<br />
If you are unsuccessful in your application, please feel free to apply again 60 days after the titles manager has PMed you.<br />
<br />
Updates are posted to the [https://forum.eveuniversity.org/viewtopic.php?f=31&t=109016#p886418 staff recruitment thread].<br />
[[Category:EVE University Departments]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Archive:Titles_Department&diff=169695Archive:Titles Department2021-03-21T18:38:14Z<p>Vorkan Dosja: /* Titles Officers */</p>
<hr />
<div>{{eunispecific}}<br />
The '''Titles Department''' is responsible for reviewing and applying [[titles within EVE University]]. They are part of the [[Student Experience Directorate]].<br />
<br />
If you are an EVE University member who would like to apply for the next progression title, see [[Titles_within_EVE_University#Requesting_a_Title|Requesting a Title]].<br />
<br />
== List of current titles staff ==<br />
=== Director of Student Experience ===<br />
<br />
{|<br />
|-<br />
| valign="top" style="padding-right:10px;" | [[Image:Dallidiem igraine.jpg|96px|link=]] <br />
| valign="top" | <big>'''[[User:Dallidiem_Igraine|Dallidiem Igraine]]'''</big> <small>[https://forum.eveuniversity.org/ucp.php?i=pm&mode=compose&u=52792 Send a forum PM]</small><br />
The {{co|slateblue|Director of Student Experience}} oversees the recruitment, orientation and progression of EVE University students. His job is to enable a smooth transition for new members joining EVE University, and as they progress through the corporation. <br />
{{main|Student Experience Directorate}}<br />
|}<br />
<br />
=== Titles Manager ===<br />
{|<br />
|-<br />
! width="50" | <br />
| valign="top" style="padding-right:10px;" | [[Image:Vorkan_Dosja.jpg|96px|link=]] <br />
| valign="top" | <big>'''Vorkan Dosja'''</big> - <small>[https://forum.eveuniversity.org/ucp.php?i=pm&mode=compose&u=46677 Send a forum PM]</small><br />
The {{co|green|Titles Manager}} manages the Titles Officers, who review applications from members for progression titles, and sets policies affecting titles.<br />
|}<br />
<br />
===Titles Officers===<br />
Titles Officers review all incoming title applications. They follow up with applicants whose applications are missing details or requirements as well as any references that are supplied. They also inform applicants who have been denied a title the reason why and how they might fix said reason before they apply again.<br />
<br />
Our current Titles Officers and the title applications they can process are as follows:<br />
{| <br />
{| class="wikitable" align="center"<br />
|-<br />
! style="background:#222222;" width="160px" | Titles Officers<br />
! style="background:#222222;" width="75px" | Freshman?<br />
! style="background:#222222;" width="75px" | Sophomore?<br />
! style="background:#222222;" width="75px" | Graduate?<br />
|-<br />
| Vorkan Dosja<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
|-<br />
| Iona Moonwhisper<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
|-<br />
| Xanne Ashlander<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
|-<br />
| Karakuri Prime<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Klaxis Archimedes<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Aed Akiga<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Jester Cadelanee<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Glenrowan<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Assier Annages<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|}<br />
<br />
== Joining the titles department ==<br />
Applications for new titles officers are handled by the titles manager, with input from the SE director. The department frequently hires new staff, and we would be happy to hear from you if you're interested.<br />
=== What are we looking for? ===<br />
The titles department might be a good fit for you if:<br />
* You have been an active member of the uni for at least 2 to 3 months.<br />
* You hold the sophomore title or higher (though those with freshman are welcome to apply).<br />
* You have demonstrated sufficient experience that shows you understand the principles of things like ship fitting and basic fleet tactics, as well as a working knowledge of one or more PvE related activities whether that be missions, incursions, mining, exploration, etc. so you are capable of judging whether the applicant meets the requirements for a title.<br />
* You can spend around 1 to 2 hours a week on processing applications.<br />
<br />
=== How to apply ===<br />
If the above criteria agree with you and you would like put in an application, fill out [https://docs.google.com/forms/d/e/1FAIpQLSe8CFa2DZ0b9llgdeMlx4wlX6oMmCP2L4aES26jfAaNSaW_LA/viewform this form]. Please make sure you spend more than a couple of minutes on your application. Getting to know you helps us make better decisions!<br />
<br />
Submitted applications are regularly reviewed and acknowledged individually through Discord PMs. If you have not received an acknowledgement within a week of submitting your application, please contact the titles manager by Discord.<br />
<br />
If your application has been shortlisted, we will send you another PM on Discord to arrange an interview.<br />
<br />
If you are unsuccessful in your application, please feel free to apply again 60 days after the titles manager has PMed you.<br />
<br />
Updates are posted to the [https://forum.eveuniversity.org/viewtopic.php?f=31&t=109016#p886418 staff recruitment thread].<br />
[[Category:EVE University Departments]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=WHC_Bookmark_Naming_Scheme&diff=169244WHC Bookmark Naming Scheme2021-03-07T04:06:30Z<p>Vorkan Dosja: /* End-of-life, Shrink, Frig, and Crit Wormholes (that are mapped) */</p>
<hr />
<div>{{Update|Corporate bookmarks have been replaced by shared bookmark folders.}}<br />
The Wormhole Campus uses a set of rules and guidelines to generate logical names for the many [[Wormhole Space]] bookmarks it needs to keep.<br />
<br />
'''Bookmarks are vital.''' Bookmarking correctly is a job that everyone participates in, but can be a matter of life and death that you get these right.<br />
<br />
* This bookmark naming scheme explains how we NAME BOOKMARKS in wormhole space<br />
* This [[WHC_System_Naming_Scheme|system naming scheme]] explains how we NAME SYSTEMS in wormhole space<br />
* The [[WHC_What_To_Bookmark_Guide|what to bookmark guide]] explains WHAT SHOULD BE BOOKMARKED in wormhole space<br />
<br />
<br />
{{TOClimit}}<br />
<br />
===Bookmarking===<br />
{{Wormhole Links}}<br />
'''Corporate Bookmarks'''<br/><br />
Always bookmark every probeable site within the Home System. Save the Bookmarks in the Wormhole Campus folder under Corporation Bookmarks. <br />
*When W-Space systems are removed from the [https://mapper.eveuniversity.org/map/3/ mapper], <u>'''it is your Job to clean up the OLD bookmarks!'''</u> The entire Corporation is limited to 500 Bookmarks. <br />
*Be sure to review [[WHC Mapping Scheme]] along with this page in order to completely understand the scheme. Also the mapper comes with a very nice example.<br />
<br />
====Wormholes====<br />
Right click in space and look under Corporation bookmarks, The way back will be at the top, other WHs are listed below.<br />
*Please add bookmarks in K-Space to contain the chain on the mapper. <br />
*Note that it is current campus policy to bookmark all holes, including k-space connections into Innuendo (i.e. *Eggs, *1 Z1H, etc.)<br />
*DO NOT BOOKMARK Wormholes from Scanner Results. Only Bookmark Wormholes while On-Grid from the Overview or in space.<br />
* Just keep in mind when bookmarking that * gets the ''current system name'' while . gets the ''destination system name'' and you're good to go (see below).<br />
<br />
<br/>[[Image:WHCRightClickCorpBookmarks.jpg]]<br/><br />
<br />
=====Holes leading '''away''' from Innuendo=====<br />
Wormholes which take you further away from Innuendo are marked with a leading . (DOT), and to facilitate navigation and easy of removal we add the ''destination system name''.<br />
<br />
Examples:<br />
{| class="wikitable"<br />
! style="text-align:left;" | Wormhole<br />
! Bookmark<br />
|-<br />
| ''Innuendo -> Bacon'' || . Bacon [XYZ]<br />
|-<br />
| ''Innuendo -> Eggs'' || . Eggs [XYZ]<br />
|-<br />
| ''Bacon -> 2 B2L'' || .2 B2L [MNO]<br />
|-<br />
| ''2 B2L -> 3 B1'' || .3 B1 [STU]<br />
|}<br />
<br />
=====Holes leading '''toward''' Innuendo=====<br />
We mark the way home with a leading * (STAR, i.e., the star guides you home), and to facilitate ease of removal we add the ''current system name''. Note that except for certain very rare cases, the bookmark for a hole heading "home" is unique for a given system. <br />
<br />
'''NOTE''': Do not use the destination system on * bookmarks. As a side-benefit, you can always tell what system you're in by looking at the * bookmark.<br />
'''NOTE 2''': When you first enter a system, you will not know the sig ID, so enter it as [***] so people remember to add the ID once the system has been scouted and scanned.<br />
Examples:<br />
{| class="wikitable"<br />
! style="text-align:left;" | Wormhole<br />
! Bookmark<br />
|-<br />
| ''Bacon -> Innuendo'' || * Bacon [***]<br />
|-<br />
| ''Bacon -> Innuendo'' || * Bacon [XYZ]<br />
|-<br />
| ''2 B2L -> Bacon'' || *2 B2L [XYZ]<br />
|-<br />
| ''4 B2 -> 3 B5'' || *4 B2 [MNO]<br />
|-<br />
| ''3 B5 -> 2 B2L'' || *3 B5 [STU]<br />
|}<br />
<br />
=====End-of-life, Shrink, Frig, Crit, Trig, and Thera Wormholes (that are mapped) =====<br />
If a wormhole is end-of-life, shrink, frig ("Only the smallest ships can pass"), or crit, we denote it in the mapper (by clicking on the wormhole connection) and denote it in the bookmark by appending EOL, SHRINK, CRIT, TRIG, and THERA.<br />
<br />
Examples:<br />
{| class="wikitable"<br />
! style="text-align:left;" | Wormhole<br />
! Bookmark<br />
|-<br />
| ''Bacon -> Innuendo'' || * Bacon [XYZ] EOL<br />
|-<br />
| ''2 B2L -> Bacon'' || *2 B2L [XYZ] CRIT EOL<br />
|-<br />
| ''4 B2 -> .3 B1'' || *4 B2 [MNO] SHRINK<br />
|-<br />
| ''5 E2 -> .6 E1N'' || .6 E1N [NOO] FRIG CRIT EOL<br />
|-<br />
| ''6 W4 -> 7 W1 [xyz] Trig'' || *7 W1 [KFI] TRIG<br />
|-<br />
| ''7 V2 -> 8 V3 [UOX] Thera'' || *8 V3 [MRT] THERA<br />
|-<br />
|}<br />
<br />
=====Gate to gate connections =====<br />
Sometimes when we find a k-space connection, we jump through a gate into the next system to look for more connections, if we find a connection we Bookmark the gates for ease of travel.<br />
<br />
Examples:<br />
{| class="wikitable"<br />
! style="text-align:left;" | Gate Connection<br />
! Bookmark<br />
|-<br />
| ''Eggs -> 2 E2H '' || .2 E2H [Gate]<br />
|-<br />
| ''2 E2H -> Eggs'' || *2 E2H [Gate]<br />
|-<br />
| ''1 Z1L -> 2 Z2L '' || .2 Z2L [Gate]<br />
|-<br />
| ''2 Z2L -> 1 Z1L'' || *2 Z2L [Gate]<br />
|-<br />
| ''3 Y1N -> 4 Y3N '' || .4 Y3N [Gate]<br />
|-<br />
| ''4 Y3N -> 3 Y1N'' || *4 Y3N [Gate]<br />
|}<br />
We do this purely because the transition between using bookmarks in w-space for travel and movement and using gates on the overview is jarring and when you jump into Eggs looking for 2 E2H and you can't find it due to its being a gate it is annoying and frustrates the purpose of our bookmarking scheme, which was created so we don't need to rely on the mapper tool for navigation.<br />
<br />
===== Deleting bookmarks =====<br />
When holes collapse, you need to delete any bookmarks that were related to that chain (unless someone is stuck in that chain and still needs them in which case that person should delete them once they're out). Assuming the bookmarks were named properly, if a connection collapses with a given system name (e.g. B/C1), you should be able to safely delete all bookmarks with the name of that chain in it (B/C-anything in this case).<br />
<br />
This is why it is important that * bookmarks have the current system name rather than destination. Otherwise you could have lots of *Inn bookmarks which require you to start looking at actual J-system names to know what needs deleting. EOL wormholes that haven't been explored aren't labelled well in that regard; however, there are typically no issues deleting them as no one has been in there anyway.<br />
<br />
'''IMPORTANT NOTE''': With the addition of Null sec data and relic sites, they spawn often and are run quickly. Remember to delete the bookmark and the mapper entry when you complete a site.<br />
<br />
====Sites====<br />
Due to the recent increase in corp bookmarks (250 -> 500), you can feel free to bookmark sites in systems in our chains as you would normally do in Bacon.<br />
<br />
Here are some things to keep in mind though: for example, if a system, let's say a C4 which is 8 jumps down the chain, has 27 gas sites and they are not anything that we would care to huff, there is no need to bookmark them in corp.<br />
<br />
The basic idea is that having gas/data/relic bookmarks in many systems not too far down our chains not only provides us the opportunity to possibly run them but also (and this, in my opinion, is a bigger selling point) provides quick warp-in points on any gank-gable fleets running said sites - without having to drop combat probes and very likely spooking them.<br />
<br />
So again; feel free to bookmark sites in W-Space systems other than Bacon (and even in Low/Null if you find something that is likely to be run by locals). Just be mindful that we still don't have an unlimited number of corp bookmarks so don't go crazy if you see that we're closing in on 500.<br />
<br />
*Bookmarks can be made from the scanning results list<br />
*Standard format is "<sigtype> [sig id] <additional info>"<br />
**<code>[sig id]</code> = [ABC], [BCD], [EFG], etc<br />
*There are 5 types:<br />
<br />
===== G(as Sites) =====<br />
<br />
*In C5 or C6 systems: if you choose not to bookmark anything else (besides WH connections, of course), please at least always bookmark the Instrumental or Vital Gas sites.<br />
*Only the <u>''first''</u> word is important<br />
**G [ABC] Barren<br />
**G [DEF] Token<br />
**G [DEF-2] Bountiful<br />
**G [GHI] Vast<br />
**G [NMD] Instrumental ''(Only found in C5, C6 class W-Space)''<br />
**G [YUI] Vital ''(Only found in C5, C6 class W-Space)''<br />
<br/><br />
<br />
===== R(elic Sites) =====<br />
<br />
These instructions are for '''sleeper''' relic sites. If it doesn't have "Forgotten" or "Unsecured" in the name, it's not a sleeper relic site! (See "Null Sites" below.)<br />
<br />
*The <u>''first 2 words''</u> should be <u>''omitted.''</u> <br />
*<strike>Forgotten Frontier</strike> Recursive Depot. <br />
**R [HJK] Quarantine Outpost<br />
**R [GHT] Recursive Depot<br />
**R [JHI] Conversion Module<br />
**R [ADH] Evacuation Center<br />
<br/><br />
<br />
===== D(ata Sites) =====<br />
<br />
These instructions are for '''sleeper''' data sites. If it doesn't have "Forgotten" or "Unsecured" in the name, it's not a sleeper data site! (See "Null Sites" below.)<br />
<br />
*The <u>''first 2 words''</u> should be <u>''omitted.''</u> <br />
*<strike>Unsecured Frontier</strike> Database. <br />
**D [ADF] Database<br />
**D [DHI] Receiver<br />
**D [FHI] Digital Nexus<br />
**D [FJO] Trinity Hub<br />
<br/><br />
<br />
===== N(ull Sites) =====<br />
<br />
It's kind of weird that we call these "Null" sites, but they are the kind of exploration sites you find in Null-Sec (no sleepers shooting at you!) They're also called "Pirate" sites.<br />
<br />
*Pirate Relic and Data sites should be labeled with the relevant faction (IE: Angel).<br />
**NR [ABC] Angel<br />
**ND [GHI] Serpentis<br />
<br/><br />
<br />
===== GHOST (Sites) ===== <br />
<br />
Ghost sites are a fairly rare type of Data signature with the format "<size> <faction> Covert Research Facility". Because of the Pirate name in the description, they can be confused with Null sites, however, they are dangerous if unprepared, do not warp to them unless you know what you're getting into. In Wormhole Space, the <size> is always "Superior"<br />
<br />
*Ghost sites should be labeled with GHOST<br />
**GHOST [XAN] Superior Serpentis Covert Research Facility<br />
**GHOST [EGK] Standard Guristas Covert Research Facility (low-sec)<br />
<br/><br />
<br />
===== C(ombat Sites) =====<br />
<br />
*When in k-space, Cosmic Signatures can be Combat sites. If they are to be bookmarked, use the initial C. If they are a DED site, they should be named by DED-rating and pirate faction.<br />
**C [ISO] Radiance<br />
**C [FOP] Gurista Outpost<br />
**C [SVV] 6/10 Blood<br />
**C [SVV] 4/10 Angel<br />
[[Category:WHC]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Archive:Titles_Department&diff=168704Archive:Titles Department2021-02-24T22:38:29Z<p>Vorkan Dosja: /* Titles Officers */</p>
<hr />
<div>{{eunispecific}}<br />
The '''Titles Department''' is responsible for reviewing and applying [[titles within EVE University]]. They are part of the [[Student Experience Directorate]].<br />
<br />
If you are an EVE University member who would like to apply for the next progression title, see [[Titles_within_EVE_University#Requesting_a_Title|Requesting a Title]].<br />
<br />
== List of current titles staff ==<br />
=== Director of Student Experience ===<br />
<br />
{|<br />
|-<br />
| valign="top" style="padding-right:10px;" | [[Image:Dallidiem igraine.jpg|96px|link=]] <br />
| valign="top" | <big>'''[[User:Dallidiem_Igraine|Dallidiem Igraine]]'''</big> <small>[https://forum.eveuniversity.org/ucp.php?i=pm&mode=compose&u=52792 Send a forum PM]</small><br />
The {{co|slateblue|Director of Student Experience}} oversees the recruitment, orientation and progression of EVE University students. His job is to enable a smooth transition for new members joining EVE University, and as they progress through the corporation. <br />
{{main|Student Experience Directorate}}<br />
|}<br />
<br />
=== Titles Manager ===<br />
{|<br />
|-<br />
! width="50" | <br />
| valign="top" style="padding-right:10px;" | [[Image:Vorkan_Dosja.jpg|96px|link=]] <br />
| valign="top" | <big>'''Vorkan Dosja'''</big> - <small>[https://forum.eveuniversity.org/ucp.php?i=pm&mode=compose&u=46677 Send a forum PM]</small><br />
The {{co|green|Titles Manager}} manages the Titles Officers, who review applications from members for progression titles, and sets policies affecting titles.<br />
|}<br />
<br />
===Titles Officers===<br />
Titles Officers review all incoming title applications. They follow up with applicants whose applications are missing details or requirements as well as any references that are supplied. They also inform applicants who have been denied a title the reason why and how they might fix said reason before they apply again.<br />
<br />
Our current Titles Officers and the title applications they can process are as follows:<br />
{| <br />
{| class="wikitable" align="center"<br />
|-<br />
! style="background:#222222;" width="160px" | Titles Officers<br />
! style="background:#222222;" width="75px" | Freshman?<br />
! style="background:#222222;" width="75px" | Sophomore?<br />
! style="background:#222222;" width="75px" | Graduate?<br />
|-<br />
| Vorkan Dosja<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
|-<br />
| Iona Moonwhisper<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
|-<br />
| Xanne Ashlander<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
|-<br />
| Karakuri Prime<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Klaxis Archimedes<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Aed Akiga<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Jester Cadelanee<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Glenrowan<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Assier Annages<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Donk Solette<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|}<br />
<br />
== Joining the titles department ==<br />
Applications for new titles officers are handled by the titles manager, with input from the SE director. The department frequently hires new staff, and we would be happy to hear from you if you're interested.<br />
=== What are we looking for? ===<br />
The titles department might be a good fit for you if:<br />
* You have been an active member of the uni for at least 2 to 3 months.<br />
* You hold the sophomore title or higher (though those with freshman are welcome to apply).<br />
* You have demonstrated sufficient experience that shows you understand the principles of things like ship fitting and basic fleet tactics, as well as a working knowledge of one or more PvE related activities whether that be missions, incursions, mining, exploration, etc. so you are capable of judging whether the applicant meets the requirements for a title.<br />
* You can spend around 1 to 2 hours a week on processing applications.<br />
<br />
=== How to apply ===<br />
If the above criteria agree with you and you would like put in an application, fill out [https://docs.google.com/forms/d/e/1FAIpQLSe8CFa2DZ0b9llgdeMlx4wlX6oMmCP2L4aES26jfAaNSaW_LA/viewform this form]. Please make sure you spend more than a couple of minutes on your application. Getting to know you helps us make better decisions!<br />
<br />
Submitted applications are regularly reviewed and acknowledged individually through Discord PMs. If you have not received an acknowledgement within a week of submitting your application, please contact the titles manager by Discord.<br />
<br />
If your application has been shortlisted, we will send you another PM on Discord to arrange an interview.<br />
<br />
If you are unsuccessful in your application, please feel free to apply again 60 days after the titles manager has PMed you.<br />
<br />
Updates are posted to the [https://forum.eveuniversity.org/viewtopic.php?f=31&t=109016#p886418 staff recruitment thread].<br />
[[Category:EVE University Departments]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Archive:Titles_Department&diff=168703Archive:Titles Department2021-02-24T22:37:56Z<p>Vorkan Dosja: /* Titles Manager */</p>
<hr />
<div>{{eunispecific}}<br />
The '''Titles Department''' is responsible for reviewing and applying [[titles within EVE University]]. They are part of the [[Student Experience Directorate]].<br />
<br />
If you are an EVE University member who would like to apply for the next progression title, see [[Titles_within_EVE_University#Requesting_a_Title|Requesting a Title]].<br />
<br />
== List of current titles staff ==<br />
=== Director of Student Experience ===<br />
<br />
{|<br />
|-<br />
| valign="top" style="padding-right:10px;" | [[Image:Dallidiem igraine.jpg|96px|link=]] <br />
| valign="top" | <big>'''[[User:Dallidiem_Igraine|Dallidiem Igraine]]'''</big> <small>[https://forum.eveuniversity.org/ucp.php?i=pm&mode=compose&u=52792 Send a forum PM]</small><br />
The {{co|slateblue|Director of Student Experience}} oversees the recruitment, orientation and progression of EVE University students. His job is to enable a smooth transition for new members joining EVE University, and as they progress through the corporation. <br />
{{main|Student Experience Directorate}}<br />
|}<br />
<br />
=== Titles Manager ===<br />
{|<br />
|-<br />
! width="50" | <br />
| valign="top" style="padding-right:10px;" | [[Image:Vorkan_Dosja.jpg|96px|link=]] <br />
| valign="top" | <big>'''Vorkan Dosja'''</big> - <small>[https://forum.eveuniversity.org/ucp.php?i=pm&mode=compose&u=46677 Send a forum PM]</small><br />
The {{co|green|Titles Manager}} manages the Titles Officers, who review applications from members for progression titles, and sets policies affecting titles.<br />
|}<br />
<br />
===Titles Officers===<br />
Titles Officers review all incoming title applications. They follow up with applicants whose applications are missing details or requirements as well as any references that are supplied. They also inform applicants who have been denied a title the reason why and how they might fix said reason before they apply again.<br />
<br />
Our current Titles Officers and the title applications they can process are as follows:<br />
{| <br />
{| class="wikitable" align="center"<br />
|-<br />
! style="background:#222222;" width="160px" | Titles Officers<br />
! style="background:#222222;" width="75px" | Freshman?<br />
! style="background:#222222;" width="75px" | Sophomore?<br />
! style="background:#222222;" width="75px" | Graduate?<br />
|-<br />
| Vorkan Dosja<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
|-<br />
| Iona Moonwhisper<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
|-<br />
| Karakuri Prime<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Klaxis Archimedes<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Aed Akiga<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Jester Cadelanee<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Xanne Ashlander<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
|-<br />
| Glenrowan<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Assier Annages<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Donk Solette<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|}<br />
<br />
== Joining the titles department ==<br />
Applications for new titles officers are handled by the titles manager, with input from the SE director. The department frequently hires new staff, and we would be happy to hear from you if you're interested.<br />
=== What are we looking for? ===<br />
The titles department might be a good fit for you if:<br />
* You have been an active member of the uni for at least 2 to 3 months.<br />
* You hold the sophomore title or higher (though those with freshman are welcome to apply).<br />
* You have demonstrated sufficient experience that shows you understand the principles of things like ship fitting and basic fleet tactics, as well as a working knowledge of one or more PvE related activities whether that be missions, incursions, mining, exploration, etc. so you are capable of judging whether the applicant meets the requirements for a title.<br />
* You can spend around 1 to 2 hours a week on processing applications.<br />
<br />
=== How to apply ===<br />
If the above criteria agree with you and you would like put in an application, fill out [https://docs.google.com/forms/d/e/1FAIpQLSe8CFa2DZ0b9llgdeMlx4wlX6oMmCP2L4aES26jfAaNSaW_LA/viewform this form]. Please make sure you spend more than a couple of minutes on your application. Getting to know you helps us make better decisions!<br />
<br />
Submitted applications are regularly reviewed and acknowledged individually through Discord PMs. If you have not received an acknowledgement within a week of submitting your application, please contact the titles manager by Discord.<br />
<br />
If your application has been shortlisted, we will send you another PM on Discord to arrange an interview.<br />
<br />
If you are unsuccessful in your application, please feel free to apply again 60 days after the titles manager has PMed you.<br />
<br />
Updates are posted to the [https://forum.eveuniversity.org/viewtopic.php?f=31&t=109016#p886418 staff recruitment thread].<br />
[[Category:EVE University Departments]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Archive:Titles_Department&diff=168702Archive:Titles Department2021-02-24T22:37:30Z<p>Vorkan Dosja: /* Titles Officers */</p>
<hr />
<div>{{eunispecific}}<br />
The '''Titles Department''' is responsible for reviewing and applying [[titles within EVE University]]. They are part of the [[Student Experience Directorate]].<br />
<br />
If you are an EVE University member who would like to apply for the next progression title, see [[Titles_within_EVE_University#Requesting_a_Title|Requesting a Title]].<br />
<br />
== List of current titles staff ==<br />
=== Director of Student Experience ===<br />
<br />
{|<br />
|-<br />
| valign="top" style="padding-right:10px;" | [[Image:Dallidiem igraine.jpg|96px|link=]] <br />
| valign="top" | <big>'''[[User:Dallidiem_Igraine|Dallidiem Igraine]]'''</big> <small>[https://forum.eveuniversity.org/ucp.php?i=pm&mode=compose&u=52792 Send a forum PM]</small><br />
The {{co|slateblue|Director of Student Experience}} oversees the recruitment, orientation and progression of EVE University students. His job is to enable a smooth transition for new members joining EVE University, and as they progress through the corporation. <br />
{{main|Student Experience Directorate}}<br />
|}<br />
<br />
=== Titles Manager ===<br />
{|<br />
|-<br />
! width="50" | <br />
| valign="top" style="padding-right:10px;" | [[Image:Vorkan_Dosja.jpg|96px|link=]] <br />
| valign="top" | <big>'''Vorkan Dosjat'''</big> - <small>[https://forum.eveuniversity.org/ucp.php?i=pm&mode=compose&u=46677 Send a forum PM]</small><br />
The {{co|green|Titles Manager}} manages the Titles Officers, who review applications from members for progression titles, and sets policies affecting titles.<br />
|}<br />
<br />
===Titles Officers===<br />
Titles Officers review all incoming title applications. They follow up with applicants whose applications are missing details or requirements as well as any references that are supplied. They also inform applicants who have been denied a title the reason why and how they might fix said reason before they apply again.<br />
<br />
Our current Titles Officers and the title applications they can process are as follows:<br />
{| <br />
{| class="wikitable" align="center"<br />
|-<br />
! style="background:#222222;" width="160px" | Titles Officers<br />
! style="background:#222222;" width="75px" | Freshman?<br />
! style="background:#222222;" width="75px" | Sophomore?<br />
! style="background:#222222;" width="75px" | Graduate?<br />
|-<br />
| Vorkan Dosja<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
|-<br />
| Iona Moonwhisper<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
|-<br />
| Karakuri Prime<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Klaxis Archimedes<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Aed Akiga<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Jester Cadelanee<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Xanne Ashlander<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Tick.png|link=]]<br />
|-<br />
| Glenrowan<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Assier Annages<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|-<br />
| Donk Solette<br />
| [[Image:Tick.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
| [[Image:Cross.png|link=]]<br />
|}<br />
<br />
== Joining the titles department ==<br />
Applications for new titles officers are handled by the titles manager, with input from the SE director. The department frequently hires new staff, and we would be happy to hear from you if you're interested.<br />
=== What are we looking for? ===<br />
The titles department might be a good fit for you if:<br />
* You have been an active member of the uni for at least 2 to 3 months.<br />
* You hold the sophomore title or higher (though those with freshman are welcome to apply).<br />
* You have demonstrated sufficient experience that shows you understand the principles of things like ship fitting and basic fleet tactics, as well as a working knowledge of one or more PvE related activities whether that be missions, incursions, mining, exploration, etc. so you are capable of judging whether the applicant meets the requirements for a title.<br />
* You can spend around 1 to 2 hours a week on processing applications.<br />
<br />
=== How to apply ===<br />
If the above criteria agree with you and you would like put in an application, fill out [https://docs.google.com/forms/d/e/1FAIpQLSe8CFa2DZ0b9llgdeMlx4wlX6oMmCP2L4aES26jfAaNSaW_LA/viewform this form]. Please make sure you spend more than a couple of minutes on your application. Getting to know you helps us make better decisions!<br />
<br />
Submitted applications are regularly reviewed and acknowledged individually through Discord PMs. If you have not received an acknowledgement within a week of submitting your application, please contact the titles manager by Discord.<br />
<br />
If your application has been shortlisted, we will send you another PM on Discord to arrange an interview.<br />
<br />
If you are unsuccessful in your application, please feel free to apply again 60 days after the titles manager has PMed you.<br />
<br />
Updates are posted to the [https://forum.eveuniversity.org/viewtopic.php?f=31&t=109016#p886418 staff recruitment thread].<br />
[[Category:EVE University Departments]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=EVE_University_Medals&diff=166670EVE University Medals2021-01-25T20:22:39Z<p>Vorkan Dosja: New CCI Forum Ribbon Image</p>
<hr />
<div>{{eunispecific}}<br />
EVE University relies on members, staff and management to provide a supportive learning environment for its members and the wider community. When a member goes above and beyond in this, we recognise them by awarding a medal in-game. The medals members can earn are listed below.<br />
<br />
There are also a series of forum ribbons which match the EVE University medals. If you want to show them, go to your "user control panel" on the forum, select "Profile" and then "Edit signature". There you can paste in the image address of each ribbon. Feel free to add a mouseover text as well. Medals that have been awarded multiple times show a bronze star for each additional award and a silver star for 5 additional awards. Feel free to use this [http://util.eveuniversity.org/sigtools/ribbons.php forum ribbon tool] by Vyddek Konyetz and Turhan Bey to have it build your signature code. In the event of any issues, just replace the specific ribbon with the correct image above, and manually add the mouseover.<br />
<br />
=Medals Earned by Any Member=<br />
<br />
{| class="wikitable" style="font-size:90%;" <br />
|-<br />
! style="background:#222222;" colspan=4 | EVE University Graduate<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:UNIGradMedal.PNG]] || This medal is presented to those who have demonstrated detailed understanding of the nuances and mechanics of capsule piloting. It denotes that the holder has spent a term of not less than three months within Eve University and is able to embark competently on their own adventures in New Eden, as well as signifying they have demonstrated a commitment to their fellow pilots. Its inscription reads: Per Eruditio, Vis - 'Through Knowledge, Power' || width="20%" rowspan=2 | Awarded 1,664 times || width="20%" rowspan=2 | [[File:Graduate.jpg]]<br />
|-<br />
|<center>{{co|cyan|This medal is awarded to all members who successfully apply for the}} [[Titles_within_EVE_University|Graduate progression title]]</center><br />
|-<br />
! style="background:#222222;" colspan=4 | Content Creator<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:ContentCreator.png]] || This medal is presented to members of EVE University who have consistently provided content for other members. With this medal we recognise their efforts in making EVE University a better place for members. || width="20%" rowspan=2 | Awarded 21 times || width="20%" rowspan=2 | No ribbons available<br />
|-<br />
|<center>{{co|cyan|This medal is awarded to members who consistently provide content for others, not limited to any particular game style. It can be awarded by any Director, and any Manager or Assistant Manager is able to nominate a member for this award}}</center><br />
|-<br />
! style="background:#222222;" colspan=4 | EVE University Donor<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:EveUniversityDonorMedal.png]] || This medal is awarded in recognition of those individuals who have provided outstanding support for Eve University's ongoing operations. Its inscription reads: Ab imo pectore || width="20%" rowspan=2 | Awarded 177 times || width="20%" rowspan=2 | [[File:Donormedal.jpg]] [[File:Donormedal2x.jpg]] ‎[[File:Donormedal3x.jpg]] ‎[[File:Donormedal4x.jpg]] ‎[[File:Donormedal5x.jpg]] ‎[[File:Donormedal6x.jpg]] [[File:Donor_7x.jpg‎]] [[File:Donor_8x.jpg‎]] <br />
|-<br />
|<center>{{co|cyan|This medal is awarded to any member who donates 1 billion ISK (or the equivalent) to EVE University or any of its campuses. The medal can only be earned a maximum of 4 times in a calendar year and should be applied within a few days of your donation. If it has been a while and you think your donation might have been missed, please contact the CEO.}}</center><br />
|-<br />
! style="background:#222222;" colspan=4 | The Star of Outstanding Service<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:UNIStarOutsandingSvcMedal.PNG]] || This medal is presented to those who have and put the benefit of Eve University and its membership before their own in the execution of their duties as a member. It signifies that they have acted selflessly and with great resolve, utilising countless hours of their own time for the corporation and all its members, demonstrating an outstanding commitment to their fellow capsuleers. Its inscription reads: Concordia res parvae crescent - 'Work together to accomplish more' || width="20%" rowspan=2 | Awarded 89 times || width="20%" rowspan=2 | [[File:StarofOustandingservice.jpg]] [[File:StarofOustandingservice2x.jpg]] [[File:StarofOustandingService 3x.jpg]] [[File:StarofOustandingService 4x.jpg]] [[File:StarofOustandingService 5x.jpg]] [[File:StarofOustandingService 6x.jpg]]<br />
|-<br />
|<center>{{co|cyan|This medal is awarded for exceptional efforts for the benefit of EVE University. It must be approved by the CEO and is only awarded rarely}}</center><br />
|-<br />
! style="background:#222222;" colspan=4 | The EVE University Campus Cross<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:CampusCross.png]] || This medal is awarded to the capsuleers of EVE University who have shown diversity in their experiences, actively participating in multiple areas of the University. Its inscription reads: Amicas Immortales Esse Opportet - 'Friendships Should Be Immortal.' || width="20%" rowspan=2 | Awarded 20 times || width="20%" rowspan=2 | [[File:CCI Medal Ribbon.png]]<br />
|-<br />
|<center>{{co|cyan|This medal is awarded on a member successfully completing the}} [[Cross Campus Initiative]]</center><br />
|-<br />
! style="background:#222222;" colspan=4 | The Star of Valiant Duty<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:UNIStarValiantDutyMedal.PNG]] || This medal is presented to those members of EVE University who have performed above and beyond the call of duty in combat situations. It will be awarded to Fleet Commanders and other key roles for leading and supporting successful and competitive fleets. It signifies that they have acted selflessly and with great resolve through leading combat fleets to success, utilising new tactics to inflict damage upon the enemies of the University, or simply from having demonstrated an outstanding commitment. Its inscription reads: Facta, non verba - 'Deeds, not words'. || width="20%" rowspan=2 | Awarded 153 times || width="20%" rowspan=2 | [[File:Valiantduty.jpg]] [[File:Valiantduty2x.jpg]] [[File:Valiantduty3x.jpg]] [[File:Valiant Duty 4x.jpg]] [[File:Valiant Duty 5x.jpg]] [[File:Valiant Duty 6x.jpg]] [[File:Valiant Duty 7x.jpg]] [[File:Valiant Duty 8x.jpg]] [[File:Valiant Duty 9x.jpg]]<br />
|-<br />
|<center>{{co|cyan|This medal is awarded rarely for going above and beyond in combat, typically involving leading high profile fleets, and only on approval from the CEO}}</center><br />
|-<br />
! style="background:#222222;" colspan=4 | Finder of Lost Toys<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:Finder_of_Lost_Toys.png]] || First awarded to Smoogle for finding an Archon, Guardian, Absolution and a Curse at deep Safe spots. All ships were then stolen or destroyed. Awarded for Excellence in Scouting and Exploration || width="20%" rowspan=2 | Awarded 6 times || width="20%" rowspan=2 | No ribbons available<br />
|-<br />
|<center>{{co|cyan|This medal is awarded very rarely, for excellence in scouting typically leading to a large corporation-wide operation. It must be approved by the CEO}}</center><br />
|-<br />
! style="background:#222222;" colspan=4 | The EVE University Star of Unity<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:EVE_University_Star_of_Unity.png]] || First awarded to the organisers and logistics support of Summer Camp 2020 which unified the campuses through quality content. Awarded to those members who organise or make a significant contribution to corporation-wide events which promote the unity of EVE University members and campuses. Its inscription reads: Unitas virium debilitas divisio - 'Unity is strength, division is weakness' || width="20%" rowspan=2 | Awarded 12 times || width="20%" rowspan=2 | No ribbons available<br />
|-<br />
|<center>{{co|cyan|This medal is awarded very rarely. It must be approved by the CEO}}</center><br />
|-<br />
! style="background:#222222;" colspan=4 | The EVE University Medal of Valor<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:Medal_of_Valor.png]] || Award Details to Come. || width="20%" rowspan=2 | Awarded 2 times || width="20%" rowspan=2 | No ribbons available<br />
|-<br />
|<center>{{co|cyan|This medal is to recognise people who show exceptional skill and dedication in combat whilst in the service of Eve University, specifically for strategic operations. It must be approved by the CEO}}</center><br />
|<br />
|}<br />
<br />
=Medals Earned by Staff=<br />
<br />
{| class="wikitable" style="font-size:90%;" <br />
|-<br />
! style="background:#222222;" colspan=4 | The Service Medal of Excellence<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:ServiceMedalof Excellence.png]] || This medal is awarded to those members of EVE University who have selflessly devoted their personal time towards those staff positions responsible for the day to day operations of the corporation. Without their tireless efforts, the University could not function. || width="20%" rowspan=2 | Awarded 337 times || width="20%" rowspan=2 | [[File:Servicemedalofexcellence.jpg]] [[File:Servicemedalofexcellence2x.jpg]] [[File:Service Excellence3x.jpg]] ‎[[File:Service Excellence 4x.jpg]] [[File:Servicemedalofexcellence5x.jpg ‎]] [[File:Servicemedalofexcellence6x.jpg]]<br />
|-<br />
|<center>{{co|cyan|This medal is awarded for consistent high performance in any staff position. Managers can nominate their staff for the medal and it can be approved by any Director}}</center><br />
|-<br />
! style="background:#222222;" colspan=4 | EVE University Professor<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:UNIProfMedal.PNG]] || This medal is awarded to the capsuleers of EVE University who have shown outstanding commitment to teaching and mentoring fellow students. To receive this medal, you must be a UNI Graduate, have taught or mentored UNI students on a regular basis for not less than six months, garnered consistently positive feedback from students, and contributed new learning resources to the UNI - these resources may include new class syllabi, new player guides on the UNIwiki, video tutorials, special events or other useful content. Its inscription reads: Docendo discimus - 'To teach is to learn.'. || width="20%" rowspan=2 | Awarded 9 times || width="20%" rowspan=2 | [[File:Professor.jpg]]<br />
|-<br />
|<center>{{co|cyan|This medal is awarded very rarely by the Teaching department for exceptional teachers with an excellent track record}}</center><br />
|}<br />
<br />
=Medals Earned by Management or Directors=<br />
<br />
{| class="wikitable" style="font-size:90%;" <br />
|-<br />
! style="background:#222222;" colspan=4 | The Star of Dedicated Service<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:UNIStarDedSvcMedal.PNG]] || This medal is awarded to EVE University members who have selflessly dedicated their time to assist in the management of the University. Their work is of great benefit to all students who pass through the University's halls. It will be awarded to managers who serve for an extended amount of time, usually around six months. Its inscription reads: Unitas per Servitiam - 'Unity Through Service' || width="20%" rowspan=2 | Awarded 107 times || width="20%" rowspan=2 | [[File:StarofDedicatedservice.jpg]] [[File:StarofDedicatedservice2x.jpg]] [[File:StarofDedicatedservice3x.jpg]] [[File:StarofDedicatedservice4x.jpg]] [[File:StarofDedicatedservice5x.jpg]] [[File:StarofDedicatedservice6x.jpg]]<br />
|-<br />
|<center>{{co|cyan|This medal is awarded for consistent high performance in a Management position. It can be approved by any Director}}</center><br />
|-<br />
! style="background:#222222;" colspan=4 | Director Emeritus<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:UNIDirEmeritusMedal.PNG]] || This medal is presented to those who have selflessly dedicated their time and resources to Eve University and its students as a director. We honor these people on behalf of past, present and future capsuleers, as their personal sacrifice and contributions have made New Eden a better place for everyone. It's inscription reads: Nihil agere delectat - 'It is pleasant to do nothing' || width="20%" rowspan=2 | Awarded 30 times || width="20%" rowspan=2 | [[File:Directoremeritus.jpg]]<br />
|-<br />
|<center>{{co|cyan|This medal is only awarded by the CEO to Directors who are stepping down as a Director}}</center><br />
|}<br />
<br />
=Retired Medals=<br />
<br />
{| class="wikitable" style="font-size:90%;" <br />
|-<br />
! style="background:#222222;" colspan=4 | The EVE University Gold Cross<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:UNIGoldCrossMedal.PNG]] || This medal is awarded to the capsuleers of Eve University who have shown outstanding aptitude in defending the corporation and its assets against the enemies of the University during war conditions, placing first in points during an campaign. Its inscription reads: Fortes fortuna adiuvat - 'Fortune favors the brave.' || width="20%" rowspan=2 | Awarded 125 times || width="20%" rowspan=2 | [[File:Goldcross.jpg]] [[File:Goldcross2x.jpg]] [[File:Goldcross3x.jpg]]<br />
[[File:Goldcross4x.jpg]] [[File:Goldcross5x.jpg]]<br />
|-<br />
|<center>{{co|cyan|When it was rare for EVE University to be at war, each war was given a 'Campaign' on the killboard, which allowed us to track the most active members during each war. However, since around 2011 EVE University has been at war almost constantly (due to a change in game mechanics) meaning it is no longer feasible to have a Campaign running for every war. This medal is therefore considered to be retired}}</center><br />
|-<br />
! style="background:#222222;" colspan=4 | The EVE University Silver Cross<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:UNISilverCrossMedal.PNG]] || This medal is awarded to the capsuleers of Eve University who have shown impressive aptitude in defending the corporation and its assets against the enemies of the University during war conditions, placing within the top ten during a campaign. Its inscription reads: Experientia docet - 'Experience is the best teacher' || width="20%" rowspan=2 | Awarded 569 times || width="20%" rowspan=2 | [[File:Silvercross.jpg]] [[File:Silvercross2x.jpg]] [[File:Silvercross3x.jpg]] [[File:Silvercross4x.jpg]] [[File:Silvercross5x.jpg]] [[File:Silvercross6x.jpg]] [[File:Silvercross7x.jpg]] [[File:Silvercross8x.jpg]] [[File:Silvercross9x.jpg]] [[File:Silvercross10x.jpg]] [[File:Silvercross11x.jpg]] [[File:Silvercross12x.jpg]] [[File:Silver Cross 13x.jpg]] [[File:Silver Cross 14x.jpg]] [[File:Silver Cross 15x.jpg]]<br />
|-<br />
|<center>{{co|cyan|When it was rare for EVE University to be at war, each war was given a 'Campaign' on the killboard, which allowed us to track the most active members during each war. However, since around 2011 EVE University has been at war almost constantly (due to a change in game mechanics) meaning it is no longer feasible to have a Campaign running for every war. This medal is therefore considered to be retired}}</center><br />
|-<br />
! style="background:#222222;" colspan=4 | Intrepid Defender of The University<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:UNIIntrepidDefenderMedal.PNG]] || This medal is presented to the members of Eve University who fought to defend the Ivy League Research Foundation P.O.S. in the Korsiki system, May 4th-6th '09. Although the defence was eventually unsuccessful and many vessels were lost, the battle was fought well, and the students learnt many valuable lessons. Its inscription reads: Fortius Quo Fidelius - 'Strength Through Loyalty' || width="20%" rowspan=2 | Awarded 152 times || width="20%" rowspan=2 | [[File:Intrepiddefender.jpg]]<br />
|-<br />
|<center>{{co|cyan|This medal was awarded for a one-off corporation-wide operation and is therefore considered to be retired}}</center><br />
|-<br />
! style="background:#222222;" colspan=4 | Resolute Sentinel of EVE University<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:UNIResoluteDefenderMedal.png]] || This medal was awarded to members of EVE University who were active and remained in the corporation for the full duration of the "No SOP Month" - four weeks of continuous war with no wartime rules, between 2011.09.18 and 2011.10.16. Its inscription reads: Si vis pacem, fac bellum - 'If you want peace, make war' || width="20%" rowspan=2 | Awarded 1,133 times || width="20%" rowspan=2 | [[File:Resolutesentinel.jpg]]<br />
|-<br />
|<center>{{co|cyan|This medal was awarded for being a member of EVE University during a certain previous time period and is therefore considered to be retired}}</center><br />
|-<br />
! style="background:#222222;" colspan=4 | Fleet Commanders Cross<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:FleetCommandersCross.png]] || This medal is awarded to the members of EVE University who have earned the rank of "Admiral" in the Fleet Command Course, demonstrating mastery of multiple fleet doctrines and tactics, while exhibiting courage and initiative in leading fellow capsuleers into battle across New Eden || width="20%" rowspan=2 | Awarded 1 time || width="20%" rowspan=2 | No ribbons available<br />
|-<br />
|<center>{{co|cyan|This medal was awarded on a member reaching the rank of Admiral in the}} [[Fleet Command Course]]. {{co|cyan|It was retired when the Fleet Command Course (FCC) was superseded by the FC Team.}}</center><br />
|-}</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=File:CCI_Medal_Ribbon.png&diff=166669File:CCI Medal Ribbon.png2021-01-25T20:12:33Z<p>Vorkan Dosja: </p>
<hr />
<div></div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Archive:Events_Department&diff=151409Archive:Events Department2020-03-20T13:14:28Z<p>Vorkan Dosja: /* Events Manager */</p>
<hr />
<div>{{eunispecific}}<br />
<br />
[[File:Event mgmt logo 1024.png|512px|center]]<br />
<br />
The '''Events Department''' is a part of the [[Education Directorate]] alongside the Teaching and Fitting departments. The job of this department is to facilitate events, competitions and tournaments that allow students to put into practice what they have learned during classes. In essence the fun side of the Education Department. <br />
<br /><br />
<br /><br />
<br />
=== Events Manager ===<br />
<br />
{|<br />
|-<br />
! width="50" | <br />
| valign="top" style="padding-right:10px;" | [[Image:NoPortrait.jpeg|96px|link=]] <br />
| valign="top" | <big>'''Vacant'''</big> - <small>[Send a forum PM]</small><br />
The {{co|green|Events Manager}} oversees the scheduling of events, manages the Events Coordinators, and supports students in developing and running their own events. It also incorporates the Cross Campus Initiative.<br />
<br />
{{co|lightgreen|Assistant Managers:}} <br />
{|<br />
| [[Image:Croixant.jpeg|50px|center|link=]]<br />
| [[Image:NoPortrait.jpeg|50px|center|link=]]<br />
|-<br />
| Croixant<br />
| Vacant<br />
|}<br />
|}<br />
<br />
== What is an event? ==<br />
<br />
Events are any activity that isn't a class or teaching lecture. <br />
<br />
Events allow Unistas to experience what EVE has to offer, and experience can often be the best teacher. Events can be PVP-related (although most fleets are run outside of the Events Department), but they can as well be non-combat events like industry, mining, exploration, or sightseeing.<br />
<br />
They do not even have to require undocking from a station. For example, lotteries or trivia contests fall under the Events Department's remit as much as full-blown tournaments with multiple teams and rankings. Events can even happen completely out of game!<br />
<br />
<br /><br />
<br />
== Participating in events ==<br />
<br />
To see what’s on, the best place to look is the calendar, either in game or via our [https://www.eveuniversity.org/events/ public calendar feed]. Most events should be scheduled there at least a few days in advance.<br />
<br />
The [http://forum.eveuniversity.org/viewforum.php?f=104 Corporation Events] section on the forums is where you will find information and discussion on past and future events. All scheduled events should have an accompanying forum post in this section.<br />
<br />
To take part in an event, you should read the calendar and forum post for the event you are interested in. These should provide you with clear instructions. Sometimes you will need to reply to the forum post to indicate your interest. This is often the case with team-based events or where numbers are an important factor. <br />
<br />
''<sub>'''Unscheduled events, such as PVP fleets will be advertised in Corp and Alliance chat and in game mail as well as the [http://forum.eveuniversity.org/viewforum.php?f=104 Corporation Events] section of the [http://forum.eveuniversity.org/index.php?sid=52c533fbdb7b66402569fc618113fcee EVE University forums].'''</sub>''<br />
<br />
<br /><br />
<br />
== Running events ==<br />
<br />
Anyone can run an event. <br />
<br />
Our aim is to always find a way to run ''any'' event idea. But of course, there are certain limits and borders which should not be crossed. Events may not interfere with the continued running of the Uni, and may not breach [[EVE University Rules|EVE University Rules]] without special permission. Events should be scheduled so that they do not conflict with other events or classes.<br />
<br />
The [[:Category:Events|Events Page]] holds many recipes for previously-run events, and those planned for future dates.<br />
<br />
Please feel free to use our wiki pages as a resource when planning your own event, and ''don't hesitate to ask a staff member for help''! We are happy when we can help you with creating a event which will be enjoyed by many people, because that's our job for which we aren't paid :-D<br />
<br />
Jokes aside, you should really consider contacting the Events Department in advance. For example, the ability to schedule an event using the in-game calendar is restricted to those with the [[Titles_Within_Eve_University#Sophomore|Sophomore title]] or above. So if you do not have this title yet, you really should contact a member of the Events Department to make sure that a proper calendar entry is being made. And we would do even more for you here, like making sure that your event appears in the weekly information mail, that it doesn't collide with classes, and so on.<br />
<br />
<br /><br />
<br />
=== Okay, so you want to run an event. But how to start? ===<br />
<br />
First decide on the type of event you want to run; you can read through various related subforums like the [https://forum.eveuniversity.org/viewforum.php?f=83 Combat Lounge] and [https://forum.eveuniversity.org/viewforum.php?f=285 Events Planning], and also the [[:Category:Events|Events Page]] on the wiki for ideas.<br />
These are some questions you should be asking for yourself during the event preparation stage:<br />
* What will the event be about? <br />
* Who is the targeted audience? Is it open to the public, is it for E-Uni students only, does it only concern a campus?<br />
* Would there be any requirements, like being able to fly a certain ship class or doctrine?<br />
* When do you want it to happen? How much time would it take?<br />
* Will there be prizes? Do you need a budget?<br />
* Can you lead the event yourself, or do you need a leader or co-host?<br />
The more you think about an event, the more questions it will probably raise. You should then contact a member of the Events team to discuss all the necessary aspects. Once the details are finalised, you can post your event on the in-game calendar and Events section on the forum; or you ask the Event Department to do it for you, no problem. <br />
<br />
For more information see the [[Guide to Running Events|Guide to Running Events]].<br />
<br />
<br /><br />
<br />
=== Rules for running an event ===<br />
<br />
* Any member of the Uni is free to schedule and run events.<br />
* Events should be scheduled so that they do not conflict with other events or classes. The [[Events_Department#Active_Events_Staff|Events Staff]] can help with that.<br />
* It is advised for standing events and tournaments to not monopolise the calendar for longer than 2 or 3 consecutive weeks.<br />
* During wartime all major events must be approved in advance by the [[Events Manager]].<br />
* Events involving participants or organizers who are not in E-UNI must receive clearance from the [[Events Manager]]. To avoid irritation, this clearance needs to be received before any external discussions or even preparations take place.<br />
<br />
<br /><br />
<br />
=== How can we help? ===<br />
<br />
The Events Department staff have experience running a range of events throughout the Uni and are more than happy to share their experience with Unistas. A quick search of their forum posts will often allow you to identify the most suitable staff member to help with your event - and if it doesn't, feel free to ask the Events Manager and they'll delegate your case to one of their minions.<br />
<br />
In addition to guidance in the planning stage, the Department can assist with providing prizes, planning logistics and using their experience to drive interest and participation.<br />
<br />
'''Our job is to make sure your events happen!''' <br />
<br />
We will endeavor to help you with whatever you need to make your event a success.<br />
<br />
<br /><br />
<br />
== Joining the department ==<br />
<br />
* You do not need to be an expert by any means to become an Events Staff. Often, Events Staff will begin with basic events and later expand the events they run as their knowledge and confidence increase.<br />
<br />
=== What is expected of an Events Staff? ===<br />
* Events Staff should have the basic knowledge of organizing an event.<br />
* Events Staff are expected to run events with reasonable consistency. We ask that as a minimum, you run at least one every month.<br />
* They should be open to assist others with organizing an event.<br />
* They are expected to act appropriately as a member of the University staff and set a positive example to students.<br />
<br />
=== What are the benefits of being an Events Staff? ===<br />
* EVE University supports its Event Staff where it can. If you have an event in which participants can earn rewards, logistics can be arranged through the University's [[Production Department]].<br />
* Event Staff can call on the knowledge and advice of the entire department and wider University staff, like when creating a new type of event.<br />
* Event Staff receive an in-game title and have access to the Staff Room and Events Staff forums.<br />
* Being an EVE University Events Staff can often lead to other roles of responsibility within the University, and can have a positive effect on your wider EVE career.<br />
<br />
=== Applying to become a Events Staff ===<br />
* To become an Event Staff, you must be a current member of EVE University and hold Freshman title. Sometimes we waive this title requirement; for instance if you have a lot of motivation to organize events or you have experience with running Eve-related events.<br />
* If you have read all the above and would like to become an Events Staff, please complete this [https://docs.google.com/forms/d/e/1FAIpQLSeF0yDUYPS62ljW7yi3yLS_cAC6DuwPEx08quv7boWI4-oy-Q/viewform application form].<br />
<br />
<br /><br />
<br />
== Active Events Staff == <br />
Our current Events Staff:<br />
{| class="wikitable" align="center" <br />
|-<br />
! width="250px" | {{co|yellow|Events Staff}}<br />
|-<br />
| Esca Sinak<br />
|-<br />
| Jessica Farrish<br />
|-<br />
| Joilove Sunrunner<br />
|-<br />
| Marn Vermuldir<br />
|-<br />
| Analee Tsasa<br />
|- <br />
| Locke Gogiko<br />
|- <br />
| Atadar Yassavi<br />
|-<br />
| Vorkan Dosja<br />
<br />
|}<br />
[[Category:Events]]<br />
[[Category:EVE University Departments]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Archive:Events_Department&diff=151408Archive:Events Department2020-03-20T13:14:04Z<p>Vorkan Dosja: /* Events Manager */</p>
<hr />
<div>{{eunispecific}}<br />
<br />
[[File:Event mgmt logo 1024.png|512px|center]]<br />
<br />
The '''Events Department''' is a part of the [[Education Directorate]] alongside the Teaching and Fitting departments. The job of this department is to facilitate events, competitions and tournaments that allow students to put into practice what they have learned during classes. In essence the fun side of the Education Department. <br />
<br /><br />
<br /><br />
<br />
=== Events Manager ===<br />
<br />
{|<br />
|-<br />
! width="50" | <br />
| valign="top" style="padding-right:10px;" | [[Image:NoPortrait.jpeg|96px|link=]] <br />
| valign="top" | <big>'''Vacant'''</big> - <small>[Send a forum PM]</small><br />
The {{co|green|Events Manager}} oversees the scheduling of events, manages the Events Coordinators, and supports students in developing and running their own events. It also incorporates the Cross Campus Initiative.<br />
{{co|lightgreen|Assistant Managers:}} <br />
{|<br />
| [[Image:Croixant.jpeg|50px|center|link=]]<br />
| [[Image:NoPortrait.jpeg|50px|center|link=]]<br />
|-<br />
| Croixant<br />
| Vacant<br />
|}<br />
|}<br />
<br />
== What is an event? ==<br />
<br />
Events are any activity that isn't a class or teaching lecture. <br />
<br />
Events allow Unistas to experience what EVE has to offer, and experience can often be the best teacher. Events can be PVP-related (although most fleets are run outside of the Events Department), but they can as well be non-combat events like industry, mining, exploration, or sightseeing.<br />
<br />
They do not even have to require undocking from a station. For example, lotteries or trivia contests fall under the Events Department's remit as much as full-blown tournaments with multiple teams and rankings. Events can even happen completely out of game!<br />
<br />
<br /><br />
<br />
== Participating in events ==<br />
<br />
To see what’s on, the best place to look is the calendar, either in game or via our [https://www.eveuniversity.org/events/ public calendar feed]. Most events should be scheduled there at least a few days in advance.<br />
<br />
The [http://forum.eveuniversity.org/viewforum.php?f=104 Corporation Events] section on the forums is where you will find information and discussion on past and future events. All scheduled events should have an accompanying forum post in this section.<br />
<br />
To take part in an event, you should read the calendar and forum post for the event you are interested in. These should provide you with clear instructions. Sometimes you will need to reply to the forum post to indicate your interest. This is often the case with team-based events or where numbers are an important factor. <br />
<br />
''<sub>'''Unscheduled events, such as PVP fleets will be advertised in Corp and Alliance chat and in game mail as well as the [http://forum.eveuniversity.org/viewforum.php?f=104 Corporation Events] section of the [http://forum.eveuniversity.org/index.php?sid=52c533fbdb7b66402569fc618113fcee EVE University forums].'''</sub>''<br />
<br />
<br /><br />
<br />
== Running events ==<br />
<br />
Anyone can run an event. <br />
<br />
Our aim is to always find a way to run ''any'' event idea. But of course, there are certain limits and borders which should not be crossed. Events may not interfere with the continued running of the Uni, and may not breach [[EVE University Rules|EVE University Rules]] without special permission. Events should be scheduled so that they do not conflict with other events or classes.<br />
<br />
The [[:Category:Events|Events Page]] holds many recipes for previously-run events, and those planned for future dates.<br />
<br />
Please feel free to use our wiki pages as a resource when planning your own event, and ''don't hesitate to ask a staff member for help''! We are happy when we can help you with creating a event which will be enjoyed by many people, because that's our job for which we aren't paid :-D<br />
<br />
Jokes aside, you should really consider contacting the Events Department in advance. For example, the ability to schedule an event using the in-game calendar is restricted to those with the [[Titles_Within_Eve_University#Sophomore|Sophomore title]] or above. So if you do not have this title yet, you really should contact a member of the Events Department to make sure that a proper calendar entry is being made. And we would do even more for you here, like making sure that your event appears in the weekly information mail, that it doesn't collide with classes, and so on.<br />
<br />
<br /><br />
<br />
=== Okay, so you want to run an event. But how to start? ===<br />
<br />
First decide on the type of event you want to run; you can read through various related subforums like the [https://forum.eveuniversity.org/viewforum.php?f=83 Combat Lounge] and [https://forum.eveuniversity.org/viewforum.php?f=285 Events Planning], and also the [[:Category:Events|Events Page]] on the wiki for ideas.<br />
These are some questions you should be asking for yourself during the event preparation stage:<br />
* What will the event be about? <br />
* Who is the targeted audience? Is it open to the public, is it for E-Uni students only, does it only concern a campus?<br />
* Would there be any requirements, like being able to fly a certain ship class or doctrine?<br />
* When do you want it to happen? How much time would it take?<br />
* Will there be prizes? Do you need a budget?<br />
* Can you lead the event yourself, or do you need a leader or co-host?<br />
The more you think about an event, the more questions it will probably raise. You should then contact a member of the Events team to discuss all the necessary aspects. Once the details are finalised, you can post your event on the in-game calendar and Events section on the forum; or you ask the Event Department to do it for you, no problem. <br />
<br />
For more information see the [[Guide to Running Events|Guide to Running Events]].<br />
<br />
<br /><br />
<br />
=== Rules for running an event ===<br />
<br />
* Any member of the Uni is free to schedule and run events.<br />
* Events should be scheduled so that they do not conflict with other events or classes. The [[Events_Department#Active_Events_Staff|Events Staff]] can help with that.<br />
* It is advised for standing events and tournaments to not monopolise the calendar for longer than 2 or 3 consecutive weeks.<br />
* During wartime all major events must be approved in advance by the [[Events Manager]].<br />
* Events involving participants or organizers who are not in E-UNI must receive clearance from the [[Events Manager]]. To avoid irritation, this clearance needs to be received before any external discussions or even preparations take place.<br />
<br />
<br /><br />
<br />
=== How can we help? ===<br />
<br />
The Events Department staff have experience running a range of events throughout the Uni and are more than happy to share their experience with Unistas. A quick search of their forum posts will often allow you to identify the most suitable staff member to help with your event - and if it doesn't, feel free to ask the Events Manager and they'll delegate your case to one of their minions.<br />
<br />
In addition to guidance in the planning stage, the Department can assist with providing prizes, planning logistics and using their experience to drive interest and participation.<br />
<br />
'''Our job is to make sure your events happen!''' <br />
<br />
We will endeavor to help you with whatever you need to make your event a success.<br />
<br />
<br /><br />
<br />
== Joining the department ==<br />
<br />
* You do not need to be an expert by any means to become an Events Staff. Often, Events Staff will begin with basic events and later expand the events they run as their knowledge and confidence increase.<br />
<br />
=== What is expected of an Events Staff? ===<br />
* Events Staff should have the basic knowledge of organizing an event.<br />
* Events Staff are expected to run events with reasonable consistency. We ask that as a minimum, you run at least one every month.<br />
* They should be open to assist others with organizing an event.<br />
* They are expected to act appropriately as a member of the University staff and set a positive example to students.<br />
<br />
=== What are the benefits of being an Events Staff? ===<br />
* EVE University supports its Event Staff where it can. If you have an event in which participants can earn rewards, logistics can be arranged through the University's [[Production Department]].<br />
* Event Staff can call on the knowledge and advice of the entire department and wider University staff, like when creating a new type of event.<br />
* Event Staff receive an in-game title and have access to the Staff Room and Events Staff forums.<br />
* Being an EVE University Events Staff can often lead to other roles of responsibility within the University, and can have a positive effect on your wider EVE career.<br />
<br />
=== Applying to become a Events Staff ===<br />
* To become an Event Staff, you must be a current member of EVE University and hold Freshman title. Sometimes we waive this title requirement; for instance if you have a lot of motivation to organize events or you have experience with running Eve-related events.<br />
* If you have read all the above and would like to become an Events Staff, please complete this [https://docs.google.com/forms/d/e/1FAIpQLSeF0yDUYPS62ljW7yi3yLS_cAC6DuwPEx08quv7boWI4-oy-Q/viewform application form].<br />
<br />
<br /><br />
<br />
== Active Events Staff == <br />
Our current Events Staff:<br />
{| class="wikitable" align="center" <br />
|-<br />
! width="250px" | {{co|yellow|Events Staff}}<br />
|-<br />
| Esca Sinak<br />
|-<br />
| Jessica Farrish<br />
|-<br />
| Joilove Sunrunner<br />
|-<br />
| Marn Vermuldir<br />
|-<br />
| Analee Tsasa<br />
|- <br />
| Locke Gogiko<br />
|- <br />
| Atadar Yassavi<br />
|-<br />
| Vorkan Dosja<br />
<br />
|}<br />
[[Category:Events]]<br />
[[Category:EVE University Departments]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Archive:Events_Department&diff=151407Archive:Events Department2020-03-20T13:13:03Z<p>Vorkan Dosja: /* Events Manager */</p>
<hr />
<div>{{eunispecific}}<br />
<br />
[[File:Event mgmt logo 1024.png|512px|center]]<br />
<br />
The '''Events Department''' is a part of the [[Education Directorate]] alongside the Teaching and Fitting departments. The job of this department is to facilitate events, competitions and tournaments that allow students to put into practice what they have learned during classes. In essence the fun side of the Education Department. <br />
<br /><br />
<br /><br />
<br />
=== Events Manager ===<br />
<br />
{|<br />
|-<br />
! width="50" | <br />
| valign="top" style="padding-right:10px;" | [[Image:NoPortrait.jpeg|96px|link=]] <br />
| valign="top" | <big>'''Vacant'''</big> - <small>[Send a forum PM]</small><br />
The {{co|green|Events Manager}} oversees the scheduling of events, manages the Events Coordinators, and supports students in developing and running their own events. It also incorporates the Cross Campus Initiative.<br />
{{main|Events Department}}<br />
{{co|lightgreen|Assistant Managers:}} <br />
{|<br />
| [[Image:Croixant.jpeg|50px|center|link=]]<br />
| [[Image:NoPortrait.jpeg|50px|center|link=]]<br />
|-<br />
| Croixant<br />
| Vacant<br />
|}<br />
|}<br />
<br />
== What is an event? ==<br />
<br />
Events are any activity that isn't a class or teaching lecture. <br />
<br />
Events allow Unistas to experience what EVE has to offer, and experience can often be the best teacher. Events can be PVP-related (although most fleets are run outside of the Events Department), but they can as well be non-combat events like industry, mining, exploration, or sightseeing.<br />
<br />
They do not even have to require undocking from a station. For example, lotteries or trivia contests fall under the Events Department's remit as much as full-blown tournaments with multiple teams and rankings. Events can even happen completely out of game!<br />
<br />
<br /><br />
<br />
== Participating in events ==<br />
<br />
To see what’s on, the best place to look is the calendar, either in game or via our [https://www.eveuniversity.org/events/ public calendar feed]. Most events should be scheduled there at least a few days in advance.<br />
<br />
The [http://forum.eveuniversity.org/viewforum.php?f=104 Corporation Events] section on the forums is where you will find information and discussion on past and future events. All scheduled events should have an accompanying forum post in this section.<br />
<br />
To take part in an event, you should read the calendar and forum post for the event you are interested in. These should provide you with clear instructions. Sometimes you will need to reply to the forum post to indicate your interest. This is often the case with team-based events or where numbers are an important factor. <br />
<br />
''<sub>'''Unscheduled events, such as PVP fleets will be advertised in Corp and Alliance chat and in game mail as well as the [http://forum.eveuniversity.org/viewforum.php?f=104 Corporation Events] section of the [http://forum.eveuniversity.org/index.php?sid=52c533fbdb7b66402569fc618113fcee EVE University forums].'''</sub>''<br />
<br />
<br /><br />
<br />
== Running events ==<br />
<br />
Anyone can run an event. <br />
<br />
Our aim is to always find a way to run ''any'' event idea. But of course, there are certain limits and borders which should not be crossed. Events may not interfere with the continued running of the Uni, and may not breach [[EVE University Rules|EVE University Rules]] without special permission. Events should be scheduled so that they do not conflict with other events or classes.<br />
<br />
The [[:Category:Events|Events Page]] holds many recipes for previously-run events, and those planned for future dates.<br />
<br />
Please feel free to use our wiki pages as a resource when planning your own event, and ''don't hesitate to ask a staff member for help''! We are happy when we can help you with creating a event which will be enjoyed by many people, because that's our job for which we aren't paid :-D<br />
<br />
Jokes aside, you should really consider contacting the Events Department in advance. For example, the ability to schedule an event using the in-game calendar is restricted to those with the [[Titles_Within_Eve_University#Sophomore|Sophomore title]] or above. So if you do not have this title yet, you really should contact a member of the Events Department to make sure that a proper calendar entry is being made. And we would do even more for you here, like making sure that your event appears in the weekly information mail, that it doesn't collide with classes, and so on.<br />
<br />
<br /><br />
<br />
=== Okay, so you want to run an event. But how to start? ===<br />
<br />
First decide on the type of event you want to run; you can read through various related subforums like the [https://forum.eveuniversity.org/viewforum.php?f=83 Combat Lounge] and [https://forum.eveuniversity.org/viewforum.php?f=285 Events Planning], and also the [[:Category:Events|Events Page]] on the wiki for ideas.<br />
These are some questions you should be asking for yourself during the event preparation stage:<br />
* What will the event be about? <br />
* Who is the targeted audience? Is it open to the public, is it for E-Uni students only, does it only concern a campus?<br />
* Would there be any requirements, like being able to fly a certain ship class or doctrine?<br />
* When do you want it to happen? How much time would it take?<br />
* Will there be prizes? Do you need a budget?<br />
* Can you lead the event yourself, or do you need a leader or co-host?<br />
The more you think about an event, the more questions it will probably raise. You should then contact a member of the Events team to discuss all the necessary aspects. Once the details are finalised, you can post your event on the in-game calendar and Events section on the forum; or you ask the Event Department to do it for you, no problem. <br />
<br />
For more information see the [[Guide to Running Events|Guide to Running Events]].<br />
<br />
<br /><br />
<br />
=== Rules for running an event ===<br />
<br />
* Any member of the Uni is free to schedule and run events.<br />
* Events should be scheduled so that they do not conflict with other events or classes. The [[Events_Department#Active_Events_Staff|Events Staff]] can help with that.<br />
* It is advised for standing events and tournaments to not monopolise the calendar for longer than 2 or 3 consecutive weeks.<br />
* During wartime all major events must be approved in advance by the [[Events Manager]].<br />
* Events involving participants or organizers who are not in E-UNI must receive clearance from the [[Events Manager]]. To avoid irritation, this clearance needs to be received before any external discussions or even preparations take place.<br />
<br />
<br /><br />
<br />
=== How can we help? ===<br />
<br />
The Events Department staff have experience running a range of events throughout the Uni and are more than happy to share their experience with Unistas. A quick search of their forum posts will often allow you to identify the most suitable staff member to help with your event - and if it doesn't, feel free to ask the Events Manager and they'll delegate your case to one of their minions.<br />
<br />
In addition to guidance in the planning stage, the Department can assist with providing prizes, planning logistics and using their experience to drive interest and participation.<br />
<br />
'''Our job is to make sure your events happen!''' <br />
<br />
We will endeavor to help you with whatever you need to make your event a success.<br />
<br />
<br /><br />
<br />
== Joining the department ==<br />
<br />
* You do not need to be an expert by any means to become an Events Staff. Often, Events Staff will begin with basic events and later expand the events they run as their knowledge and confidence increase.<br />
<br />
=== What is expected of an Events Staff? ===<br />
* Events Staff should have the basic knowledge of organizing an event.<br />
* Events Staff are expected to run events with reasonable consistency. We ask that as a minimum, you run at least one every month.<br />
* They should be open to assist others with organizing an event.<br />
* They are expected to act appropriately as a member of the University staff and set a positive example to students.<br />
<br />
=== What are the benefits of being an Events Staff? ===<br />
* EVE University supports its Event Staff where it can. If you have an event in which participants can earn rewards, logistics can be arranged through the University's [[Production Department]].<br />
* Event Staff can call on the knowledge and advice of the entire department and wider University staff, like when creating a new type of event.<br />
* Event Staff receive an in-game title and have access to the Staff Room and Events Staff forums.<br />
* Being an EVE University Events Staff can often lead to other roles of responsibility within the University, and can have a positive effect on your wider EVE career.<br />
<br />
=== Applying to become a Events Staff ===<br />
* To become an Event Staff, you must be a current member of EVE University and hold Freshman title. Sometimes we waive this title requirement; for instance if you have a lot of motivation to organize events or you have experience with running Eve-related events.<br />
* If you have read all the above and would like to become an Events Staff, please complete this [https://docs.google.com/forms/d/e/1FAIpQLSeF0yDUYPS62ljW7yi3yLS_cAC6DuwPEx08quv7boWI4-oy-Q/viewform application form].<br />
<br />
<br /><br />
<br />
== Active Events Staff == <br />
Our current Events Staff:<br />
{| class="wikitable" align="center" <br />
|-<br />
! width="250px" | {{co|yellow|Events Staff}}<br />
|-<br />
| Esca Sinak<br />
|-<br />
| Jessica Farrish<br />
|-<br />
| Joilove Sunrunner<br />
|-<br />
| Marn Vermuldir<br />
|-<br />
| Analee Tsasa<br />
|- <br />
| Locke Gogiko<br />
|- <br />
| Atadar Yassavi<br />
|-<br />
| Vorkan Dosja<br />
<br />
|}<br />
[[Category:Events]]<br />
[[Category:EVE University Departments]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=EVE_University_Ribbons&diff=151290EVE University Ribbons2020-03-15T02:47:25Z<p>Vorkan Dosja: /* Skills and Other */</p>
<hr />
<div>{{eunispecific}}<br />
==Adding them to your signature==<br />
* In the forums, go to "User Control Panel", "Profile", "[http://forum.eveuniversity.org/ucp.php?i=profile&mode=signature Edit Signature]"<br />
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* Click on "Expand" for the section below and copy the full link of the ribbon you want, including mouseover and image tags<br />
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* In the signature edit box, paste the full link<br />
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* Hit the "Enter" key when you want to start a new row of ribbons<br />
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* You can add the center tags around the whole thing so it is in the center rather than the left<br />
<br />
* You can also add [[KB_Ribbons|Kill Board Ribbons]]<br />
<br />
If you wish to ''just'' add the Official EVE University Ribbons, you can use this [http://util.eveuniversity.org/sigtools/ribbons.php utility program] that will generate the BBC Code for you, courtesy [[User:Vyddek konyetz|Vyddek Konyetz]] and [[User:Turhan bey|Turhan Bey]].<br />
<br />
<br />
'''Note: There is a bug with adding them to your signature where you will get an error saying "It was not possible to determine the dimensions of the image." This seems to be something related to linking to the wiki (where the images are hosted). If you get this error, either wait and try again later (seems to work every 5-10min or so), or copy the images to another image hosting website and link from there.'''<br />
<br />
<br />
Please do not go crazy, limit the number of ribbons in your signature. I find 12 to be a good number, pick your favorites. There are listed here in order of rank. You are not required to follow this order, but it is highly recommended. <br />
<br />
----<br />
<br />
<br />
===In Game Medals===<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px"><br />
[[File:Ribbon-Professor.png]] '''''Professor''''' - Be awarded the [[EVE_University_Medals#EVE_University_Professor | Professor]] Medal in game.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Professor"][img]http://wiki.eveuniversity.org/images/d/d4/Ribbon-Professor.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-SoDS.png]] '''''Star of Dedicated Service''''' - Be awarded the [[EVE_University_Medals#The_Star_of_Dedicated_Service | Star of Dedicated Service]] Medal in game.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Star of Dedicated Service"][img]http://wiki.eveuniversity.org/images/4/46/Ribbon-SoDS.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-SMoE.png]] '''''Service Medal of Excellence''''' - Be awarded the [[EVE_University_Medals#Service_Medal_of_Excellence | Service Medal of Excellence]] in game.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Service Medal of Excellence"][img]http://wiki.eveuniversity.org/images/e/ee/Ribbon-SMoE.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-SoOS.png]] '''''Star of Outstanding Service''''' - Be awarded the [[EVE_University_Medals#The_Star_of_Outstanding_Service | Star of Outstanding Service]] in game.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Star of Outstanding Service"][img]http://wiki.eveuniversity.org/images/b/bf/Ribbon-SoOS.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Star_of_Valiant_Duty.png]] '''''Star of Valiant Duty''''' - Be awarded the [[EVE_University_Medals#The_Star_of_Valiant_Duty | Star of Valiant Duty]] Medal in game.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Star of Valiant Duty"][img]http://wiki.eveuniversity.org/images/c/c3/Ribbon-Star_of_Valiant_Duty.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Graduate.png]] '''''Graduate''''' - Be awarded the [[EVE_University_Medals#EVE_University_Graduate | Graduate]] Medal in game.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Graduate"][img]http://wiki.eveuniversity.org/images/c/ce/Ribbon-Graduate.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Gold_Cross.png]] '''''Gold Cross''''' - Be awarded the [[EVE_University_Medals#The_EVE_University_Gold_Cross | Gold Cross Medal]] in game.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Gold Cross"][img]http://wiki.eveuniversity.org/images/f/ff/Ribbon-Gold_Cross.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Silver_Cross.png]] '''''Silver Cross''''' - Be awarded the [[EVE_University_Medals#The_EVE_University_Silver_Cross | Silver Cross]] Medal in game.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Silver Cross"][img]http://wiki.eveuniversity.org/images/9/92/Ribbon-Silver_Cross.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Intrepid_Defender.png]] '''''Intrepid Defender''''' - Be awarded the [[EVE_University_Medals#Intrepid_Defender_of_The_University | Intrepid Defender]] Medal in game.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Intrepid Defender"][img]http://wiki.eveuniversity.org/images/9/9e/Ribbon-Intrepid_Defender.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Resolute_Sentinel.png]] '''''Resolute Sentinel''''' - Be awarded the [[EVE_University_Medals#Resolute_Sentinel_of_EVE_University | Resolute Sentinel]] Medal in game.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Resolute Sentinel"][img]http://wiki.eveuniversity.org/images/2/21/Ribbon-Resolute_Sentinel.png[/img][/mouseover]</nowiki><br />
----</div><br />
</div><br />
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<br />
===Service===<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px"><br />
[[File:Ribbon-Teacher.png]] '''''Teacher''''' - Teach at least five classes.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Teacher"][img]http://wiki.eveuniversity.org/images/9/9a/Ribbon-Teacher.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Mentor.png]] '''''Mentor''''' - Serve as a Mentor for at least three months.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Mentor"][img]http://wiki.eveuniversity.org/images/b/b2/Ribbon-Mentor.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Personnel_Officer.png]] '''''Personnel Officer''''' - Serve as a Personnel Officer for at least three months.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Personnel Officer"][img]http://wiki.eveuniversity.org/images/c/c0/Ribbon-Personnel_Officer.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Orientation_Officer.png]] '''''Orientation Officer''''' - Serve as an Orientation Officer for at least three months.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Orientation Officer"][img]https://wiki.eveuniversity.org/images/a/af/Ribbon-Orientation_Officer.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Titles_Officer.png]] '''''Titles Officer''''' - Serve as a Titles Officer for at least three months.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Titles Officer"][img]http://wiki.eveuniversity.org/images/7/73/Ribbon-Titles_Officer.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Hangar_Officer.png]] '''''Hangar Officer''''' - Serve as a Hangar Officer for at least three months. <br />
<div class="mw-collapsible-content"><nowiki>[mouseover="hangar Officer"][img]http://wiki.eveuniversity.org/images/5/59/Ribbon-Hangar_Officer.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Diplomat.png]] '''''Diplomat''''' - Serve as a Diplomat for at least three months, bringing peace to the Empire.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Diplomat"][img]http://wiki.eveuniversity.org/images/2/2c/Ribbon-Diplomat.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Student Advocate.png]] '''''Student Advocate''''' - Serve as a Student Advocate for at least three months, maintaining cohesiveness across the galaxy.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Student Advocate"][img]https://wiki.eveuniversity.org/images/9/93/Ribbon-Student_Advocate.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Sophomore.png]] '''''Sophomore''''' - Hold the Sophomore title in game.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Sophomore"][img]http://wiki.eveuniversity.org/images/0/0a/Ribbon-Sophomore.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Freshman.png]] '''''Freshman''''' - Hold the Freshman title in game.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Freshman"][img]http://wiki.eveuniversity.org/images/c/cd/Ribbon-Freshman.png[/img][/mouseover]</nowiki><br />
----</div><br />
</div><br />
<br />
===Fleet Command===<br />
<br />
'''PvP Fleet Command''' - Must have an AAR written for each fleet.<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px"><br />
[[File:Ribbon-FC1.png]] '''''1st Class''''' - Command 50 PvP fleets.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="PvP FC - 1st Class"][img]http://wiki.eveuniversity.org/images/2/21/Ribbon-FC1.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-FC2.png]] '''''2nd Class''''' - Command 20 PvP fleets.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="PvP FC - 2nd Class"][img]http://wiki.eveuniversity.org/images/0/0a/Ribbon-FC2.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-FC3.png]] '''''3rd Class''''' - Command 10 PvP fleets.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="PvP FC - 3rd Class"][img]http://wiki.eveuniversity.org/images/5/55/Ribbon-FC3.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-FC4.png]] '''''4th Class''''' - Command 2 PvP fleets.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="PvP FC - 4th Class"][img]http://wiki.eveuniversity.org/images/c/ca/Ribbon-FC4.png[/img][/mouseover]</nowiki><br />
----</div><br />
</div><br />
<br />
'''Wormhole Fleet Command''' - must be a Class 3 or higher wormhole system.<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px"><br />
[[File:Ribbon-WHFC1.png]] '''''1st Class''''' - Command 50 Wormhole fleets.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="WH FC - 1st Class"][img]http://wiki.eveuniversity.org/images/f/f2/Ribbon-WHFC1.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-WHFC2.png]] '''''2nd Class''''' - Command 20 Wormhole fleets.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="WH FC - 2nd Class"][img]http://wiki.eveuniversity.org/images/e/ef/Ribbon-WHFC2.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-WHFC3.png]] '''''3rd Class''''' - Command 10 Wormhole fleets.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="WH FC - 3rd Class"][img]http://wiki.eveuniversity.org/images/f/f0/Ribbon-WHFC3.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-WHFC4.png]] '''''4th Class''''' - Command 2 Wormhole fleets.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="WH FC - 4th Class"][img]http://wiki.eveuniversity.org/images/b/b3/Ribbon-WHFC4.png[/img][/mouseover]</nowiki><br />
----</div><br />
</div><br />
<br />
'''Incursion Fleet Command''' - must be a Vanguard or higher difficulty.<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px"><br />
[[File:Ribbon-IFC1.jpg]] '''''1st Class''''' - Command 50 Incursion fleets.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Incursion FC - 1st Class"][img]http://wiki.eveuniversity.org/images/1/13/Ribbon-IFC1.jpg[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-IFC2.jpg]] '''''2nd Class''''' - Command 20 Incursion fleets.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Incursion FC - 2nd Class"][img]http://wiki.eveuniversity.org/images/3/39/Ribbon-IFC2.jpg[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-IFC3.jpg]] '''''3rd Class''''' - Command 10 Incursion fleets.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Incursion FC - 3rd Class"][img]http://wiki.eveuniversity.org/images/3/39/Ribbon-IFC3.jpg[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-IFC4.jpg]] '''''4th Class''''' - Command 2 Incursion fleets.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Incursion FC - 4th Class"][img]http://wiki.eveuniversity.org/images/d/d1/Ribbon-IFC4.jpg[/img][/mouseover]</nowiki><br />
----</div><br />
</div><br />
<br />
'''Mining Fleet Command''' - must be an organized shared can op.<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px"><br />
[[File:Ribbon-MFC1.png]] '''''1st Class''''' - Command 50 Mining fleets.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Mining FC - 1st Class"][img]http://wiki.eveuniversity.org/images/2/27/Ribbon-MFC1.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-MFC2.png]] '''''2nd Class''''' - Command 20 Mining fleets.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Mining FC - 2nd Class"][img]http://wiki.eveuniversity.org/images/3/3d/Ribbon-MFC2.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-MFC3.png]] '''''3rd Class''''' - Command 10 Mining fleets.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Mining FC - 3rd Class"][img]http://wiki.eveuniversity.org/images/1/16/Ribbon-MFC3.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-MFC4.png]] '''''4th Class''''' - Command 2 Mining fleets.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Mining FC - 4th Class"][img]http://wiki.eveuniversity.org/images/e/e1/Ribbon-MFC4.png[/img][/mouseover]</nowiki><br />
----</div><br />
</div><br />
<br />
'''Events ''' - must be posted to the forums.<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px"><br />
[[File:Ribbon-EFC1.png]] '''''1st Class''''' - Serve the Education Dept. by organising many events, and assisting others to run theirs.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Events - 1st Class"][img]http://wiki.eveuniversity.org/images/4/48/Ribbon-EFC1.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-EFC2.png]] '''''2nd Class''''' - Organize 10 or more events.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Events - 2nd Class"][img]http://wiki.eveuniversity.org/images/e/eb/Ribbon-EFC2.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-EFC3.png]] '''''3rd Class''''' - Organize 5 events.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Events - 3rd Class"][img]http://wiki.eveuniversity.org/images/a/a5/Ribbon-EFC3.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-EFC4.png]] '''''4th Class''''' - Organize 2 events.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Events - 4th Class"][img]http://wiki.eveuniversity.org/images/8/81/Ribbon-EFC4.png[/img][/mouseover]</nowiki><br />
----</div><br />
</div><br />
<br />
<br />
===Achievement===<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px"><br />
[[File:Ribbon-DS_Leader.png]] '''''Order of Korr’Tanas''''' – Plan, organize, and lead a Dragonslayer (a fleet hunting capital ships) which resulted in a slay.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Order of Korr'Tanis"][img]http://wiki.eveuniversity.org/images/3/38/Ribbon-DS_Leader.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Revenge.png]] '''''Revenge is a Dish Best Served Cold''''' - Get the killing blow on another ship while in a pod.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Revenge is a Dish Best Served Cold"][img]http://wiki.eveuniversity.org/images/c/ca/Ribbon-Revenge.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-NSFighter.png]] '''''Nullsec Fighter''''' - Get 100 kills in nullsec or w-space.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Nullsec Fighter"][img]http://wiki.eveuniversity.org/images/2/2d/Ribbon-NSFighter.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-LSFighter.png]] '''''Lowsec Fighter''''' - Get 100 kills in lowsec.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Lowsec Fighter"][img]http://wiki.eveuniversity.org/images/0/05/Ribbon-LSFighter.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-HSFighter.png]] '''''Highsec Fighter''''' - Get 100 kills in highsec.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Highsec Fighter"][img]http://wiki.eveuniversity.org/images/4/4f/Ribbon-HSFighter.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Beacon.png]] '''''Hunter''''' - Light a covert cyno that a covert fleet was bridged to that resulted in the destruction of a hostile ship on 3 separate occasion.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Hunter"][img]http://wiki.eveuniversity.org/images/e/e1/Ribbon-Beacon.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Solo_Killer.png]] '''''One Man Army''''' - Get 20 solo ship kills. (and no, FFA and events do not count)<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="One Man Army"][img]http://wiki.eveuniversity.org/images/f/f9/Ribbon-Solo_Killer.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-No_Escape.png]] '''''Quick Reflexes''''' - Get 30 podkills.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Quick Reflexes"][img]http://wiki.eveuniversity.org/images/a/ad/Ribbon-No_Escape.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Class.png]] '''''A Class Above''''' - Attend or listen to 20 classes.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="A class Above"][img]http://wiki.eveuniversity.org/images/e/e5/Ribbon-Class.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Bounty.png]] '''''Bounty Hunter''''' - Collect an individual player bounty of 20 million, or 100 million in player bounties in total.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Bounty Hunter"][img]http://wiki.eveuniversity.org/images/2/2a/Ribbon-Bounty.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Bomber.png]] '''''Mass Destruction''''' - Destroy 5 or more ships simultaneously with a bomb.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Mass Destruction"][img]http://wiki.eveuniversity.org/images/e/e2/Ribbon-Bomber.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Scout.png]] '''''Covert''''' - Fly as a covert scout in 30 combat fleets.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Covert"][img]http://wiki.eveuniversity.org/images/8/82/Ribbon-Scout.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Blackbird.png]] '''''Scourge of Highsec''''' - Fly a blackbird in 30 combat fleets.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Scourge of Highsec"][img]http://wiki.eveuniversity.org/images/9/9e/Ribbon-Blackbird.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Little_Bro.png]] '''''Little Bro''''' - Fly a T1 Logistics Cruiser in 30 fleets.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Little Bro"][img]http://wiki.eveuniversity.org/images/3/38/Ribbon-Little_Bro.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Close_Call.png]] '''''Close Call''''' - Avoid destruction while your ship is on fire (has structure damage).<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Close Call"][img]http://wiki.eveuniversity.org/images/7/76/Ribbon-Close_Call.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Podded.png]] '''''Podded''''' - Get podded 20 times. You probably should set up a podsaver tab.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Podded"][img]http://wiki.eveuniversity.org/images/8/8e/Ribbon-Podded.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Spin.png]] '''''The High and Noble Art''''' - Spin your ship 10,000 times in one continuous block.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="The High and Noble Art"][img]http://wiki.eveuniversity.org/images/c/c9/Ribbon-Spin.png[/img][/mouseover]</nowiki><br />
----</div><br />
</div><br />
<br />
===Cross Campus Initiative===<br />
These ribbons signify each of our campuses, and communities in Eve University.<br><br />
To display these ribbons each member must of completed the requirements for CCI ( Co-ordinating/teaching and participating in events at the of campus/community) For more information see: [[Cross Campus Initiative]]<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px"><br />
<br />
[[File:Ribbon-CCI-AMC.jpg]] '''''CCI AMC''''' - Completed all activity requirements for the [[Amarr Mining Campus]] segment of CCI .<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="CCI Completion in AMC"][img]https://wiki.eveuniversity.org/images/3/3c/Ribbon-CCI-AMC.jpg[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-CCI-LSC.jpg]] '''''CCI LSC''''' - Completed all activity requirements for the [[Low-Sec Campus]] segment of CCI.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="CCI Completion in LSC"][img]https://wiki.eveuniversity.org/images/a/a4/Ribbon-CCI-LSC.jpg[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-CCI-INC.jpg]] '''''CCI INC''''' - Completed all activity requirements for the [[EVE University Incursion Community]] segment of CCI. <div class="mw-collapsible-content"><nowiki>[mouseover="CCI Completion in INC"][img]https://wiki.eveuniversity.org/images/b/b6/Ribbon-CCI-INC.jpg[/img][/mouseover]</nowiki> ----</div> <br />
[[File:Ribbon-CCI-HSC.jpg]] '''''CCI HSC''''' - Completed all activity requirements for the [[Hi Sec Campus]] segment of CCI.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="CCI Completion in HSC"] [img]https://wiki.eveuniversity.org/images/a/a4/Ribbon-CCI-HSC.jpg[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-CCI-NSC.jpg]] '''''CCI NSC''''' - Completed all activity requirements for the [[Null-Sec Campus]] segment of CCI.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="CCI Completion in NSC"] [img]https://wiki.eveuniversity.org/images/4/40/Ribbon-CCI-NSC.jpg[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-CCI-Sol.jpg]] '''''CCI SOL''''' - Completed all activity requirements for [[Project Solitude]] segment of CCI.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="CCI Completion in SOL"] [img]https://wiki.eveuniversity.org/images/2/21/Ribbon-CCI-Sol.jpg[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-CCI-WHC.jpg]] '''''CCI WHC''''' - Completed all activity requirements for the [[Wormhole Campus]] segment of CCI.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="CCI Completion in WHC"] [img]https://wiki.eveuniversity.org/images/0/01/Ribbon-CCI-WHC.jpg[/img][/mouseover]</nowiki><br />
----</div> </div><br />
<br />
===Campaign===<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px"><br />
[[File:Ribbon-Jove.png]] '''''Jovian Champion''''' - Participate in an [http://community.eveonline.com/community/alliance-tournament/ Alliance Tournament].<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Jovian Champion"][img]http://wiki.eveuniversity.org/images/a/a5/Ribbon-Jove.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-DS_Participant.png]] '''''Order of the Navy Megathron''''' – Participate in a Dragonslayer (a fleet hunting capital ships) which resulted in a slay.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Order of the Navy Megathron"][img]http://wiki.eveuniversity.org/images/4/42/Ribbon-DS_Participant.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-WSpace.png]] '''''Into the Unknown''''' - Participate in a Uni organized POS bash in w-space.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Into the Unknown"][img]http://wiki.eveuniversity.org/images/9/9d/Ribbon-WSpace.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Sov_Null.png]] '''''Big Blue''''' - Participate in an Uni organized operation that traveled and operated in sovereign nullsec.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Big Blue"][img]http://wiki.eveuniversity.org/images/0/09/Ribbon-Sov_Null.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Singularity.png]] '''''Bug Hunter''''' - Participate in three or more CCP mass tests.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Bug Hunter"][img]http://wiki.eveuniversity.org/images/a/a2/Ribbon-Singularity.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-IWasThere.png]] '''''Battle of Aldrat's Deep''''' - Participated in the battle of [http://killfeed.eveuniversity.org/?a=kill_related&kll_id=31858 Aldrat's Deep]. One of the largest battle in highsec.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Battle of Aldrat's Deep"][img]http://wiki.eveuniversity.org/images/2/2f/Ribbon-IWasThere.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-LiveEvent.png]] '''''Fight the Man''''' - Participate in a CCP live event.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Fight the Man"][img]http://wiki.eveuniversity.org/images/6/60/Ribbon-LiveEvent.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Epic_Pirate.png]] '''''Yaaar''''' - Complete both [http://wiki.eveuniversity.org/Smash_and_Grab Guristas] and [https://wiki.eveuniversity.org/Angel_Sound Angel Epic Arcs].<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Epic Pirate"][img]http://wiki.eveuniversity.org/images/0/0e/Ribbon-Epic_Pirate.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Epic_Amarr.png]] '''''Right to Rule''''' - Complete the [http://wiki.eveuniversity.org/Right_to_Rule Amarr Epic Arc].<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Epic Amarr"][img]http://wiki.eveuniversity.org/images/c/c8/Ribbon-Epic_Amarr.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Epic_Caldari.png]] '''''Penumbra''''' - Complete the [http://wiki.eveuniversity.org/Penumbra Caldari Epic Arc].<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Epic Caldari"][img]http://wiki.eveuniversity.org/images/1/1e/Ribbon-Epic_Caldari.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Epic_Gallente.png]] '''''Syndication''''' - Complete the [http://wiki.eveuniversity.org/Syndication Gallente Epic Arc].<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Epic Gallente"][img]http://wiki.eveuniversity.org/images/6/61/Ribbon-Epic_Gallente.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Epic_Minmatar.png]] '''''Wildfire''''' - Complete the [http://wiki.eveuniversity.org/Wildfire Minmatar Epic Arc].<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Epic Minmatar"][img]http://wiki.eveuniversity.org/images/a/a3/Ribbon-Epic_Minmatar.png[/img][/mouseover]</nowiki><br />
----</div><br />
</div><br />
<br />
===Sightseeing and Events===<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px"><br />
[[File:Ribbon-Quafe_Ultra.png]] '''''Quafe Ultra''''' - Organize or host a player meetup.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Quafe Ultra"][img]http://wiki.eveuniversity.org/images/1/1d/Ribbon-Quafe_Ultra.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Fanfest.png]] '''''Quafe''''' - Attend [http://fanfest.eveonline.com/en/default EVE Fanfest] in Iceland.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Quafe"][img]http://wiki.eveuniversity.org/images/2/20/Ribbon-Fanfest.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Quafe_Zero.png]] '''''Quafe Zero''''' - Attend any major EVE Online event outside of Iceland.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Quafe Zero"][img]http://wiki.eveuniversity.org/images/b/be/Ribbon-Quafe_Zero.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Quafe_Unleashed.png]] '''''Quafe Unleashed''''' - Attend 2 or more player meetups.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Quafe Unleashed"][img]http://wiki.eveuniversity.org/images/9/99/Ribbon-Quafe_Unleashed.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Tourist1.png]] '''''Tourist 1st Class''''' - Visit 20 tourist points from [https://evetravel.wordpress.com/sites-by-region/ this list].<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Tourist - 1st Class"][img]http://wiki.eveuniversity.org/images/6/68/Ribbon-Tourist1.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Tourist2.png]] '''''Tourist 2nd Class''''' - Visit 15 tourist points from [https://evetravel.wordpress.com/sites-by-region/ this list].<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Tourist - 2nd Class"][img]http://wiki.eveuniversity.org/images/b/b1/Ribbon-Tourist2.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Tourist3.png]] '''''Tourist 3rd Class''''' - Visit 10 tourist points from [https://evetravel.wordpress.com/sites-by-region/ this list].<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Tourist - 3rd Class"][img]http://wiki.eveuniversity.org/images/b/b0/Ribbon-Tourist3.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Tourist4.png]] '''''Tourist 4th Class''''' - Visit 5 tourist points from [https://evetravel.wordpress.com/sites-by-region/ this list].<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Tourist - 4th Class"][img]http://wiki.eveuniversity.org/images/c/c3/Ribbon-Tourist4.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Seyllin.png]] '''''Shattered''''' - Visit 7 [https://wiki.eveuniversity.org/Planets#Shattered/ Shattered Planets].<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Shattered"][img]http://wiki.eveuniversity.org/images/2/2b/Ribbon-Seyllin.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Titanomachy.png]] '''''Graveyard of Giants''''' - Visit the [http://community.eveonline.com/news/dev-blogs/the-bloodbath-of-b-r5rb/ Titanomachy] site. Also known as the battle of B-R5RB.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Graveyard of Giants"][img]http://wiki.eveuniversity.org/images/f/f1/Ribbon-Titanomachy.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Poitot.png]] '''''Postcard''''' - Visit [https://wiki.eveonline.com/en/wiki/Poitot_(System) Poitot] and ask someone else in local if they knew that Poitot is the only named system in the Syndicate region?<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Postcard"][img]http://wiki.eveuniversity.org/images/6/67/Ribbon-Poitot.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-EVEGate.png]] '''''Pilgrim''''' - Visit the [https://evetravel.wordpress.com/2009/12/17/new-eden/ EVE Gate].<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Pilgrim"][img]http://wiki.eveuniversity.org/images/2/24/Ribbon-EVEGate.png[/img][/mouseover]</nowiki><br />
----</div><br />
<br />
</div><br />
<br />
===Skills and Other===<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px"><br />
[[File:Ribbon-ForGood.png]] '''''Humanitarian''''' - Contribute to the [https://wiki.eveonline.com/en/wiki/PLEX_for_GOOD PLEX for Good] program.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Humanitarian"][img]http://wiki.eveuniversity.org/images/f/f8/Ribbon-ForGood.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Logistics.png]] '''''Big Brother''''' - Fly all race’s logistics cruisers and have the logistics skill trained to V.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Big Brother"][img]http://wiki.eveuniversity.org/images/6/61/Ribbon-Logistics.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Locator.png]] '''''Nowhere to Hide''''' - Have access to level 4 locator agents in at least 3 corporations and 5 regions.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Nowhere to Hide"][img]http://wiki.eveuniversity.org/images/0/02/Ribbon-Locator.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Amarr.png]] '''''Divine Providence''''' - Fly all Amarr subcap T1 ships, T2 frigates and cruisers, T2 tank and all T2 weapon systems.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Divine Providence"][img]http://wiki.eveuniversity.org/images/0/0c/Ribbon-Amarr.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Caldari.png]] '''''The Best Money Can Afford''''' - Fly all Caldari subcap T1 ships, T2 frigates and cruisers, T2 tank and all T2 weapon systems.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="The Best Money Can Afford"][img]http://wiki.eveuniversity.org/images/b/b0/Ribbon-Caldari.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Gallente.png]] '''''Freedom Fighter''''' - Fly all Gallente subcap T1 ships, T2 frigates and cruisers, T2 tank and all T2 weapon systems.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Freedom Fighter"][img]http://wiki.eveuniversity.org/images/c/c3/Ribbon-Gallente.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Minmatar.png]] '''''Trust in the Rust''''' - Fly all Minmatar subcap T1 ships, T2 frigates and cruisers, T2 tank and all T2 weapon systems.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Trust in the Rust"][img]http://wiki.eveuniversity.org/images/3/30/Ribbon-Minmatar.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Orca.png]] '''''A Friend Indeed''''' - Fly as an Orca booster for five mining operations.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="A Friend Indeed"][img]http://wiki.eveuniversity.org/images/2/24/Ribbon-Orca.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-AllRaces.png]] '''''Racially Ambiguous''''' - Qualify for the four racial ribbons, and supersedes them. Wear this one instead of all four of them.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Racially Ambiguous"][img]http://wiki.eveuniversity.org/images/f/f1/Ribbon-AllRaces.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-NSVoyager.png]] '''''Nullsec Voyager''''' - Travel through nullsec, entering through one system, and leaving through a different one.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Nullsec Voyager"][img]http://wiki.eveuniversity.org/images/e/e2/Ribbon-NSVoyager.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-WHVoyager.png]] '''''Wormhole Voyager''''' - Scan down and travel into w-space, through it, and exit into a different k-space system<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Wormhole Voyager"][img]http://wiki.eveuniversity.org/images/5/51/Ribbon-WHVoyager.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Newbie.png]] '''''Newbie''''' - Be killed by CONCORD because you tackled a gate. Check your safeties!<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="newbie"][img]http://wiki.eveuniversity.org/images/c/c5/Ribbon-Newbie.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Basic.png]] '''''Basic Training''''' - Attend a Fleets 101 class (or equivalent), your overview properly set up, and a combat ship ready.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Basic Training"][img]http://wiki.eveuniversity.org/images/5/5b/Ribbon-Basic.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-MLP.png]] '''''Friendship is Magic!'''''<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Friendship is Magic"][img]http://wiki.eveuniversity.org/images/f/fd/Ribbon-MLP.png[/img][/mouseover]</nowiki><br />
----</div><br />
</div><br />
<br />
===Historic===<br />
These are awards that are not currently obtainable due to game or policy changes.<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px"><br />
<br />
[[File:Ribbon-Admiral.png]] '''''Admiral''''' - Hold the rank of Admiral in the ILN.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Admiral"][img]http://wiki.eveuniversity.org/images/f/f9/Ribbon-Admiral.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Vice_Admiral.png]] '''''Vice Admiral''''' - Hold the rank of Vice Admiral in the ILN.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Vice Admiral"][img]http://wiki.eveuniversity.org/images/7/71/Ribbon-Vice_Admiral.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Rear_Admiral.png]] '''''Rear Admiral''''' - Hold the rank of Rear Admiral in the ILN.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Rear Admiral"][img]http://wiki.eveuniversity.org/images/f/fd/Ribbon-Rear_Admiral.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Captain.png]] '''''Captain''''' - Hold the rank of captain in the ILN.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Captain"][img]http://wiki.eveuniversity.org/images/c/c6/Ribbon-Captain.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Commander.png]] '''''Commander''''' - Hold the rank of Commander in the ILN<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Commander"][img]http://wiki.eveuniversity.org/images/d/d6/Ribbon-Commander.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Lieutenant_Commander.png]] '''''Lieutenant Commander''''' - Hold the rank of Lieutenant Commander in the ILN.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Lt. Commander"][img]http://wiki.eveuniversity.org/images/8/89/Ribbon-Lieutenant_Commander.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Lieutenant.png]] '''''Lieutenant''''' - Hold the rank of Lieutenant in the ILN<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Lieutenant"][img]http://wiki.eveuniversity.org/images/3/34/Ribbon-Lieutenant.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Lieutenant_Junior_Grade.png]] '''''Lieutenant J.G.''''' - Hold the rank of Lieutenant Junior Grade in the ILN.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Lieutenant J.G."][img]http://wiki.eveuniversity.org/images/5/5f/Ribbon-Lieutenant_Junior_Grade.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Ensign.png]] '''''Ensign''''' - Hold the Rank of Ensign in the ILN.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Ensign"][img]http://wiki.eveuniversity.org/images/9/9d/Ribbon-Ensign.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Wiki.png]] '''''Curator of Knowledge''''' - Contribute significantly to the wiki, and be part of the [[Wiki Curator Program]].<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Curator of Knowledge"][img]http://wiki.eveuniversity.org/images/f/fd/Ribbon-Wiki.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Tour_of_Duty.png]] '''''Tour of Duty''''' - Serve as an officer in the [[Ivy League Navy]] for 3 months.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Tour of Duty"][img]http://wiki.eveuniversity.org/images/2/2d/Ribbon-Tour_of_Duty.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Old_Timer.png]] '''''Old Timer''''' - Have flown in at least 5 wars under the [http://wiki.eveuniversity.org/index.php?title=Wartime_Standard_Operating_Procedures&oldid=31335 old WSOP]… uphill, both ways! <br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Old Timer"][img]http://wiki.eveuniversity.org/images/9/90/Ribbon-Old_Timer.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-CoreElite.png]] '''''Core Strength''''' - Have the Core Competency Elite certificate in game.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Core Strength"][img]http://wiki.eveuniversity.org/images/9/91/Ribbon-CoreElite.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Scout_Teacher.png]] '''''Scout Teacher''''' - Teach scouting classes.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Acout Teacher"][img]http://wiki.eveuniversity.org/images/7/71/Ribbon-Scout_Teacher.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-Refine.png]] '''''Refined''''' - Offer and be [[Perfect_Refine_List | listed]] for perfect refining services in at least three ore types.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="Refined"][img]http://wiki.eveuniversity.org/images/7/73/Ribbon-Refine.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-WarVoyager.png]] '''''War Vet''''' - Participate in a significant wardec where the [[Defcon | defcon level]] was raised to "Defcon 1" for at least a week while in the Uni.<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="War Vet"][img]http://wiki.eveuniversity.org/images/2/2b/Ribbon-WarVoyager.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-starhopper.png]] '''''To the Stars and Beyond''''' - Finished Chapter 1 of the E-Uni Epic Arc<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="To the Stars and Beyond - Finished Chapter 1 of the E-Uni Epic Arc"][img]http://wiki.eveuniversity.org/w/images/6/6a/Ribbon-starhopper.png[/img][/mouseover]</nowiki><br />
----</div><br />
[[File:Ribbon-soe.png]] '''''The Sisters of EVE''''' - Finished Chapter 2 of the E-Uni Epic Arc<br />
<div class="mw-collapsible-content"><nowiki>[mouseover="The Sisters of EVE - Finished Chapter 2 of the E-Uni Epic Arc"][img]http://wiki.eveuniversity.org/w/images/9/90/Ribbon-soe.png[/img][/mouseover]</nowiki><br />
----</div><br />
</div></div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Archive:Events_Department&diff=151215Archive:Events Department2020-03-11T17:07:43Z<p>Vorkan Dosja: Added Vorkan in</p>
<hr />
<div>{{eunispecific}}<br />
<br />
[[File:Event mgmt logo 1024.png|512px|center]]<br />
<br />
The '''Events Department''' is a part of the [[Education Directorate]] alongside the Teaching and Fitting departments. The job of this department is to facilitate events, competitions and tournaments that allow students to put into practice what they have learned during classes. In essence the fun side of the Education Department. <br />
<br /><br />
<br /><br />
<br />
=== Events Manager ===<br />
<br />
{|<br />
|-<br />
! width="50" | <br />
| valign="top" style="padding-right:10px;" | [[Image:Turlough Dominian.jpg|96px|link=]] <br />
| valign="top" | <big>'''Turlough Dominian'''</big> - <small>[https://forum.eveuniversity.org/memberlist.php?mode=viewprofile&u=15689 Send a forum PM]</small><br />
The {{co|green|Events Manager}} oversees the scheduling of events, manages the Events Coordinators, and supports students in developing and running their own events. It also incorporates the Cross Campus Initiative.<br />
{{main|Events Department}}<br />
{{co|lightgreen|Assistant Managers:}} <br />
{|<br />
| [[Image:Croixant.jpeg|50px|center|link=]]<br />
| [[Image:NoPortrait.jpeg|50px|center|link=]]<br />
|-<br />
| Croixant<br />
| Vacant<br />
|}<br />
|}<br />
<br />
== What is an event? ==<br />
<br />
Events are any activity that isn't a class or teaching lecture. <br />
<br />
Events allow Unistas to experience what EVE has to offer, and experience can often be the best teacher. Events can be PVP-related (although most fleets are run outside of the Events Department), but they can as well be non-combat events like industry, mining, exploration, or sightseeing.<br />
<br />
They do not even have to require undocking from a station. For example, lotteries or trivia contests fall under the Events Department's remit as much as full-blown tournaments with multiple teams and rankings. Events can even happen completely out of game!<br />
<br />
<br /><br />
<br />
== Participating in events ==<br />
<br />
To see what’s on, the best place to look is the calendar, either in game or via our [https://www.eveuniversity.org/events/ public calendar feed]. Most events should be scheduled there at least a few days in advance.<br />
<br />
The [http://forum.eveuniversity.org/viewforum.php?f=104 Corporation Events] section on the forums is where you will find information and discussion on past and future events. All scheduled events should have an accompanying forum post in this section.<br />
<br />
To take part in an event, you should read the calendar and forum post for the event you are interested in. These should provide you with clear instructions. Sometimes you will need to reply to the forum post to indicate your interest. This is often the case with team-based events or where numbers are an important factor. <br />
<br />
''<sub>'''Unscheduled events, such as PVP fleets will be advertised in Corp and Alliance chat and in game mail as well as the [http://forum.eveuniversity.org/viewforum.php?f=104 Corporation Events] section of the [http://forum.eveuniversity.org/index.php?sid=52c533fbdb7b66402569fc618113fcee EVE University forums].'''</sub>''<br />
<br />
<br /><br />
<br />
== Running events ==<br />
<br />
Anyone can run an event. <br />
<br />
Our aim is to always find a way to run ''any'' event idea. But of course, there are certain limits and borders which should not be crossed. Events may not interfere with the continued running of the Uni, and may not breach [[EVE University Rules|EVE University Rules]] without special permission. Events should be scheduled so that they do not conflict with other events or classes.<br />
<br />
The [[:Category:Events|Events Page]] holds many recipes for previously-run events, and those planned for future dates.<br />
<br />
Please feel free to use our wiki pages as a resource when planning your own event, and ''don't hesitate to ask a staff member for help''! We are happy when we can help you with creating a event which will be enjoyed by many people, because that's our job for which we aren't paid :-D<br />
<br />
Jokes aside, you should really consider contacting the Events Department in advance. For example, the ability to schedule an event using the in-game calendar is restricted to those with the [[Titles_Within_Eve_University#Sophomore|Sophomore title]] or above. So if you do not have this title yet, you really should contact a member of the Events Department to make sure that a proper calendar entry is being made. And we would do even more for you here, like making sure that your event appears in the weekly information mail, that it doesn't collide with classes, and so on.<br />
<br />
<br /><br />
<br />
=== Okay, so you want to run an event. But how to start? ===<br />
<br />
First decide on the type of event you want to run; you can read through various related subforums like the [https://forum.eveuniversity.org/viewforum.php?f=83 Combat Lounge] and [https://forum.eveuniversity.org/viewforum.php?f=285 Events Planning], and also the [[:Category:Events|Events Page]] on the wiki for ideas.<br />
These are some questions you should be asking for yourself during the event preparation stage:<br />
* What will the event be about? <br />
* Who is the targeted audience? Is it open to the public, is it for E-Uni students only, does it only concern a campus?<br />
* Would there be any requirements, like being able to fly a certain ship class or doctrine?<br />
* When do you want it to happen? How much time would it take?<br />
* Will there be prizes? Do you need a budget?<br />
* Can you lead the event yourself, or do you need a leader or co-host?<br />
The more you think about an event, the more questions it will probably raise. You should then contact a member of the Events team to discuss all the necessary aspects. Once the details are finalised, you can post your event on the in-game calendar and Events section on the forum; or you ask the Event Department to do it for you, no problem. <br />
<br />
For more information see the [[Guide to Running Events|Guide to Running Events]].<br />
<br />
<br /><br />
<br />
=== Rules for running an event ===<br />
<br />
* Any member of the Uni is free to schedule and run events.<br />
* Events should be scheduled so that they do not conflict with other events or classes. The [[Events_Department#Active_Events_Staff|Events Staff]] can help with that.<br />
* It is advised for standing events and tournaments to not monopolise the calendar for longer than 2 or 3 consecutive weeks.<br />
* During wartime all major events must be approved in advance by the [[Events Manager]].<br />
* Events involving participants or organizers who are not in E-UNI must receive clearance from the [[Events Manager]]. To avoid irritation, this clearance needs to be received before any external discussions or even preparations take place.<br />
<br />
<br /><br />
<br />
=== How can we help? ===<br />
<br />
The Events Department staff have experience running a range of events throughout the Uni and are more than happy to share their experience with Unistas. A quick search of their forum posts will often allow you to identify the most suitable staff member to help with your event - and if it doesn't, feel free to ask the Events Manager and they'll delegate your case to one of their minions.<br />
<br />
In addition to guidance in the planning stage, the Department can assist with providing prizes, planning logistics and using their experience to drive interest and participation.<br />
<br />
'''Our job is to make sure your events happen!''' <br />
<br />
We will endeavor to help you with whatever you need to make your event a success.<br />
<br />
<br /><br />
<br />
== Joining the department ==<br />
<br />
* You do not need to be an expert by any means to become an Events Staff. Often, Events Staff will begin with basic events and later expand the events they run as their knowledge and confidence increase.<br />
<br />
=== What is expected of an Events Staff? ===<br />
* Events Staff should have the basic knowledge of organizing an event.<br />
* Events Staff are expected to run events with reasonable consistency. We ask that as a minimum, you run at least one every month.<br />
* They should be open to assist others with organizing an event.<br />
* They are expected to act appropriately as a member of the University staff and set a positive example to students.<br />
<br />
=== What are the benefits of being an Events Staff? ===<br />
* EVE University supports its Event Staff where it can. If you have an event in which participants can earn rewards, logistics can be arranged through the University's [[Production Department]].<br />
* Event Staff can call on the knowledge and advice of the entire department and wider University staff, like when creating a new type of event.<br />
* Event Staff receive an in-game title and have access to the Staff Room and Events Staff forums.<br />
* Being an EVE University Events Staff can often lead to other roles of responsibility within the University, and can have a positive effect on your wider EVE career.<br />
<br />
=== Applying to become a Events Staff ===<br />
* To become an Event Staff, you must be a current member of EVE University and hold Freshman title. Sometimes we waive this title requirement; for instance if you have a lot of motivation to organize events or you have experience with running Eve-related events.<br />
* If you have read all the above and would like to become an Events Staff, please complete this [https://docs.google.com/forms/d/e/1FAIpQLSeF0yDUYPS62ljW7yi3yLS_cAC6DuwPEx08quv7boWI4-oy-Q/viewform application form].<br />
<br />
<br /><br />
<br />
== Active Events Staff == <br />
Our current Events Staff:<br />
{| class="wikitable" align="center" <br />
|-<br />
! width="250px" | {{co|yellow|Events Staff}}<br />
|-<br />
| Esca Sinak<br />
|-<br />
| Jessica Farrish<br />
|-<br />
| Joilove Sunrunner<br />
|-<br />
| Marn Vermuldir<br />
|-<br />
| Analee Tsasa<br />
|- <br />
| Locke Gogiko<br />
|- <br />
| Atadar Yassavi<br />
|-<br />
| Vorkan Dosja<br />
<br />
|}<br />
[[Category:Events]]<br />
[[Category:EVE University Departments]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Public_fleets&diff=151207Public fleets2020-03-10T17:52:32Z<p>Vorkan Dosja: No longer active last kill in May '19</p>
<hr />
<div>=== Bombers Bar ===<br />
As at 2019, the [https://www.bombersbar.org/ Bombers Bar] (BB) is in full swing. There are a number of people in specific corps that devote a lot of their game time to leading and supporting BB.<br />
<br />
BB flies public [[Stealth_Bombers|Stealth Bomber]] fleets in which all are welcome. There is minimal/no politics and the fleet flies NPSI (Not Purple Shoot It aka anything outside of fleet can be shot). Some fleets include more than 100 attendees so it often creates some ethical issues if the fleet goes into allied space of one or more fleet members and the individual needs to decide whether they can engage allies/friendlies/blues.<br />
<br />
BB runs some different fleets from roaming through space to using covert cynosural fields and black ops ships to drop into Null Sec and Wormhole space to blow up expensive ships and fleets.<br />
<br />
Generally, the essential skill to join a BB fleet is to be able to use a Covert Ops Cloaking Device II which requires [[Skills:Electronic_Systems#Cloaking|Cloaking IV]]. The ability to fly a bomber which can deliver bombs and torpedoes is also a mainstay of the fleet. However, fleets tend to require hunter/scouts, tacklers/bubblers, ECM, loot ships and more. More advanced pilots might fly Black Ops and other ships in support of fleets. Just make sure that you have the right doctrine/ship organised early for the fleet that you are attending.<br />
<br />
Details on upcoming fleets, fittings, fleet instructions and joining comms can be found in the in-game channel (join 'Bombers Bar'). Usually each fleet will specify a form-up system and time. At the alloted time, the FC will update the channel Message of the Day (MOTD) with an extra channel in which to X-up to join the fleet. This involves entering the temporary channel and sending an X in the channel chat - someone will send you a fleet invite. Roams may start from the form-up point, other types of fleets might specify a staging system to start heading to as the FC starts to provide more instructions.<br />
<br />
It is essential to be in comms to hear, sometimes at very short-notice, instructions from the Fleet Commander if a target has been found by hunters/scouts. Sometimes a blingy ship is found and the time to bridge/jump and engage the ship is very short. New pilots are always welcome but should expect to spend the first fleet getting used to the fleet mechanics to master landing effectively, delivering bombs, getting in on big kills and getting out safely. The environment is often very friendly though and worth attending.<br />
<br />
Ship replacement, through Obombercare, is generous and funded by blingy loot that is regularly collected from wrecks during fleets.<br />
<br />
BB is often an excellent opportunity to build killboard stats - to get involved in small or large-scale kills but also to build knowledge and skills which contribute to Eve Uni titles. It is also a chance to operate in a larger scale fleets and enthusiastic capsuleers.<br />
<br />
=== Spectre Fleet ===<br />
[https://spectrefleet.com/ Spectre Fleet] (SF) is a public NPSI fleet (politics does not matter and individuals can decide whether to engage their allies/blues).<br />
<br />
Having spies (spais) is an unfortunate part of public fleets but it is generally kept to a minimum. If a fleet is spending time in an area blue to one or more fleet members, there is an unwritten rule that fleet members won't give the game away (whether or not they participate in battles/kills).<br />
<br />
SF flies many different doctrines in regular fleets and can be a lot of fun and a supportive environment. As with other public fleets, some SF fleets move quite quickly and can be a little confronting on the first occasion for new attendees. Any experience in basic fleet mechanics, coupled with the essential SF (or BB) fleet instructional videos, are quite helpful. It is important to note the Ship Replacement is not standard on SF fleets and prospective participants may want to check on the level of risk.<br />
<br />
<br />
Details on upcoming SF fleets, fittings, fleet instructions and joining comms can be found in the in-game channel (join 'SF Spectre Fleet'). As with BB, carefully check the doctrine/fittings and the staging system to ensure that you are there on time in the right ship (and not being 10-20 jumps away as the fleet starts moving).<br />
<br />
=== Vulfpeck ===<br />
[https://vulfpeck.space/ Vulfpeck] is another public fleet option that mainly shoots sleepers (PvE) in specific wormholes. The website claims that decent ISK can be made through join such fleets and there are also details of a Ship Replacement Program. Other fleets include PvP roams.<br />
<br />
=== FUN inc / Even Better With Friends [EBWF] ===<br />
[https://www.ebwf-eve.online/ EBWF] is another public fleet option with different NPSI fleets.<br />
<br />
Founded in 2018 as a safe haven for small gang pvpers after the demise of Agony Unleashed FUN inc / Even Better With Friends is an EU TZ Nullsec PVP corp and NPSI group, specialising in nullsec solo, small gang and microgang combat who fight almost entirely in Nullsec.<br />
<br />
They are a corporation in their own right and when the NPSI roams take place they roam freely, engaging whoever they like, and have created a no drama PVP community that roams Nullsec looking for good fights.<br />
<br />
FUN inc / Even Better With Friends has an active discord community server which affords the community opt-in sub-channels for ship fittings, for timezone specific and NPSI roles which allow you to team up with other likeminded bloodthirsty PVPers and roam with FUN inc.<br />
<br />
All the details can be found in the in-game channel (join 'EBWF public').<br />
<br />
=== The Ancients ===<br />
[https://discord.gg/D3XUe4w The Ancients] is a new collaboration between various NPSI Fleet Commanders and potential brings together a number of fleets.<br />
<br />
<br />
=== Considerations ===<br />
Remember the [https://wiki.eveuniversity.org/EVE_University_Rules EVE University Rules], including restrictions on attacking structures and involvement in any wars or pseudo wars. If in doubt, err on the side of caution so that all of our unistas don't inadvertently become war targets outside our rules.<br />
Although the fleets are NPSI, it is still very important to follow the rules and minimise engagement with our friends and allies (+5 to +10 blue status with Eve Uni or Ivy League). NPSI fleets are generally quite aware and supportive of fleet members not engaging their allies. In short, Unistas and Unista Alts should not shoot Unistas (unless permission is given).<br />
<br />
<br />
[[Category:Fleets]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Archive:Fleet_Command_Course&diff=151187Archive:Fleet Command Course2020-03-09T02:20:19Z<p>Vorkan Dosja: /* FCC Staff */</p>
<hr />
<div>{{eunispecific}}<br />
<div style="float:left">__TOC__</div><br />
{{Campus Group Navbar}}<br />
{{FCC Links}}<br />
{{FCC Doctrine Links}}<br />
[[File:FCC_logo.png|center|400px]]<br />
<br />
== Overview of the Fleet Command Course ("FCC") ==<br />
The Fleet Command Course is a program of learning designed to encourage and support new and emerging Fleet Commanders within Eve University. <br /><br /><br />
<br />
Fleet combat is one of the most exciting, unique and inspiring aspects of EVE, and it all starts with people choosing to step up, undock, and lead their friends and corp mates out to find fights. FCs help make EVE what it is. They help change the outcome of wars, shape the political landscape of EVE, and provide people with the memories which keep them coming back to this game <br /><br /><br />
<br />
The FCC was first established because EVE needs content creators, people who don't moan, don't spin in station, they gather up the pilots, devise a plan, and they DO. The FCC may not instantly make you into the Napoleon of EVE, but we're here to help you take the first steps towards greatness, and to have fun doing so. <br /><br /><br />
<br />
<big>'''Join our community, progress through our ranks, become the Fleet Commander'''</big> <br /><br /><br />
<br />
== What Does the FCC Offer? ==<br />
==== Structured Learning Plan ====<br />
<br />
{|<br />
| valign="top" | [[File:Book Icon.png|56px|link=]]<br />
| valign="middle" | The [https://forum.eveuniversity.org/viewtopic.php?f=278&t=112069 FCC Syllabus] system provides a rank progression linked to experience demonstrated. The outline is designed to produce well rounded FCs with extensive experience across various doctrines, areas of space, and ship size, who are comfortable leading fleets of all shapes and sizes<br />
|}<br />
<br />
==== Fleet Feedback and Fleet Template Collection====<br />
<br />
{|<br />
| valign="top" | [[File:Icon contract.png|56px|link=]]<br />
| valign="middle" | While all FCs are strongly encouraged to write an [https://forum.eveuniversity.org/viewforum.php?f=186 After Action Report] (AAR) on the Uni forums explaining what they learned and the choices they made during the engagements. Feedback is then provided by a community of experienced FCs who dedicate their time and knowledge. <br /><br />
<br />
|}<br />
<br />
==== The FCC Mentor Scheme ====<br />
<br />
{|<br />
| valign="top" | [[file:Icon leader.png|56px|link=]]<br />
| valign="middle" | The [https://forum.eveuniversity.org/viewtopic.php?f=278&t=112068 Mentored Fleets] is comprised of volunteers from our most experienced FCs across all timezones, both inside and outside of E-Uni, who have generously agreed to act as Mentors for any junior FC new to the course who wishes for some additional help and guidance. The whole of the FCC community remains there as a means of support for everyone, as well as being available for 1:1 consultation and direct mentorship as time allows.<br />
<br />
==== The FCC Doctrine Library ====<br />
{|<br />
| valign="top" | [[file:icon_ship.png|56px|link=]]<br />
| valign="middle" | The FCC Doctrine Library, located in the sidebar on the right-hand side of this page, is information about commonly flown doctrines for any new FC looking at doctrine ideas. The pages to include not only to the fits themselves, but also tactics and suggestions on how to fly them.<br />
|}<br />
These are not official doctrines, and members do not have to follow them, but they are for suggestion and inspiration purposes only, and to help with ideas to fulfill the FCC doctrine requirements <br /><br /><br />
<br />
==== E-Uni Fleet Commander Community ====<br />
<br />
The FCC community is built up of people throughout the Uni, from active FCs, to semi-retired experienced players, and new aspiring FCs without a fleet to their name. Together we provide advice and guidance on all aspects of Fleet Command<br />
<br />
* Dedicated {{co|slateblue|FCC Slack}} for out of game discussion of all aspects of FC'ing <br />
* The FCC has it's own {{co|slateblue|FCC subforum}} on the EVE Uni Forums<br />
<br />
== How Do I Join the FCC? ==<br />
<br />
The requirements to join are there simply to ask the Junior FC to dedicate time to both the course and to Eve University, although there is an element of recommended experience which will help any aspiring FC. That said, it is only recommended experience to provide a good foundation level of knowledge and not a hard requirement. <br />
====Requirements to Join:====<br />
{|<br />
| valign="top" | [[image:icon_large_green_check.png|56px|link=]]<br />
| valign="middle" | <br />
* Interested in becoming an FC and willing to commit to the course<br><br />
* Freshman title<br />
|}<br /><br />
====Recommended Experience to start:====<br />
{|<br />
| valign="top" | [[File:Warfare-links.png|56px|link=]]<br />
| valign="middle" | <br />
* Participated in at least 5 Uni fleets in any capacity (Recommendation only)<br><br />
* Scouting 101/DSCAN course complete (Recommendation only)<br><br />
* Scouted in at least 3 Uni fleets (Recommendation only)<br />
|}<br /><br />
<br />
If you feel that the FCC is the place for you, please complete this [https://forms.gle/FjLAzq6heUsSFcjj8 FCC Application] and a member of the team will be in contact. <br /><br /><br />
<br />
== FCC Staff ==<br />
<br />
The FCC Department forms part of the [[Education Directorate ]] and falls under the FCC Manager, who reports directly to the Education Director. <br />
* {{co|slateblue|Psychotic Fickity}} (Director of Education - Events, Teaching and FCC) - <small>[http://forum.eveuniversity.org/ucp.php?i=pm&mode=compose&u=76315 Send a forum PM]</small><br />
* {{co|green|Vacant}} (FCC Manager)-<small>[https://forum.eveuniversity.org/ucp.php?i=pm&mode=compose&u=34559 Send a forum PM]</small> <br />
*{{co|lightgreen|Gibson Thunderbird}} (Assistant FCC Manager)-<small>[Send a forum PM]</small> <br> Please feel free to contact any member of staff at any time regarding questions or queries specific to the FCC.<br />
<br />
[[Category:EVE University Campuses]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Covert_Ops&diff=151142Covert Ops2020-03-05T18:53:21Z<p>Vorkan Dosja: </p>
<hr />
<div>{{about|the class of Frigates|the Covert Ops Cloaking Device|Cloaking}}<br />
<br />
The Covert Ops class is split into two sub classes with significantly different roles, both of which have the ability to warp while [[cloaking|cloaked]].<br />
<br />
== Covert Ops ==<br />
Covert Ops frigates can warp while cloaked, and have bonuses to scanning and hacking. As [[scouting|scouts]] they can stealthily gather intelligence and use their scanning bonus to probe out enemy targets. They can watch enemy targets while in cloak and provide a warp coordinate for a much larger gang of heavy hitting ships in an organized surprise attack. Explorers can use the same scanning bonus to probe down PvE [[exploration]] sites. Due to their extreme fragility, cov-ops frigates should not generally be used in a tackling role, and are typically invisible at all times.<br />
In E-Uni Covert Ops are mainly used as a forward scout or rear scout.<br />
<br />
* {{icon|isis amarr|22}}[[Anathema]]<br />
* {{icon|isis caldari|22}}[[Buzzard]]<br />
* {{icon|isis gallente|22}}[[Helios]]<br />
* {{icon|isis minmatar|22}}[[Cheetah]]<br />
<br />
== Stealth Bombers ==<br />
{{main|Stealth Bombers}}<br />
<br />
Stealth bombers are very specialized ships which can warp cloaked and don't have a sensor re-calibration delay preventing them from locking targets after decloaking. They can fit torpedo launchers (battleship sized missile launchers) and bomb launchers, which fire [[bombs|area-of-effect weapons]] that can only be used in [[0.0|nullsec]] or wormhole space. Stealth bombers put out extraordinary [[Alpha Strike|alpha strike]] damage and die very fast if anyone manages to put some damage on them, so bomber pilots will typically fire a few salvos and/or a single bomb then recloak. They are the bane of large ships, especially in nullsec. In groups and flown well, stealth bombers can take down a capital ship.<br />
<br />
Each stealth bomber has a damage bonus for bombs and torpedoes which do its empire's associated [[NPC Damage Types|damage type]].<br />
* {{icon|isis amarr|22}}[[Purifier]]<br />
* {{icon|isis caldari|22}}[[Manticore]]<br />
* {{icon|isis gallente|22}}[[Nemesis]]<br />
* {{icon|isis minmatar|22}}[[Hound]]<br />
<br />
[[Category: Ships]]<br />
<br />
==See Also==<br />
{{see also|Frigates}}</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Covert_Ops&diff=151141Covert Ops2020-03-05T18:51:53Z<p>Vorkan Dosja: </p>
<hr />
<div>{{about|the class of Frigates|the Covert Ops Cloaking Device|Cloaking}}<br />
<br />
The Covert Ops class is split into two sub classes with significantly different roles, both of which have the ability to warp while [[cloaking|cloaked]].<br />
<br />
== Covert Ops ==<br />
Covert Ops frigates can warp while cloaked, and have bonuses to scanning and hacking. As [[scouting|scouts]] they can stealthily gather intelligence and use their scanning bonus to probe out enemy targets. They can watch enemy targets while in cloak and provide a warp coordinate for a much larger gang of heavy hitting ships in an organized surprise attack. Explorers can use the same scanning bonus to probe down PvE [[exploration]] sites. Due to their extreme fragility, cov-ops frigates should not generally be used in a tackling role, and are typically invisible at all times.<br />
In E-Uni Covert Ops are mainly used as a forward scout or rear scout.<br />
<br />
* {{icon|isis amarr|22}}[[Anathema]]<br />
* {{icon|isis caldari|22}}[[Buzzard]]<br />
* {{icon|isis gallente|22}}[[Helios]]<br />
* {{icon|isis minmatar|22}}[[Cheetah]]<br />
<br />
== Stealth Bombers ==<br />
{{main|Stealth Bombers}}<br />
<br />
Stealth bombers are very specialized ships which can warp cloaked and don't have a sensor recalibration delay preventing them from locking targets after decloaking. They can fit torpedo launchers (battleship sized missile launchers) and bomb launchers, which fire [[bombs|area-of-effect weapons]] that can only be used in [[0.0|nullsec]] or wormhole space. Stealth bombers put out extraordinary [[Alpha Strike|alpha strike]] damage and die very fast if anyone manages to put some damage on them, so bomber pilots will typically fire a few salvos and/or a single bomb then recloak. They are the bane of large ships, especially in nullsec. In groups and flown well, stealth bombers can take down a capital ship.<br />
<br />
Each stealth bomber has a damage bonus for bombs and torpedoes which do its empire's associated [[NPC Damage Types|damage type]].<br />
* {{icon|isis amarr|22}}[[Purifier]]<br />
* {{icon|isis caldari|22}}[[Manticore]]<br />
* {{icon|isis gallente|22}}[[Nemesis]]<br />
* {{icon|isis minmatar|22}}[[Hound]]<br />
<br />
[[Category: Ships]]<br />
<br />
==See Also==<br />
{{see also|Frigates}}</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Relic_and_data_sites&diff=151074Relic and data sites2020-02-29T05:16:18Z<p>Vorkan Dosja: /* Is this site "safe" to warp to? */</p>
<hr />
<div>{{Exploration links}}<br />
'''Relic and data sites''' are types of [[Cosmic Signature|cosmic signatures]] that can be found with probing. Data and relic sites can be divided to 4 categories: <br />
* Pirate data and relic sites<br />
* Drone data sites<br />
* Ghost sites<br />
* Sleeper caches<br />
* Sleeper sites<br />
It should be noted that relic and data sites are also categorized into 5 different levels of difficulty, ranging from I to V. While a ship that is not bonus-ed to scanning can scan down a level I cosmic signature, even exploration-focused ships and fittings may struggle with level V sites.<br />
<br />
==Pirate sites==<br />
[[File:Container_data.jpg|200px|thumb|right|A Data Site container]]<br />
[[File:Container_relic.jpg|200px|thumb|right|A Relic Site container]]<br />
Pirate relic and data sites can be found in all [[k-space|normal space regions]], as well as in C1, C2 and C3 class [[Wormhole Space|wormhole systems]]. There are pockets of space populated with a variety of cosmic structures (i.e., wrecked stations, abandoned machines) and several containers that need to be [[hacking|hacked]] before the contents can be accessed. The sites do not have any triggers or NPC defenders. Pirate relic sites contain T1 and T2 [[Salvaging#Uses_for_salvage|salvage materials]], skillbooks and [[Blueprints#Blueprint_Copies|blueprint copies]]. Pirate data sites contain decryptors, datacores, skillbooks, blueprint copies and manufacturing materials. The contents may vary by faction.<br />
<br />
Data sites use the following naming convention according to their location: "{{co|wheat|Local}} {{co|#9ef37c|(Faction)}} {{co|#9ef37c|(site)}}" in high-security systems; "{{co|wheat|Regional}} {{co|#9ef37c|(Faction)}} {{co|#9ef37c|(site)}}" in low-security systems; and "{{co|wheat|Central}} {{co|#9ef37c|(Faction)}} {{co|#9ef37c|(site)}}" in null-security and wormhole systems. Relic sites follow a similar convention: "{{co|wheat|Crumbling}} {{co|#9ef37c|(Faction)}} {{co|#9ef37c|(site)}}" in high-security systems; "{{co|wheat|Decayed}} {{co|#9ef37c|(Faction)}} {{co|#9ef37c|(site)}}" in low-security systems; and "{{co|wheat|Ruined}} {{co|#9ef37c|(Faction)}} {{co|#9ef37c|(site)}}" in null-security and wormhole systems. Each region spawns sites for the local pirate group.<br />
<br />
Data site containers have a physical appearance that resembles a gyroscope, and are usually named "{{co|#9ef37c|(Faction)}} Info Shard", "{{co|#9ef37c|(Faction)}} Com Tower", "{{co|#9ef37c|(Faction)}} Mainframe", "{{co|#9ef37c|(Faction)}} Data Processing Center", "{{co|#9ef37c|(Faction)}} Shattered Life-Support Unit", "{{co|#9ef37c|(Faction)}} Virus Test Site", "{{co|#9ef37c|(Faction)}} Minor Shipyard", "{{co|#9ef37c|(Faction)}} Production Installer" or "{{co|#9ef37c|(Faction)}} Backup Server". Relic Site containers resemble ancient shipwrecks and are named "{{co|#9ef37c|(Faction)}} Debris", "{{co|#9ef37c|(Faction)}} Rubble", "{{co|#9ef37c|(Faction)}} Crystal Quarry", "{{co|#9ef37c|(Faction)}} Antiquated Outpost" or "{{co|#9ef37c|(Faction)}} Stone Formation". You'll have to hack into the containers first by playing the [[hacking|hacking minigame]]. In order to attempt a hack, you’ll need to lock on to the container and activate the corresponding hacking module. The module (Relic Analyzer in a Relic Site, Data Analyzer in a Data Site, or Integrated Aanalyzer for both) only works if the distance between the container and your ship is less or equal to the module's maximum activation range. Activating the module will open a new window containing the hacking minigame. Failing to hack a container twice will destroy it and its contents.<br />
<br />
==Drone data sites==<br />
<br />
*[[Abandoned Research Complex DA005]]<br />
*[[Abandoned Research Complex DA015]]<br />
*[[Abandoned Research Complex DA025]]<br />
*[[Abandoned Research Complex DG003]]<br />
*[[Abandoned Research Complex DG018]]<br />
*[[Abandoned Research Complex DC007]]<br />
<br />
Drone data sites spawn only in drone regions: Cobalt Edge, Perrigen Falls, Malpais, Oasa, Kalevala Expanse, Outer Passage, Etherium Reach, and The Spire. Drone data sites have two main differences from pirate data sites:<br />
<br />
* Failing the hack twice in drone data site will not destroy the container. Instead there is a chance that failure spawns hostile frigates. These rogue drones can be easily handled by the drones of T1 explorer and do not pose serious threat. These frigates need to be destroyed before you can hack again.<br />
<br />
* Drone data sites can escalate into another drone data site.<br />
<br />
Drone data sites contain three hackable containers: Two "High Security Containment Facility" and one "Research and Development Laboratories". Most of the time the lone research container is empty but leaving it unhacked misses possibility for data site escalation.<br />
<br />
Drone data sites contain drone components and blueprint copies for [[Drones#Variants|'Integrated' and 'Augmented' drones]]. Each drone region drop blueprint copies for different racial drones: Kalevala Expanse and The Spire for Minmatar, Malpais and Oasa for Caldari, Etherium Reach and Perrigen Falls for Gallente and finally Outer Passage and Cobalt Edge for Amarr.<br />
<br />
==Sleeper caches==<br />
{{main|Sleeper Cache}}<br />
Sleeper caches are data sites with various triggers and dangers. They are significantly more difficult than pirate data sites. Sleeper caches spawn in normal space and do ''not'' spawn in wormholes even though the sleeper connection would imply the opposite; they are not to be confused with the Forgotten [[#Sleeper sites|Sleeper sites]], which function more like combat sites.<br />
<br />
The Sleeper Caches from easiest to hardest are:<br />
*[[Limited Sleeper Cache]] Level IV scanning difficulty<br />
*[[Standard Sleeper Cache]] Level IV scanning difficulty<br />
*[[Superior Sleeper Cache]] Level V scanning difficulty<br />
<br />
Sleeper caches are gated deadspace pockets with size limits for entry. Each sleeper cache has its own set of dangers. They contain mixture of containers with damaging explosions on failed hack, timed triggers, hazardous clouds, proximity explosions and sentry guns. For details see the page for individual sleeper cache.<br />
<br />
Sleeper caches contain sleeper components, manufacturing materials, skillbooks and blueprint copies for polarized weapons.<br />
<br />
==Ghost sites==<br />
{{main|Ghost Site}}<br />
Ghost sites are data sites with limited time and riskier failures. They can be identified from {{co|wheat|"Covert Research Facility"}} on their name.<br />
<br />
The sites have invisible time limit after which strong NPC force will arrive, blow up remaining containers and attack the pilot on site. The hacks are also riskier as single failure will cause the container to explode dealing 4000–6000 raw explosive damage to 10 km radius.<br />
<br />
Ghost sites contain Covert Research Tools, Villard Wheels, blueprint copies for 'Packrat' and 'Magpie' Mobile Tractor Units, ‘Wetu’ and ‘Yurt’ Mobile Depots and Ascendancy implants.<br />
<br />
==Sleeper sites==<br />
{{main|Wormhole sites}}<br />
Sleeper data and relic sites are found in wormholes. They are not empty, instead they have strong sleepers defending the site that need to be defeated before hacking. <br />
<br />
Sleeper data and relic sites can be identified from {{co|wheat|"Forgotten"}} and {{co|wheat|"Unsecured"}} at the beginning of their names. The combat in them is harder than in combat anomalies of same wormhole class and the rats drop sleeper components as they do in combat sites. They can be ran as combat sites only looting the wrecks and ignoring the hacking part.<br />
<br />
==Silent Battleground==<br />
[[File:Silent_battleground.png|thumb|right|The Silent Battleground]]<br />
Silent Battleground is a very rare data site found in [[Shattered Wormhole Space|shattered wormholes]].<br />
<br />
The silent battleground contains 20 data and relic cans scattered in 60 km radius, with no Sleeper rats present. It must be scanned down, and requires decent skills to do so. Failing the hack twice does not blow up the can. The data cans contain datacores, and the relic cans contain T3 manufacturing components such as Intact Power Cores. Early reports suggest that this site operates on a timer and will explosively despawn after some time, though dealing no damage. This timer should be longer than 30 minutes. 3 hacking ships should be able to clear the entire site before this happens, however.<br />
<br />
At the center of the silent battleground is a wrecked [[Revenant]], suggesting an unexpected historical [[Sansha's Nation]] presence in these shattered wormholes. The wreck cannot be salvaged.<br />
<br />
== Contested Covert Research Facilities ==<br />
<br />
{{ note box | Note that it is unclear to this author whether Contested Covert Research Facilities are still in the game; some sources seem to indicate that they were removed when the Besieged Covert Research Facilities were added. Another thing to consider is that the reward received may not be worth the effort and risk of doing them: you will almost certainly lose your ship if you attempt them in an untanked frigate, but carrying around tanking modules just for these sites may be inconvenient. }}<br />
<br />
[[Contested Covert Research Facilities]] are hacking sites that may or may not be in the game anymore. They contain one hackable container. The site will self destruct and deal 2000 damage 45-60 seconds after warp in.<br />
<br />
== Tips and tricks==<br />
* The contents of containers can be scanned with [[cargo scanning|cargo scanners]] before hacking. This allows skipping containers that do not have valuable contents.<br />
* Emptied sites will despawn in few minutes. Sites that have been warped to or partially completed will despawn in few hours.<br />
* Once a site has despawned, the same site (sorted based on data or relic) will respawn within 2 minutes within the same region, but never within the same system.<br />
* Sites with difficulty levels I and II should be scannable for any ship fitted with a core probe launcher, and a set of Sisters core probe scanners. However, as the difficulty level of the site increases, the minimum scanning strength required also increases. <br />
* Sites with difficulty levels III and higher normally need to be scanned by a scanning-bonused ship. However, some level III sites may still be scanned by any ship if it is fitted with a Sisters core probe launcher.<br />
* The recommended scan strength for level IV sites is around 90, while the recommended scan strength for level V sites is 100 and above.<br />
<br />
== Is this site "safe" to warp to? ==<br />
<br />
The following tables give a quick overview whether a site is "safe" or not. This only relates to PVE hazards (like rats or exploding cans) NOT to other people hunting you down!<br />
<br />
{| class="wikitable"<br />
|-<br />
! Relic Sites !! Is it "Safe"? !! Hic Sec !! Low Sec!! Null Sec !! C1 WH !! C2 WH !! C3 WH !! C4 WH !! C5 WH !! C6 WH<br />
|-<br />
| Crumbing <> || Safe || x || || || || || || || || <br />
|-<br />
| Decayed <> || Safe || || x || || || || || || || <br />
|-<br />
| Ruined <> || Safe || || || x || x || x || x || || || <br />
|-<br />
| Forgotten <> || NOT Safe || || || || x || x || x || x || x || x <br />
|}<br />
Shattered systems may cause other sites to spawn in C4+ systems. A Ruined site was found in J002625 on 02/29/2020 in a C4.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Data Sites !! Is it "Safe"? !! Hic Sec !! Low Sec!! Null Sec !! C1 WH !! C2 WH !! C3 WH !! C4 WH !! C5 WH !! C6 WH<br />
|-<br />
| Local <> || Safe || x || || || || || || || || <br />
|-<br />
| Regional <> || Safe || || x || || || || || || || <br />
|-<br />
| Central <> || Safe || || || x || x || x || x || || || <br />
|-<br />
| Unsecured <> || NOT safe || || || || x || x || x || x || x || x <br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
! Drone Data Sites !! Is it "Safe"? !! Hic Sec !! Low Sec!! Null Sec !! C1 WH !! C2 WH !! C3 WH !! C4 WH !! C5 WH !! C6 WH<br />
|-<br />
| Abandoned Research Complex <> || NOT safe || || || x || || || || || || <br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ghost Data Sites !! Is it "Safe"? !! Hic Sec !! Low Sec!! Null Sec !! C1 WH !! C2 WH !! C3 WH !! C4 WH !! C5 WH !! C6 WH<br />
|-<br />
| Lesser <> Covert Research Facility || NOT Safe || x || || || || || || || || <br />
|-<br />
| Standard <> Covert Research Facility || NOT Safe || || x || || || || || || || <br />
|-<br />
| Improved <> Covert Research Facility || NOT Safe || || || x || || || || || || <br />
|-<br />
| Superior <> Covert Research Facility || NOT safe || || || || x || x || x || x || x || x <br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
! Sleeper Cache Data Sites !! Is it "Safe"? !! Hic Sec !! Low Sec!! Null Sec !! C1 WH !! C2 WH !! C3 WH !! C4 WH !! C5 WH !! C6 WH<br />
|-<br />
| Limited Sleeper Cache || NOT Safe || x || x || x || || || || || || <br />
|-<br />
| Standard Sleeper Cache || NOT Safe || x || x || x || || || || || || <br />
|-<br />
| Superior Sleeper Cache || NOT Safe || x || x || x || || || || || || <br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
! Gas Sites !! Is it "Safe"? !! Hic Sec !! Low Sec!! Null Sec !! C1 WH !! C2 WH !! C3 WH !! C4 WH !! C5 WH !! C6 WH<br />
|-<br />
| <> || NOT Safe || x || x || x || x || x || x || x || x || x<br />
|}<br />
<br />
<br />
(Credit to David Louis for making an overview like this on: https://forums.eve-scout.com/topic/409/safety-can-i-warp-to-this-site)<br />
<br />
== Pirate relic site loot==<br />
<br />
Pirate faction relic sites contain following items:<br />
* Salvage. Type of salvage is based on the faction.<br />
* Carbon<br />
* Spatial attunement units<br />
* T2 rig blue print copies<br />
* POS blueprint copies<br />
<br />
Based on research done by MacrophageNT the relic site contents follow certain simple rules<ref name="relic distributeion">[https://www.reddit.com/r/Eve/comments/af7536/the_ultimate_nullsec_faction_relicdata_sites/ The Ultimate Nullsec Faction Relic/Data Sites Profitability Comparison]</ref>. The following information is for sites in null security space, the distribution of materials in other areas is likely identical but with lower drop rates.<br />
<br />
{| class="wikitable" style="text-align: center;padding:10px;"<br />
|-<br />
! Salvage !! Angel Cartel !! Blood Raiders !! Guristas !! Sansha's nation !! Serpentis<br />
|-<br />
|style="text-align:right;"|Artificial Neural Network&nbsp;|| x || x || x || x || x<br />
|-<br />
|style="text-align:right;"|Damaged Artificial Neural Network&nbsp;|| x || x || x || x || x<br />
|-<br />
|style="text-align:right;"|Interface Circuit&nbsp;|| x || x || x || x || x<br />
|-<br />
|style="text-align:right;"|Fried Interface Circuit&nbsp;|| x || x || x || x || x<br />
|-<br />
|style="text-align:right;"|Logic Circuit&nbsp;|| x || x || x || x || x<br />
|-<br />
|style="text-align:right;"|Burned Logic Circuit&nbsp;|| x || x || x || x || x<br />
|-<br />
|style="text-align:right;"|Micro Circuit&nbsp;|| x || x || x || x || x<br />
|-<br />
|style="text-align:right;"|Charred Micro Circuit&nbsp;|| x || x || x || x || x<br />
|-<br />
|style="text-align:right;"|Power Circuit&nbsp;|| x || x || x || x || x <br />
|-<br />
|style="text-align:right;"|Tripped Power Circuit&nbsp;|| x || x || x || x || x <br />
|-<br />
|style="text-align:right;"|Impetus Console&nbsp;|| x ||&nbsp;||&nbsp;||&nbsp;||&nbsp;<br />
|-<br />
|style="text-align:right;"|Thruster Console&nbsp;|| x ||&nbsp;||&nbsp;||&nbsp;||&nbsp;<br />
|-<br />
|style="text-align:right;"|Single-crystal Superalloy I-beam&nbsp;|| x ||&nbsp;||&nbsp;||&nbsp;||&nbsp;<br />
|-<br />
|style="text-align:right;"|Alloyed Tritanium Bar&nbsp;|| x ||&nbsp;||&nbsp;||&nbsp;||&nbsp;<br />
|-<br />
|style="text-align:right;"|Trigger Unit&nbsp;|| x ||&nbsp;||&nbsp;||&nbsp;||&nbsp;<br />
|-<br />
|style="text-align:right;"|Smashed Trigger Unit&nbsp;|| x ||&nbsp;||&nbsp;||&nbsp;||&nbsp;<br />
|-<br />
|style="text-align:right;"|Capacitor Console&nbsp;||&nbsp;|| x ||&nbsp;||&nbsp;||&nbsp;<br />
|-<br />
|style="text-align:right;"|Melted Capacitor Console&nbsp;||&nbsp;|| x ||&nbsp;||&nbsp;||&nbsp;<br />
|-<br />
|style="text-align:right;"|Power Conduit&nbsp;||&nbsp;|| x ||&nbsp;||&nbsp;||&nbsp;<br />
|-<br />
|style="text-align:right;"|Tangled Power Conduit&nbsp;||&nbsp;|| x ||&nbsp;||&nbsp;||&nbsp;<br />
|-<br />
|style="text-align:right;"|Enhanced Ward Console&nbsp;||&nbsp;||&nbsp;|| x ||&nbsp;||&nbsp;<br />
|-<br />
|style="text-align:right;"|Ward Console&nbsp;||&nbsp;||&nbsp;|| x ||&nbsp;||&nbsp;<br />
|-<br />
|style="text-align:right;"|Intact Shield Emitter&nbsp;||&nbsp;||&nbsp;|| x ||&nbsp;||&nbsp;<br />
|-<br />
|style="text-align:right;"|Malfunctioning Shield Emitter&nbsp;||&nbsp;||&nbsp;|| x ||&nbsp;|| x<br />
|-<br />
|style="text-align:right;"|Telemetry Processor&nbsp;||&nbsp;||&nbsp;|| x ||&nbsp;||&nbsp;<br />
|-<br />
|style="text-align:right;"|Scorched Telemetry Processor&nbsp;||&nbsp;||&nbsp;|| x ||&nbsp;||&nbsp;<br />
|-<br />
|style="text-align:right;"|Current Pump&nbsp;||&nbsp;||&nbsp;||&nbsp;|| x ||&nbsp;<br />
|-<br />
|style="text-align:right;"|Defective Current Pump&nbsp;||&nbsp;||&nbsp;||&nbsp;|| x ||&nbsp;<br />
|-<br />
|style="text-align:right;"|Intact Armor Plates&nbsp;||&nbsp;||&nbsp;||&nbsp;|| x ||&nbsp;<br />
|-<br />
|style="text-align:right;"|Armor Plates&nbsp;||&nbsp;||&nbsp;||&nbsp;|| x ||&nbsp;<br />
|-<br />
|style="text-align:right;"|Nanite Compound&nbsp;||&nbsp;||&nbsp;||&nbsp;|| x ||&nbsp;<br />
|-<br />
|style="text-align:right;"|Contaminated Nanite Compound&nbsp;||&nbsp;||&nbsp;||&nbsp;|| x ||&nbsp;<br />
|-<br />
|style="text-align:right;"|Conductive Thermoplastic&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;|| x<br />
|-<br />
|style="text-align:right;"|Conductive Polymer&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;|| x<br />
|-<br />
|style="text-align:right;"|Drone Transceiver&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;|| x<br />
|-<br />
|style="text-align:right;"|Broken Drone Transceiver&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;|| x<br />
|-<br />
|style="text-align:right;"|Lorentz Fluid&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;|| x<br />
|-<br />
|style="text-align:right;"|Contaminated Lorentz Fluid&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;|| x<br />
|}<br />
<br />
Each relic site in null security space/wormholes contains three different kind of containers: Rubble, remains and ruins. These containers always have the same loot distribution without influence from the site type.<br />
<br />
{| class="wikitable" style="text-align: center;padding:10px;"<br />
|-<br />
! Container !! T1 probablility<br>(ammount)!! T2 probability<br>(ammount)<br />
|-<br />
|style="text-align:right;"|Rubble&nbsp;|| 25% (3-20) || 5.5% (1-3)<br />
|-<br />
|style="text-align:right;"|Remain&nbsp;|| 50% (5-40) || 12.5% (1-5)<br />
|-<br />
|style="text-align:right;"|Ruin&nbsp;|| 0% || 25% (1-15)<br />
|}<br />
<br />
For example in a "Rubble" container each T1 salvage has independent 25% probability to appear in a stack of 3-20 units. Stack sizes are all uniformly distributed so a stack of 1 is equally likely to a stack of 14.<br />
<br />
The ammount of different container types depends on the name of the relic site. As a result higher rank relic sites are on average more valuable.<br />
<br />
{| class="wikitable" style="text-align: center;padding:10px;"<br />
|-<br />
! Site<br>(sec, level, % of sites)!! Rubble !! Remains !! Ruins<br />
|-<br />
|style="text-align:right;"|Monument Site (null, 1, 40%)|| 2 || 3 || 1<br />
|-<br />
|style="text-align:right;"|Temple Site (null, 2, 30%)|| 1 || 3 || 2<br />
|-<br />
|style="text-align:right;"|Science outpost (null, 3, 20%)|| 0 || 4 || 2<br />
|-<br />
|style="text-align:right;"|Crystal Quarry (null, 4, 10%)|| 1 || 3 || 3<br />
|}<br />
<br />
Based on the above information it is possible to calculate the expected value for each faction's null security sites.<br />
<br />
{{MessageBox<br />
|Expected average site value<br />
|Paste this to evepraisal, divide the result by 100 and you get the expected value per site for that faction.<br />
<br />
Angel Cartel:<br />
https://evepraisal.com/a/ks83x?live&#61;yes<br />
<br />
Artificial Neural Network 472<br />
Interface Circuit 472<br />
Logic Circuit 472<br />
Micro Circuit 472<br />
Power Circuit 472<br />
Impetus Console 472<br />
Single-crystal Superalloy I-beam 472<br />
Trigger Unit 472<br />
Damaged Artificial Neural Network 3945<br />
Fried Interface Circuit 3945<br />
Burned Logic Circuit 3945<br />
Charred Micro Circuit 3945<br />
Tripped Power Circuit 3945<br />
Thruster Console 3945<br />
Alloyed Tritanium Bar 3945<br />
Smashed Trigger Unit 3945<br />
<br />
Blood Raider Covenant:<br />
https://evepraisal.com/a/ks845?live&#61;yes<br />
<br />
Artificial Neural Network 472<br />
Interface Circuit 472<br />
Logic Circuit 472<br />
Micro Circuit 472<br />
Power Circuit 472<br />
Capacitor Console 472<br />
Power Conduit 472<br />
Damaged Artificial Neural Network 3945<br />
Fried Interface Circuit 3945<br />
Burned Logic Circuit 3945<br />
Charred Micro Circuit 3945<br />
Tripped Power Circuit 3945<br />
Melted Capacitor Console 3945<br />
Tangled Power Conduit 3945<br />
<br />
Guristas Pirates:<br />
https://evepraisal.com/a/ks84e?live&#61;yes<br />
<br />
Artificial Neural Network 472<br />
Interface Circuit 472<br />
Logic Circuit 472<br />
Micro Circuit 472<br />
Power Circuit 472<br />
Enhanced Ward Console 472<br />
Intact Shield Emitter 472<br />
Telemetry Processor 472<br />
Damaged Artificial Neural Network 3945<br />
Fried Interface Circuit 3945<br />
Burned Logic Circuit 3945<br />
Charred Micro Circuit 3945<br />
Tripped Power Circuit 3945<br />
Ward Console 3945<br />
Malfunctioning Shield Emitter 3945<br />
Scorched Telemetry Processor 3945<br />
<br />
Sansha's Nation:<br />
https://evepraisal.com/a/ks84k?live&#61;yes<br />
<br />
Artificial Neural Network 472<br />
Interface Circuit 472<br />
Logic Circuit 472<br />
Micro Circuit 472<br />
Power Circuit 472<br />
Current Pump 472<br />
Intact Armor Plates 472<br />
Nanite Compound 472<br />
Damaged Artificial Neural Network 3945<br />
Fried Interface Circuit 3945<br />
Burned Logic Circuit 3945<br />
Charred Micro Circuit 3945<br />
Tripped Power Circuit 3945<br />
Defective Current Pump 3945<br />
Armor Plates 3945<br />
Contaminated Nanite Compound 3945<br />
<br />
Serpentis Corporation:<br />
https://evepraisal.com/a/ks84q?live&#61;yes<br />
<br />
Artificial Neural Network 472<br />
Interface Circuit 472<br />
Logic Circuit 472<br />
Micro Circuit 472<br />
Power Circuit 472<br />
Conductive Thermoplastic 472<br />
Drone Transceiver 472<br />
Lorentz Fluid 472<br />
Damaged Artificial Neural Network 3945<br />
Fried Interface Circuit 3945<br />
Burned Logic Circuit 3945<br />
Charred Micro Circuit 3945<br />
Tripped Power Circuit 3945<br />
Malfunctioning Shield Emitter 3945<br />
Conductive Polymer 3945<br />
Broken Drone Transceiver 3945<br />
Contaminated Lorentz Fluid 3945<br />
|collapsed=yes}}<br />
<br />
== Pirate data site loot ==<br />
<br />
Data sites of pirate factions contain following items:<br />
* Decryptors of all types<br />
* High-Tech Manufacturing Tools<br />
* High-Tech Data Chips<br />
* Carbon<br />
* Calm Abyssal filaments<br />
* Invention skillbooks<br />
* Bluepint copies for:<br />
** Target Spectrum Breakers<br />
** Ancillary shield and armor repairers (local and remote)<br />
** Faction POS modules<br />
** 'ligature' and 'zeugma' integrated analyzers<br />
** Medium and large micro jump drives<br />
** Reactive armor hardeners<br />
* Storyline materials. Not fully limited to only own faction materials.<br />
* Datacores. See the table below to see which faction has what.<br />
<br />
{| class="wikitable"<br />
! Datacore<br />
! style="text-align: center;" | Angel Cartel<br />
! style="text-align: center;" | Blood Raider<br />
! style="text-align: center;" | Guristas<br />
! style="text-align: center;" | Sansha's Nation<br />
! style="text-align: center;" | Serpentis<br />
|-<br />
| Mechanical Engineering<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | x<br />
|-<br />
| Hydromagnetic Physics<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | &nbsp;<br />
|-<br />
| Molecular Engineering<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | &nbsp;<br />
|-<br />
| Nanite Engineering<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | &nbsp;<br />
|-<br />
| Quantum Physics<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | &nbsp;<br />
|-<br />
| Amarrian Starship Engineering<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | &nbsp;<br />
|-<br />
| Electromagnetic Physics<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | x<br />
|-<br />
| Electronic Engineering<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | x<br />
|-<br />
| Graviton Physics<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | x<br />
|-<br />
| High Energy Physics<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | &nbsp;<br />
|-<br />
| Laser Physics<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | &nbsp;<br />
|-<br />
| Rocket Science<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | &nbsp;<br />
|-<br />
| Caldari Starship Engineering<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | &nbsp;<br />
|-<br />
| Gallentean Starship Engineering<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | x<br />
|-<br />
| Minmatar Starship Engineering<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | &nbsp;<br />
|-<br />
| Nuclear Physics<br />
| style="text-align: center;" | x<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | &nbsp;<br />
|-<br />
| Plasma Physics<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | &nbsp;<br />
| style="text-align: center;" | x<br />
|}<br />
<br />
==See also==<br />
* [http://community.eveonline.com/news/dev-blogs/ghastly-hotbed-of-spaceship-trauma/ Dev blog introducing Ghost Sites]<br />
* [http://community.eveonline.com/news/dev-blogs/sweeping-death-and-chaos/ Dev blog introducing the Contested and Besieged Covert Research Facilities]<br />
<br />
== References ==<br />
<references/><br />
<br />
[[Category:Exploration]]<br />
[[Category:Data sites]]<br />
[[Category:Relic sites]]<br />
<br />
== References ==<br />
<references/><br />
<br />
[[Category:Exploration]]<br />
[[Category:Data sites]]<br />
[[Category:Relic sites]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=User:Vorkan_Dosja&diff=151071User:Vorkan Dosja2020-02-28T17:33:11Z<p>Vorkan Dosja: /* Maps */</p>
<hr />
<div>{{related class|Scouting 101}}{{tocright}}<br />
Scouts are the eyes and ears of a fleet. Without them, fleets would both easily get surprised by enemy forces, as well as have a tough time hunting down good fights.<br />
<br />
Some ships are better (or even essential) for certain types of scouting, but for a basic fleet scout all that is needed is:<br />
* The ability to fly a ship.<br />
* Some fundamental scouting knowledge.<br />
* The ability to use a few tools that are linked in this article.<br />
<br />
Since scouting is a fleet role, it is also important for prospective scouts to familiarize themselves with fleet operations beforehand. Read the [[The_Rookie's_Guide_To_Fleet_Ops | Rookie's Guide to Fleet Ops]] to get started.<br />
<br />
==Scout Objectives and Roles==<br />
===Objectives===<br />
<br />
There are two basic scout objectives: Route Security and Hunting. Route security means ensuring the fleet's planned travel route is free of hostile forces that should be avoided, as well as preventing anyone from surprising the fleet. Hunting means finding good fights for the fleet. All scouts provide route security, all the time, on every operation. If the fleet is looking for a fight, scouts are also responsible for hunting down a good fight for the fleet.<br />
<br />
With those two objectives in mind, the following are the most common scout roles.<br />
<br />
===Basic Roles===<br />
<br />
The most basic scout roles are 'picket' and '+1'. The ‘Hero Tackle’ role can be added on to these roles as well. <br />
<br />
====Picket====<br />
<br />
Picketing is the easiest scout job; some players do even not consider it scouting it is so simple. The picket's job is normally to sit at a gate and report the specific types of ships coming into the system he is assigned to. For example, incursion fleets use pickets to warn them of war targets. <br />
<br />
If you are a picket, and your only job is to watch for war targets, you can do this docked up safe in a station by carefully watching local. However, sitting 200km+ off a gate while cloaked is the best option since it allows you to report specific details on the ships coming through your picket.<br />
<br />
====+1====<br />
The objective of the +1 is to move one jump ahead of his fleet to provide intelligence to his Fleet Commander (FC). If the fleet is simply traveling to a destination, then the scout's job is route security (i.e., warning the FC of war targets, gate camps, and any other possible danger). In low-sec or null-sec space, individual ships may ask for a +1 to guide them into or out of dangerous areas.<br />
<br />
When jumping into a new system, keep cloak and immediately check three things. First, check the grid on your overview for ships that might pose a threat to the fleet. Second, check local for war targets, flashy targets, criminals, etc. Finally, check D-Scan for ships sitting off grid. Report anything that might be a threat to the FC. If the objective is to find good fights and there are other pilots in local, then the +1 will check out mission sites and asteroid belts with D-Scan to see if there are appropriate targets available. <br />
<br />
Why move one jump ahead? If a fleet jumps into a system, it spikes local and everyone in the system will know a fleet has come in. That puts everyone on alert. A scout moving in alone does not alarm anyone significantly in a system. The fleet does not move into the system until either the scout finds a good fight, or the FC determines that there is nothing interesting and decides to move on.<br />
<br />
Why not just roam? Why exactly one and only one system ahead? Even when looking for good fights, scouts are always performing a fleet safety role. A scout one system ahead prevents the fleet from being surprised. If you are two or more systems ahead and there is no +1, then another fleet can move in behind the scout and surprise the fleet when it jumps in.<br />
<br />
Good ships for the +1 role are tackle frigates, but the best ships are interceptors and covops ships.<br />
<br />
====-1s==== <br />
The -1s objective is like the +1s, except they follow one jump behind a fleet to protect it from forces stalking the fleet and enemy scouts. -1s are only used when the FC suspects his fleet is being followed or there is a high danger of war targets attacking. -1s need to pay attention to local and notice any pilots who seem to be following the fleet. They generally do not report unless they find or suspect they have found someone following the fleet or a target has presented itself for a good fight.<br />
<br />
====Roaming Scouts==== <br />
A Roaming Scout moves several jumps ahead of a fleet looking for good fights. A roaming scout is utilized only when the fleet is large enough to spare the ships after the +1/-1 fleet safety roles are filled. It is not unheard of for large fleets to utilize two to three Roaming scouts to cover as much ground as possible to hunt down a good fight. In these instances, scouts should have a private communication channel with the FC to not confuse normal fleet communications. Due to the distances roaming scouts tend to be from the fleet, Hero Tackling is not advisable until the fleet is ready to jump in. Tackle frigates, interceptors, and covops ships are the standard for this role.<br />
<br />
====The Hero Tackle====<br />
<br />
Hero tackle is an add-on role. Hero tackles are scouts who find a target the FC wants to fight. The FC will get the fleet into position on the gate leading into the scout’s system. At the FC’s signal, the scout will engage the target, tackle it, and attempt to hold tackle until the fleet can arrive to finish the fight.<br />
<br />
It is essential to communicate with the FC what is happening and to time the tackle to just before the fleet jumps into system. Have your fleet warp to you. Be mindful of gated sites; the fleet may have to warp through an acceleration gate first to reach you. Hero tackles frequently do not survive (hence the "hero" part), so interceptors and covops ships are generally too expensive for hero tackling. Before attempting this [[Tackling_Guide | read up on tackling]], and practice a bit with a fellow corporation member.<br />
<br />
====Finding War Targets====<br />
In any situation where a fleet can expect to encounter war targets or is actively looking for war targets, Out of Corp (OOC) scouts are very useful. They can move around freely without alerting enemy pilots that a war target is in system.<br />
<br />
== Tools of the Trade ==<br />
Basic Tools of the Trade<br />
'''T1 Ships''': Each race has a T1 frigate with bonuses for speed and tackling. These are usually the best T1 ships for scouting. Amarr: [[Executioner]]. Caldari: [[Condor]]. Gallente: [[Atron]]. Minmatar: [[Slasher]].<br />
<br />
'''T2 Ships -- Interceptors''': Interceptors are T2 versions of the T1 tackle frigates. They keep the tackling bonus and are much faster. They are immune to bubbles, which is important in null-sec scouting. Each race has two versions of the interceptor, and one of them has additional tackling bonuses, which usually makes them the better scout interceptor. That said, interceptors are expensive, so you should think twice before using one as a hero tackle. Amarr: [[Malediction]]. Caldari: [[Crow]]. Gallente: [[Ares]]. Minmatar: [[Stiletto]].<br />
<br />
'''T2 Ships -- Covops''': Covert Operations ships are frigates that can fit a Covert Operations Cloaking Device, a T2 module that allows the ship full maneuverability while cloaked, including warping. Cloaked ships do not show up on D-Scan, which allows them to sneak up on other ships. In addition, each race has one version of a Covops ship which is the T2 version of their exploration frigate. These ships can use combat scanning probes to find ships and provide a warp-in to them. All of these abilities make the Covops ship an excellent choice for fleet scouts. However, Covops ships are somewhat fragile, so they should not be used for hero tackling.<br />
<br />
'''[[Directional_Scanner_Guide |D-Scan]]''': This is an absolutely essential tool for scouts. You will use this constantly to find ships that are not on grid, to hunt down ships, and to report fleet compositions to your FC. If you are just starting out in EVE or a new scout, take the time to read the linked article and practice on your own.<br />
<br />
'''[http://evemaps.dotlan.net/ Dotlan]''': This set of maps is essential for route-finding. If you use EVE in windowed mode, you can have this open in a browser and bring it up whenever you need it.<br />
<br />
'''[https://adashboard.info/intel aDashboard]''': In either local or D-Scan, you can select all, copy, and then paste the data into aDashboard. It will analyze the data, give you a report, and give you a link you can post in fleet chat for your FC. This is a quick way to report fleet composition, war targets in local, etc.<br />
The items listed here should be setup prior to your going out to scout. <br />
<br />
=== Overview ===<br />
<br />
The overview requirements for a scout are different than for normal fliers. Your job is to see as much as possible, rather than only the enemies. First of all, switch brackets on - that gives you a clearer view of things like gate guns that are otherwise tricky to see. Include neutrals and war targets - neutral may be out of corp repairers or alt scouts. Take your corp mates out, but everything else should show. <br />
<br />
Create a second tab that just shows war targets also, so you can quickly and easily identify all war targets and get that information out to your FC, in case a fleet is travelling past you. <br />
<br />
[[Overview settings]] has more information on general overview settings and how to set things up as per above. <br />
<br />
You may also want to consider creating an overview profile per ship class (frigate, cruiser etc) to use with your directional scanner. This will allow you to select an overview profile with which to filter the scan results based on reliable intelligence as to what ship your target is flying; resulting in faster and more accurate deployment of probes.<br />
<br />
You should have one overview tab that shows everything that can decloak you: asteroids, corpses, cans, ships, everything.<br />
<br />
=== Local ===<br />
<br />
Your local window is one of the most important tools you work with as a scout - more on exactly how later. Before you're out scouting, however, you want to move your local window to one side of the screen, squash it width-wise as much as possible, pull the slider across to the left so you can see pilots and not chat, and stretch it length-wise as much as possible. Setting local to show compact member list helps as well. This is to allow for quick recognition of targets in local.<br />
<br />
=== External Tools ===<br />
<br />
==== Mumble ====<br />
<br />
[[Mumble]] is required for Uni fleet ops, but as a scout you have an extra requirement, to have [[Mumble#Setting_a_Command_Channel_push-to-talk|command channel push-to-talk key]] setup and functioning.<br />
<br />
<br> You may also want a [[Mumble#Global_Command|global command key]]. The difference between these two keys pertains to who will receive your command broadcast. <br />
<br />
'standard command key' will only broadcast to the Channel Commanders in YOUR current channel. <br />
<br />
'global command key' will broadcast to ALL Channel Commanders Server wide. <br />
<br />
<br> You use the '''global command channel as long as you are the only fleet''' out (so Intel can listen in and advise). <br />
<br />
With '''multiple fleets''' out not all fleet command communications can be broadcasted over global command. Use global command for '''strategic information''' (e.g. "global command, this is Sto Lo's fleet, we are now moving from Jita to Aldrat through Rancer lowsec" [but not "... we are jumping from Aldrat into Eygfe"] or "global command, this is Sto Lo's fleet, big pirate camp in Hagilur, 12 BS Amarr heavy, we need reinforcements" [but not "... flashy rifter 150 km up off the Evati gate"] and '''questions to Intel''' (e.g. "global command, NewbieCom1's fleet, Intel, we have two standard squads and the possibility to engage 12 flashy BS on the Evati gate. Any advise?"). Use your '''local command for tactical information''' regarding your fleet only (e.g. "local command, Sneaky1, I have a warpin on a flashy Drake at a safespot at 10" <br />
<br />
When you talk on any command channel make sure to use the protocol: "Global/Local command", "Your name", ("recipient"), "Information". E.g.: "Global Command, Ubercado, primary is Veldspar". <br />
<br />
<br> <br />
<br />
*'''Each time you're fleeting up''' - when you enter the channel move yourself to the "command channel". Once you're done with the fleet remember to leave the channel, or you'll be assumed to be a spai.<br />
<br />
<br><br />
<br />
==== Maps ====<br />
<br />
Scouting is much easier with a second monitor. If you don't have that, then best to set your client to play in windowed mode.<br />
<br />
DotLan is a useful tool - http://evemaps.dotlan.net/ This will show you the same information as Ombey's (although I prefer Ombey's format). This will also show you lots more useful stats about the systems you're headed to, like kills per hour, etc. <br />
<br />
For practice, when travelling around unfleeted out of war, always check your route on those maps, and think about where you're headed and how you're getting there. I sometimes travel without autopilot set also, navigating by map to get more used to finding my way quickly. <br />
<br />
If you have access to an A3 printer, you can download PDF versions of the maps and print them. These can be extremely handy for pencilling routes and quickly identifying alternate paths or escape routes, especially if you only have a single monitor.<br />
<br />
==== Dashboard ====<br />
https://adashboard.info/ is a quick and simple way to share intel with your fleet. You can do a quick dscan, copy the dscan results, and paste them to this site. It categorizes the results into an easily readable format.<br />
<br />
==== ScreenShot Sharing ====<br />
Many people use screenshot sharing services like push or sharex to take screenshots of the enemy to share with their fleet.<br />
<br />
==So You Want to Be a Dedicated Scout==<br />
<br />
If you really enjoy scouting and want to get good at it, the best way is to do it often. In addition, you will want to start doing the following.<br />
<br />
'''Route Preparation''': Find out what routes FCs like to take and spend some time setting up [[Bookmarks]] in those systems. You will want bookmarks on gates, instadocks and undocks on the top and bottom stations, a location about 1 AU off the sun, and some safes. At first, a mid-safe between two gates will be enough, but having a deep safe out of D-Scan range of pretty much everything in the system will be very useful when the fleet needs to extract itself from a fight gone wrong. Set up some bookmarks that let you observe gates, mission sites, and asteroid belts from a reasonably safe distance. If you really want to be prepared, you might fit out some scout ships and leave them in stations along the route in case you get to play the hero tackle and need to reship. The more of this sort of thing you do, the more your FCs will love you.<br />
<br />
'''Ship Recognition''': The more you know about the various ships in EVE, the better intel you will give to your FC.<br />
<br />
==A Primer on Covops Scouting==<br />
<br />
Editor's Note: The following is an excellent primer on scouting in a Covert Operations ship written by another author. It also has some very good general advice on scouting. I will be going through and editing this to fit into the more comprehensive style of the current article as I have time.<br />
<br />
=== What does/doesn't this cover ===<br />
<br />
This page concentrates on covops scouting - that is with covops ships which are able to warp while cloaked (Tech 2 covops frigates and force recons with proper tech 2 covops cloaks. Those wanting to get a feel for scouting may start in frigates with tech 1 cloaks - these allow for sitting still cloaked and are OK for picketing gates (ie. sitting still watching a gate) but little beyond that, and this page does not really cover their use. Anything larger (recon ships, black ops, etc) is out of scope of this document. <br />
<br />
This page also covers high/low-sec scouting only - points in here may or may not apply to 0.0 or Wormhole space. Bubbles, lack of a "local" comms channel, and other things will change how you scout in 0.0 or Wormhole space, but we assume that you've had some experience in high and low sec before venturing into them. <br />
<br />
Finally, this page focuses on fleet scouting, and doesn't cover general intel, except in as much as intel crosses over with scouting.<br />
<br />
=== A Quick Note on How to Not Die ===<br />
<br />
If you've read this far you're probably a scout, or interested in scouting, and have or will soon have the covops cloaking device that is the signature tool of the scout. After you have read this guide, and '''before''' you take your CovOps ship out into a war zone, please take some time (preferably a lot of time) to go out in space and practice maneuvering while cloaked. The vast, vast majority of CovOps losses occur at the gate, right after you have first jumped into the system. Here are a few quick tips: <br />
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*Practice the cloak timing! There is a brief lag delay between the time you take an action to break the "gate-cloak" you have upon jumping into a system, and the time when you can activate your covops cloak, and the time your ship completes cloaking. You NEED to be able to break gate-cloak and recloak within 0.2 to 0.5 seconds. Any slower and an interceptor will be able to lock you and prevent you from cloaking.<br />
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*The safest thing to do is warp away. When you enter the system, simply pick a planet or safespot, press warp-to, and cloak. If you don't mess up the cloak timing, and don't get bumped (which is terribly unlucky) you will get away every time. This also gives you a chance to drop probes from the relative safety of a safespot.<br />
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*Always warp away and come back at range to observe a gate that has hostile ships on it. It only takes a few seconds to do, and greatly increases your chances of survival. Dead scouts can't scout anything!<br />
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*The "[[Cloak Trick|MWD/Cloak Trick]]" is unnecessary if you have a covops cloak fitted. The main purpose of this technique is to simulate a covops cloak for ships that cannot use them. However, it can be useful to quickly move out of a warp disruptor bubble in nullsec or wormhole space.<br />
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*Practice your cloak timings, and remember to always warp away.<br />
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== Fittings ==<br />
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Fittings for covops frigates are generally fairly straight-forward. The highlights are: <br />
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*Covops cloak - a tech 2 cloak so you can warp while cloaked. <br />
*Microwarpdrive - this is used for "bursting" in bubbles and getting back to a gate. <br />
*Expanded Probe Launcher - part of a scout's job is sometimes probing down the enemy, and these ships get bonuses to probing, so best to equip for it in case you need it. Bring combat and core scanner probes.<br />
*No guns. Covops ships don't fight - the first rule of scouting in a covops is "if you're not cloaked, you're doing it wrong". Note, there are some exceptions to this rule (as to any) and there are some tackling covops fits out there, specifically for gang action - but again, it is assumed that by the time you're flying something like that, you know what you're doing. <br />
*Lots of cap - the more cap you have, the further you can warp in a single jump. <br />
*Fast cap recharge - means you can jump again a little more quickly if you're bouncing around a system.<br />
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Beyond that, the fit will be somewhat determined by your ship.<br />
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== I'm cloaked! ==<br />
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Congratulations! First thing to note - undocking is dangerous to everyone, and especially dangerous when there are war targets in local. So the easy answer is never undock. If you're in a covops ship and intend to fly it repeatedly, consider logging out in space while cloaked. <br />
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When you do this you get warped off to a semi-random place in the system. When you log back in you'll be de-cloaked, but will immediately warp back to where you were. During this warp you have time to re-engage your cloak. <br />
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Suggested places to logout are mid-way through a warp to a safe spot, or at a safe spot. Don't do this near anything as you run the risk of fumbling and appearing uncloaked near someone who can see you. Doing this near a gate, for instance, also means that people may see you warp off, put two and two together, and scan you down in the grace period - so only ever do this from a safe spot. <br />
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One other point on this - when you logout, close anything non-essential. In particular do not leave a market window open, or any other window that takes a while to refresh. This is because you'll have a moment of frozen client while these refresh as you login and that's frankly terrifying.<br />
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== I've been decloaked, what happened?! ==<br />
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There are a number of ways you can be forcefully decloaked. <br />
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*If you get within 2Km of anything you'll lose your cloak. This means don't get too close to other ships and don't hang around at a warp-in point (ed: one of my most terrifying moments was sitting on a 100Km warp-in on a gate and having a larger ship warp in exactly 3Km ahead of me).<br />
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*Stations have a range around them that's nominally 2Km, but can be deceptive due to "pointy bits", so be very careful near stations.<br />
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*Cargo cans will decloak you and are sometimes easily missed. Gate guns are extremely dangerous - they're very small, usually not in your overview, and scattered around the gates. Very easy to run into by accident - be aware of them. There are some notes on overview settings below.<br />
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*Passing ships can decloak you if they're coming out of warp near you. It's not something that happens often, but for safety's sake (and for general sneakiness) any time you warp in you want to move either up or down off the plane of movement, to be well out of the way of traffic.<br />
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== Bookmarks ==<br />
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Bookmarks are a significant part of what scouting and covops is about - at least in areas where you can bookmark. You'll slowly collect a large number of bookmarks around any system you frequent and they are your lifeblood - the difference between scouting a system with no bookmarks and scouting one you know your way around is immense, and will change how you operate. <br />
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So, what to bookmark? There's a handful you'll want: <br />
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==== Gate Warp-ins ====<br />
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A bookmark at warp distance off a gate. You want a few bookmarks that are more than 150Km and less than grid size off each gate in each system you go through. You want to be further than 150Km because you want to be able to warp in and that's the minimum distance. Further away is better so long as you can still see ships coming through the gate. You'll spend a lot of your life at these bookmarks watching gate traffic. <br />
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There's two ways to get these. The first is to warp to 100Km off a gate then turn in a random away-from-the-gate direction and move (while cloaked) until you're out far enough. This is a great thing to do if you're doing other things, like watching traffic through the gate, or talking with FC. <br />
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Alternately, warp to 100, bookmark that, then warp to something else at 100 and bookmark that. Then warp back to your first bookmark _at 100_. Presto, you have a spot close to 200Km off the gate. If you do this still move a bit to be off the plane, and don't do your two warp-ins in-line with each other. Also, don't jump between gates to do this, as gates are the most likely place other people will warp from. <br />
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Incidentally, note that when you come through a gate you come out at 15Km away from the gate - 150Km is your minimum warp distance, so your bookmarks should ideally be more than 165Km away, 170Km+ to be safe. Some gates also have larger radii, so if you have time (before you rely on it) try warping back and forward to make sure each direction will allow a warp. Cut it too fine, and you'll end up not having the "warp to" option sometimes, which is dangerous if you're relying on it. <br />
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Try to move off the plane once you have your spot - that's directly up or down - as that'll make you less likely to be found. <br />
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'''Note, bookmarks are dropped when you hit the final "OK" after naming, not when you first hit the "bookmark" button.''' <br />
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Note also, if you can, try and make sure that multiple bookmarks around a gate are far enough away from each other that you can warp between them - that makes hunting down an enemy for a warp-in point much faster (more on that below). If you're making multiple bookmarks, try and put some on the side, and some at the back - that will help you potentially warp from an angle to the side of the gate, bypassing any bubbles, then to the back where you can approach the gate from as far away from any potential gate camp as possible. <br />
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A small tip: If you hit "F10" and toggle the map to the local solar system view, you'll be able to see the layout of the celestial bodies. If you can get your bookmark on the "outside" of the gate (ie. put the gate between you and the sun), then your field of view should encompass many of the planets, moons, and stations. This will make working out where pilots are heading to when they warp away much easier.<br />
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==== Station Warp-ins ====<br />
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Same rationale as the gate bookmarks, same basic practice - try and put them "behind" the station, so you can see people warp off. <br />
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==== Safe Spots ====<br />
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You want these to be as non-obvious and non-easy-to-find as possible. Between objects (ie. inline from gate to station) is bad but better than nothing (and can have some uses as they're deceptive to an enemy watching you warp out, assuming you're not moving cloaked). Out at scanned down locations - cosmic anomalies and the like - can be good once they're empty. Use safe spots to generate new safe spots by dropping bookmarks mid-warp between them. Keep creating new safe spots - if you or any of your fleet members turn up in them uncloaked you may burn them and have to throw them away. <br />
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Note, if you're closer than ship scanner range to other celestial objects you may be spotted (if uncloaked) by any ship using their shipboard scanner. This can happen very quickly so don't assume that just because the fleet stopped in your safe spot for only 60 seconds it hasn't been scanned down. Ship scanners have a range of 14.4AU, so that far from the nearest celestial would be great. <br />
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==== Off-grid ====<br />
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These are like the warp-ins for gates and stations, but just off-grid. Off-grid means far enough away from the location in question to not be able to see ships on the overview. These are useful for a couple of things - they're great hiding places and they're very close, so if you want to (for instance) setup an ambush, you can bring a fleet to the off-grid position then move yourself closer to watch the gate or station, get a warp-in point, and bring the fleet in quickly. See below for more info on getting warp-in points on targets. <br />
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To get these, you can either warp and drop a bookmark while warping (this can get you out 1AU or so if you can time it right) or you can simply point away from the station and travel - if you do this at a gate, switch brackets on and watch the gate guns - when they disappear, you're off-grid for ships (which means you can't see ships and they can't see you, but you can still see the larger structures). A little further will take you off-grid for the gate itself. <br />
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It may also be useful to have a warp-in point about 1AU off a station, if you're watching that system often, that you can warp to, drop probes, and warp away - this will allow for quick placement of a probe near a station for monitoring. <br />
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Quick note on warping in - some bookmarks, particularly safe spots, you may want to warp to at 100 or 70 or similar every so often just so you're not always coming in at the same place. Some bookmarks this can be dangerous for - if you have a bookmark at 160Km on a station and you warp to it at 100Km from the other side of the station, you place yourself at 60Km from the station, which if it's camped may not be what you wanted. Always think about where the bookmarks are in the system - use the map (F10) to get a feel for this.<br />
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== Bookmark Organisation ==<br />
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As you build up your bookmarks, organisation of them will become important. You can leave them all in the main folder, but that folder will take longer and longer to load - and a delay on getting to your bookmarks may be an issue. <br />
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A better approach is to create the following folders: stargates, stations, celestial objects, POSes, safe spots, people - that's six folders. Then, as you bookmark, move the bookmark into the relevant folder (I use the "people" folder for bookmarks near other people's warp-in points or supposed safe spots). That way, your right-click drop-down of bookmarks has a nice organisation and is easy to quickly get what you want - it will only ever present you bookmarks in your system anyway. This scheme also means that bookmarks you want to treat as temporary, you can just leave unfoldered and clean up later. <br />
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Note, however, that while bookmarks are stored server-side, the folders are stored client-side. At some point during your career, you are very likely to lose your folders - at which point everything reverts to one big mess. So, in your naming scheme, include a marker for each type of bookmark - SS for safespot, SSD for safespots that are more then 15AU from celestials, SG for stargate, GO for gate observation, GOG for off-grid gate, STO and STOG for station observation, etc. That way, if/when you do lose your folders, you can re-create them. <br />
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Incidentally, a folder per system looks appealing initially, but it suffers similar problems to not foldering at all - there's too many systems out there, your main folder ends up cluttered. Because the right-click drop-down menu already filters for you on system, it's also a bit redundant. <br />
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Come up with a naming convention that suits you - something that makes it clear where the bookmark is and what it's for. Ideally also include some info about how far the bookmark is from other objects of interest. One example is "GO Eygfe High 200km", which would be a gate observation bookmark on the Eygfe stargate 200km above the gate. Keep your bookmark names to within 24 characters, for readability.<br />
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Backup and protect your bookmark organization by doing a [[Client Preferences and Settings Backup]].<br />
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== Moving around ==<br />
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Obviously, your goal is always to stay cloaked, but to position yourself where you can see what's going on with your potential enemies or "neutrals". To that end, it's worth understanding how grids and on and off-grid positioning work - there's a nice write-up that goes through the more in-depth mechanics of "grid fu" at http://will.neoprimitive.net/grids/gridfumanual2.pdf - very useful to understand when you find yourself 100Km off a station but unable to see anyone. <br />
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Moving through gates rates a mention - if you are fitted with MWD's, there's a sequence of "double click a direction, hit the cloak, hit the MWD" that gives you a short burst of speed while still cloaking. This can be useful for putting some space between you and the gate or any watchful eyes. If you use this, it's best to also change direction once you've triggered the cloak, just to be sure the prying eyes aren't able to work out where you've gone. Note, however, the caveat near the top on "how not to die" - this process is best for getting out of bubbles, not so necessary for high-sec or low-sec travel. I'd argue that it's good to practice for when you need it, but YMMV. <br />
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While you're on fleet operations, sometimes your fleet commander may ask you to check stations to see if a war target is docked up. If they ask, tell them no. There's too much chance you'll dock, see a war target, they'll see you, undock with you, and pop you. It also gives you away as a scout. The FC can find a small fast cheap frigate to check stations.<br />
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== Scouting ==<br />
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Most Uni fleets will look for a forward scout and a rear scout, and any number of floating scouts. Forward and floating should be covops ships, rear can be a prototype cloak ship in a pinch, but covops preferred. You may also see or hear reference to "+1" and "+2" scouts, and sometimes "-1" - these are just another way to refer to forward scouts (staying 1 or 2 jumps ahead of the fleet), or rear scouts (one jump behind). <br />
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The forward scout's role is to check each gate before the fleet warps to it. As a forward scout, you want to be able to warp to a gate bookmark, check that the gate is clear and give the go-ahead, then warp to zero on the gate and jump through to check the other side. If you don't have bookmarks, this process gets tougher - you're reduced to either travelling uncloaked (bad), travelling cloaked to the gate (slow), or bouncing off a remote celestial to do a warp to zero when you want to go through the gate. So bookmarks are valuable here. <br />
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Rear scouts watch the back of the fleet, to make sure no-one's following. They'll typically stay one jump behind the fleet, and need to watch for neutrals or suspicious behaviour. This is arguably tougher than forward scout, as you'll need to be watching not only for obvious war targets, but also for neutrals who "happen" to be following or showing up often. <br />
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Floating scouts have a slightly freer job - depending on your FC, they'll either be carefully positioned by FC instruction to watch different gates and/or neighbouring systems, or they'll be free to move around and look for WT's. Floating and forward is pretty much interchangable depending on FC decisions. <br />
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Reporting war target sightings - do this as calmly as possible, and as clearly as possible. Good reporting would be, "Command, Darius. I have one Cerberus on the Korsiki gate in Osmon, jumping through to you now". Bad reporting would be, "Hey guys, there's a war target coming at you!". TS discipline, in the uni at least, is always lead with the channel name (that's "command" in the above example) and your name so the FC knows who's talking where, then provide the ship type and location, optionally war target name and any other details you might have. <br />
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A note on Mumble operation - as scout, you are perfectly within your rights to overtalk someone if something urgent comes up - typically you do that by saying "break break" in the command channel, people should then stop and listen. Obviously you would only use this for really urgent information, like a war target incoming to a fleet position.<br />
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== What to Look For ==<br />
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=== Local ===<br />
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While you're scouting, you're looking for certain things. First of all, valid targets or threats - during war that's any of our War Targets, outside of war it's anyone who's "red flashy" (sec status below -5). You're also looking for high concentrations of a single corp (particularly if you're hunting pirates and see a bunch of one pirate corp in channel), and/or anyone that appears to be an out-of-corp alt for a target or potential target (that's neutral pilots following you or hanging around on gates looking suspicious). <br />
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Your best tool is the local channel. Squash it width-wise, and extend it out length-wise on your screen - you usually don't care about what's said in local as much as you care about the list of people in there. <br />
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Be aware that the symbols (red minuses etc) will sometimes not show up in the local list. Ideally, you need to be checking info on pilots in local as you travel. A quick hint: Don't use the right-click drop-down for "show info", as the "start conversation" option is right next door. Instead, double-click people in local - it goes to info by default and is less risky. <br />
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Often you'll be asked to jump into a system and check what's there. Typically this will be jump in, move and cloak, and work your way through the people in local noting down any who are potential targets. Then report back the number of targets and whether you can actually see any or not (ie. are they all on the gate you just came through waiting&nbsp;;) Typically, if there's anything of interest you'll then be asked to try and track them down - get eyes on them. That's a mix of jumping around the stations, and probing - covered elsewhere in this doc. <br />
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When you're looking through local, double-click on each member of local (if you can), and check their info. Typically you're looking at their sec status, their standing, their corp and/or alliance. You may also check their bio to see if they look like an idiot, and/or their employment history to check how old they are and whether they've recently left a war target corp. Any of this information will to toward your estimate of whether they're a threat or not. <br />
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=== Directional Scanner and Overview ===<br />
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Remember your directional scanner - it should be open and you should be using it when you come into a system if you think there may be bad guys near the gate but not on grid. Pulsing the directional scanner is a good habit to get into anyway. <br />
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On overview, you're looking for enemies nearby, particularly flashy reds. You're also looking for cyno fields - they'll show up anywhere in the system, and are a high priority to check out. <br />
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== Scanning down the opponent ==<br />
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If you can fit an extended probe launcher, then it's well worth getting some practice at using probes. The Apocrypha scanning system makes one particular type of probing well worthwhile. It goes something like this: <br />
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*Warp to a safe spot, decloak and launch 4 probes. Cloak up again.<br />
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*Warp back to where you want to keep some eyes on. Be sure you're still cloaked - I've had issues with being decloaked as I warp off after launching probes.<br />
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*Hit F10, switch all your probes down to 0.5AU, and move them to a nice neat small circle around whatever you're monitoring - typically a gate or station.<br />
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The goal here is to provide enough scan strength in 0.5AU around the location to find any ships that have warped off-grid nearby. With half-decent skills, you should get a fix on anything cruiser and up pretty much straight away. So, you just keep hitting the scan button every so often. If you get a hit on something just away from your location, bookmark it, and warp to it at 100. You can then scope out the area, see if it's a worthwhile target, maybe get a warp-in point - all hopefully without your enemy knowing. <br />
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Note, this also works for bookmarking people's insta-undocks, and their safe spots around gates. That also means that if you're helping an uncloaked fleet around, be aware that even just off-grid they may be visible to enemy scouts now. Also, be aware that your probes show up on people's ship scanners, so if they suspect you're out there, they may pop their ship scanner, see your probes, and run. <br />
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There's an excellent guide to scanning generally at http://forum.eveuniversity.org/viewtopic.php?t=15856. There's also a wiki page on [[Scanning]] <br />
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Be aware that if you're doing this, anyone clever (anyone using their ship scanners) will notice the probes and high-tail it out quickly. But if you can catch their warp-in or warp-out points, it may help you track them down next time they warp through the area. <br />
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Probing like this may also be a distraction - I've had fleet commanders that specifically ask for the scout to probe down targets for them, and I've had fleet commanders that would rather keep you on the move, so it will depend on the type of fleet, purpose of fleet, and whim of the FC as to whether this is a serious part of your duties. It's worth getting some practice in on, imnsho, as it does get asked for, and some FC's will assume you are capable of doing this. <br />
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Quick small note - if you're looking for a POS, remember that POSes must be on-grid with moons, so if you stay cloaked and warp from moon to moon, you may find POSes faster than if you try and scan for them (they'll show up in overview when you warp in) - assuming there's not too many moons in system. Beware of warping into the POS, though. <br />
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When you try to probe down a ship, the ship ID you see on the probing interface stays the same for each ship within each system but changes with the system and after downtime (as well as repackaging the ship). E.g. Ubercado's Ibis has the ID ABC-123 in Aldrat and the ID FF-42 in Eygfe (even after docking or jumping out and in again); After downtime the IDs will change. So a common tactic is to get the ship ID when a target is at a known location (like undocking from a station) and then have an easier way to find that ID in open space (like in a mission area). Making a list with the ship IDs of your targets in each system helps when hunting WTs that keep flying around.<br />
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== Warp-in Points ==<br />
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You'll sometimes be asked by your FC to try and get a warp-in point on a target. This basically means staying cloaked, and maneuvering into a position that's a warp-in distance away from the target (ie. a number that appears on the "warp to at..." drop-down) and also in-line with somewhere the fleet can be. In other words, you ideally want something like this: <br />
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Fleet ------- Target -- You <br />
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Where the fleet is some distance away, out of sight, and you're about 50-100Km away on the other side of the target. Distance from enemy is at your discretion, you ideally want it to match up with the warp-in distances so the fleet can drop directly on top of the enemy (or at appropriate range - that bit's up to the FC to organise ). You don't want the fleet to have to warp through the target, is the only note here, as that gives the target time to see them and run. <br />
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This is one of the trickier things to do, mainly because the target will often keep moving. One tip, if the target's warping in and out: Note the distance to the target, note your move speed, and double-click right near them to move toward them. If they warp out, keep moving - time yourself to try and position roughly where you want to be (remembering it's better to be too far away, than right on top of their warp-in point, otherwise they may decloak you). Drop lots of bookmarks while doing this, you can always go clean them up later, and they mean you can warp out and back and resume where you left off. <br />
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If you do find an enemies' safe spot, or a warp-in point for a popular location for an enemy, make sure you've bookmarked it - they're valuable so long as the enemy doesn't realise you've got it. <br />
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One other small note on this: If you're scouting for a sniper-heavy fleet, you may actually sit between the target and the fleet - the idea is if you're 30Km from the target toward the fleet, the fleet can then warp to you at 50Km and they're perfect sniping distance away. Depends a lot on the situation though, and not likely to be done in a Uni fleet. <br />
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== Punting ==<br />
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Punting is one of the terms used for a scout to warp his unit (e.g. wing warp) directly to the probing solution. <br />
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=== Probing solution ===<br />
The Punter has be in a ship with an expanded probe launcher and needs a probing solution.<br />
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=== Unit warp (aka Punt) ===<br />
As a Punter you will initiate a unit warp command (e.g. "warp wing"), so you need to be the commander of a unit (SC/WC/FC). You will only warp your unit (squad, wing, fleet). To issue a unit warp command, you need to be in a warpable distance to the target. This means you have to be at least 150 km away from the target. Only those of your unit that are in warpable distance to the target themselve will be warped by your unit warp, so they need to be at least 150 km away from the target as well. Only those of your unit members that are on grid with you will get the unit warp command. They must have broken their gate cloak. <br />
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You should announce the punt including the distance before you initiate the unit warp command so those that do not want to get punted can abort that command (ctrl + space).<br />
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Usually the Punter will abort the warp command himself so he does not land on the target with his unit. Make sure to not be aligned to the target when you do not want to get warped.<br />
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=== Checklist for Punting ===<br />
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- Punter is a unit leader in a fleet<br />
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- Punter on grid with unit<br />
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- Punter as well as unit > 150 km away from the target<br />
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- Unit broke gate cloak<br />
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- Unit informed of Punting beforehand<br />
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=== Tips on Punting ===<br />
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- Make sure to always cancel your warp (default CTRL + SPACE) once you punt. You do not want to land at zero on a target. <br />
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- Add Control Towers to your ship filter (in the scanner menu). This will give you an indication whether the target might be inside a POS shield. If you do not do this, you might punt your whole unit in a POS shield where it dies a horrible death.<br />
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- Quite often a punter will initiate two punts: The first punt will unit warp to zero to the target, the second punt will be at range (e.g. 50km). This will allow snipers, Ewar, Logistics and such to stay out of harms way. You should announce your intention for multiple punts before so people can prepare to abort the first punt if they want to land at range. Some may even want to abort the 2nd punt as well and warp in later at their preferred distance. It's often useful for only fast frigates and interceptors to take the first punt at zero to avoid slower fleet warps with larger ships that may alert the target to an incoming fleet. <br />
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- As a lot of targets check Dscan regularly, it helps to move in your probes into the Dscan range of the target as late as possible. For example, if you intend to probe down a potential target, drop your probes at a location off d-scan range with the target. Quickly move your probes high above or well below the ecliptic plane and initiate scan. This will move your probes outside of all celestial d-scan range and give you valuable time to locate your target. Once you have a general location for the target from d-scan, prepare your fleet for punting and position your probes in the area you've located the target with the smallest scan range that effectively covers your targets estimated position. Have your fleet align towards the nearest celestial as you initiate scan. Give a countdown for the punt, and when the scan is finished quickly select your target and fleet/wing/squad warp for the punt. Give a second punt if required and quickly recall your probes or position them off d-scan as before.<br />
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- Some ships are nearly impossible to scan down, e.g. some boosting T3 or ECCM'ed Guardians which have a low signature radius. Do not plan to punt your unit onto these targets, you will most likely not get a probing solution.<br />
<br />
- When the targets are kiting, Punting is of limited use unless you have long range or fast tackle or enough snipers. Even when your probes are on grid and your unit is ready to warp, you need a couple of seconds for your probes to get a solution and your unit needs a couple of seconds in warp. This is usually enough time for kiters to move 30 km or so away. One solution to kiting is to place the fleet members (wing or squad) that will be punted in-front of the kiting ship at a relatively close off-grid tactical. If the punt is fast enough and at range, there is a chance for tacklers to land just in-front of the kiting ship and potentially land a scram and web. This works best if the kiting ship still has other fleet members on-grid masking your intentions to intercept. NOTE: This is difficult and takes practice and cunning, if done incorrectly the scout may land some very vulnerable ships within perfect sniping range of the kiting target.<br />
<br />
- If you are combat probing, it sometimes helps to get a scan on your fleet first and ignore your fleet's results in your probing window. Note that the ship IDs change with the system so you need to do this for every system at least once. Repackaging a ship changes the ID of the ships as well. This will help to not confuse your fleet member's ships with the target's. <br />
<br />
- Punting is a good tactic vs. snipers and stationary targets. Punting is not so good vs. small targets as you will have a hard time getting a probing solution on those. Punting is also not great vs. fast moving targets as they are out of their initial warp to point once your unit lands. Plan accordingly.<br />
<br />
- In big fleet fights it can be nice to have a punt squad ready. It is very good vs. snipers and Falcons. In long fleet fights (POS bashes) it is not unlikely for people to disconnect. They will automatically warp to a random point within 1.000.000 km so they are within the 0.5 AU of your probes. Even though they might get their ship replaced by CCP when they loose it to a disconnect, it takes a ship out of the fight when a fast punt squad kills that ship.<br />
<br />
== Freedom and Rules ==<br />
<br />
There is some personal style that comes in here, as scouting can be a freer role than some others in fleet - personal judgements need to be made about what you're watching when. However, two things are important: If the FC tells you to be somewhere, get there, and if you see something that needs investigating and move off your last instruction, clearly inform the FC you're about to do that. The FC cannot make good decisions on faulty intel, make sure they understand the environment around them as best you can - that includes making sure they're not assuming you're somewhere you're not. <br />
<br />
I've personally found a combination of both command channel on TS and a text chat channel in game provides a good balance - if your FC + WCs + other scouts are in a text chat channel, low priority notes can go there without interrupting voice chat. I've also had a few fleets where the scouts have setup a channel amongst themselves only, to discuss where they are and what's happening - that can also be useful, think of it as squad chat for scouts. <br />
<br />
Well, that's pretty much it for now. Best thing to do is get out there in your scout ship and practice, set up bookmarks around gates and stations in your common hunting areas, and don't be afraid to volunteer to scout for fleets as they setup - everyone loves an extra scout. <br />
<br />
== Mistakes Made ==<br />
<br />
*'''Scanning down your bait ship or own fleet.''' It happens to the best of us starting out - always pay attention to the starmap and where your fleet is, and where other celestials are, when you're probing. In my case, our fleet had positioned a bait battlecruiser at the gate just inside a system while I was trying to probe down an enemy. I found a sig, narrowed down on it, getting progressively more excited, until I got a bookmark and warped in to find it was one of our fleet - the baitship.<br />
<br />
*'''Lost probes.''' Probes when launched last around an hour. It's very easy to forget this in the heat of scanning, and suddenly your probes are leaving the system one by one, and you find yourself having to uncloak and reload. Particularly painful if you have sisters probes at 1M ISK per probe.<br />
<br />
*'''Warp and don't move.''' Always, '''always''' move when you hit the end of your warp. Otherwise, someone else will warp in on top of you.<br />
<br />
*'''Location, location, location.''' While leading a fleet, if you have no bookmarks and the fleet is hot on your heels, do not warp to 100 on the next gate. Sure, it gives you a decent view of the gate, but you've then got to either slowboat the 100Km (approximately 3 and a half minutes), or bounce out and back (much faster, but still not fast enough to beat the fleet).<br />
<br />
== Linked resources ==<br />
<br />
A short list of all the things linked to from this page: <br />
<br />
*[[Installing the EVE University Overview]] <br />
*[http://www.ombeve.co.uk/ Ombey's maps ]<br />
*[http://evemaps.dotlan.net/ DotLan]<br />
*[http://www.evealtruist.com/2011/04/bookmarks-and-you.html The Altruist guide on bookmarking]<br />
*[http://forum.eveuniversity.org/viewtopic.php?t=15856 scanning and probing forum thread]<br />
*[[Scanning]]<br />
*[http://will.neoprimitive.net/grids/gridfumanual2.pdf Goons grid-fu manual]<br />
<br />
== Notes ==<br />
<references/><br />
<br />
[[Category:Fleets]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=User:Vorkan_Dosja&diff=151070User:Vorkan Dosja2020-02-28T17:31:16Z<p>Vorkan Dosja: /* Fleet Ops - X'ing up */</p>
<hr />
<div>{{related class|Scouting 101}}{{tocright}}<br />
Scouts are the eyes and ears of a fleet. Without them, fleets would both easily get surprised by enemy forces, as well as have a tough time hunting down good fights.<br />
<br />
Some ships are better (or even essential) for certain types of scouting, but for a basic fleet scout all that is needed is:<br />
* The ability to fly a ship.<br />
* Some fundamental scouting knowledge.<br />
* The ability to use a few tools that are linked in this article.<br />
<br />
Since scouting is a fleet role, it is also important for prospective scouts to familiarize themselves with fleet operations beforehand. Read the [[The_Rookie's_Guide_To_Fleet_Ops | Rookie's Guide to Fleet Ops]] to get started.<br />
<br />
==Scout Objectives and Roles==<br />
===Objectives===<br />
<br />
There are two basic scout objectives: Route Security and Hunting. Route security means ensuring the fleet's planned travel route is free of hostile forces that should be avoided, as well as preventing anyone from surprising the fleet. Hunting means finding good fights for the fleet. All scouts provide route security, all the time, on every operation. If the fleet is looking for a fight, scouts are also responsible for hunting down a good fight for the fleet.<br />
<br />
With those two objectives in mind, the following are the most common scout roles.<br />
<br />
===Basic Roles===<br />
<br />
The most basic scout roles are 'picket' and '+1'. The ‘Hero Tackle’ role can be added on to these roles as well. <br />
<br />
====Picket====<br />
<br />
Picketing is the easiest scout job; some players do even not consider it scouting it is so simple. The picket's job is normally to sit at a gate and report the specific types of ships coming into the system he is assigned to. For example, incursion fleets use pickets to warn them of war targets. <br />
<br />
If you are a picket, and your only job is to watch for war targets, you can do this docked up safe in a station by carefully watching local. However, sitting 200km+ off a gate while cloaked is the best option since it allows you to report specific details on the ships coming through your picket.<br />
<br />
====+1====<br />
The objective of the +1 is to move one jump ahead of his fleet to provide intelligence to his Fleet Commander (FC). If the fleet is simply traveling to a destination, then the scout's job is route security (i.e., warning the FC of war targets, gate camps, and any other possible danger). In low-sec or null-sec space, individual ships may ask for a +1 to guide them into or out of dangerous areas.<br />
<br />
When jumping into a new system, keep cloak and immediately check three things. First, check the grid on your overview for ships that might pose a threat to the fleet. Second, check local for war targets, flashy targets, criminals, etc. Finally, check D-Scan for ships sitting off grid. Report anything that might be a threat to the FC. If the objective is to find good fights and there are other pilots in local, then the +1 will check out mission sites and asteroid belts with D-Scan to see if there are appropriate targets available. <br />
<br />
Why move one jump ahead? If a fleet jumps into a system, it spikes local and everyone in the system will know a fleet has come in. That puts everyone on alert. A scout moving in alone does not alarm anyone significantly in a system. The fleet does not move into the system until either the scout finds a good fight, or the FC determines that there is nothing interesting and decides to move on.<br />
<br />
Why not just roam? Why exactly one and only one system ahead? Even when looking for good fights, scouts are always performing a fleet safety role. A scout one system ahead prevents the fleet from being surprised. If you are two or more systems ahead and there is no +1, then another fleet can move in behind the scout and surprise the fleet when it jumps in.<br />
<br />
Good ships for the +1 role are tackle frigates, but the best ships are interceptors and covops ships.<br />
<br />
====-1s==== <br />
The -1s objective is like the +1s, except they follow one jump behind a fleet to protect it from forces stalking the fleet and enemy scouts. -1s are only used when the FC suspects his fleet is being followed or there is a high danger of war targets attacking. -1s need to pay attention to local and notice any pilots who seem to be following the fleet. They generally do not report unless they find or suspect they have found someone following the fleet or a target has presented itself for a good fight.<br />
<br />
====Roaming Scouts==== <br />
A Roaming Scout moves several jumps ahead of a fleet looking for good fights. A roaming scout is utilized only when the fleet is large enough to spare the ships after the +1/-1 fleet safety roles are filled. It is not unheard of for large fleets to utilize two to three Roaming scouts to cover as much ground as possible to hunt down a good fight. In these instances, scouts should have a private communication channel with the FC to not confuse normal fleet communications. Due to the distances roaming scouts tend to be from the fleet, Hero Tackling is not advisable until the fleet is ready to jump in. Tackle frigates, interceptors, and covops ships are the standard for this role.<br />
<br />
====The Hero Tackle====<br />
<br />
Hero tackle is an add-on role. Hero tackles are scouts who find a target the FC wants to fight. The FC will get the fleet into position on the gate leading into the scout’s system. At the FC’s signal, the scout will engage the target, tackle it, and attempt to hold tackle until the fleet can arrive to finish the fight.<br />
<br />
It is essential to communicate with the FC what is happening and to time the tackle to just before the fleet jumps into system. Have your fleet warp to you. Be mindful of gated sites; the fleet may have to warp through an acceleration gate first to reach you. Hero tackles frequently do not survive (hence the "hero" part), so interceptors and covops ships are generally too expensive for hero tackling. Before attempting this [[Tackling_Guide | read up on tackling]], and practice a bit with a fellow corporation member.<br />
<br />
====Finding War Targets====<br />
In any situation where a fleet can expect to encounter war targets or is actively looking for war targets, Out of Corp (OOC) scouts are very useful. They can move around freely without alerting enemy pilots that a war target is in system.<br />
<br />
== Tools of the Trade ==<br />
Basic Tools of the Trade<br />
'''T1 Ships''': Each race has a T1 frigate with bonuses for speed and tackling. These are usually the best T1 ships for scouting. Amarr: [[Executioner]]. Caldari: [[Condor]]. Gallente: [[Atron]]. Minmatar: [[Slasher]].<br />
<br />
'''T2 Ships -- Interceptors''': Interceptors are T2 versions of the T1 tackle frigates. They keep the tackling bonus and are much faster. They are immune to bubbles, which is important in null-sec scouting. Each race has two versions of the interceptor, and one of them has additional tackling bonuses, which usually makes them the better scout interceptor. That said, interceptors are expensive, so you should think twice before using one as a hero tackle. Amarr: [[Malediction]]. Caldari: [[Crow]]. Gallente: [[Ares]]. Minmatar: [[Stiletto]].<br />
<br />
'''T2 Ships -- Covops''': Covert Operations ships are frigates that can fit a Covert Operations Cloaking Device, a T2 module that allows the ship full maneuverability while cloaked, including warping. Cloaked ships do not show up on D-Scan, which allows them to sneak up on other ships. In addition, each race has one version of a Covops ship which is the T2 version of their exploration frigate. These ships can use combat scanning probes to find ships and provide a warp-in to them. All of these abilities make the Covops ship an excellent choice for fleet scouts. However, Covops ships are somewhat fragile, so they should not be used for hero tackling.<br />
<br />
'''[[Directional_Scanner_Guide |D-Scan]]''': This is an absolutely essential tool for scouts. You will use this constantly to find ships that are not on grid, to hunt down ships, and to report fleet compositions to your FC. If you are just starting out in EVE or a new scout, take the time to read the linked article and practice on your own.<br />
<br />
'''[http://evemaps.dotlan.net/ Dotlan]''': This set of maps is essential for route-finding. If you use EVE in windowed mode, you can have this open in a browser and bring it up whenever you need it.<br />
<br />
'''[https://adashboard.info/intel aDashboard]''': In either local or D-Scan, you can select all, copy, and then paste the data into aDashboard. It will analyze the data, give you a report, and give you a link you can post in fleet chat for your FC. This is a quick way to report fleet composition, war targets in local, etc.<br />
The items listed here should be setup prior to your going out to scout. <br />
<br />
=== Overview ===<br />
<br />
The overview requirements for a scout are different than for normal fliers. Your job is to see as much as possible, rather than only the enemies. First of all, switch brackets on - that gives you a clearer view of things like gate guns that are otherwise tricky to see. Include neutrals and war targets - neutral may be out of corp repairers or alt scouts. Take your corp mates out, but everything else should show. <br />
<br />
Create a second tab that just shows war targets also, so you can quickly and easily identify all war targets and get that information out to your FC, in case a fleet is travelling past you. <br />
<br />
[[Overview settings]] has more information on general overview settings and how to set things up as per above. <br />
<br />
You may also want to consider creating an overview profile per ship class (frigate, cruiser etc) to use with your directional scanner. This will allow you to select an overview profile with which to filter the scan results based on reliable intelligence as to what ship your target is flying; resulting in faster and more accurate deployment of probes.<br />
<br />
You should have one overview tab that shows everything that can decloak you: asteroids, corpses, cans, ships, everything.<br />
<br />
=== Local ===<br />
<br />
Your local window is one of the most important tools you work with as a scout - more on exactly how later. Before you're out scouting, however, you want to move your local window to one side of the screen, squash it width-wise as much as possible, pull the slider across to the left so you can see pilots and not chat, and stretch it length-wise as much as possible. Setting local to show compact member list helps as well. This is to allow for quick recognition of targets in local.<br />
<br />
=== External Tools ===<br />
<br />
==== Mumble ====<br />
<br />
[[Mumble]] is required for Uni fleet ops, but as a scout you have an extra requirement, to have [[Mumble#Setting_a_Command_Channel_push-to-talk|command channel push-to-talk key]] setup and functioning.<br />
<br />
<br> You may also want a [[Mumble#Global_Command|global command key]]. The difference between these two keys pertains to who will receive your command broadcast. <br />
<br />
'standard command key' will only broadcast to the Channel Commanders in YOUR current channel. <br />
<br />
'global command key' will broadcast to ALL Channel Commanders Server wide. <br />
<br />
<br> You use the '''global command channel as long as you are the only fleet''' out (so Intel can listen in and advise). <br />
<br />
With '''multiple fleets''' out not all fleet command communications can be broadcasted over global command. Use global command for '''strategic information''' (e.g. "global command, this is Sto Lo's fleet, we are now moving from Jita to Aldrat through Rancer lowsec" [but not "... we are jumping from Aldrat into Eygfe"] or "global command, this is Sto Lo's fleet, big pirate camp in Hagilur, 12 BS Amarr heavy, we need reinforcements" [but not "... flashy rifter 150 km up off the Evati gate"] and '''questions to Intel''' (e.g. "global command, NewbieCom1's fleet, Intel, we have two standard squads and the possibility to engage 12 flashy BS on the Evati gate. Any advise?"). Use your '''local command for tactical information''' regarding your fleet only (e.g. "local command, Sneaky1, I have a warpin on a flashy Drake at a safespot at 10" <br />
<br />
When you talk on any command channel make sure to use the protocol: "Global/Local command", "Your name", ("recipient"), "Information". E.g.: "Global Command, Ubercado, primary is Veldspar". <br />
<br />
<br> <br />
<br />
*'''Each time you're fleeting up''' - when you enter the channel move yourself to the "command channel". Once you're done with the fleet remember to leave the channel, or you'll be assumed to be a spai.<br />
<br />
<br><br />
<br />
==== Maps ====<br />
<br />
Scouting is much easier with a second monitor. If you don't have that, then best to set your client to play in windowed mode (for Mac users, &lt;apple&gt;-&lt;enter&gt; will do that I believe). <br />
<br />
For maps, I use <strike>Ombey's - http://www.ombeve.co.uk/ </strike> <span style="color:#768d31"> Note: As of 2013, Ombeve.co.uk is no longer active. See [https://forums.eveonline.com/default.aspx?g=posts&t=236592 this forum post] for more.</span> Be aware it is not 100% accurate - there are one or two strange little miss-linkages in there, but they're infrequent. Ombey's will let you at a glance see where you're going and what the layout is like near you - it's great for working out potential alternate paths, looking for nearby low-sec pockets, that sort of thing. <br />
<br />
DotLan is also a useful tool - http://evemaps.dotlan.net/ This will show you the same information as Ombey's (although I prefer Ombey's format). This will also show you lots more useful stats about the systems you're headed to, like kills per hour, etc. <br />
<br />
For practice, when travelling around unfleeted out of war, always check your route on those maps, and think about where you're headed and how you're getting there. I sometimes travel without autopilot set also, navigating by map to get more used to finding my way quickly. <br />
<br />
If you have access to an A3 printer, you can download PDF versions of the maps and print them. These can be extremely handy for pencilling routes and quickly identifying alternate paths or escape routes, especially if you only have a single monitor.<br />
<br />
==== Dashboard ====<br />
https://adashboard.info/ is a quick and simple way to share intel with your fleet. You can do a quick dscan, copy the dscan results, and paste them to this site. It categorizes the results into an easily readable format.<br />
<br />
==== ScreenShot Sharing ====<br />
Many people use screenshot sharing services like push or sharex to take screenshots of the enemy to share with their fleet.<br />
<br />
==So You Want to Be a Dedicated Scout==<br />
<br />
If you really enjoy scouting and want to get good at it, the best way is to do it often. In addition, you will want to start doing the following.<br />
<br />
'''Route Preparation''': Find out what routes FCs like to take and spend some time setting up [[Bookmarks]] in those systems. You will want bookmarks on gates, instadocks and undocks on the top and bottom stations, a location about 1 AU off the sun, and some safes. At first, a mid-safe between two gates will be enough, but having a deep safe out of D-Scan range of pretty much everything in the system will be very useful when the fleet needs to extract itself from a fight gone wrong. Set up some bookmarks that let you observe gates, mission sites, and asteroid belts from a reasonably safe distance. If you really want to be prepared, you might fit out some scout ships and leave them in stations along the route in case you get to play the hero tackle and need to reship. The more of this sort of thing you do, the more your FCs will love you.<br />
<br />
'''Ship Recognition''': The more you know about the various ships in EVE, the better intel you will give to your FC.<br />
<br />
==A Primer on Covops Scouting==<br />
<br />
Editor's Note: The following is an excellent primer on scouting in a Covert Operations ship written by another author. It also has some very good general advice on scouting. I will be going through and editing this to fit into the more comprehensive style of the current article as I have time.<br />
<br />
=== What does/doesn't this cover ===<br />
<br />
This page concentrates on covops scouting - that is with covops ships which are able to warp while cloaked (Tech 2 covops frigates and force recons with proper tech 2 covops cloaks. Those wanting to get a feel for scouting may start in frigates with tech 1 cloaks - these allow for sitting still cloaked and are OK for picketing gates (ie. sitting still watching a gate) but little beyond that, and this page does not really cover their use. Anything larger (recon ships, black ops, etc) is out of scope of this document. <br />
<br />
This page also covers high/low-sec scouting only - points in here may or may not apply to 0.0 or Wormhole space. Bubbles, lack of a "local" comms channel, and other things will change how you scout in 0.0 or Wormhole space, but we assume that you've had some experience in high and low sec before venturing into them. <br />
<br />
Finally, this page focuses on fleet scouting, and doesn't cover general intel, except in as much as intel crosses over with scouting.<br />
<br />
=== A Quick Note on How to Not Die ===<br />
<br />
If you've read this far you're probably a scout, or interested in scouting, and have or will soon have the covops cloaking device that is the signature tool of the scout. After you have read this guide, and '''before''' you take your CovOps ship out into a war zone, please take some time (preferably a lot of time) to go out in space and practice maneuvering while cloaked. The vast, vast majority of CovOps losses occur at the gate, right after you have first jumped into the system. Here are a few quick tips: <br />
<br />
*Practice the cloak timing! There is a brief lag delay between the time you take an action to break the "gate-cloak" you have upon jumping into a system, and the time when you can activate your covops cloak, and the time your ship completes cloaking. You NEED to be able to break gate-cloak and recloak within 0.2 to 0.5 seconds. Any slower and an interceptor will be able to lock you and prevent you from cloaking.<br />
<br />
*The safest thing to do is warp away. When you enter the system, simply pick a planet or safespot, press warp-to, and cloak. If you don't mess up the cloak timing, and don't get bumped (which is terribly unlucky) you will get away every time. This also gives you a chance to drop probes from the relative safety of a safespot.<br />
<br />
*Always warp away and come back at range to observe a gate that has hostile ships on it. It only takes a few seconds to do, and greatly increases your chances of survival. Dead scouts can't scout anything!<br />
<br />
*The "[[Cloak Trick|MWD/Cloak Trick]]" is unnecessary if you have a covops cloak fitted. The main purpose of this technique is to simulate a covops cloak for ships that cannot use them. However, it can be useful to quickly move out of a warp disruptor bubble in nullsec or wormhole space.<br />
<br />
*Practice your cloak timings, and remember to always warp away.<br />
<br />
== Fittings ==<br />
<br />
Fittings for covops frigates are generally fairly straight-forward. The highlights are: <br />
<br />
*Covops cloak - a tech 2 cloak so you can warp while cloaked. <br />
*Microwarpdrive - this is used for "bursting" in bubbles and getting back to a gate. <br />
*Expanded Probe Launcher - part of a scout's job is sometimes probing down the enemy, and these ships get bonuses to probing, so best to equip for it in case you need it. Bring combat and core scanner probes.<br />
*No guns. Covops ships don't fight - the first rule of scouting in a covops is "if you're not cloaked, you're doing it wrong". Note, there are some exceptions to this rule (as to any) and there are some tackling covops fits out there, specifically for gang action - but again, it is assumed that by the time you're flying something like that, you know what you're doing. <br />
*Lots of cap - the more cap you have, the further you can warp in a single jump. <br />
*Fast cap recharge - means you can jump again a little more quickly if you're bouncing around a system.<br />
<br />
Beyond that, the fit will be somewhat determined by your ship.<br />
<br />
<br />
<br />
== I'm cloaked! ==<br />
<br />
Congratulations! First thing to note - undocking is dangerous to everyone, and especially dangerous when there are war targets in local. So the easy answer is never undock. If you're in a covops ship and intend to fly it repeatedly, consider logging out in space while cloaked. <br />
<br />
When you do this you get warped off to a semi-random place in the system. When you log back in you'll be de-cloaked, but will immediately warp back to where you were. During this warp you have time to re-engage your cloak. <br />
<br />
Suggested places to logout are mid-way through a warp to a safe spot, or at a safe spot. Don't do this near anything as you run the risk of fumbling and appearing uncloaked near someone who can see you. Doing this near a gate, for instance, also means that people may see you warp off, put two and two together, and scan you down in the grace period - so only ever do this from a safe spot. <br />
<br />
One other point on this - when you logout, close anything non-essential. In particular do not leave a market window open, or any other window that takes a while to refresh. This is because you'll have a moment of frozen client while these refresh as you login and that's frankly terrifying.<br />
<br />
== I've been decloaked, what happened?! ==<br />
<br />
There are a number of ways you can be forcefully decloaked. <br />
<br />
*If you get within 2Km of anything you'll lose your cloak. This means don't get too close to other ships and don't hang around at a warp-in point (ed: one of my most terrifying moments was sitting on a 100Km warp-in on a gate and having a larger ship warp in exactly 3Km ahead of me).<br />
<br />
*Stations have a range around them that's nominally 2Km, but can be deceptive due to "pointy bits", so be very careful near stations.<br />
<br />
*Cargo cans will decloak you and are sometimes easily missed. Gate guns are extremely dangerous - they're very small, usually not in your overview, and scattered around the gates. Very easy to run into by accident - be aware of them. There are some notes on overview settings below.<br />
<br />
*Passing ships can decloak you if they're coming out of warp near you. It's not something that happens often, but for safety's sake (and for general sneakiness) any time you warp in you want to move either up or down off the plane of movement, to be well out of the way of traffic.<br />
<br />
== Bookmarks ==<br />
<br />
Bookmarks are a significant part of what scouting and covops is about - at least in areas where you can bookmark. You'll slowly collect a large number of bookmarks around any system you frequent and they are your lifeblood - the difference between scouting a system with no bookmarks and scouting one you know your way around is immense, and will change how you operate. <br />
<br />
So, what to bookmark? There's a handful you'll want: <br />
<br />
==== Gate Warp-ins ====<br />
<br />
A bookmark at warp distance off a gate. You want a few bookmarks that are more than 150Km and less than grid size off each gate in each system you go through. You want to be further than 150Km because you want to be able to warp in and that's the minimum distance. Further away is better so long as you can still see ships coming through the gate. You'll spend a lot of your life at these bookmarks watching gate traffic. <br />
<br />
There's two ways to get these. The first is to warp to 100Km off a gate then turn in a random away-from-the-gate direction and move (while cloaked) until you're out far enough. This is a great thing to do if you're doing other things, like watching traffic through the gate, or talking with FC. <br />
<br />
Alternately, warp to 100, bookmark that, then warp to something else at 100 and bookmark that. Then warp back to your first bookmark _at 100_. Presto, you have a spot close to 200Km off the gate. If you do this still move a bit to be off the plane, and don't do your two warp-ins in-line with each other. Also, don't jump between gates to do this, as gates are the most likely place other people will warp from. <br />
<br />
Incidentally, note that when you come through a gate you come out at 15Km away from the gate - 150Km is your minimum warp distance, so your bookmarks should ideally be more than 165Km away, 170Km+ to be safe. Some gates also have larger radii, so if you have time (before you rely on it) try warping back and forward to make sure each direction will allow a warp. Cut it too fine, and you'll end up not having the "warp to" option sometimes, which is dangerous if you're relying on it. <br />
<br />
Try to move off the plane once you have your spot - that's directly up or down - as that'll make you less likely to be found. <br />
<br />
'''Note, bookmarks are dropped when you hit the final "OK" after naming, not when you first hit the "bookmark" button.''' <br />
<br />
Note also, if you can, try and make sure that multiple bookmarks around a gate are far enough away from each other that you can warp between them - that makes hunting down an enemy for a warp-in point much faster (more on that below). If you're making multiple bookmarks, try and put some on the side, and some at the back - that will help you potentially warp from an angle to the side of the gate, bypassing any bubbles, then to the back where you can approach the gate from as far away from any potential gate camp as possible. <br />
<br />
A small tip: If you hit "F10" and toggle the map to the local solar system view, you'll be able to see the layout of the celestial bodies. If you can get your bookmark on the "outside" of the gate (ie. put the gate between you and the sun), then your field of view should encompass many of the planets, moons, and stations. This will make working out where pilots are heading to when they warp away much easier.<br />
<br />
==== Station Warp-ins ====<br />
<br />
Same rationale as the gate bookmarks, same basic practice - try and put them "behind" the station, so you can see people warp off. <br />
<br />
==== Safe Spots ====<br />
<br />
You want these to be as non-obvious and non-easy-to-find as possible. Between objects (ie. inline from gate to station) is bad but better than nothing (and can have some uses as they're deceptive to an enemy watching you warp out, assuming you're not moving cloaked). Out at scanned down locations - cosmic anomalies and the like - can be good once they're empty. Use safe spots to generate new safe spots by dropping bookmarks mid-warp between them. Keep creating new safe spots - if you or any of your fleet members turn up in them uncloaked you may burn them and have to throw them away. <br />
<br />
Note, if you're closer than ship scanner range to other celestial objects you may be spotted (if uncloaked) by any ship using their shipboard scanner. This can happen very quickly so don't assume that just because the fleet stopped in your safe spot for only 60 seconds it hasn't been scanned down. Ship scanners have a range of 14.4AU, so that far from the nearest celestial would be great. <br />
<br />
==== Off-grid ====<br />
<br />
These are like the warp-ins for gates and stations, but just off-grid. Off-grid means far enough away from the location in question to not be able to see ships on the overview. These are useful for a couple of things - they're great hiding places and they're very close, so if you want to (for instance) setup an ambush, you can bring a fleet to the off-grid position then move yourself closer to watch the gate or station, get a warp-in point, and bring the fleet in quickly. See below for more info on getting warp-in points on targets. <br />
<br />
To get these, you can either warp and drop a bookmark while warping (this can get you out 1AU or so if you can time it right) or you can simply point away from the station and travel - if you do this at a gate, switch brackets on and watch the gate guns - when they disappear, you're off-grid for ships (which means you can't see ships and they can't see you, but you can still see the larger structures). A little further will take you off-grid for the gate itself. <br />
<br />
It may also be useful to have a warp-in point about 1AU off a station, if you're watching that system often, that you can warp to, drop probes, and warp away - this will allow for quick placement of a probe near a station for monitoring. <br />
<br />
Quick note on warping in - some bookmarks, particularly safe spots, you may want to warp to at 100 or 70 or similar every so often just so you're not always coming in at the same place. Some bookmarks this can be dangerous for - if you have a bookmark at 160Km on a station and you warp to it at 100Km from the other side of the station, you place yourself at 60Km from the station, which if it's camped may not be what you wanted. Always think about where the bookmarks are in the system - use the map (F10) to get a feel for this.<br />
<br />
== Bookmark Organisation ==<br />
<br />
As you build up your bookmarks, organisation of them will become important. You can leave them all in the main folder, but that folder will take longer and longer to load - and a delay on getting to your bookmarks may be an issue. <br />
<br />
A better approach is to create the following folders: stargates, stations, celestial objects, POSes, safe spots, people - that's six folders. Then, as you bookmark, move the bookmark into the relevant folder (I use the "people" folder for bookmarks near other people's warp-in points or supposed safe spots). That way, your right-click drop-down of bookmarks has a nice organisation and is easy to quickly get what you want - it will only ever present you bookmarks in your system anyway. This scheme also means that bookmarks you want to treat as temporary, you can just leave unfoldered and clean up later. <br />
<br />
Note, however, that while bookmarks are stored server-side, the folders are stored client-side. At some point during your career, you are very likely to lose your folders - at which point everything reverts to one big mess. So, in your naming scheme, include a marker for each type of bookmark - SS for safespot, SSD for safespots that are more then 15AU from celestials, SG for stargate, GO for gate observation, GOG for off-grid gate, STO and STOG for station observation, etc. That way, if/when you do lose your folders, you can re-create them. <br />
<br />
Incidentally, a folder per system looks appealing initially, but it suffers similar problems to not foldering at all - there's too many systems out there, your main folder ends up cluttered. Because the right-click drop-down menu already filters for you on system, it's also a bit redundant. <br />
<br />
Come up with a naming convention that suits you - something that makes it clear where the bookmark is and what it's for. Ideally also include some info about how far the bookmark is from other objects of interest. One example is "GO Eygfe High 200km", which would be a gate observation bookmark on the Eygfe stargate 200km above the gate. Keep your bookmark names to within 24 characters, for readability.<br />
<br />
Backup and protect your bookmark organization by doing a [[Client Preferences and Settings Backup]].<br />
<br />
== Moving around ==<br />
<br />
Obviously, your goal is always to stay cloaked, but to position yourself where you can see what's going on with your potential enemies or "neutrals". To that end, it's worth understanding how grids and on and off-grid positioning work - there's a nice write-up that goes through the more in-depth mechanics of "grid fu" at http://will.neoprimitive.net/grids/gridfumanual2.pdf - very useful to understand when you find yourself 100Km off a station but unable to see anyone. <br />
<br />
Moving through gates rates a mention - if you are fitted with MWD's, there's a sequence of "double click a direction, hit the cloak, hit the MWD" that gives you a short burst of speed while still cloaking. This can be useful for putting some space between you and the gate or any watchful eyes. If you use this, it's best to also change direction once you've triggered the cloak, just to be sure the prying eyes aren't able to work out where you've gone. Note, however, the caveat near the top on "how not to die" - this process is best for getting out of bubbles, not so necessary for high-sec or low-sec travel. I'd argue that it's good to practice for when you need it, but YMMV. <br />
<br />
While you're on fleet operations, sometimes your fleet commander may ask you to check stations to see if a war target is docked up. If they ask, tell them no. There's too much chance you'll dock, see a war target, they'll see you, undock with you, and pop you. It also gives you away as a scout. The FC can find a small fast cheap frigate to check stations.<br />
<br />
== Scouting ==<br />
<br />
Most Uni fleets will look for a forward scout and a rear scout, and any number of floating scouts. Forward and floating should be covops ships, rear can be a prototype cloak ship in a pinch, but covops preferred. You may also see or hear reference to "+1" and "+2" scouts, and sometimes "-1" - these are just another way to refer to forward scouts (staying 1 or 2 jumps ahead of the fleet), or rear scouts (one jump behind). <br />
<br />
The forward scout's role is to check each gate before the fleet warps to it. As a forward scout, you want to be able to warp to a gate bookmark, check that the gate is clear and give the go-ahead, then warp to zero on the gate and jump through to check the other side. If you don't have bookmarks, this process gets tougher - you're reduced to either travelling uncloaked (bad), travelling cloaked to the gate (slow), or bouncing off a remote celestial to do a warp to zero when you want to go through the gate. So bookmarks are valuable here. <br />
<br />
Rear scouts watch the back of the fleet, to make sure no-one's following. They'll typically stay one jump behind the fleet, and need to watch for neutrals or suspicious behaviour. This is arguably tougher than forward scout, as you'll need to be watching not only for obvious war targets, but also for neutrals who "happen" to be following or showing up often. <br />
<br />
Floating scouts have a slightly freer job - depending on your FC, they'll either be carefully positioned by FC instruction to watch different gates and/or neighbouring systems, or they'll be free to move around and look for WT's. Floating and forward is pretty much interchangable depending on FC decisions. <br />
<br />
Reporting war target sightings - do this as calmly as possible, and as clearly as possible. Good reporting would be, "Command, Darius. I have one Cerberus on the Korsiki gate in Osmon, jumping through to you now". Bad reporting would be, "Hey guys, there's a war target coming at you!". TS discipline, in the uni at least, is always lead with the channel name (that's "command" in the above example) and your name so the FC knows who's talking where, then provide the ship type and location, optionally war target name and any other details you might have. <br />
<br />
A note on Mumble operation - as scout, you are perfectly within your rights to overtalk someone if something urgent comes up - typically you do that by saying "break break" in the command channel, people should then stop and listen. Obviously you would only use this for really urgent information, like a war target incoming to a fleet position.<br />
<br />
== What to Look For ==<br />
<br />
=== Local ===<br />
<br />
While you're scouting, you're looking for certain things. First of all, valid targets or threats - during war that's any of our War Targets, outside of war it's anyone who's "red flashy" (sec status below -5). You're also looking for high concentrations of a single corp (particularly if you're hunting pirates and see a bunch of one pirate corp in channel), and/or anyone that appears to be an out-of-corp alt for a target or potential target (that's neutral pilots following you or hanging around on gates looking suspicious). <br />
<br />
Your best tool is the local channel. Squash it width-wise, and extend it out length-wise on your screen - you usually don't care about what's said in local as much as you care about the list of people in there. <br />
<br />
Be aware that the symbols (red minuses etc) will sometimes not show up in the local list. Ideally, you need to be checking info on pilots in local as you travel. A quick hint: Don't use the right-click drop-down for "show info", as the "start conversation" option is right next door. Instead, double-click people in local - it goes to info by default and is less risky. <br />
<br />
Often you'll be asked to jump into a system and check what's there. Typically this will be jump in, move and cloak, and work your way through the people in local noting down any who are potential targets. Then report back the number of targets and whether you can actually see any or not (ie. are they all on the gate you just came through waiting&nbsp;;) Typically, if there's anything of interest you'll then be asked to try and track them down - get eyes on them. That's a mix of jumping around the stations, and probing - covered elsewhere in this doc. <br />
<br />
When you're looking through local, double-click on each member of local (if you can), and check their info. Typically you're looking at their sec status, their standing, their corp and/or alliance. You may also check their bio to see if they look like an idiot, and/or their employment history to check how old they are and whether they've recently left a war target corp. Any of this information will to toward your estimate of whether they're a threat or not. <br />
<br />
=== Directional Scanner and Overview ===<br />
<br />
Remember your directional scanner - it should be open and you should be using it when you come into a system if you think there may be bad guys near the gate but not on grid. Pulsing the directional scanner is a good habit to get into anyway. <br />
<br />
On overview, you're looking for enemies nearby, particularly flashy reds. You're also looking for cyno fields - they'll show up anywhere in the system, and are a high priority to check out. <br />
<br />
== Scanning down the opponent ==<br />
<br />
If you can fit an extended probe launcher, then it's well worth getting some practice at using probes. The Apocrypha scanning system makes one particular type of probing well worthwhile. It goes something like this: <br />
<br />
*Warp to a safe spot, decloak and launch 4 probes. Cloak up again.<br />
<br />
*Warp back to where you want to keep some eyes on. Be sure you're still cloaked - I've had issues with being decloaked as I warp off after launching probes.<br />
<br />
*Hit F10, switch all your probes down to 0.5AU, and move them to a nice neat small circle around whatever you're monitoring - typically a gate or station.<br />
<br />
The goal here is to provide enough scan strength in 0.5AU around the location to find any ships that have warped off-grid nearby. With half-decent skills, you should get a fix on anything cruiser and up pretty much straight away. So, you just keep hitting the scan button every so often. If you get a hit on something just away from your location, bookmark it, and warp to it at 100. You can then scope out the area, see if it's a worthwhile target, maybe get a warp-in point - all hopefully without your enemy knowing. <br />
<br />
Note, this also works for bookmarking people's insta-undocks, and their safe spots around gates. That also means that if you're helping an uncloaked fleet around, be aware that even just off-grid they may be visible to enemy scouts now. Also, be aware that your probes show up on people's ship scanners, so if they suspect you're out there, they may pop their ship scanner, see your probes, and run. <br />
<br />
There's an excellent guide to scanning generally at http://forum.eveuniversity.org/viewtopic.php?t=15856. There's also a wiki page on [[Scanning]] <br />
<br />
Be aware that if you're doing this, anyone clever (anyone using their ship scanners) will notice the probes and high-tail it out quickly. But if you can catch their warp-in or warp-out points, it may help you track them down next time they warp through the area. <br />
<br />
Probing like this may also be a distraction - I've had fleet commanders that specifically ask for the scout to probe down targets for them, and I've had fleet commanders that would rather keep you on the move, so it will depend on the type of fleet, purpose of fleet, and whim of the FC as to whether this is a serious part of your duties. It's worth getting some practice in on, imnsho, as it does get asked for, and some FC's will assume you are capable of doing this. <br />
<br />
Quick small note - if you're looking for a POS, remember that POSes must be on-grid with moons, so if you stay cloaked and warp from moon to moon, you may find POSes faster than if you try and scan for them (they'll show up in overview when you warp in) - assuming there's not too many moons in system. Beware of warping into the POS, though. <br />
<br />
When you try to probe down a ship, the ship ID you see on the probing interface stays the same for each ship within each system but changes with the system and after downtime (as well as repackaging the ship). E.g. Ubercado's Ibis has the ID ABC-123 in Aldrat and the ID FF-42 in Eygfe (even after docking or jumping out and in again); After downtime the IDs will change. So a common tactic is to get the ship ID when a target is at a known location (like undocking from a station) and then have an easier way to find that ID in open space (like in a mission area). Making a list with the ship IDs of your targets in each system helps when hunting WTs that keep flying around.<br />
<br />
== Warp-in Points ==<br />
<br />
You'll sometimes be asked by your FC to try and get a warp-in point on a target. This basically means staying cloaked, and maneuvering into a position that's a warp-in distance away from the target (ie. a number that appears on the "warp to at..." drop-down) and also in-line with somewhere the fleet can be. In other words, you ideally want something like this: <br />
<br />
Fleet ------- Target -- You <br />
<br />
Where the fleet is some distance away, out of sight, and you're about 50-100Km away on the other side of the target. Distance from enemy is at your discretion, you ideally want it to match up with the warp-in distances so the fleet can drop directly on top of the enemy (or at appropriate range - that bit's up to the FC to organise ). You don't want the fleet to have to warp through the target, is the only note here, as that gives the target time to see them and run. <br />
<br />
This is one of the trickier things to do, mainly because the target will often keep moving. One tip, if the target's warping in and out: Note the distance to the target, note your move speed, and double-click right near them to move toward them. If they warp out, keep moving - time yourself to try and position roughly where you want to be (remembering it's better to be too far away, than right on top of their warp-in point, otherwise they may decloak you). Drop lots of bookmarks while doing this, you can always go clean them up later, and they mean you can warp out and back and resume where you left off. <br />
<br />
If you do find an enemies' safe spot, or a warp-in point for a popular location for an enemy, make sure you've bookmarked it - they're valuable so long as the enemy doesn't realise you've got it. <br />
<br />
One other small note on this: If you're scouting for a sniper-heavy fleet, you may actually sit between the target and the fleet - the idea is if you're 30Km from the target toward the fleet, the fleet can then warp to you at 50Km and they're perfect sniping distance away. Depends a lot on the situation though, and not likely to be done in a Uni fleet. <br />
<br />
== Punting ==<br />
<br />
Punting is one of the terms used for a scout to warp his unit (e.g. wing warp) directly to the probing solution. <br />
<br />
=== Probing solution ===<br />
The Punter has be in a ship with an expanded probe launcher and needs a probing solution.<br />
<br />
=== Unit warp (aka Punt) ===<br />
As a Punter you will initiate a unit warp command (e.g. "warp wing"), so you need to be the commander of a unit (SC/WC/FC). You will only warp your unit (squad, wing, fleet). To issue a unit warp command, you need to be in a warpable distance to the target. This means you have to be at least 150 km away from the target. Only those of your unit that are in warpable distance to the target themselve will be warped by your unit warp, so they need to be at least 150 km away from the target as well. Only those of your unit members that are on grid with you will get the unit warp command. They must have broken their gate cloak. <br />
<br />
You should announce the punt including the distance before you initiate the unit warp command so those that do not want to get punted can abort that command (ctrl + space).<br />
<br />
Usually the Punter will abort the warp command himself so he does not land on the target with his unit. Make sure to not be aligned to the target when you do not want to get warped.<br />
<br />
=== Checklist for Punting ===<br />
<br />
- Punter is a unit leader in a fleet<br />
<br />
- Punter on grid with unit<br />
<br />
- Punter as well as unit > 150 km away from the target<br />
<br />
- Unit broke gate cloak<br />
<br />
- Unit informed of Punting beforehand<br />
<br />
=== Tips on Punting ===<br />
<br />
- Make sure to always cancel your warp (default CTRL + SPACE) once you punt. You do not want to land at zero on a target. <br />
<br />
- Add Control Towers to your ship filter (in the scanner menu). This will give you an indication whether the target might be inside a POS shield. If you do not do this, you might punt your whole unit in a POS shield where it dies a horrible death.<br />
<br />
- Quite often a punter will initiate two punts: The first punt will unit warp to zero to the target, the second punt will be at range (e.g. 50km). This will allow snipers, Ewar, Logistics and such to stay out of harms way. You should announce your intention for multiple punts before so people can prepare to abort the first punt if they want to land at range. Some may even want to abort the 2nd punt as well and warp in later at their preferred distance. It's often useful for only fast frigates and interceptors to take the first punt at zero to avoid slower fleet warps with larger ships that may alert the target to an incoming fleet. <br />
<br />
- As a lot of targets check Dscan regularly, it helps to move in your probes into the Dscan range of the target as late as possible. For example, if you intend to probe down a potential target, drop your probes at a location off d-scan range with the target. Quickly move your probes high above or well below the ecliptic plane and initiate scan. This will move your probes outside of all celestial d-scan range and give you valuable time to locate your target. Once you have a general location for the target from d-scan, prepare your fleet for punting and position your probes in the area you've located the target with the smallest scan range that effectively covers your targets estimated position. Have your fleet align towards the nearest celestial as you initiate scan. Give a countdown for the punt, and when the scan is finished quickly select your target and fleet/wing/squad warp for the punt. Give a second punt if required and quickly recall your probes or position them off d-scan as before.<br />
<br />
- Some ships are nearly impossible to scan down, e.g. some boosting T3 or ECCM'ed Guardians which have a low signature radius. Do not plan to punt your unit onto these targets, you will most likely not get a probing solution.<br />
<br />
- When the targets are kiting, Punting is of limited use unless you have long range or fast tackle or enough snipers. Even when your probes are on grid and your unit is ready to warp, you need a couple of seconds for your probes to get a solution and your unit needs a couple of seconds in warp. This is usually enough time for kiters to move 30 km or so away. One solution to kiting is to place the fleet members (wing or squad) that will be punted in-front of the kiting ship at a relatively close off-grid tactical. If the punt is fast enough and at range, there is a chance for tacklers to land just in-front of the kiting ship and potentially land a scram and web. This works best if the kiting ship still has other fleet members on-grid masking your intentions to intercept. NOTE: This is difficult and takes practice and cunning, if done incorrectly the scout may land some very vulnerable ships within perfect sniping range of the kiting target.<br />
<br />
- If you are combat probing, it sometimes helps to get a scan on your fleet first and ignore your fleet's results in your probing window. Note that the ship IDs change with the system so you need to do this for every system at least once. Repackaging a ship changes the ID of the ships as well. This will help to not confuse your fleet member's ships with the target's. <br />
<br />
- Punting is a good tactic vs. snipers and stationary targets. Punting is not so good vs. small targets as you will have a hard time getting a probing solution on those. Punting is also not great vs. fast moving targets as they are out of their initial warp to point once your unit lands. Plan accordingly.<br />
<br />
- In big fleet fights it can be nice to have a punt squad ready. It is very good vs. snipers and Falcons. In long fleet fights (POS bashes) it is not unlikely for people to disconnect. They will automatically warp to a random point within 1.000.000 km so they are within the 0.5 AU of your probes. Even though they might get their ship replaced by CCP when they loose it to a disconnect, it takes a ship out of the fight when a fast punt squad kills that ship.<br />
<br />
== Freedom and Rules ==<br />
<br />
There is some personal style that comes in here, as scouting can be a freer role than some others in fleet - personal judgements need to be made about what you're watching when. However, two things are important: If the FC tells you to be somewhere, get there, and if you see something that needs investigating and move off your last instruction, clearly inform the FC you're about to do that. The FC cannot make good decisions on faulty intel, make sure they understand the environment around them as best you can - that includes making sure they're not assuming you're somewhere you're not. <br />
<br />
I've personally found a combination of both command channel on TS and a text chat channel in game provides a good balance - if your FC + WCs + other scouts are in a text chat channel, low priority notes can go there without interrupting voice chat. I've also had a few fleets where the scouts have setup a channel amongst themselves only, to discuss where they are and what's happening - that can also be useful, think of it as squad chat for scouts. <br />
<br />
Well, that's pretty much it for now. Best thing to do is get out there in your scout ship and practice, set up bookmarks around gates and stations in your common hunting areas, and don't be afraid to volunteer to scout for fleets as they setup - everyone loves an extra scout. <br />
<br />
== Mistakes Made ==<br />
<br />
*'''Scanning down your bait ship or own fleet.''' It happens to the best of us starting out - always pay attention to the starmap and where your fleet is, and where other celestials are, when you're probing. In my case, our fleet had positioned a bait battlecruiser at the gate just inside a system while I was trying to probe down an enemy. I found a sig, narrowed down on it, getting progressively more excited, until I got a bookmark and warped in to find it was one of our fleet - the baitship.<br />
<br />
*'''Lost probes.''' Probes when launched last around an hour. It's very easy to forget this in the heat of scanning, and suddenly your probes are leaving the system one by one, and you find yourself having to uncloak and reload. Particularly painful if you have sisters probes at 1M ISK per probe.<br />
<br />
*'''Warp and don't move.''' Always, '''always''' move when you hit the end of your warp. Otherwise, someone else will warp in on top of you.<br />
<br />
*'''Location, location, location.''' While leading a fleet, if you have no bookmarks and the fleet is hot on your heels, do not warp to 100 on the next gate. Sure, it gives you a decent view of the gate, but you've then got to either slowboat the 100Km (approximately 3 and a half minutes), or bounce out and back (much faster, but still not fast enough to beat the fleet).<br />
<br />
== Linked resources ==<br />
<br />
A short list of all the things linked to from this page: <br />
<br />
*[[Installing the EVE University Overview]] <br />
*[http://www.ombeve.co.uk/ Ombey's maps ]<br />
*[http://evemaps.dotlan.net/ DotLan]<br />
*[http://www.evealtruist.com/2011/04/bookmarks-and-you.html The Altruist guide on bookmarking]<br />
*[http://forum.eveuniversity.org/viewtopic.php?t=15856 scanning and probing forum thread]<br />
*[[Scanning]]<br />
*[http://will.neoprimitive.net/grids/gridfumanual2.pdf Goons grid-fu manual]<br />
<br />
== Notes ==<br />
<references/><br />
<br />
[[Category:Fleets]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=User:Vorkan_Dosja&diff=151069User:Vorkan Dosja2020-02-28T17:30:53Z<p>Vorkan Dosja: </p>
<hr />
<div>{{related class|Scouting 101}}{{tocright}}<br />
Scouts are the eyes and ears of a fleet. Without them, fleets would both easily get surprised by enemy forces, as well as have a tough time hunting down good fights.<br />
<br />
Some ships are better (or even essential) for certain types of scouting, but for a basic fleet scout all that is needed is:<br />
* The ability to fly a ship.<br />
* Some fundamental scouting knowledge.<br />
* The ability to use a few tools that are linked in this article.<br />
<br />
Since scouting is a fleet role, it is also important for prospective scouts to familiarize themselves with fleet operations beforehand. Read the [[The_Rookie's_Guide_To_Fleet_Ops | Rookie's Guide to Fleet Ops]] to get started.<br />
<br />
==Scout Objectives and Roles==<br />
===Objectives===<br />
<br />
There are two basic scout objectives: Route Security and Hunting. Route security means ensuring the fleet's planned travel route is free of hostile forces that should be avoided, as well as preventing anyone from surprising the fleet. Hunting means finding good fights for the fleet. All scouts provide route security, all the time, on every operation. If the fleet is looking for a fight, scouts are also responsible for hunting down a good fight for the fleet.<br />
<br />
With those two objectives in mind, the following are the most common scout roles.<br />
<br />
===Basic Roles===<br />
<br />
The most basic scout roles are 'picket' and '+1'. The ‘Hero Tackle’ role can be added on to these roles as well. <br />
<br />
====Picket====<br />
<br />
Picketing is the easiest scout job; some players do even not consider it scouting it is so simple. The picket's job is normally to sit at a gate and report the specific types of ships coming into the system he is assigned to. For example, incursion fleets use pickets to warn them of war targets. <br />
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If you are a picket, and your only job is to watch for war targets, you can do this docked up safe in a station by carefully watching local. However, sitting 200km+ off a gate while cloaked is the best option since it allows you to report specific details on the ships coming through your picket.<br />
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====+1====<br />
The objective of the +1 is to move one jump ahead of his fleet to provide intelligence to his Fleet Commander (FC). If the fleet is simply traveling to a destination, then the scout's job is route security (i.e., warning the FC of war targets, gate camps, and any other possible danger). In low-sec or null-sec space, individual ships may ask for a +1 to guide them into or out of dangerous areas.<br />
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When jumping into a new system, keep cloak and immediately check three things. First, check the grid on your overview for ships that might pose a threat to the fleet. Second, check local for war targets, flashy targets, criminals, etc. Finally, check D-Scan for ships sitting off grid. Report anything that might be a threat to the FC. If the objective is to find good fights and there are other pilots in local, then the +1 will check out mission sites and asteroid belts with D-Scan to see if there are appropriate targets available. <br />
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Why move one jump ahead? If a fleet jumps into a system, it spikes local and everyone in the system will know a fleet has come in. That puts everyone on alert. A scout moving in alone does not alarm anyone significantly in a system. The fleet does not move into the system until either the scout finds a good fight, or the FC determines that there is nothing interesting and decides to move on.<br />
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Why not just roam? Why exactly one and only one system ahead? Even when looking for good fights, scouts are always performing a fleet safety role. A scout one system ahead prevents the fleet from being surprised. If you are two or more systems ahead and there is no +1, then another fleet can move in behind the scout and surprise the fleet when it jumps in.<br />
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Good ships for the +1 role are tackle frigates, but the best ships are interceptors and covops ships.<br />
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====-1s==== <br />
The -1s objective is like the +1s, except they follow one jump behind a fleet to protect it from forces stalking the fleet and enemy scouts. -1s are only used when the FC suspects his fleet is being followed or there is a high danger of war targets attacking. -1s need to pay attention to local and notice any pilots who seem to be following the fleet. They generally do not report unless they find or suspect they have found someone following the fleet or a target has presented itself for a good fight.<br />
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====Roaming Scouts==== <br />
A Roaming Scout moves several jumps ahead of a fleet looking for good fights. A roaming scout is utilized only when the fleet is large enough to spare the ships after the +1/-1 fleet safety roles are filled. It is not unheard of for large fleets to utilize two to three Roaming scouts to cover as much ground as possible to hunt down a good fight. In these instances, scouts should have a private communication channel with the FC to not confuse normal fleet communications. Due to the distances roaming scouts tend to be from the fleet, Hero Tackling is not advisable until the fleet is ready to jump in. Tackle frigates, interceptors, and covops ships are the standard for this role.<br />
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====The Hero Tackle====<br />
<br />
Hero tackle is an add-on role. Hero tackles are scouts who find a target the FC wants to fight. The FC will get the fleet into position on the gate leading into the scout’s system. At the FC’s signal, the scout will engage the target, tackle it, and attempt to hold tackle until the fleet can arrive to finish the fight.<br />
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It is essential to communicate with the FC what is happening and to time the tackle to just before the fleet jumps into system. Have your fleet warp to you. Be mindful of gated sites; the fleet may have to warp through an acceleration gate first to reach you. Hero tackles frequently do not survive (hence the "hero" part), so interceptors and covops ships are generally too expensive for hero tackling. Before attempting this [[Tackling_Guide | read up on tackling]], and practice a bit with a fellow corporation member.<br />
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====Finding War Targets====<br />
In any situation where a fleet can expect to encounter war targets or is actively looking for war targets, Out of Corp (OOC) scouts are very useful. They can move around freely without alerting enemy pilots that a war target is in system.<br />
<br />
== Tools of the Trade ==<br />
Basic Tools of the Trade<br />
'''T1 Ships''': Each race has a T1 frigate with bonuses for speed and tackling. These are usually the best T1 ships for scouting. Amarr: [[Executioner]]. Caldari: [[Condor]]. Gallente: [[Atron]]. Minmatar: [[Slasher]].<br />
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'''T2 Ships -- Interceptors''': Interceptors are T2 versions of the T1 tackle frigates. They keep the tackling bonus and are much faster. They are immune to bubbles, which is important in null-sec scouting. Each race has two versions of the interceptor, and one of them has additional tackling bonuses, which usually makes them the better scout interceptor. That said, interceptors are expensive, so you should think twice before using one as a hero tackle. Amarr: [[Malediction]]. Caldari: [[Crow]]. Gallente: [[Ares]]. Minmatar: [[Stiletto]].<br />
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'''T2 Ships -- Covops''': Covert Operations ships are frigates that can fit a Covert Operations Cloaking Device, a T2 module that allows the ship full maneuverability while cloaked, including warping. Cloaked ships do not show up on D-Scan, which allows them to sneak up on other ships. In addition, each race has one version of a Covops ship which is the T2 version of their exploration frigate. These ships can use combat scanning probes to find ships and provide a warp-in to them. All of these abilities make the Covops ship an excellent choice for fleet scouts. However, Covops ships are somewhat fragile, so they should not be used for hero tackling.<br />
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'''[[Directional_Scanner_Guide |D-Scan]]''': This is an absolutely essential tool for scouts. You will use this constantly to find ships that are not on grid, to hunt down ships, and to report fleet compositions to your FC. If you are just starting out in EVE or a new scout, take the time to read the linked article and practice on your own.<br />
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'''[http://evemaps.dotlan.net/ Dotlan]''': This set of maps is essential for route-finding. If you use EVE in windowed mode, you can have this open in a browser and bring it up whenever you need it.<br />
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'''[https://adashboard.info/intel aDashboard]''': In either local or D-Scan, you can select all, copy, and then paste the data into aDashboard. It will analyze the data, give you a report, and give you a link you can post in fleet chat for your FC. This is a quick way to report fleet composition, war targets in local, etc.<br />
The items listed here should be setup prior to your going out to scout. <br />
<br />
=== Overview ===<br />
<br />
The overview requirements for a scout are different than for normal fliers. Your job is to see as much as possible, rather than only the enemies. First of all, switch brackets on - that gives you a clearer view of things like gate guns that are otherwise tricky to see. Include neutrals and war targets - neutral may be out of corp repairers or alt scouts. Take your corp mates out, but everything else should show. <br />
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Create a second tab that just shows war targets also, so you can quickly and easily identify all war targets and get that information out to your FC, in case a fleet is travelling past you. <br />
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[[Overview settings]] has more information on general overview settings and how to set things up as per above. <br />
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You may also want to consider creating an overview profile per ship class (frigate, cruiser etc) to use with your directional scanner. This will allow you to select an overview profile with which to filter the scan results based on reliable intelligence as to what ship your target is flying; resulting in faster and more accurate deployment of probes.<br />
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You should have one overview tab that shows everything that can decloak you: asteroids, corpses, cans, ships, everything.<br />
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=== Local ===<br />
<br />
Your local window is one of the most important tools you work with as a scout - more on exactly how later. Before you're out scouting, however, you want to move your local window to one side of the screen, squash it width-wise as much as possible, pull the slider across to the left so you can see pilots and not chat, and stretch it length-wise as much as possible. Setting local to show compact member list helps as well. This is to allow for quick recognition of targets in local.<br />
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=== External Tools ===<br />
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==== Mumble ====<br />
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[[Mumble]] is required for Uni fleet ops, but as a scout you have an extra requirement, to have [[Mumble#Setting_a_Command_Channel_push-to-talk|command channel push-to-talk key]] setup and functioning.<br />
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<br> You may also want a [[Mumble#Global_Command|global command key]]. The difference between these two keys pertains to who will receive your command broadcast. <br />
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'standard command key' will only broadcast to the Channel Commanders in YOUR current channel. <br />
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'global command key' will broadcast to ALL Channel Commanders Server wide. <br />
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<br> You use the '''global command channel as long as you are the only fleet''' out (so Intel can listen in and advise). <br />
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With '''multiple fleets''' out not all fleet command communications can be broadcasted over global command. Use global command for '''strategic information''' (e.g. "global command, this is Sto Lo's fleet, we are now moving from Jita to Aldrat through Rancer lowsec" [but not "... we are jumping from Aldrat into Eygfe"] or "global command, this is Sto Lo's fleet, big pirate camp in Hagilur, 12 BS Amarr heavy, we need reinforcements" [but not "... flashy rifter 150 km up off the Evati gate"] and '''questions to Intel''' (e.g. "global command, NewbieCom1's fleet, Intel, we have two standard squads and the possibility to engage 12 flashy BS on the Evati gate. Any advise?"). Use your '''local command for tactical information''' regarding your fleet only (e.g. "local command, Sneaky1, I have a warpin on a flashy Drake at a safespot at 10" <br />
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When you talk on any command channel make sure to use the protocol: "Global/Local command", "Your name", ("recipient"), "Information". E.g.: "Global Command, Ubercado, primary is Veldspar". <br />
<br />
<br> <br />
<br />
*'''Each time you're fleeting up''' - when you enter the channel move yourself to the "command channel". Once you're done with the fleet remember to leave the channel, or you'll be assumed to be a spai.<br />
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<br><br />
<br />
==== Maps ====<br />
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Scouting is much easier with a second monitor. If you don't have that, then best to set your client to play in windowed mode (for Mac users, &lt;apple&gt;-&lt;enter&gt; will do that I believe). <br />
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For maps, I use <strike>Ombey's - http://www.ombeve.co.uk/ </strike> <span style="color:#768d31"> Note: As of 2013, Ombeve.co.uk is no longer active. See [https://forums.eveonline.com/default.aspx?g=posts&t=236592 this forum post] for more.</span> Be aware it is not 100% accurate - there are one or two strange little miss-linkages in there, but they're infrequent. Ombey's will let you at a glance see where you're going and what the layout is like near you - it's great for working out potential alternate paths, looking for nearby low-sec pockets, that sort of thing. <br />
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DotLan is also a useful tool - http://evemaps.dotlan.net/ This will show you the same information as Ombey's (although I prefer Ombey's format). This will also show you lots more useful stats about the systems you're headed to, like kills per hour, etc. <br />
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For practice, when travelling around unfleeted out of war, always check your route on those maps, and think about where you're headed and how you're getting there. I sometimes travel without autopilot set also, navigating by map to get more used to finding my way quickly. <br />
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If you have access to an A3 printer, you can download PDF versions of the maps and print them. These can be extremely handy for pencilling routes and quickly identifying alternate paths or escape routes, especially if you only have a single monitor.<br />
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==== Dashboard ====<br />
https://adashboard.info/ is a quick and simple way to share intel with your fleet. You can do a quick dscan, copy the dscan results, and paste them to this site. It categorizes the results into an easily readable format.<br />
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==== ScreenShot Sharing ====<br />
Many people use screenshot sharing services like push or sharex to take screenshots of the enemy to share with their fleet.<br />
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==So You Want to Be a Dedicated Scout==<br />
<br />
If you really enjoy scouting and want to get good at it, the best way is to do it often. In addition, you will want to start doing the following.<br />
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'''Route Preparation''': Find out what routes FCs like to take and spend some time setting up [[Bookmarks]] in those systems. You will want bookmarks on gates, instadocks and undocks on the top and bottom stations, a location about 1 AU off the sun, and some safes. At first, a mid-safe between two gates will be enough, but having a deep safe out of D-Scan range of pretty much everything in the system will be very useful when the fleet needs to extract itself from a fight gone wrong. Set up some bookmarks that let you observe gates, mission sites, and asteroid belts from a reasonably safe distance. If you really want to be prepared, you might fit out some scout ships and leave them in stations along the route in case you get to play the hero tackle and need to reship. The more of this sort of thing you do, the more your FCs will love you.<br />
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'''Ship Recognition''': The more you know about the various ships in EVE, the better intel you will give to your FC.<br />
<br />
==A Primer on Covops Scouting==<br />
<br />
Editor's Note: The following is an excellent primer on scouting in a Covert Operations ship written by another author. It also has some very good general advice on scouting. I will be going through and editing this to fit into the more comprehensive style of the current article as I have time.<br />
<br />
=== What does/doesn't this cover ===<br />
<br />
This page concentrates on covops scouting - that is with covops ships which are able to warp while cloaked (Tech 2 covops frigates and force recons with proper tech 2 covops cloaks. Those wanting to get a feel for scouting may start in frigates with tech 1 cloaks - these allow for sitting still cloaked and are OK for picketing gates (ie. sitting still watching a gate) but little beyond that, and this page does not really cover their use. Anything larger (recon ships, black ops, etc) is out of scope of this document. <br />
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This page also covers high/low-sec scouting only - points in here may or may not apply to 0.0 or Wormhole space. Bubbles, lack of a "local" comms channel, and other things will change how you scout in 0.0 or Wormhole space, but we assume that you've had some experience in high and low sec before venturing into them. <br />
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Finally, this page focuses on fleet scouting, and doesn't cover general intel, except in as much as intel crosses over with scouting.<br />
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=== A Quick Note on How to Not Die ===<br />
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If you've read this far you're probably a scout, or interested in scouting, and have or will soon have the covops cloaking device that is the signature tool of the scout. After you have read this guide, and '''before''' you take your CovOps ship out into a war zone, please take some time (preferably a lot of time) to go out in space and practice maneuvering while cloaked. The vast, vast majority of CovOps losses occur at the gate, right after you have first jumped into the system. Here are a few quick tips: <br />
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*Practice the cloak timing! There is a brief lag delay between the time you take an action to break the "gate-cloak" you have upon jumping into a system, and the time when you can activate your covops cloak, and the time your ship completes cloaking. You NEED to be able to break gate-cloak and recloak within 0.2 to 0.5 seconds. Any slower and an interceptor will be able to lock you and prevent you from cloaking.<br />
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*The safest thing to do is warp away. When you enter the system, simply pick a planet or safespot, press warp-to, and cloak. If you don't mess up the cloak timing, and don't get bumped (which is terribly unlucky) you will get away every time. This also gives you a chance to drop probes from the relative safety of a safespot.<br />
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*Always warp away and come back at range to observe a gate that has hostile ships on it. It only takes a few seconds to do, and greatly increases your chances of survival. Dead scouts can't scout anything!<br />
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*The "[[Cloak Trick|MWD/Cloak Trick]]" is unnecessary if you have a covops cloak fitted. The main purpose of this technique is to simulate a covops cloak for ships that cannot use them. However, it can be useful to quickly move out of a warp disruptor bubble in nullsec or wormhole space.<br />
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*Practice your cloak timings, and remember to always warp away.<br />
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== Fittings ==<br />
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Fittings for covops frigates are generally fairly straight-forward. The highlights are: <br />
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*Covops cloak - a tech 2 cloak so you can warp while cloaked. <br />
*Microwarpdrive - this is used for "bursting" in bubbles and getting back to a gate. <br />
*Expanded Probe Launcher - part of a scout's job is sometimes probing down the enemy, and these ships get bonuses to probing, so best to equip for it in case you need it. Bring combat and core scanner probes.<br />
*No guns. Covops ships don't fight - the first rule of scouting in a covops is "if you're not cloaked, you're doing it wrong". Note, there are some exceptions to this rule (as to any) and there are some tackling covops fits out there, specifically for gang action - but again, it is assumed that by the time you're flying something like that, you know what you're doing. <br />
*Lots of cap - the more cap you have, the further you can warp in a single jump. <br />
*Fast cap recharge - means you can jump again a little more quickly if you're bouncing around a system.<br />
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Beyond that, the fit will be somewhat determined by your ship.<br />
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<br />
== I'm cloaked! ==<br />
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Congratulations! First thing to note - undocking is dangerous to everyone, and especially dangerous when there are war targets in local. So the easy answer is never undock. If you're in a covops ship and intend to fly it repeatedly, consider logging out in space while cloaked. <br />
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When you do this you get warped off to a semi-random place in the system. When you log back in you'll be de-cloaked, but will immediately warp back to where you were. During this warp you have time to re-engage your cloak. <br />
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Suggested places to logout are mid-way through a warp to a safe spot, or at a safe spot. Don't do this near anything as you run the risk of fumbling and appearing uncloaked near someone who can see you. Doing this near a gate, for instance, also means that people may see you warp off, put two and two together, and scan you down in the grace period - so only ever do this from a safe spot. <br />
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One other point on this - when you logout, close anything non-essential. In particular do not leave a market window open, or any other window that takes a while to refresh. This is because you'll have a moment of frozen client while these refresh as you login and that's frankly terrifying.<br />
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== I've been decloaked, what happened?! ==<br />
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There are a number of ways you can be forcefully decloaked. <br />
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*If you get within 2Km of anything you'll lose your cloak. This means don't get too close to other ships and don't hang around at a warp-in point (ed: one of my most terrifying moments was sitting on a 100Km warp-in on a gate and having a larger ship warp in exactly 3Km ahead of me).<br />
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*Stations have a range around them that's nominally 2Km, but can be deceptive due to "pointy bits", so be very careful near stations.<br />
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*Cargo cans will decloak you and are sometimes easily missed. Gate guns are extremely dangerous - they're very small, usually not in your overview, and scattered around the gates. Very easy to run into by accident - be aware of them. There are some notes on overview settings below.<br />
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*Passing ships can decloak you if they're coming out of warp near you. It's not something that happens often, but for safety's sake (and for general sneakiness) any time you warp in you want to move either up or down off the plane of movement, to be well out of the way of traffic.<br />
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== Bookmarks ==<br />
<br />
Bookmarks are a significant part of what scouting and covops is about - at least in areas where you can bookmark. You'll slowly collect a large number of bookmarks around any system you frequent and they are your lifeblood - the difference between scouting a system with no bookmarks and scouting one you know your way around is immense, and will change how you operate. <br />
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So, what to bookmark? There's a handful you'll want: <br />
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==== Gate Warp-ins ====<br />
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A bookmark at warp distance off a gate. You want a few bookmarks that are more than 150Km and less than grid size off each gate in each system you go through. You want to be further than 150Km because you want to be able to warp in and that's the minimum distance. Further away is better so long as you can still see ships coming through the gate. You'll spend a lot of your life at these bookmarks watching gate traffic. <br />
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There's two ways to get these. The first is to warp to 100Km off a gate then turn in a random away-from-the-gate direction and move (while cloaked) until you're out far enough. This is a great thing to do if you're doing other things, like watching traffic through the gate, or talking with FC. <br />
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Alternately, warp to 100, bookmark that, then warp to something else at 100 and bookmark that. Then warp back to your first bookmark _at 100_. Presto, you have a spot close to 200Km off the gate. If you do this still move a bit to be off the plane, and don't do your two warp-ins in-line with each other. Also, don't jump between gates to do this, as gates are the most likely place other people will warp from. <br />
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Incidentally, note that when you come through a gate you come out at 15Km away from the gate - 150Km is your minimum warp distance, so your bookmarks should ideally be more than 165Km away, 170Km+ to be safe. Some gates also have larger radii, so if you have time (before you rely on it) try warping back and forward to make sure each direction will allow a warp. Cut it too fine, and you'll end up not having the "warp to" option sometimes, which is dangerous if you're relying on it. <br />
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Try to move off the plane once you have your spot - that's directly up or down - as that'll make you less likely to be found. <br />
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'''Note, bookmarks are dropped when you hit the final "OK" after naming, not when you first hit the "bookmark" button.''' <br />
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Note also, if you can, try and make sure that multiple bookmarks around a gate are far enough away from each other that you can warp between them - that makes hunting down an enemy for a warp-in point much faster (more on that below). If you're making multiple bookmarks, try and put some on the side, and some at the back - that will help you potentially warp from an angle to the side of the gate, bypassing any bubbles, then to the back where you can approach the gate from as far away from any potential gate camp as possible. <br />
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A small tip: If you hit "F10" and toggle the map to the local solar system view, you'll be able to see the layout of the celestial bodies. If you can get your bookmark on the "outside" of the gate (ie. put the gate between you and the sun), then your field of view should encompass many of the planets, moons, and stations. This will make working out where pilots are heading to when they warp away much easier.<br />
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==== Station Warp-ins ====<br />
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Same rationale as the gate bookmarks, same basic practice - try and put them "behind" the station, so you can see people warp off. <br />
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==== Safe Spots ====<br />
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You want these to be as non-obvious and non-easy-to-find as possible. Between objects (ie. inline from gate to station) is bad but better than nothing (and can have some uses as they're deceptive to an enemy watching you warp out, assuming you're not moving cloaked). Out at scanned down locations - cosmic anomalies and the like - can be good once they're empty. Use safe spots to generate new safe spots by dropping bookmarks mid-warp between them. Keep creating new safe spots - if you or any of your fleet members turn up in them uncloaked you may burn them and have to throw them away. <br />
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Note, if you're closer than ship scanner range to other celestial objects you may be spotted (if uncloaked) by any ship using their shipboard scanner. This can happen very quickly so don't assume that just because the fleet stopped in your safe spot for only 60 seconds it hasn't been scanned down. Ship scanners have a range of 14.4AU, so that far from the nearest celestial would be great. <br />
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==== Off-grid ====<br />
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These are like the warp-ins for gates and stations, but just off-grid. Off-grid means far enough away from the location in question to not be able to see ships on the overview. These are useful for a couple of things - they're great hiding places and they're very close, so if you want to (for instance) setup an ambush, you can bring a fleet to the off-grid position then move yourself closer to watch the gate or station, get a warp-in point, and bring the fleet in quickly. See below for more info on getting warp-in points on targets. <br />
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To get these, you can either warp and drop a bookmark while warping (this can get you out 1AU or so if you can time it right) or you can simply point away from the station and travel - if you do this at a gate, switch brackets on and watch the gate guns - when they disappear, you're off-grid for ships (which means you can't see ships and they can't see you, but you can still see the larger structures). A little further will take you off-grid for the gate itself. <br />
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It may also be useful to have a warp-in point about 1AU off a station, if you're watching that system often, that you can warp to, drop probes, and warp away - this will allow for quick placement of a probe near a station for monitoring. <br />
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Quick note on warping in - some bookmarks, particularly safe spots, you may want to warp to at 100 or 70 or similar every so often just so you're not always coming in at the same place. Some bookmarks this can be dangerous for - if you have a bookmark at 160Km on a station and you warp to it at 100Km from the other side of the station, you place yourself at 60Km from the station, which if it's camped may not be what you wanted. Always think about where the bookmarks are in the system - use the map (F10) to get a feel for this.<br />
<br />
== Bookmark Organisation ==<br />
<br />
As you build up your bookmarks, organisation of them will become important. You can leave them all in the main folder, but that folder will take longer and longer to load - and a delay on getting to your bookmarks may be an issue. <br />
<br />
A better approach is to create the following folders: stargates, stations, celestial objects, POSes, safe spots, people - that's six folders. Then, as you bookmark, move the bookmark into the relevant folder (I use the "people" folder for bookmarks near other people's warp-in points or supposed safe spots). That way, your right-click drop-down of bookmarks has a nice organisation and is easy to quickly get what you want - it will only ever present you bookmarks in your system anyway. This scheme also means that bookmarks you want to treat as temporary, you can just leave unfoldered and clean up later. <br />
<br />
Note, however, that while bookmarks are stored server-side, the folders are stored client-side. At some point during your career, you are very likely to lose your folders - at which point everything reverts to one big mess. So, in your naming scheme, include a marker for each type of bookmark - SS for safespot, SSD for safespots that are more then 15AU from celestials, SG for stargate, GO for gate observation, GOG for off-grid gate, STO and STOG for station observation, etc. That way, if/when you do lose your folders, you can re-create them. <br />
<br />
Incidentally, a folder per system looks appealing initially, but it suffers similar problems to not foldering at all - there's too many systems out there, your main folder ends up cluttered. Because the right-click drop-down menu already filters for you on system, it's also a bit redundant. <br />
<br />
Come up with a naming convention that suits you - something that makes it clear where the bookmark is and what it's for. Ideally also include some info about how far the bookmark is from other objects of interest. One example is "GO Eygfe High 200km", which would be a gate observation bookmark on the Eygfe stargate 200km above the gate. Keep your bookmark names to within 24 characters, for readability.<br />
<br />
Backup and protect your bookmark organization by doing a [[Client Preferences and Settings Backup]].<br />
<br />
== Moving around ==<br />
<br />
Obviously, your goal is always to stay cloaked, but to position yourself where you can see what's going on with your potential enemies or "neutrals". To that end, it's worth understanding how grids and on and off-grid positioning work - there's a nice write-up that goes through the more in-depth mechanics of "grid fu" at http://will.neoprimitive.net/grids/gridfumanual2.pdf - very useful to understand when you find yourself 100Km off a station but unable to see anyone. <br />
<br />
Moving through gates rates a mention - if you are fitted with MWD's, there's a sequence of "double click a direction, hit the cloak, hit the MWD" that gives you a short burst of speed while still cloaking. This can be useful for putting some space between you and the gate or any watchful eyes. If you use this, it's best to also change direction once you've triggered the cloak, just to be sure the prying eyes aren't able to work out where you've gone. Note, however, the caveat near the top on "how not to die" - this process is best for getting out of bubbles, not so necessary for high-sec or low-sec travel. I'd argue that it's good to practice for when you need it, but YMMV. <br />
<br />
While you're on fleet operations, sometimes your fleet commander may ask you to check stations to see if a war target is docked up. If they ask, tell them no. There's too much chance you'll dock, see a war target, they'll see you, undock with you, and pop you. It also gives you away as a scout. The FC can find a small fast cheap frigate to check stations.<br />
<br />
== Fleet Ops - X'ing up ==<br />
<br />
Uni policy is that scouts do not X up with the rest of the fleet. If you see a fleet forming, directly convo the FC and ask if they want a scout, Nine times out of ten, they will, and they'll drop you into a separate wing so you don't get ninja warped around with everyone else . Likewise, scouts don't get listed on AAR's. Secrecy is important to being a good scout - if people know your name, they'll notice you in local easily. <br />
<br />
If you're in a covops ship and a fleet is around, or you've logged in after fleet has formed, don't be afraid to convo the FC and ask if they'd like another scout - scouts are about the only type of pilots that can usefully join a fleet mid-op depending on where the fleet is and where you are. I figure it's better to offer and be turned down than not. <br />
<br />
== Scouting ==<br />
<br />
Most Uni fleets will look for a forward scout and a rear scout, and any number of floating scouts. Forward and floating should be covops ships, rear can be a prototype cloak ship in a pinch, but covops preferred. You may also see or hear reference to "+1" and "+2" scouts, and sometimes "-1" - these are just another way to refer to forward scouts (staying 1 or 2 jumps ahead of the fleet), or rear scouts (one jump behind). <br />
<br />
The forward scout's role is to check each gate before the fleet warps to it. As a forward scout, you want to be able to warp to a gate bookmark, check that the gate is clear and give the go-ahead, then warp to zero on the gate and jump through to check the other side. If you don't have bookmarks, this process gets tougher - you're reduced to either travelling uncloaked (bad), travelling cloaked to the gate (slow), or bouncing off a remote celestial to do a warp to zero when you want to go through the gate. So bookmarks are valuable here. <br />
<br />
Rear scouts watch the back of the fleet, to make sure no-one's following. They'll typically stay one jump behind the fleet, and need to watch for neutrals or suspicious behaviour. This is arguably tougher than forward scout, as you'll need to be watching not only for obvious war targets, but also for neutrals who "happen" to be following or showing up often. <br />
<br />
Floating scouts have a slightly freer job - depending on your FC, they'll either be carefully positioned by FC instruction to watch different gates and/or neighbouring systems, or they'll be free to move around and look for WT's. Floating and forward is pretty much interchangable depending on FC decisions. <br />
<br />
Reporting war target sightings - do this as calmly as possible, and as clearly as possible. Good reporting would be, "Command, Darius. I have one Cerberus on the Korsiki gate in Osmon, jumping through to you now". Bad reporting would be, "Hey guys, there's a war target coming at you!". TS discipline, in the uni at least, is always lead with the channel name (that's "command" in the above example) and your name so the FC knows who's talking where, then provide the ship type and location, optionally war target name and any other details you might have. <br />
<br />
A note on Mumble operation - as scout, you are perfectly within your rights to overtalk someone if something urgent comes up - typically you do that by saying "break break" in the command channel, people should then stop and listen. Obviously you would only use this for really urgent information, like a war target incoming to a fleet position.<br />
<br />
== What to Look For ==<br />
<br />
=== Local ===<br />
<br />
While you're scouting, you're looking for certain things. First of all, valid targets or threats - during war that's any of our War Targets, outside of war it's anyone who's "red flashy" (sec status below -5). You're also looking for high concentrations of a single corp (particularly if you're hunting pirates and see a bunch of one pirate corp in channel), and/or anyone that appears to be an out-of-corp alt for a target or potential target (that's neutral pilots following you or hanging around on gates looking suspicious). <br />
<br />
Your best tool is the local channel. Squash it width-wise, and extend it out length-wise on your screen - you usually don't care about what's said in local as much as you care about the list of people in there. <br />
<br />
Be aware that the symbols (red minuses etc) will sometimes not show up in the local list. Ideally, you need to be checking info on pilots in local as you travel. A quick hint: Don't use the right-click drop-down for "show info", as the "start conversation" option is right next door. Instead, double-click people in local - it goes to info by default and is less risky. <br />
<br />
Often you'll be asked to jump into a system and check what's there. Typically this will be jump in, move and cloak, and work your way through the people in local noting down any who are potential targets. Then report back the number of targets and whether you can actually see any or not (ie. are they all on the gate you just came through waiting&nbsp;;) Typically, if there's anything of interest you'll then be asked to try and track them down - get eyes on them. That's a mix of jumping around the stations, and probing - covered elsewhere in this doc. <br />
<br />
When you're looking through local, double-click on each member of local (if you can), and check their info. Typically you're looking at their sec status, their standing, their corp and/or alliance. You may also check their bio to see if they look like an idiot, and/or their employment history to check how old they are and whether they've recently left a war target corp. Any of this information will to toward your estimate of whether they're a threat or not. <br />
<br />
=== Directional Scanner and Overview ===<br />
<br />
Remember your directional scanner - it should be open and you should be using it when you come into a system if you think there may be bad guys near the gate but not on grid. Pulsing the directional scanner is a good habit to get into anyway. <br />
<br />
On overview, you're looking for enemies nearby, particularly flashy reds. You're also looking for cyno fields - they'll show up anywhere in the system, and are a high priority to check out. <br />
<br />
== Scanning down the opponent ==<br />
<br />
If you can fit an extended probe launcher, then it's well worth getting some practice at using probes. The Apocrypha scanning system makes one particular type of probing well worthwhile. It goes something like this: <br />
<br />
*Warp to a safe spot, decloak and launch 4 probes. Cloak up again.<br />
<br />
*Warp back to where you want to keep some eyes on. Be sure you're still cloaked - I've had issues with being decloaked as I warp off after launching probes.<br />
<br />
*Hit F10, switch all your probes down to 0.5AU, and move them to a nice neat small circle around whatever you're monitoring - typically a gate or station.<br />
<br />
The goal here is to provide enough scan strength in 0.5AU around the location to find any ships that have warped off-grid nearby. With half-decent skills, you should get a fix on anything cruiser and up pretty much straight away. So, you just keep hitting the scan button every so often. If you get a hit on something just away from your location, bookmark it, and warp to it at 100. You can then scope out the area, see if it's a worthwhile target, maybe get a warp-in point - all hopefully without your enemy knowing. <br />
<br />
Note, this also works for bookmarking people's insta-undocks, and their safe spots around gates. That also means that if you're helping an uncloaked fleet around, be aware that even just off-grid they may be visible to enemy scouts now. Also, be aware that your probes show up on people's ship scanners, so if they suspect you're out there, they may pop their ship scanner, see your probes, and run. <br />
<br />
There's an excellent guide to scanning generally at http://forum.eveuniversity.org/viewtopic.php?t=15856. There's also a wiki page on [[Scanning]] <br />
<br />
Be aware that if you're doing this, anyone clever (anyone using their ship scanners) will notice the probes and high-tail it out quickly. But if you can catch their warp-in or warp-out points, it may help you track them down next time they warp through the area. <br />
<br />
Probing like this may also be a distraction - I've had fleet commanders that specifically ask for the scout to probe down targets for them, and I've had fleet commanders that would rather keep you on the move, so it will depend on the type of fleet, purpose of fleet, and whim of the FC as to whether this is a serious part of your duties. It's worth getting some practice in on, imnsho, as it does get asked for, and some FC's will assume you are capable of doing this. <br />
<br />
Quick small note - if you're looking for a POS, remember that POSes must be on-grid with moons, so if you stay cloaked and warp from moon to moon, you may find POSes faster than if you try and scan for them (they'll show up in overview when you warp in) - assuming there's not too many moons in system. Beware of warping into the POS, though. <br />
<br />
When you try to probe down a ship, the ship ID you see on the probing interface stays the same for each ship within each system but changes with the system and after downtime (as well as repackaging the ship). E.g. Ubercado's Ibis has the ID ABC-123 in Aldrat and the ID FF-42 in Eygfe (even after docking or jumping out and in again); After downtime the IDs will change. So a common tactic is to get the ship ID when a target is at a known location (like undocking from a station) and then have an easier way to find that ID in open space (like in a mission area). Making a list with the ship IDs of your targets in each system helps when hunting WTs that keep flying around.<br />
<br />
== Warp-in Points ==<br />
<br />
You'll sometimes be asked by your FC to try and get a warp-in point on a target. This basically means staying cloaked, and maneuvering into a position that's a warp-in distance away from the target (ie. a number that appears on the "warp to at..." drop-down) and also in-line with somewhere the fleet can be. In other words, you ideally want something like this: <br />
<br />
Fleet ------- Target -- You <br />
<br />
Where the fleet is some distance away, out of sight, and you're about 50-100Km away on the other side of the target. Distance from enemy is at your discretion, you ideally want it to match up with the warp-in distances so the fleet can drop directly on top of the enemy (or at appropriate range - that bit's up to the FC to organise ). You don't want the fleet to have to warp through the target, is the only note here, as that gives the target time to see them and run. <br />
<br />
This is one of the trickier things to do, mainly because the target will often keep moving. One tip, if the target's warping in and out: Note the distance to the target, note your move speed, and double-click right near them to move toward them. If they warp out, keep moving - time yourself to try and position roughly where you want to be (remembering it's better to be too far away, than right on top of their warp-in point, otherwise they may decloak you). Drop lots of bookmarks while doing this, you can always go clean them up later, and they mean you can warp out and back and resume where you left off. <br />
<br />
If you do find an enemies' safe spot, or a warp-in point for a popular location for an enemy, make sure you've bookmarked it - they're valuable so long as the enemy doesn't realise you've got it. <br />
<br />
One other small note on this: If you're scouting for a sniper-heavy fleet, you may actually sit between the target and the fleet - the idea is if you're 30Km from the target toward the fleet, the fleet can then warp to you at 50Km and they're perfect sniping distance away. Depends a lot on the situation though, and not likely to be done in a Uni fleet. <br />
<br />
== Punting ==<br />
<br />
Punting is one of the terms used for a scout to warp his unit (e.g. wing warp) directly to the probing solution. <br />
<br />
=== Probing solution ===<br />
The Punter has be in a ship with an expanded probe launcher and needs a probing solution.<br />
<br />
=== Unit warp (aka Punt) ===<br />
As a Punter you will initiate a unit warp command (e.g. "warp wing"), so you need to be the commander of a unit (SC/WC/FC). You will only warp your unit (squad, wing, fleet). To issue a unit warp command, you need to be in a warpable distance to the target. This means you have to be at least 150 km away from the target. Only those of your unit that are in warpable distance to the target themselve will be warped by your unit warp, so they need to be at least 150 km away from the target as well. Only those of your unit members that are on grid with you will get the unit warp command. They must have broken their gate cloak. <br />
<br />
You should announce the punt including the distance before you initiate the unit warp command so those that do not want to get punted can abort that command (ctrl + space).<br />
<br />
Usually the Punter will abort the warp command himself so he does not land on the target with his unit. Make sure to not be aligned to the target when you do not want to get warped.<br />
<br />
=== Checklist for Punting ===<br />
<br />
- Punter is a unit leader in a fleet<br />
<br />
- Punter on grid with unit<br />
<br />
- Punter as well as unit > 150 km away from the target<br />
<br />
- Unit broke gate cloak<br />
<br />
- Unit informed of Punting beforehand<br />
<br />
=== Tips on Punting ===<br />
<br />
- Make sure to always cancel your warp (default CTRL + SPACE) once you punt. You do not want to land at zero on a target. <br />
<br />
- Add Control Towers to your ship filter (in the scanner menu). This will give you an indication whether the target might be inside a POS shield. If you do not do this, you might punt your whole unit in a POS shield where it dies a horrible death.<br />
<br />
- Quite often a punter will initiate two punts: The first punt will unit warp to zero to the target, the second punt will be at range (e.g. 50km). This will allow snipers, Ewar, Logistics and such to stay out of harms way. You should announce your intention for multiple punts before so people can prepare to abort the first punt if they want to land at range. Some may even want to abort the 2nd punt as well and warp in later at their preferred distance. It's often useful for only fast frigates and interceptors to take the first punt at zero to avoid slower fleet warps with larger ships that may alert the target to an incoming fleet. <br />
<br />
- As a lot of targets check Dscan regularly, it helps to move in your probes into the Dscan range of the target as late as possible. For example, if you intend to probe down a potential target, drop your probes at a location off d-scan range with the target. Quickly move your probes high above or well below the ecliptic plane and initiate scan. This will move your probes outside of all celestial d-scan range and give you valuable time to locate your target. Once you have a general location for the target from d-scan, prepare your fleet for punting and position your probes in the area you've located the target with the smallest scan range that effectively covers your targets estimated position. Have your fleet align towards the nearest celestial as you initiate scan. Give a countdown for the punt, and when the scan is finished quickly select your target and fleet/wing/squad warp for the punt. Give a second punt if required and quickly recall your probes or position them off d-scan as before.<br />
<br />
- Some ships are nearly impossible to scan down, e.g. some boosting T3 or ECCM'ed Guardians which have a low signature radius. Do not plan to punt your unit onto these targets, you will most likely not get a probing solution.<br />
<br />
- When the targets are kiting, Punting is of limited use unless you have long range or fast tackle or enough snipers. Even when your probes are on grid and your unit is ready to warp, you need a couple of seconds for your probes to get a solution and your unit needs a couple of seconds in warp. This is usually enough time for kiters to move 30 km or so away. One solution to kiting is to place the fleet members (wing or squad) that will be punted in-front of the kiting ship at a relatively close off-grid tactical. If the punt is fast enough and at range, there is a chance for tacklers to land just in-front of the kiting ship and potentially land a scram and web. This works best if the kiting ship still has other fleet members on-grid masking your intentions to intercept. NOTE: This is difficult and takes practice and cunning, if done incorrectly the scout may land some very vulnerable ships within perfect sniping range of the kiting target.<br />
<br />
- If you are combat probing, it sometimes helps to get a scan on your fleet first and ignore your fleet's results in your probing window. Note that the ship IDs change with the system so you need to do this for every system at least once. Repackaging a ship changes the ID of the ships as well. This will help to not confuse your fleet member's ships with the target's. <br />
<br />
- Punting is a good tactic vs. snipers and stationary targets. Punting is not so good vs. small targets as you will have a hard time getting a probing solution on those. Punting is also not great vs. fast moving targets as they are out of their initial warp to point once your unit lands. Plan accordingly.<br />
<br />
- In big fleet fights it can be nice to have a punt squad ready. It is very good vs. snipers and Falcons. In long fleet fights (POS bashes) it is not unlikely for people to disconnect. They will automatically warp to a random point within 1.000.000 km so they are within the 0.5 AU of your probes. Even though they might get their ship replaced by CCP when they loose it to a disconnect, it takes a ship out of the fight when a fast punt squad kills that ship.<br />
<br />
== Freedom and Rules ==<br />
<br />
There is some personal style that comes in here, as scouting can be a freer role than some others in fleet - personal judgements need to be made about what you're watching when. However, two things are important: If the FC tells you to be somewhere, get there, and if you see something that needs investigating and move off your last instruction, clearly inform the FC you're about to do that. The FC cannot make good decisions on faulty intel, make sure they understand the environment around them as best you can - that includes making sure they're not assuming you're somewhere you're not. <br />
<br />
I've personally found a combination of both command channel on TS and a text chat channel in game provides a good balance - if your FC + WCs + other scouts are in a text chat channel, low priority notes can go there without interrupting voice chat. I've also had a few fleets where the scouts have setup a channel amongst themselves only, to discuss where they are and what's happening - that can also be useful, think of it as squad chat for scouts. <br />
<br />
Well, that's pretty much it for now. Best thing to do is get out there in your scout ship and practice, set up bookmarks around gates and stations in your common hunting areas, and don't be afraid to volunteer to scout for fleets as they setup - everyone loves an extra scout. <br />
<br />
== Mistakes Made ==<br />
<br />
*'''Scanning down your bait ship or own fleet.''' It happens to the best of us starting out - always pay attention to the starmap and where your fleet is, and where other celestials are, when you're probing. In my case, our fleet had positioned a bait battlecruiser at the gate just inside a system while I was trying to probe down an enemy. I found a sig, narrowed down on it, getting progressively more excited, until I got a bookmark and warped in to find it was one of our fleet - the baitship.<br />
<br />
*'''Lost probes.''' Probes when launched last around an hour. It's very easy to forget this in the heat of scanning, and suddenly your probes are leaving the system one by one, and you find yourself having to uncloak and reload. Particularly painful if you have sisters probes at 1M ISK per probe.<br />
<br />
*'''Warp and don't move.''' Always, '''always''' move when you hit the end of your warp. Otherwise, someone else will warp in on top of you.<br />
<br />
*'''Location, location, location.''' While leading a fleet, if you have no bookmarks and the fleet is hot on your heels, do not warp to 100 on the next gate. Sure, it gives you a decent view of the gate, but you've then got to either slowboat the 100Km (approximately 3 and a half minutes), or bounce out and back (much faster, but still not fast enough to beat the fleet).<br />
<br />
== Linked resources ==<br />
<br />
A short list of all the things linked to from this page: <br />
<br />
*[[Installing the EVE University Overview]] <br />
*[http://www.ombeve.co.uk/ Ombey's maps ]<br />
*[http://evemaps.dotlan.net/ DotLan]<br />
*[http://www.evealtruist.com/2011/04/bookmarks-and-you.html The Altruist guide on bookmarking]<br />
*[http://forum.eveuniversity.org/viewtopic.php?t=15856 scanning and probing forum thread]<br />
*[[Scanning]]<br />
*[http://will.neoprimitive.net/grids/gridfumanual2.pdf Goons grid-fu manual]<br />
<br />
== Notes ==<br />
<references/><br />
<br />
[[Category:Fleets]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=User:Vorkan_Dosja&diff=151068User:Vorkan Dosja2020-02-28T16:59:12Z<p>Vorkan Dosja: </p>
<hr />
<div>{{related class|Scouting 101}}{{tocright}}<br />
Scouts are the eyes and ears of a fleet. Without them, fleets would both easily get surprised by enemy forces, as well as have a tough time hunting down good fights.<br />
<br />
Some ships are better (or even essential) for certain types of scouting, but for a basic fleet scout all that is needed is:<br />
* The ability to fly a ship.<br />
* Some fundamental scouting knowledge.<br />
* The ability to use a few tools that are linked in this article.<br />
<br />
Since scouting is a fleet role, it is also important for prospective scouts to familiarize themselves with fleet operations beforehand. Read the [[The_Rookie's_Guide_To_Fleet_Ops | Rookie's Guide to Fleet Ops]] to get started.<br />
<br />
==Scout Objectives and Roles==<br />
===Objectives===<br />
<br />
There are two basic scout objectives: Route Security and Hunting. Route security means ensuring the fleet's planned travel route is free of hostile forces that should be avoided, as well as preventing anyone from surprising the fleet. Hunting means finding good fights for the fleet. All scouts provide route security, all the time, on every operation. If the fleet is looking for a fight, scouts are also responsible for hunting down a good fight for the fleet.<br />
<br />
With those two objectives in mind, the following are the most common scout roles.<br />
<br />
===Basic Roles===<br />
<br />
The most basic scout roles are 'picket' and '+1'. The ‘Hero Tackle’ role can be added on to these roles as well. <br />
<br />
====Picket====<br />
<br />
Picketing is the easiest scout job; some players do even not consider it scouting it is so simple. The picket's job is normally to sit at a gate and report the specific types of ships coming into the system he is assigned to. For example, incursion fleets use pickets to warn them of war targets. <br />
<br />
If you are a picket, and your only job is to watch for war targets, you can do this docked up safe in a station by carefully watching local. However, sitting 200km+ off a gate while cloaked is the best option since it allows you to report specific details on the ships coming through your picket.<br />
<br />
====+1====<br />
The objective of the +1 is to move one jump ahead of his fleet to provide intelligence to his Fleet Commander (FC). If the fleet is simply traveling to a destination, then the scout's job is route security (i.e., warning the FC of war targets, gate camps, and any other possible danger). In low-sec or null-sec space, individual ships may ask for a +1 to guide them into or out of dangerous areas.<br />
<br />
When jumping into a new system, keep cloak and immediately check three things. First, check the grid on your overview for ships that might pose a threat to the fleet. Second, check local for war targets, flashy targets, criminals, etc. Finally, check D-Scan for ships sitting off grid. Report anything that might be a threat to the FC. If the objective is to find good fights and there are other pilots in local, then the +1 will check out mission sites and asteroid belts with D-Scan to see if there are appropriate targets available. <br />
<br />
Why move one jump ahead? If a fleet jumps into a system, it spikes local and everyone in the system will know a fleet has come in. That puts everyone on alert. A scout moving in alone does not alarm anyone significantly in a system. The fleet does not move into the system until either the scout finds a good fight, or the FC determines that there is nothing interesting and decides to move on.<br />
<br />
Why not just roam? Why exactly one and only one system ahead? Even when looking for good fights, scouts are always performing a fleet safety role. A scout one system ahead prevents the fleet from being surprised. If you are two or more systems ahead and there is no +1, then another fleet can move in behind the scout and surprise the fleet when it jumps in.<br />
<br />
Good ships for the +1 role are tackle frigates, but the best ships are interceptors and covops ships.<br />
<br />
====-1s==== <br />
The -1s objective is like the +1s, except they follow one jump behind a fleet to protect it from forces stalking the fleet and enemy scouts. -1s are only used when the FC suspects his fleet is being followed or there is a high danger of war targets attacking. -1s need to pay attention to local and notice any pilots who seem to be following the fleet. They generally do not report unless they find or suspect they have found someone following the fleet or a target has presented itself for a good fight.<br />
<br />
====Roaming Scouts==== <br />
A Roaming Scout moves several jumps ahead of a fleet looking for good fights. A roaming scout is utilized only when the fleet is large enough to spare the ships after the +1/-1 fleet safety roles are filled. It is not unheard of for large fleets to utilize two to three Roaming scouts to cover as much ground as possible to hunt down a good fight. In these instances, scouts should have a private communication channel with the FC to not confuse normal fleet communications. Due to the distances roaming scouts tend to be from the fleet, Hero Tackling is not advisable until the fleet is ready to jump in. Tackle frigates, interceptors, and covops ships are the standard for this role.<br />
<br />
====The Hero Tackle====<br />
<br />
Hero tackle is an add-on role. Hero tackles are scouts who find a target the FC wants to fight. The FC will get the fleet into position on the gate leading into the scout’s system. At the FC’s signal, the scout will engage the target, tackle it, and attempt to hold tackle until the fleet can arrive to finish the fight.<br />
<br />
It is essential to communicate with the FC what is happening and to time the tackle to just before the fleet jumps into system. Have your fleet warp to you. Be mindful of gated sites; the fleet may have to warp through an acceleration gate first to reach you. Hero tackles frequently do not survive (hence the "hero" part), so interceptors and covops ships are generally too expensive for hero tackling. Before attempting this [[Tackling_Guide | read up on tackling]], and practice a bit with a fellow corporation member.<br />
<br />
====Finding War Targets====<br />
In any situation where a fleet can expect to encounter war targets or is actively looking for war targets, Out of Corp (OOC) scouts are very useful. They can move around freely without alerting enemy pilots that a war target is in system.<br />
<br />
<br />
<br />
==So You Want to Be a Dedicated Scout==<br />
<br />
If you really enjoy scouting and want to get good at it, the best way is to do it often. In addition, you will want to start doing the following.<br />
<br />
'''Route Preparation''': Find out what routes FCs like to take and spend some time setting up [[Bookmarks]] in those systems. You will want bookmarks on gates, instadocks and undocks on the top and bottom stations, a location about 1 AU off the sun, and some safes. At first, a mid-safe between two gates will be enough, but having a deep safe out of D-Scan range of pretty much everything in the system will be very useful when the fleet needs to extract itself from a fight gone wrong. Set up some bookmarks that let you observe gates, mission sites, and asteroid belts from a reasonably safe distance. If you really want to be prepared, you might fit out some scout ships and leave them in stations along the route in case you get to play the hero tackle and need to reship. The more of this sort of thing you do, the more your FCs will love you.<br />
<br />
'''Ship Recognition''': The more you know about the various ships in EVE, the better intel you will give to your FC.<br />
<br />
==A Primer on Covops Scouting==<br />
<br />
Editor's Note: The following is an excellent primer on scouting in a Covert Operations ship written by another author. It also has some very good general advice on scouting. I will be going through and editing this to fit into the more comprehensive style of the current article as I have time.<br />
<br />
=== What does/doesn't this cover ===<br />
<br />
This page concentrates on covops scouting - that is with covops ships which are able to warp while cloaked (Tech 2 covops frigates and force recons with proper tech 2 covops cloaks. Those wanting to get a feel for scouting may start in frigates with tech 1 cloaks - these allow for sitting still cloaked and are OK for picketing gates (ie. sitting still watching a gate) but little beyond that, and this page does not really cover their use. Anything larger (recon ships, black ops, etc) is out of scope of this document. <br />
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This page also covers high/low-sec scouting only - points in here may or may not apply to 0.0 or Wormhole space. Bubbles, lack of a "local" comms channel, and other things will change how you scout in 0.0 or Wormhole space, but we assume that you've had some experience in high and low sec before venturing into them. <br />
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Finally, this page focuses on fleet scouting, and doesn't cover general intel, except in as much as intel crosses over with scouting.<br />
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=== A Quick Note on How to Not Die ===<br />
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If you've read this far you're probably a scout, or interested in scouting, and have or will soon have the covops cloaking device that is the signature tool of the scout. After you have read this guide, and '''before''' you take your CovOps ship out into a war zone, please take some time (preferably a lot of time) to go out in space and practice maneuvering while cloaked. The vast, vast majority of CovOps losses occur at the gate, right after you have first jumped into the system. Here are a few quick tips: <br />
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*Practice the cloak timing! There is a brief lag delay between the time you take an action to break the "gate-cloak" you have upon jumping into a system, and the time when you can activate your covops cloak, and the time your ship completes cloaking. You NEED to be able to break gate-cloak and recloak within 0.2 to 0.5 seconds. Any slower and an interceptor will be able to lock you and prevent you from cloaking.<br />
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*The safest thing to do is warp away. When you enter the system, simply pick a planet or safespot, press warp-to, and cloak. If you don't mess up the cloak timing, and don't get bumped (which is terribly unlucky) you will get away every time. This also gives you a chance to drop probes from the relative safety of a safespot.<br />
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*Always warp away and come back at range to observe a gate that has hostile ships on it. It only takes a few seconds to do, and greatly increases your chances of survival. Dead scouts can't scout anything!<br />
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*The "[[Cloak Trick|MWD/Cloak Trick]]" is unnecessary if you have a covops cloak fitted. The main purpose of this technique is to simulate a covops cloak for ships that cannot use them. However, it can be useful to quickly move out of a warp disruptor bubble in nullsec or wormhole space.<br />
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*Practice your cloak timings, and remember to always warp away.<br />
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== Fittings ==<br />
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Fittings for covops frigates are generally fairly straight-forward. The highlights are: <br />
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*Covops cloak - a tech 2 cloak so you can warp while cloaked. <br />
*Microwarpdrive - this is used for "bursting" in bubbles and getting back to a gate. <br />
*Expanded Probe Launcher - part of a scout's job is sometimes probing down the enemy, and these ships get bonuses to probing, so best to equip for it in case you need it. Bring combat and core scanner probes.<br />
*No guns. Covops ships don't fight - the first rule of scouting in a covops is "if you're not cloaked, you're doing it wrong". Note, there are some exceptions to this rule (as to any) and there are some tackling covops fits out there, specifically for gang action - but again, it is assumed that by the time you're flying something like that, you know what you're doing. <br />
*Lots of cap - the more cap you have, the further you can warp in a single jump. <br />
*Fast cap recharge - means you can jump again a little more quickly if you're bouncing around a system.<br />
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Beyond that, the fit will be somewhat determined by your ship.<br />
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== Tools of the Trade ==<br />
Basic Tools of the Trade<br />
'''T1 Ships''': Each race has a T1 frigate with bonuses for speed and tackling. These are usually the best T1 ships for scouting. Amarr: [[Executioner]]. Caldari: [[Condor]]. Gallente: [[Atron]]. Minmatar: [[Slasher]].<br />
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'''T2 Ships -- Interceptors''': Interceptors are T2 versions of the T1 tackle frigates. They keep the tackling bonus and are much faster. They are immune to bubbles, which is important in null-sec scouting. Each race has two versions of the interceptor, and one of them has additional tackling bonuses, which usually makes them the better scout interceptor. That said, interceptors are expensive, so you should think twice before using one as a hero tackle. Amarr: [[Malediction]]. Caldari: [[Crow]]. Gallente: [[Ares]]. Minmatar: [[Stiletto]].<br />
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'''T2 Ships -- Covops''': Covert Operations ships are frigates that can fit a Covert Operations Cloaking Device, a T2 module that allows the ship full maneuverability while cloaked, including warping. Cloaked ships do not show up on D-Scan, which allows them to sneak up on other ships. In addition, each race has one version of a Covops ship which is the T2 version of their exploration frigate. These ships can use combat scanning probes to find ships and provide a warp-in to them. All of these abilities make the Covops ship an excellent choice for fleet scouts. However, Covops ships are somewhat fragile, so they should not be used for hero tackling.<br />
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'''[[Directional_Scanner_Guide |D-Scan]]''': This is an absolutely essential tool for scouts. You will use this constantly to find ships that are not on grid, to hunt down ships, and to report fleet compositions to your FC. If you are just starting out in EVE or a new scout, take the time to read the linked article and practice on your own.<br />
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'''[http://evemaps.dotlan.net/ Dotlan]''': This set of maps is essential for route-finding. If you use EVE in windowed mode, you can have this open in a browser and bring it up whenever you need it.<br />
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'''[https://adashboard.info/intel aDashboard]''': In either local or D-Scan, you can select all, copy, and then paste the data into aDashboard. It will analyze the data, give you a report, and give you a link you can post in fleet chat for your FC. This is a quick way to report fleet composition, war targets in local, etc.<br />
The items listed here should be setup prior to your going out to scout. <br />
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=== Overview ===<br />
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The overview requirements for a scout are different than for normal fliers. Your job is to see as much as possible, rather than only the enemies. First of all, switch brackets on - that gives you a clearer view of things like gate guns that are otherwise tricky to see. Include neutrals and war targets - neutral may be out of corp repairers or alt scouts. Take your corp mates out, but everything else should show. <br />
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Create a second tab that just shows war targets also, so you can quickly and easily identify all war targets and get that information out to your FC, in case a fleet is travelling past you. <br />
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[[Overview settings]] has more information on general overview settings and how to set things up as per above. <br />
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You may also want to consider creating an overview profile per ship class (frigate, cruiser etc) to use with your directional scanner. This will allow you to select an overview profile with which to filter the scan results based on reliable intelligence as to what ship your target is flying; resulting in faster and more accurate deployment of probes.<br />
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You should have one overview tab that shows everything that can decloak you: asteroids, corpses, cans, ships, everything.<br />
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=== Local ===<br />
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Your local window is one of the most important tools you work with as a scout - more on exactly how later. Before you're out scouting, however, you want to move your local window to one side of the screen, squash it width-wise as much as possible, pull the slider across to the left so you can see pilots and not chat, and stretch it length-wise as much as possible. Setting local to show compact member list helps as well. This is to allow for quick recognition of targets in local.<br />
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=== External Tools ===<br />
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==== Mumble ====<br />
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[[Mumble]] is required for Uni fleet ops, but as a scout you have an extra requirement, to have [[Mumble#Setting_a_Command_Channel_push-to-talk|command channel push-to-talk key]] setup and functioning.<br />
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<br> You may also want a [[Mumble#Global_Command|global command key]]. The difference between these two keys pertains to who will receive your command broadcast. <br />
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'standard command key' will only broadcast to the Channel Commanders in YOUR current channel. <br />
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'global command key' will broadcast to ALL Channel Commanders Server wide. <br />
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<br> You use the '''global command channel as long as you are the only fleet''' out (so Intel can listen in and advise). <br />
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With '''multiple fleets''' out not all fleet command communications can be broadcasted over global command. Use global command for '''strategic information''' (e.g. "global command, this is Sto Lo's fleet, we are now moving from Jita to Aldrat through Rancer lowsec" [but not "... we are jumping from Aldrat into Eygfe"] or "global command, this is Sto Lo's fleet, big pirate camp in Hagilur, 12 BS Amarr heavy, we need reinforcements" [but not "... flashy rifter 150 km up off the Evati gate"] and '''questions to Intel''' (e.g. "global command, NewbieCom1's fleet, Intel, we have two standard squads and the possibility to engage 12 flashy BS on the Evati gate. Any advise?"). Use your '''local command for tactical information''' regarding your fleet only (e.g. "local command, Sneaky1, I have a warpin on a flashy Drake at a safespot at 10" <br />
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When you talk on any command channel make sure to use the protocol: "Global/Local command", "Your name", ("recipient"), "Information". E.g.: "Global Command, Ubercado, primary is Veldspar". <br />
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*'''Each time you're fleeting up''' - when you enter the channel move yourself to the "command channel". Once you're done with the fleet remember to leave the channel, or you'll be assumed to be a spai.<br />
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==== Maps ====<br />
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Scouting is much easier with a second monitor. If you don't have that, then best to set your client to play in windowed mode (for Mac users, &lt;apple&gt;-&lt;enter&gt; will do that I believe). <br />
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For maps, I use <strike>Ombey's - http://www.ombeve.co.uk/ </strike> <span style="color:#768d31"> Note: As of 2013, Ombeve.co.uk is no longer active. See [https://forums.eveonline.com/default.aspx?g=posts&t=236592 this forum post] for more.</span> Be aware it is not 100% accurate - there are one or two strange little miss-linkages in there, but they're infrequent. Ombey's will let you at a glance see where you're going and what the layout is like near you - it's great for working out potential alternate paths, looking for nearby low-sec pockets, that sort of thing. <br />
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DotLan is also a useful tool - http://evemaps.dotlan.net/ This will show you the same information as Ombey's (although I prefer Ombey's format). This will also show you lots more useful stats about the systems you're headed to, like kills per hour, etc. <br />
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For practice, when travelling around unfleeted out of war, always check your route on those maps, and think about where you're headed and how you're getting there. I sometimes travel without autopilot set also, navigating by map to get more used to finding my way quickly. <br />
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If you have access to an A3 printer, you can download PDF versions of the maps and print them. These can be extremely handy for pencilling routes and quickly identifying alternate paths or escape routes, especially if you only have a single monitor.<br />
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==== Dashboard ====<br />
https://adashboard.info/ is a quick and simple way to share intel with your fleet. You can do a quick dscan, copy the dscan results, and paste them to this site. It categorizes the results into an easily readable format.<br />
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==== ScreenShot Sharing ====<br />
Many people use screenshot sharing services like push or sharex to take screenshots of the enemy to share with their fleet.<br />
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== I'm cloaked! ==<br />
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Congratulations! First thing to note - undocking is dangerous to everyone, and especially dangerous when there are war targets in local. So the easy answer is never undock. If you're in a covops ship and intend to fly it repeatedly, consider logging out in space while cloaked. <br />
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When you do this you get warped off to a semi-random place in the system. When you log back in you'll be de-cloaked, but will immediately warp back to where you were. During this warp you have time to re-engage your cloak. <br />
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Suggested places to logout are mid-way through a warp to a safe spot, or at a safe spot. Don't do this near anything as you run the risk of fumbling and appearing uncloaked near someone who can see you. Doing this near a gate, for instance, also means that people may see you warp off, put two and two together, and scan you down in the grace period - so only ever do this from a safe spot. <br />
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One other point on this - when you logout, close anything non-essential. In particular do not leave a market window open, or any other window that takes a while to refresh. This is because you'll have a moment of frozen client while these refresh as you login and that's frankly terrifying.<br />
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== I've been decloaked, what happened?! ==<br />
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There are a number of ways you can be forcefully decloaked. <br />
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*If you get within 2Km of anything you'll lose your cloak. This means don't get too close to other ships and don't hang around at a warp-in point (ed: one of my most terrifying moments was sitting on a 100Km warp-in on a gate and having a larger ship warp in exactly 3Km ahead of me).<br />
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*Stations have a range around them that's nominally 2Km, but can be deceptive due to "pointy bits", so be very careful near stations.<br />
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*Cargo cans will decloak you and are sometimes easily missed. Gate guns are extremely dangerous - they're very small, usually not in your overview, and scattered around the gates. Very easy to run into by accident - be aware of them. There are some notes on overview settings below.<br />
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*Passing ships can decloak you if they're coming out of warp near you. It's not something that happens often, but for safety's sake (and for general sneakiness) any time you warp in you want to move either up or down off the plane of movement, to be well out of the way of traffic.<br />
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== Bookmarks ==<br />
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Bookmarks are a significant part of what scouting and covops is about - at least in areas where you can bookmark. You'll slowly collect a large number of bookmarks around any system you frequent and they are your lifeblood - the difference between scouting a system with no bookmarks and scouting one you know your way around is immense, and will change how you operate. <br />
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So, what to bookmark? There's a handful you'll want: <br />
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==== Gate Warp-ins ====<br />
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A bookmark at warp distance off a gate. You want a few bookmarks that are more than 150Km and less than grid size off each gate in each system you go through. You want to be further than 150Km because you want to be able to warp in and that's the minimum distance. Further away is better so long as you can still see ships coming through the gate. You'll spend a lot of your life at these bookmarks watching gate traffic. <br />
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There's two ways to get these. The first is to warp to 100Km off a gate then turn in a random away-from-the-gate direction and move (while cloaked) until you're out far enough. This is a great thing to do if you're doing other things, like watching traffic through the gate, or talking with FC. <br />
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Alternately, warp to 100, bookmark that, then warp to something else at 100 and bookmark that. Then warp back to your first bookmark _at 100_. Presto, you have a spot close to 200Km off the gate. If you do this still move a bit to be off the plane, and don't do your two warp-ins in-line with each other. Also, don't jump between gates to do this, as gates are the most likely place other people will warp from. <br />
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Incidentally, note that when you come through a gate you come out at 15Km away from the gate - 150Km is your minimum warp distance, so your bookmarks should ideally be more than 165Km away, 170Km+ to be safe. Some gates also have larger radii, so if you have time (before you rely on it) try warping back and forward to make sure each direction will allow a warp. Cut it too fine, and you'll end up not having the "warp to" option sometimes, which is dangerous if you're relying on it. <br />
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Try to move off the plane once you have your spot - that's directly up or down - as that'll make you less likely to be found. <br />
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'''Note, bookmarks are dropped when you hit the final "OK" after naming, not when you first hit the "bookmark" button.''' <br />
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Note also, if you can, try and make sure that multiple bookmarks around a gate are far enough away from each other that you can warp between them - that makes hunting down an enemy for a warp-in point much faster (more on that below). If you're making multiple bookmarks, try and put some on the side, and some at the back - that will help you potentially warp from an angle to the side of the gate, bypassing any bubbles, then to the back where you can approach the gate from as far away from any potential gate camp as possible. <br />
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A small tip: If you hit "F10" and toggle the map to the local solar system view, you'll be able to see the layout of the celestial bodies. If you can get your bookmark on the "outside" of the gate (ie. put the gate between you and the sun), then your field of view should encompass many of the planets, moons, and stations. This will make working out where pilots are heading to when they warp away much easier.<br />
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==== Station Warp-ins ====<br />
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Same rationale as the gate bookmarks, same basic practice - try and put them "behind" the station, so you can see people warp off. <br />
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==== Safe Spots ====<br />
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You want these to be as non-obvious and non-easy-to-find as possible. Between objects (ie. inline from gate to station) is bad but better than nothing (and can have some uses as they're deceptive to an enemy watching you warp out, assuming you're not moving cloaked). Out at scanned down locations - cosmic anomalies and the like - can be good once they're empty. Use safe spots to generate new safe spots by dropping bookmarks mid-warp between them. Keep creating new safe spots - if you or any of your fleet members turn up in them uncloaked you may burn them and have to throw them away. <br />
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Note, if you're closer than ship scanner range to other celestial objects you may be spotted (if uncloaked) by any ship using their shipboard scanner. This can happen very quickly so don't assume that just because the fleet stopped in your safe spot for only 60 seconds it hasn't been scanned down. Ship scanners have a range of 14.4AU, so that far from the nearest celestial would be great. <br />
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==== Off-grid ====<br />
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These are like the warp-ins for gates and stations, but just off-grid. Off-grid means far enough away from the location in question to not be able to see ships on the overview. These are useful for a couple of things - they're great hiding places and they're very close, so if you want to (for instance) setup an ambush, you can bring a fleet to the off-grid position then move yourself closer to watch the gate or station, get a warp-in point, and bring the fleet in quickly. See below for more info on getting warp-in points on targets. <br />
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To get these, you can either warp and drop a bookmark while warping (this can get you out 1AU or so if you can time it right) or you can simply point away from the station and travel - if you do this at a gate, switch brackets on and watch the gate guns - when they disappear, you're off-grid for ships (which means you can't see ships and they can't see you, but you can still see the larger structures). A little further will take you off-grid for the gate itself. <br />
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It may also be useful to have a warp-in point about 1AU off a station, if you're watching that system often, that you can warp to, drop probes, and warp away - this will allow for quick placement of a probe near a station for monitoring. <br />
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Quick note on warping in - some bookmarks, particularly safe spots, you may want to warp to at 100 or 70 or similar every so often just so you're not always coming in at the same place. Some bookmarks this can be dangerous for - if you have a bookmark at 160Km on a station and you warp to it at 100Km from the other side of the station, you place yourself at 60Km from the station, which if it's camped may not be what you wanted. Always think about where the bookmarks are in the system - use the map (F10) to get a feel for this.<br />
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== Bookmark Organisation ==<br />
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As you build up your bookmarks, organisation of them will become important. You can leave them all in the main folder, but that folder will take longer and longer to load - and a delay on getting to your bookmarks may be an issue. <br />
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A better approach is to create the following folders: stargates, stations, celestial objects, POSes, safe spots, people - that's six folders. Then, as you bookmark, move the bookmark into the relevant folder (I use the "people" folder for bookmarks near other people's warp-in points or supposed safe spots). That way, your right-click drop-down of bookmarks has a nice organisation and is easy to quickly get what you want - it will only ever present you bookmarks in your system anyway. This scheme also means that bookmarks you want to treat as temporary, you can just leave unfoldered and clean up later. <br />
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Note, however, that while bookmarks are stored server-side, the folders are stored client-side. At some point during your career, you are very likely to lose your folders - at which point everything reverts to one big mess. So, in your naming scheme, include a marker for each type of bookmark - SS for safespot, SSD for safespots that are more then 15AU from celestials, SG for stargate, GO for gate observation, GOG for off-grid gate, STO and STOG for station observation, etc. That way, if/when you do lose your folders, you can re-create them. <br />
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Incidentally, a folder per system looks appealing initially, but it suffers similar problems to not foldering at all - there's too many systems out there, your main folder ends up cluttered. Because the right-click drop-down menu already filters for you on system, it's also a bit redundant. <br />
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Come up with a naming convention that suits you - something that makes it clear where the bookmark is and what it's for. Ideally also include some info about how far the bookmark is from other objects of interest. One example is "GO Eygfe High 200km", which would be a gate observation bookmark on the Eygfe stargate 200km above the gate. Keep your bookmark names to within 24 characters, for readability.<br />
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Backup and protect your bookmark organization by doing a [[Client Preferences and Settings Backup]].<br />
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== Moving around ==<br />
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Obviously, your goal is always to stay cloaked, but to position yourself where you can see what's going on with your potential enemies or "neutrals". To that end, it's worth understanding how grids and on and off-grid positioning work - there's a nice write-up that goes through the more in-depth mechanics of "grid fu" at http://will.neoprimitive.net/grids/gridfumanual2.pdf - very useful to understand when you find yourself 100Km off a station but unable to see anyone. <br />
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Moving through gates rates a mention - if you are fitted with MWD's, there's a sequence of "double click a direction, hit the cloak, hit the MWD" that gives you a short burst of speed while still cloaking. This can be useful for putting some space between you and the gate or any watchful eyes. If you use this, it's best to also change direction once you've triggered the cloak, just to be sure the prying eyes aren't able to work out where you've gone. Note, however, the caveat near the top on "how not to die" - this process is best for getting out of bubbles, not so necessary for high-sec or low-sec travel. I'd argue that it's good to practice for when you need it, but YMMV. <br />
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While you're on fleet operations, sometimes your fleet commander may ask you to check stations to see if a war target is docked up. If they ask, tell them no. There's too much chance you'll dock, see a war target, they'll see you, undock with you, and pop you. It also gives you away as a scout. The FC can find a small fast cheap frigate to check stations.<br />
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== Fleet Ops - X'ing up ==<br />
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Uni policy is that scouts do not X up with the rest of the fleet. If you see a fleet forming, directly convo the FC and ask if they want a scout, Nine times out of ten, they will, and they'll drop you into a separate wing so you don't get ninja warped around with everyone else . Likewise, scouts don't get listed on AAR's. Secrecy is important to being a good scout - if people know your name, they'll notice you in local easily. <br />
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If you're in a covops ship and a fleet is around, or you've logged in after fleet has formed, don't be afraid to convo the FC and ask if they'd like another scout - scouts are about the only type of pilots that can usefully join a fleet mid-op depending on where the fleet is and where you are. I figure it's better to offer and be turned down than not. <br />
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== Scouting ==<br />
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Most Uni fleets will look for a forward scout and a rear scout, and any number of floating scouts. Forward and floating should be covops ships, rear can be a prototype cloak ship in a pinch, but covops preferred. You may also see or hear reference to "+1" and "+2" scouts, and sometimes "-1" - these are just another way to refer to forward scouts (staying 1 or 2 jumps ahead of the fleet), or rear scouts (one jump behind). <br />
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The forward scout's role is to check each gate before the fleet warps to it. As a forward scout, you want to be able to warp to a gate bookmark, check that the gate is clear and give the go-ahead, then warp to zero on the gate and jump through to check the other side. If you don't have bookmarks, this process gets tougher - you're reduced to either travelling uncloaked (bad), travelling cloaked to the gate (slow), or bouncing off a remote celestial to do a warp to zero when you want to go through the gate. So bookmarks are valuable here. <br />
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Rear scouts watch the back of the fleet, to make sure no-one's following. They'll typically stay one jump behind the fleet, and need to watch for neutrals or suspicious behaviour. This is arguably tougher than forward scout, as you'll need to be watching not only for obvious war targets, but also for neutrals who "happen" to be following or showing up often. <br />
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Floating scouts have a slightly freer job - depending on your FC, they'll either be carefully positioned by FC instruction to watch different gates and/or neighbouring systems, or they'll be free to move around and look for WT's. Floating and forward is pretty much interchangable depending on FC decisions. <br />
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Reporting war target sightings - do this as calmly as possible, and as clearly as possible. Good reporting would be, "Command, Darius. I have one Cerberus on the Korsiki gate in Osmon, jumping through to you now". Bad reporting would be, "Hey guys, there's a war target coming at you!". TS discipline, in the uni at least, is always lead with the channel name (that's "command" in the above example) and your name so the FC knows who's talking where, then provide the ship type and location, optionally war target name and any other details you might have. <br />
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A note on Mumble operation - as scout, you are perfectly within your rights to overtalk someone if something urgent comes up - typically you do that by saying "break break" in the command channel, people should then stop and listen. Obviously you would only use this for really urgent information, like a war target incoming to a fleet position.<br />
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== What to Look For ==<br />
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=== Local ===<br />
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While you're scouting, you're looking for certain things. First of all, valid targets or threats - during war that's any of our War Targets, outside of war it's anyone who's "red flashy" (sec status below -5). You're also looking for high concentrations of a single corp (particularly if you're hunting pirates and see a bunch of one pirate corp in channel), and/or anyone that appears to be an out-of-corp alt for a target or potential target (that's neutral pilots following you or hanging around on gates looking suspicious). <br />
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Your best tool is the local channel. Squash it width-wise, and extend it out length-wise on your screen - you usually don't care about what's said in local as much as you care about the list of people in there. <br />
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Be aware that the symbols (red minuses etc) will sometimes not show up in the local list. Ideally, you need to be checking info on pilots in local as you travel. A quick hint: Don't use the right-click drop-down for "show info", as the "start conversation" option is right next door. Instead, double-click people in local - it goes to info by default and is less risky. <br />
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Often you'll be asked to jump into a system and check what's there. Typically this will be jump in, move and cloak, and work your way through the people in local noting down any who are potential targets. Then report back the number of targets and whether you can actually see any or not (ie. are they all on the gate you just came through waiting&nbsp;;) Typically, if there's anything of interest you'll then be asked to try and track them down - get eyes on them. That's a mix of jumping around the stations, and probing - covered elsewhere in this doc. <br />
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When you're looking through local, double-click on each member of local (if you can), and check their info. Typically you're looking at their sec status, their standing, their corp and/or alliance. You may also check their bio to see if they look like an idiot, and/or their employment history to check how old they are and whether they've recently left a war target corp. Any of this information will to toward your estimate of whether they're a threat or not. <br />
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=== Directional Scanner and Overview ===<br />
<br />
Remember your directional scanner - it should be open and you should be using it when you come into a system if you think there may be bad guys near the gate but not on grid. Pulsing the directional scanner is a good habit to get into anyway. <br />
<br />
On overview, you're looking for enemies nearby, particularly flashy reds. You're also looking for cyno fields - they'll show up anywhere in the system, and are a high priority to check out. <br />
<br />
== Scanning down the opponent ==<br />
<br />
If you can fit an extended probe launcher, then it's well worth getting some practice at using probes. The Apocrypha scanning system makes one particular type of probing well worthwhile. It goes something like this: <br />
<br />
*Warp to a safe spot, decloak and launch 4 probes. Cloak up again.<br />
<br />
*Warp back to where you want to keep some eyes on. Be sure you're still cloaked - I've had issues with being decloaked as I warp off after launching probes.<br />
<br />
*Hit F10, switch all your probes down to 0.5AU, and move them to a nice neat small circle around whatever you're monitoring - typically a gate or station.<br />
<br />
The goal here is to provide enough scan strength in 0.5AU around the location to find any ships that have warped off-grid nearby. With half-decent skills, you should get a fix on anything cruiser and up pretty much straight away. So, you just keep hitting the scan button every so often. If you get a hit on something just away from your location, bookmark it, and warp to it at 100. You can then scope out the area, see if it's a worthwhile target, maybe get a warp-in point - all hopefully without your enemy knowing. <br />
<br />
Note, this also works for bookmarking people's insta-undocks, and their safe spots around gates. That also means that if you're helping an uncloaked fleet around, be aware that even just off-grid they may be visible to enemy scouts now. Also, be aware that your probes show up on people's ship scanners, so if they suspect you're out there, they may pop their ship scanner, see your probes, and run. <br />
<br />
There's an excellent guide to scanning generally at http://forum.eveuniversity.org/viewtopic.php?t=15856. There's also a wiki page on [[Scanning]] <br />
<br />
Be aware that if you're doing this, anyone clever (anyone using their ship scanners) will notice the probes and high-tail it out quickly. But if you can catch their warp-in or warp-out points, it may help you track them down next time they warp through the area. <br />
<br />
Probing like this may also be a distraction - I've had fleet commanders that specifically ask for the scout to probe down targets for them, and I've had fleet commanders that would rather keep you on the move, so it will depend on the type of fleet, purpose of fleet, and whim of the FC as to whether this is a serious part of your duties. It's worth getting some practice in on, imnsho, as it does get asked for, and some FC's will assume you are capable of doing this. <br />
<br />
Quick small note - if you're looking for a POS, remember that POSes must be on-grid with moons, so if you stay cloaked and warp from moon to moon, you may find POSes faster than if you try and scan for them (they'll show up in overview when you warp in) - assuming there's not too many moons in system. Beware of warping into the POS, though. <br />
<br />
When you try to probe down a ship, the ship ID you see on the probing interface stays the same for each ship within each system but changes with the system and after downtime (as well as repackaging the ship). E.g. Ubercado's Ibis has the ID ABC-123 in Aldrat and the ID FF-42 in Eygfe (even after docking or jumping out and in again); After downtime the IDs will change. So a common tactic is to get the ship ID when a target is at a known location (like undocking from a station) and then have an easier way to find that ID in open space (like in a mission area). Making a list with the ship IDs of your targets in each system helps when hunting WTs that keep flying around.<br />
<br />
== Warp-in Points ==<br />
<br />
You'll sometimes be asked by your FC to try and get a warp-in point on a target. This basically means staying cloaked, and maneuvering into a position that's a warp-in distance away from the target (ie. a number that appears on the "warp to at..." drop-down) and also in-line with somewhere the fleet can be. In other words, you ideally want something like this: <br />
<br />
Fleet ------- Target -- You <br />
<br />
Where the fleet is some distance away, out of sight, and you're about 50-100Km away on the other side of the target. Distance from enemy is at your discretion, you ideally want it to match up with the warp-in distances so the fleet can drop directly on top of the enemy (or at appropriate range - that bit's up to the FC to organise ). You don't want the fleet to have to warp through the target, is the only note here, as that gives the target time to see them and run. <br />
<br />
This is one of the trickier things to do, mainly because the target will often keep moving. One tip, if the target's warping in and out: Note the distance to the target, note your move speed, and double-click right near them to move toward them. If they warp out, keep moving - time yourself to try and position roughly where you want to be (remembering it's better to be too far away, than right on top of their warp-in point, otherwise they may decloak you). Drop lots of bookmarks while doing this, you can always go clean them up later, and they mean you can warp out and back and resume where you left off. <br />
<br />
If you do find an enemies' safe spot, or a warp-in point for a popular location for an enemy, make sure you've bookmarked it - they're valuable so long as the enemy doesn't realise you've got it. <br />
<br />
One other small note on this: If you're scouting for a sniper-heavy fleet, you may actually sit between the target and the fleet - the idea is if you're 30Km from the target toward the fleet, the fleet can then warp to you at 50Km and they're perfect sniping distance away. Depends a lot on the situation though, and not likely to be done in a Uni fleet. <br />
<br />
== Punting ==<br />
<br />
Punting is one of the terms used for a scout to warp his unit (e.g. wing warp) directly to the probing solution. <br />
<br />
=== Probing solution ===<br />
The Punter has be in a ship with an expanded probe launcher and needs a probing solution.<br />
<br />
=== Unit warp (aka Punt) ===<br />
As a Punter you will initiate a unit warp command (e.g. "warp wing"), so you need to be the commander of a unit (SC/WC/FC). You will only warp your unit (squad, wing, fleet). To issue a unit warp command, you need to be in a warpable distance to the target. This means you have to be at least 150 km away from the target. Only those of your unit that are in warpable distance to the target themselve will be warped by your unit warp, so they need to be at least 150 km away from the target as well. Only those of your unit members that are on grid with you will get the unit warp command. They must have broken their gate cloak. <br />
<br />
You should announce the punt including the distance before you initiate the unit warp command so those that do not want to get punted can abort that command (ctrl + space).<br />
<br />
Usually the Punter will abort the warp command himself so he does not land on the target with his unit. Make sure to not be aligned to the target when you do not want to get warped.<br />
<br />
=== Checklist for Punting ===<br />
<br />
- Punter is a unit leader in a fleet<br />
<br />
- Punter on grid with unit<br />
<br />
- Punter as well as unit > 150 km away from the target<br />
<br />
- Unit broke gate cloak<br />
<br />
- Unit informed of Punting beforehand<br />
<br />
=== Tips on Punting ===<br />
<br />
- Make sure to always cancel your warp (default CTRL + SPACE) once you punt. You do not want to land at zero on a target. <br />
<br />
- Add Control Towers to your ship filter (in the scanner menu). This will give you an indication whether the target might be inside a POS shield. If you do not do this, you might punt your whole unit in a POS shield where it dies a horrible death.<br />
<br />
- Quite often a punter will initiate two punts: The first punt will unit warp to zero to the target, the second punt will be at range (e.g. 50km). This will allow snipers, Ewar, Logistics and such to stay out of harms way. You should announce your intention for multiple punts before so people can prepare to abort the first punt if they want to land at range. Some may even want to abort the 2nd punt as well and warp in later at their preferred distance. It's often useful for only fast frigates and interceptors to take the first punt at zero to avoid slower fleet warps with larger ships that may alert the target to an incoming fleet. <br />
<br />
- As a lot of targets check Dscan regularly, it helps to move in your probes into the Dscan range of the target as late as possible. For example, if you intend to probe down a potential target, drop your probes at a location off d-scan range with the target. Quickly move your probes high above or well below the ecliptic plane and initiate scan. This will move your probes outside of all celestial d-scan range and give you valuable time to locate your target. Once you have a general location for the target from d-scan, prepare your fleet for punting and position your probes in the area you've located the target with the smallest scan range that effectively covers your targets estimated position. Have your fleet align towards the nearest celestial as you initiate scan. Give a countdown for the punt, and when the scan is finished quickly select your target and fleet/wing/squad warp for the punt. Give a second punt if required and quickly recall your probes or position them off d-scan as before.<br />
<br />
- Some ships are nearly impossible to scan down, e.g. some boosting T3 or ECCM'ed Guardians which have a low signature radius. Do not plan to punt your unit onto these targets, you will most likely not get a probing solution.<br />
<br />
- When the targets are kiting, Punting is of limited use unless you have long range or fast tackle or enough snipers. Even when your probes are on grid and your unit is ready to warp, you need a couple of seconds for your probes to get a solution and your unit needs a couple of seconds in warp. This is usually enough time for kiters to move 30 km or so away. One solution to kiting is to place the fleet members (wing or squad) that will be punted in-front of the kiting ship at a relatively close off-grid tactical. If the punt is fast enough and at range, there is a chance for tacklers to land just in-front of the kiting ship and potentially land a scram and web. This works best if the kiting ship still has other fleet members on-grid masking your intentions to intercept. NOTE: This is difficult and takes practice and cunning, if done incorrectly the scout may land some very vulnerable ships within perfect sniping range of the kiting target.<br />
<br />
- If you are combat probing, it sometimes helps to get a scan on your fleet first and ignore your fleet's results in your probing window. Note that the ship IDs change with the system so you need to do this for every system at least once. Repackaging a ship changes the ID of the ships as well. This will help to not confuse your fleet member's ships with the target's. <br />
<br />
- Punting is a good tactic vs. snipers and stationary targets. Punting is not so good vs. small targets as you will have a hard time getting a probing solution on those. Punting is also not great vs. fast moving targets as they are out of their initial warp to point once your unit lands. Plan accordingly.<br />
<br />
- In big fleet fights it can be nice to have a punt squad ready. It is very good vs. snipers and Falcons. In long fleet fights (POS bashes) it is not unlikely for people to disconnect. They will automatically warp to a random point within 1.000.000 km so they are within the 0.5 AU of your probes. Even though they might get their ship replaced by CCP when they loose it to a disconnect, it takes a ship out of the fight when a fast punt squad kills that ship.<br />
<br />
== Freedom and Rules ==<br />
<br />
There is some personal style that comes in here, as scouting can be a freer role than some others in fleet - personal judgements need to be made about what you're watching when. However, two things are important: If the FC tells you to be somewhere, get there, and if you see something that needs investigating and move off your last instruction, clearly inform the FC you're about to do that. The FC cannot make good decisions on faulty intel, make sure they understand the environment around them as best you can - that includes making sure they're not assuming you're somewhere you're not. <br />
<br />
I've personally found a combination of both command channel on TS and a text chat channel in game provides a good balance - if your FC + WCs + other scouts are in a text chat channel, low priority notes can go there without interrupting voice chat. I've also had a few fleets where the scouts have setup a channel amongst themselves only, to discuss where they are and what's happening - that can also be useful, think of it as squad chat for scouts. <br />
<br />
Well, that's pretty much it for now. Best thing to do is get out there in your scout ship and practice, set up bookmarks around gates and stations in your common hunting areas, and don't be afraid to volunteer to scout for fleets as they setup - everyone loves an extra scout. <br />
<br />
== Mistakes Made ==<br />
<br />
*'''Scanning down your bait ship or own fleet.''' It happens to the best of us starting out - always pay attention to the starmap and where your fleet is, and where other celestials are, when you're probing. In my case, our fleet had positioned a bait battlecruiser at the gate just inside a system while I was trying to probe down an enemy. I found a sig, narrowed down on it, getting progressively more excited, until I got a bookmark and warped in to find it was one of our fleet - the baitship.<br />
<br />
*'''Lost probes.''' Probes when launched last around an hour. It's very easy to forget this in the heat of scanning, and suddenly your probes are leaving the system one by one, and you find yourself having to uncloak and reload. Particularly painful if you have sisters probes at 1M ISK per probe.<br />
<br />
*'''Warp and don't move.''' Always, '''always''' move when you hit the end of your warp. Otherwise, someone else will warp in on top of you.<br />
<br />
*'''Location, location, location.''' While leading a fleet, if you have no bookmarks and the fleet is hot on your heels, do not warp to 100 on the next gate. Sure, it gives you a decent view of the gate, but you've then got to either slowboat the 100Km (approximately 3 and a half minutes), or bounce out and back (much faster, but still not fast enough to beat the fleet).<br />
<br />
== Linked resources ==<br />
<br />
A short list of all the things linked to from this page: <br />
<br />
*[[Installing the EVE University Overview]] <br />
*[http://www.ombeve.co.uk/ Ombey's maps ]<br />
*[http://evemaps.dotlan.net/ DotLan]<br />
*[http://www.evealtruist.com/2011/04/bookmarks-and-you.html The Altruist guide on bookmarking]<br />
*[http://forum.eveuniversity.org/viewtopic.php?t=15856 scanning and probing forum thread]<br />
*[[Scanning]]<br />
*[http://will.neoprimitive.net/grids/gridfumanual2.pdf Goons grid-fu manual]<br />
<br />
== Notes ==<br />
<references/><br />
<br />
[[Category:Fleets]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=User:Vorkan_Dosja&diff=151067User:Vorkan Dosja2020-02-28T16:45:49Z<p>Vorkan Dosja: </p>
<hr />
<div>{{related class|Scouting 101}}{{tocright}}<br />
Scouts are the eyes and ears of a fleet. Without them, fleets would both easily get surprised by enemy forces, as well as have a tough time hunting down good fights.<br />
<br />
Some ships are better (or even essential) for certain types of scouting, but for a basic fleet scout all that is needed is:<br />
* The ability to fly a ship.<br />
* Some fundamental scouting knowledge.<br />
* The ability to use a few tools that are linked in this article.<br />
<br />
Since scouting is a fleet role, it is also important for prospective scouts to familiarize themselves with fleet operations beforehand. Read the [[The_Rookie's_Guide_To_Fleet_Ops | Rookie's Guide to Fleet Ops]] to get started.<br />
<br />
==Scout Objectives and Roles==<br />
===Objectives===<br />
<br />
There are two basic scout objectives: Route Security and Hunting. Route security means ensuring the fleet's planned travel route is free of hostile forces that should be avoided, as well as preventing anyone from surprising the fleet. Hunting means finding good fights for the fleet. All scouts provide route security, all the time, on every operation. If the fleet is looking for a fight, scouts are also responsible for hunting down a good fight for the fleet.<br />
<br />
With those two objectives in mind, the following are the most common scout roles.<br />
<br />
===Basic Roles===<br />
<br />
The most basic scout roles are 'picket' and '+1'. The ‘Hero Tackle’ role can be added on to these roles as well. <br />
<br />
====Picket====<br />
<br />
Picketing is the easiest scout job; some players do even not consider it scouting it is so simple. The picket's job is normally to sit at a gate and report the specific types of ships coming into the system he is assigned to. For example, incursion fleets use pickets to warn them of war targets. <br />
<br />
If you are a picket, and your only job is to watch for war targets, you can do this docked up safe in a station by carefully watching local. However, sitting 200km+ off a gate while cloaked is the best option since it allows you to report specific details on the ships coming through your picket.<br />
<br />
====+1====<br />
The objective of the +1 is to move one jump ahead of his fleet to provide intelligence to his Fleet Commander (FC). If the fleet is simply traveling to a destination, then the scout's job is route security (i.e., warning the FC of war targets, gate camps, and any other possible danger). In low-sec or null-sec space, individual ships may ask for a +1 to guide them into or out of dangerous areas.<br />
<br />
When jumping into a new system, keep cloak and immediately check three things. First, check the grid on your overview for ships that might pose a threat to the fleet. Second, check local for war targets, flashy targets, criminals, etc. Finally, check D-Scan for ships sitting off grid. Report anything that might be a threat to the FC. If the objective is to find good fights and there are other pilots in local, then the +1 will check out mission sites and asteroid belts with D-Scan to see if there are appropriate targets available. <br />
<br />
Why move one jump ahead? If a fleet jumps into a system, it spikes local and everyone in the system will know a fleet has come in. That puts everyone on alert. A scout moving in alone does not alarm anyone significantly in a system. The fleet does not move into the system until either the scout finds a good fight, or the FC determines that there is nothing interesting and decides to move on.<br />
<br />
Why not just roam? Why exactly one and only one system ahead? Even when looking for good fights, scouts are always performing a fleet safety role. A scout one system ahead prevents the fleet from being surprised. If you are two or more systems ahead and there is no +1, then another fleet can move in behind the scout and surprise the fleet when it jumps in.<br />
<br />
Good ships for the +1 role are tackle frigates, but the best ships are interceptors and covops ships.<br />
<br />
====-1s==== <br />
The -1s objective is like the +1s, except they follow one jump behind a fleet to protect it from forces stalking the fleet and enemy scouts. -1s are only used when the FC suspects his fleet is being followed or there is a high danger of war targets attacking. -1s need to pay attention to local and notice any pilots who seem to be following the fleet. They generally do not report unless they find or suspect they have found someone following the fleet or a target has presented itself for a good fight.<br />
<br />
====Roaming Scouts==== <br />
A Roaming Scout moves several jumps ahead of a fleet looking for good fights. A roaming scout is utilized only when the fleet is large enough to spare the ships after the +1/-1 fleet safety roles are filled. It is not unheard of for large fleets to utilize two to three Roaming scouts to cover as much ground as possible to hunt down a good fight. In these instances, scouts should have a private communication channel with the FC to not confuse normal fleet communications. Due to the distances roaming scouts tend to be from the fleet, Hero Tackling is not advisable until the fleet is ready to jump in. Tackle frigates, interceptors, and covops ships are the standard for this role.<br />
<br />
====The Hero Tackle====<br />
<br />
Hero tackle is an add-on role. Hero tackles are scouts who find a target the FC wants to fight. The FC will get the fleet into position on the gate leading into the scout’s system. At the FC’s signal, the scout will engage the target, tackle it, and attempt to hold tackle until the fleet can arrive to finish the fight.<br />
<br />
It is essential to communicate with the FC what is happening and to time the tackle to just before the fleet jumps into system. Have your fleet warp to you. Be mindful of gated sites; the fleet may have to warp through an acceleration gate first to reach you. Hero tackles frequently do not survive (hence the "hero" part), so interceptors and covops ships are generally too expensive for hero tackling. Before attempting this [[Tackling_Guide | read up on tackling]], and practice a bit with a fellow corporation member.<br />
<br />
====Finding War Targets====<br />
In any situation where a fleet can expect to encounter war targets or is actively looking for war targets, Out of Corp (OOC) scouts are very useful. They can move around freely without alerting enemy pilots that a war target is in system.<br />
<br />
==Basic Tools of the Trade==<br />
<br />
'''T1 Ships''': Each race has a T1 frigate with bonuses for speed and tackling. These are usually the best T1 ships for scouting. Amarr: [[Executioner]]. Caldari: [[Condor]]. Gallente: [[Atron]]. Minmatar: [[Slasher]].<br />
<br />
'''T2 Ships -- Interceptors''': Interceptors are T2 versions of the T1 tackle frigates. They keep the tackling bonus and are much faster. They are immune to bubbles, which is important in null-sec scouting. Each race has two versions of the interceptor, and one of them has additional tackling bonuses, which usually makes them the better scout interceptor. That said, interceptors are expensive, so you should think twice before using one as a hero tackle. Amarr: [[Malediction]]. Caldari: [[Crow]]. Gallente: [[Ares]]. Minmatar: [[Stiletto]].<br />
<br />
'''T2 Ships -- Covops''': Covert Operations ships are frigates that can fit a Covert Operations Cloaking Device, a T2 module that allows the ship full maneuverability while cloaked, including warping. Cloaked ships do not show up on D-Scan, which allows them to sneak up on other ships. In addition, each race has one version of a Covops ship which is the T2 version of their exploration frigate. These ships can use combat scanning probes to find ships and provide a warp-in to them. All of these abilities make the Covops ship an excellent choice for fleet scouts. However, Covops ships are somewhat fragile, so they should not be used for hero tackling.<br />
<br />
'''[[Directional_Scanner_Guide |D-Scan]]''': This is an absolutely essential tool for scouts. You will use this constantly to find ships that are not on grid, to hunt down ships, and to report fleet compositions to your FC. If you are just starting out in EVE or a new scout, take the time to read the linked article and practice on your own.<br />
<br />
'''[http://evemaps.dotlan.net/ Dotlan]''': This set of maps is essential for route-finding. If you use EVE in windowed mode, you can have this open in a browser and bring it up whenever you need it.<br />
<br />
'''[https://adashboard.info/intel aDashboard]''': In either local or D-Scan, you can select all, copy, and then paste the data into aDashboard. It will analyze the data, give you a report, and give you a link you can post in fleet chat for your FC. This is a quick way to report fleet composition, war targets in local, etc.<br />
<br />
==So You Want to Be a Dedicated Scout==<br />
<br />
If you really enjoy scouting and want to get good at it, the best way is to do it often. In addition, you will want to start doing the following.<br />
<br />
'''Route Preparation''': Find out what routes FCs like to take and spend some time setting up [[Bookmarks]] in those systems. You will want bookmarks on gates, instadocks and undocks on the top and bottom stations, a location about 1 AU off the sun, and some safes. At first, a mid-safe between two gates will be enough, but having a deep safe out of D-Scan range of pretty much everything in the system will be very useful when the fleet needs to extract itself from a fight gone wrong. Set up some bookmarks that let you observe gates, mission sites, and asteroid belts from a reasonably safe distance. If you really want to be prepared, you might fit out some scout ships and leave them in stations along the route in case you get to play the hero tackle and need to reship. The more of this sort of thing you do, the more your FCs will love you.<br />
<br />
'''Ship Recognition''': The more you know about the various ships in EVE, the better intel you will give to your FC.<br />
<br />
==A Primer on Covops Scouting==<br />
<br />
Editor's Note: The following is an excellent primer on scouting in a Covert Operations ship written by another author. It also has some very good general advice on scouting. I will be going through and editing this to fit into the more comprehensive style of the current article as I have time.<br />
<br />
=== What does/doesn't this cover ===<br />
<br />
This page concentrates on covops scouting - that is with covops ships which are able to warp while cloaked (Tech 2 covops frigates and force recons with proper tech 2 covops cloaks. Those wanting to get a feel for scouting may start in frigates with tech 1 cloaks - these allow for sitting still cloaked and are OK for picketing gates (ie. sitting still watching a gate) but little beyond that, and this page does not really cover their use. Anything larger (recon ships, black ops, etc) is out of scope of this document. <br />
<br />
This page also covers high/low-sec scouting only - points in here may or may not apply to 0.0 or Wormhole space. Bubbles, lack of a "local" comms channel, and other things will change how you scout in 0.0 or Wormhole space, but we assume that you've had some experience in high and low sec before venturing into them. <br />
<br />
Finally, this page focuses on fleet scouting, and doesn't cover general intel, except in as much as intel crosses over with scouting.<br />
<br />
=== A Quick Note on How to Not Die ===<br />
<br />
If you've read this far you're probably a scout, or interested in scouting, and have or will soon have the covops cloaking device that is the signature tool of the scout. After you have read this guide, and '''before''' you take your CovOps ship out into a war zone, please take some time (preferably a lot of time) to go out in space and practice maneuvering while cloaked. The vast, vast majority of CovOps losses occur at the gate, right after you have first jumped into the system. Here are a few quick tips: <br />
<br />
*Practice the cloak timing! There is a brief lag delay between the time you take an action to break the "gate-cloak" you have upon jumping into a system, and the time when you can activate your covops cloak, and the time your ship completes cloaking. You NEED to be able to break gate-cloak and recloak within 0.2 to 0.5 seconds. Any slower and an interceptor will be able to lock you and prevent you from cloaking.<br />
<br />
*The safest thing to do is warp away. When you enter the system, simply pick a planet or safespot, press warp-to, and cloak. If you don't mess up the cloak timing, and don't get bumped (which is terribly unlucky) you will get away every time. This also gives you a chance to drop probes from the relative safety of a safespot.<br />
<br />
*Always warp away and come back at range to observe a gate that has hostile ships on it. It only takes a few seconds to do, and greatly increases your chances of survival. Dead scouts can't scout anything!<br />
<br />
*The "[[Cloak Trick|MWD/Cloak Trick]]" is unnecessary if you have a covops cloak fitted. The main purpose of this technique is to simulate a covops cloak for ships that cannot use them. However, it can be useful to quickly move out of a warp disruptor bubble in nullsec or wormhole space.<br />
<br />
*Practice your cloak timings, and remember to always warp away.<br />
<br />
== Fittings ==<br />
<br />
Fittings for covops frigates are generally fairly straight-forward. The highlights are: <br />
<br />
*Covops cloak - a tech 2 cloak so you can warp while cloaked. <br />
*Microwarpdrive - this is used for "bursting" in bubbles and getting back to a gate. <br />
*Expanded Probe Launcher - part of a scout's job is sometimes probing down the enemy, and these ships get bonuses to probing, so best to equip for it in case you need it. Bring combat and core scanner probes.<br />
*No guns. Covops ships don't fight - the first rule of scouting in a covops is "if you're not cloaked, you're doing it wrong". Note, there are some exceptions to this rule (as to any) and there are some tackling covops fits out there, specifically for gang action - but again, it is assumed that by the time you're flying something like that, you know what you're doing. <br />
*Lots of cap - the more cap you have, the further you can warp in a single jump. <br />
*Fast cap recharge - means you can jump again a little more quickly if you're bouncing around a system.<br />
<br />
Beyond that, the fit will be somewhat determined by your ship.<br />
<br />
== Tools of the Trade ==<br />
<br />
The items listed here should be setup prior to your going out to scout. <br />
<br />
=== Overview ===<br />
<br />
The overview requirements for a scout are different than for normal fliers. Your job is to see as much as possible, rather than only the enemies. First of all, switch brackets on - that gives you a clearer view of things like gate guns that are otherwise tricky to see. Include neutrals and war targets - neutral may be out of corp repairers or alt scouts. Take your corp mates out, but everything else should show. <br />
<br />
Create a second tab that just shows war targets also, so you can quickly and easily identify all war targets and get that information out to your FC, in case a fleet is travelling past you. <br />
<br />
[[Overview settings]] has more information on general overview settings and how to set things up as per above. <br />
<br />
You may also want to consider creating an overview profile per ship class (frigate, cruiser etc) to use with your directional scanner. This will allow you to select an overview profile with which to filter the scan results based on reliable intelligence as to what ship your target is flying; resulting in faster and more accurate deployment of probes.<br />
<br />
You should have one overview tab that shows everything that can decloak you: asteroids, corpses, cans, ships, everything.<br />
<br />
=== Local ===<br />
<br />
Your local window is one of the most important tools you work with as a scout - more on exactly how later. Before you're out scouting, however, you want to move your local window to one side of the screen, squash it width-wise as much as possible, pull the slider across to the left so you can see pilots and not chat, and stretch it length-wise as much as possible. Setting local to show compact member list helps as well. This is to allow for quick recognition of targets in local.<br />
<br />
=== External Tools ===<br />
<br />
==== Mumble ====<br />
<br />
[[Mumble]] is required for Uni fleet ops, but as a scout you have an extra requirement, to have [[Mumble#Setting_a_Command_Channel_push-to-talk|command channel push-to-talk key]] setup and functioning.<br />
<br />
<br> You may also want a [[Mumble#Global_Command|global command key]]. The difference between these two keys pertains to who will receive your command broadcast. <br />
<br />
'standard command key' will only broadcast to the Channel Commanders in YOUR current channel. <br />
<br />
'global command key' will broadcast to ALL Channel Commanders Server wide. <br />
<br />
<br> You use the '''global command channel as long as you are the only fleet''' out (so Intel can listen in and advise). <br />
<br />
With '''multiple fleets''' out not all fleet command communications can be broadcasted over global command. Use global command for '''strategic information''' (e.g. "global command, this is Sto Lo's fleet, we are now moving from Jita to Aldrat through Rancer lowsec" [but not "... we are jumping from Aldrat into Eygfe"] or "global command, this is Sto Lo's fleet, big pirate camp in Hagilur, 12 BS Amarr heavy, we need reinforcements" [but not "... flashy rifter 150 km up off the Evati gate"] and '''questions to Intel''' (e.g. "global command, NewbieCom1's fleet, Intel, we have two standard squads and the possibility to engage 12 flashy BS on the Evati gate. Any advise?"). Use your '''local command for tactical information''' regarding your fleet only (e.g. "local command, Sneaky1, I have a warpin on a flashy Drake at a safespot at 10" <br />
<br />
When you talk on any command channel make sure to use the protocol: "Global/Local command", "Your name", ("recipient"), "Information". E.g.: "Global Command, Ubercado, primary is Veldspar". <br />
<br />
<br> <br />
<br />
*'''Each time you're fleeting up''' - when you enter the channel move yourself to the "command channel". Once you're done with the fleet remember to leave the channel, or you'll be assumed to be a spai.<br />
<br />
<br><br />
<br />
==== Maps ====<br />
<br />
Scouting is much easier with a second monitor. If you don't have that, then best to set your client to play in windowed mode (for Mac users, &lt;apple&gt;-&lt;enter&gt; will do that I believe). <br />
<br />
For maps, I use <strike>Ombey's - http://www.ombeve.co.uk/ </strike> <span style="color:#768d31"> Note: As of 2013, Ombeve.co.uk is no longer active. See [https://forums.eveonline.com/default.aspx?g=posts&t=236592 this forum post] for more.</span> Be aware it is not 100% accurate - there are one or two strange little miss-linkages in there, but they're infrequent. Ombey's will let you at a glance see where you're going and what the layout is like near you - it's great for working out potential alternate paths, looking for nearby low-sec pockets, that sort of thing. <br />
<br />
DotLan is also a useful tool - http://evemaps.dotlan.net/ This will show you the same information as Ombey's (although I prefer Ombey's format). This will also show you lots more useful stats about the systems you're headed to, like kills per hour, etc. <br />
<br />
For practice, when travelling around unfleeted out of war, always check your route on those maps, and think about where you're headed and how you're getting there. I sometimes travel without autopilot set also, navigating by map to get more used to finding my way quickly. <br />
<br />
If you have access to an A3 printer, you can download PDF versions of the maps and print them. These can be extremely handy for pencilling routes and quickly identifying alternate paths or escape routes, especially if you only have a single monitor.<br />
<br />
==== Dashboard ====<br />
https://adashboard.info/ is a quick and simple way to share intel with your fleet. You can do a quick dscan, copy the dscan results, and paste them to this site. It categorizes the results into an easily readable format.<br />
<br />
==== ScreenShot Sharing ====<br />
Many people use screenshot sharing services like push or sharex to take screenshots of the enemy to share with their fleet.<br />
<br />
== I'm cloaked! ==<br />
<br />
Congratulations! First thing to note - undocking is dangerous to everyone, and especially dangerous when there are war targets in local. So the easy answer is never undock. If you're in a covops ship and intend to fly it repeatedly, consider logging out in space while cloaked. <br />
<br />
When you do this you get warped off to a semi-random place in the system. When you log back in you'll be de-cloaked, but will immediately warp back to where you were. During this warp you have time to re-engage your cloak. <br />
<br />
Suggested places to logout are mid-way through a warp to a safe spot, or at a safe spot. Don't do this near anything as you run the risk of fumbling and appearing uncloaked near someone who can see you. Doing this near a gate, for instance, also means that people may see you warp off, put two and two together, and scan you down in the grace period - so only ever do this from a safe spot. <br />
<br />
One other point on this - when you logout, close anything non-essential. In particular do not leave a market window open, or any other window that takes a while to refresh. This is because you'll have a moment of frozen client while these refresh as you login and that's frankly terrifying.<br />
<br />
== I've been decloaked, what happened?! ==<br />
<br />
There are a number of ways you can be forcefully decloaked. <br />
<br />
*If you get within 2Km of anything you'll lose your cloak. This means don't get too close to other ships and don't hang around at a warp-in point (ed: one of my most terrifying moments was sitting on a 100Km warp-in on a gate and having a larger ship warp in exactly 3Km ahead of me).<br />
<br />
*Stations have a range around them that's nominally 2Km, but can be deceptive due to "pointy bits", so be very careful near stations.<br />
<br />
*Cargo cans will decloak you and are sometimes easily missed. Gate guns are extremely dangerous - they're very small, usually not in your overview, and scattered around the gates. Very easy to run into by accident - be aware of them. There are some notes on overview settings below.<br />
<br />
*Passing ships can decloak you if they're coming out of warp near you. It's not something that happens often, but for safety's sake (and for general sneakiness) any time you warp in you want to move either up or down off the plane of movement, to be well out of the way of traffic.<br />
<br />
== Bookmarks ==<br />
<br />
Bookmarks are a significant part of what scouting and covops is about - at least in areas where you can bookmark. You'll slowly collect a large number of bookmarks around any system you frequent and they are your lifeblood - the difference between scouting a system with no bookmarks and scouting one you know your way around is immense, and will change how you operate. <br />
<br />
So, what to bookmark? There's a handful you'll want: <br />
<br />
==== Gate Warp-ins ====<br />
<br />
A bookmark at warp distance off a gate. You want a few bookmarks that are more than 150Km and less than grid size off each gate in each system you go through. You want to be further than 150Km because you want to be able to warp in and that's the minimum distance. Further away is better so long as you can still see ships coming through the gate. You'll spend a lot of your life at these bookmarks watching gate traffic. <br />
<br />
There's two ways to get these. The first is to warp to 100Km off a gate then turn in a random away-from-the-gate direction and move (while cloaked) until you're out far enough. This is a great thing to do if you're doing other things, like watching traffic through the gate, or talking with FC. <br />
<br />
Alternately, warp to 100, bookmark that, then warp to something else at 100 and bookmark that. Then warp back to your first bookmark _at 100_. Presto, you have a spot close to 200Km off the gate. If you do this still move a bit to be off the plane, and don't do your two warp-ins in-line with each other. Also, don't jump between gates to do this, as gates are the most likely place other people will warp from. <br />
<br />
Incidentally, note that when you come through a gate you come out at 15Km away from the gate - 150Km is your minimum warp distance, so your bookmarks should ideally be more than 165Km away, 170Km+ to be safe. Some gates also have larger radii, so if you have time (before you rely on it) try warping back and forward to make sure each direction will allow a warp. Cut it too fine, and you'll end up not having the "warp to" option sometimes, which is dangerous if you're relying on it. <br />
<br />
Try to move off the plane once you have your spot - that's directly up or down - as that'll make you less likely to be found. <br />
<br />
'''Note, bookmarks are dropped when you hit the final "OK" after naming, not when you first hit the "bookmark" button.''' <br />
<br />
Note also, if you can, try and make sure that multiple bookmarks around a gate are far enough away from each other that you can warp between them - that makes hunting down an enemy for a warp-in point much faster (more on that below). If you're making multiple bookmarks, try and put some on the side, and some at the back - that will help you potentially warp from an angle to the side of the gate, bypassing any bubbles, then to the back where you can approach the gate from as far away from any potential gate camp as possible. <br />
<br />
A small tip: If you hit "F10" and toggle the map to the local solar system view, you'll be able to see the layout of the celestial bodies. If you can get your bookmark on the "outside" of the gate (ie. put the gate between you and the sun), then your field of view should encompass many of the planets, moons, and stations. This will make working out where pilots are heading to when they warp away much easier.<br />
<br />
==== Station Warp-ins ====<br />
<br />
Same rationale as the gate bookmarks, same basic practice - try and put them "behind" the station, so you can see people warp off. <br />
<br />
==== Safe Spots ====<br />
<br />
You want these to be as non-obvious and non-easy-to-find as possible. Between objects (ie. inline from gate to station) is bad but better than nothing (and can have some uses as they're deceptive to an enemy watching you warp out, assuming you're not moving cloaked). Out at scanned down locations - cosmic anomalies and the like - can be good once they're empty. Use safe spots to generate new safe spots by dropping bookmarks mid-warp between them. Keep creating new safe spots - if you or any of your fleet members turn up in them uncloaked you may burn them and have to throw them away. <br />
<br />
Note, if you're closer than ship scanner range to other celestial objects you may be spotted (if uncloaked) by any ship using their shipboard scanner. This can happen very quickly so don't assume that just because the fleet stopped in your safe spot for only 60 seconds it hasn't been scanned down. Ship scanners have a range of 14.4AU, so that far from the nearest celestial would be great. <br />
<br />
==== Off-grid ====<br />
<br />
These are like the warp-ins for gates and stations, but just off-grid. Off-grid means far enough away from the location in question to not be able to see ships on the overview. These are useful for a couple of things - they're great hiding places and they're very close, so if you want to (for instance) setup an ambush, you can bring a fleet to the off-grid position then move yourself closer to watch the gate or station, get a warp-in point, and bring the fleet in quickly. See below for more info on getting warp-in points on targets. <br />
<br />
To get these, you can either warp and drop a bookmark while warping (this can get you out 1AU or so if you can time it right) or you can simply point away from the station and travel - if you do this at a gate, switch brackets on and watch the gate guns - when they disappear, you're off-grid for ships (which means you can't see ships and they can't see you, but you can still see the larger structures). A little further will take you off-grid for the gate itself. <br />
<br />
It may also be useful to have a warp-in point about 1AU off a station, if you're watching that system often, that you can warp to, drop probes, and warp away - this will allow for quick placement of a probe near a station for monitoring. <br />
<br />
Quick note on warping in - some bookmarks, particularly safe spots, you may want to warp to at 100 or 70 or similar every so often just so you're not always coming in at the same place. Some bookmarks this can be dangerous for - if you have a bookmark at 160Km on a station and you warp to it at 100Km from the other side of the station, you place yourself at 60Km from the station, which if it's camped may not be what you wanted. Always think about where the bookmarks are in the system - use the map (F10) to get a feel for this.<br />
<br />
== Bookmark Organisation ==<br />
<br />
As you build up your bookmarks, organisation of them will become important. You can leave them all in the main folder, but that folder will take longer and longer to load - and a delay on getting to your bookmarks may be an issue. <br />
<br />
A better approach is to create the following folders: stargates, stations, celestial objects, POSes, safe spots, people - that's six folders. Then, as you bookmark, move the bookmark into the relevant folder (I use the "people" folder for bookmarks near other people's warp-in points or supposed safe spots). That way, your right-click drop-down of bookmarks has a nice organisation and is easy to quickly get what you want - it will only ever present you bookmarks in your system anyway. This scheme also means that bookmarks you want to treat as temporary, you can just leave unfoldered and clean up later. <br />
<br />
Note, however, that while bookmarks are stored server-side, the folders are stored client-side. At some point during your career, you are very likely to lose your folders - at which point everything reverts to one big mess. So, in your naming scheme, include a marker for each type of bookmark - SS for safespot, SSD for safespots that are more then 15AU from celestials, SG for stargate, GO for gate observation, GOG for off-grid gate, STO and STOG for station observation, etc. That way, if/when you do lose your folders, you can re-create them. <br />
<br />
Incidentally, a folder per system looks appealing initially, but it suffers similar problems to not foldering at all - there's too many systems out there, your main folder ends up cluttered. Because the right-click drop-down menu already filters for you on system, it's also a bit redundant. <br />
<br />
Come up with a naming convention that suits you - something that makes it clear where the bookmark is and what it's for. Ideally also include some info about how far the bookmark is from other objects of interest. One example is "GO Eygfe High 200km", which would be a gate observation bookmark on the Eygfe stargate 200km above the gate. Keep your bookmark names to within 24 characters, for readability.<br />
<br />
Backup and protect your bookmark organization by doing a [[Client Preferences and Settings Backup]].<br />
<br />
== Moving around ==<br />
<br />
Obviously, your goal is always to stay cloaked, but to position yourself where you can see what's going on with your potential enemies or "neutrals". To that end, it's worth understanding how grids and on and off-grid positioning work - there's a nice write-up that goes through the more in-depth mechanics of "grid fu" at http://will.neoprimitive.net/grids/gridfumanual2.pdf - very useful to understand when you find yourself 100Km off a station but unable to see anyone. <br />
<br />
Moving through gates rates a mention - if you are fitted with MWD's, there's a sequence of "double click a direction, hit the cloak, hit the MWD" that gives you a short burst of speed while still cloaking. This can be useful for putting some space between you and the gate or any watchful eyes. If you use this, it's best to also change direction once you've triggered the cloak, just to be sure the prying eyes aren't able to work out where you've gone. Note, however, the caveat near the top on "how not to die" - this process is best for getting out of bubbles, not so necessary for high-sec or low-sec travel. I'd argue that it's good to practice for when you need it, but YMMV. <br />
<br />
While you're on fleet operations, sometimes your fleet commander may ask you to check stations to see if a war target is docked up. If they ask, tell them no. There's too much chance you'll dock, see a war target, they'll see you, undock with you, and pop you. It also gives you away as a scout. The FC can find a small fast cheap frigate to check stations.<br />
<br />
== Fleet Ops - X'ing up ==<br />
<br />
Uni policy is that scouts do not X up with the rest of the fleet. If you see a fleet forming, directly convo the FC and ask if they want a scout, Nine times out of ten, they will, and they'll drop you into a separate wing so you don't get ninja warped around with everyone else . Likewise, scouts don't get listed on AAR's. Secrecy is important to being a good scout - if people know your name, they'll notice you in local easily. <br />
<br />
If you're in a covops ship and a fleet is around, or you've logged in after fleet has formed, don't be afraid to convo the FC and ask if they'd like another scout - scouts are about the only type of pilots that can usefully join a fleet mid-op depending on where the fleet is and where you are. I figure it's better to offer and be turned down than not. <br />
<br />
== Scouting ==<br />
<br />
Most Uni fleets will look for a forward scout and a rear scout, and any number of floating scouts. Forward and floating should be covops ships, rear can be a prototype cloak ship in a pinch, but covops preferred. You may also see or hear reference to "+1" and "+2" scouts, and sometimes "-1" - these are just another way to refer to forward scouts (staying 1 or 2 jumps ahead of the fleet), or rear scouts (one jump behind). <br />
<br />
The forward scout's role is to check each gate before the fleet warps to it. As a forward scout, you want to be able to warp to a gate bookmark, check that the gate is clear and give the go-ahead, then warp to zero on the gate and jump through to check the other side. If you don't have bookmarks, this process gets tougher - you're reduced to either travelling uncloaked (bad), travelling cloaked to the gate (slow), or bouncing off a remote celestial to do a warp to zero when you want to go through the gate. So bookmarks are valuable here. <br />
<br />
Rear scouts watch the back of the fleet, to make sure no-one's following. They'll typically stay one jump behind the fleet, and need to watch for neutrals or suspicious behaviour. This is arguably tougher than forward scout, as you'll need to be watching not only for obvious war targets, but also for neutrals who "happen" to be following or showing up often. <br />
<br />
Floating scouts have a slightly freer job - depending on your FC, they'll either be carefully positioned by FC instruction to watch different gates and/or neighbouring systems, or they'll be free to move around and look for WT's. Floating and forward is pretty much interchangable depending on FC decisions. <br />
<br />
Reporting war target sightings - do this as calmly as possible, and as clearly as possible. Good reporting would be, "Command, Darius. I have one Cerberus on the Korsiki gate in Osmon, jumping through to you now". Bad reporting would be, "Hey guys, there's a war target coming at you!". TS discipline, in the uni at least, is always lead with the channel name (that's "command" in the above example) and your name so the FC knows who's talking where, then provide the ship type and location, optionally war target name and any other details you might have. <br />
<br />
A note on Mumble operation - as scout, you are perfectly within your rights to overtalk someone if something urgent comes up - typically you do that by saying "break break" in the command channel, people should then stop and listen. Obviously you would only use this for really urgent information, like a war target incoming to a fleet position.<br />
<br />
== What to Look For ==<br />
<br />
=== Local ===<br />
<br />
While you're scouting, you're looking for certain things. First of all, valid targets or threats - during war that's any of our War Targets, outside of war it's anyone who's "red flashy" (sec status below -5). You're also looking for high concentrations of a single corp (particularly if you're hunting pirates and see a bunch of one pirate corp in channel), and/or anyone that appears to be an out-of-corp alt for a target or potential target (that's neutral pilots following you or hanging around on gates looking suspicious). <br />
<br />
Your best tool is the local channel. Squash it width-wise, and extend it out length-wise on your screen - you usually don't care about what's said in local as much as you care about the list of people in there. <br />
<br />
Be aware that the symbols (red minuses etc) will sometimes not show up in the local list. Ideally, you need to be checking info on pilots in local as you travel. A quick hint: Don't use the right-click drop-down for "show info", as the "start conversation" option is right next door. Instead, double-click people in local - it goes to info by default and is less risky. <br />
<br />
Often you'll be asked to jump into a system and check what's there. Typically this will be jump in, move and cloak, and work your way through the people in local noting down any who are potential targets. Then report back the number of targets and whether you can actually see any or not (ie. are they all on the gate you just came through waiting&nbsp;;) Typically, if there's anything of interest you'll then be asked to try and track them down - get eyes on them. That's a mix of jumping around the stations, and probing - covered elsewhere in this doc. <br />
<br />
When you're looking through local, double-click on each member of local (if you can), and check their info. Typically you're looking at their sec status, their standing, their corp and/or alliance. You may also check their bio to see if they look like an idiot, and/or their employment history to check how old they are and whether they've recently left a war target corp. Any of this information will to toward your estimate of whether they're a threat or not. <br />
<br />
=== Directional Scanner and Overview ===<br />
<br />
Remember your directional scanner - it should be open and you should be using it when you come into a system if you think there may be bad guys near the gate but not on grid. Pulsing the directional scanner is a good habit to get into anyway. <br />
<br />
On overview, you're looking for enemies nearby, particularly flashy reds. You're also looking for cyno fields - they'll show up anywhere in the system, and are a high priority to check out. <br />
<br />
== Scanning down the opponent ==<br />
<br />
If you can fit an extended probe launcher, then it's well worth getting some practice at using probes. The Apocrypha scanning system makes one particular type of probing well worthwhile. It goes something like this: <br />
<br />
*Warp to a safe spot, decloak and launch 4 probes. Cloak up again.<br />
<br />
*Warp back to where you want to keep some eyes on. Be sure you're still cloaked - I've had issues with being decloaked as I warp off after launching probes.<br />
<br />
*Hit F10, switch all your probes down to 0.5AU, and move them to a nice neat small circle around whatever you're monitoring - typically a gate or station.<br />
<br />
The goal here is to provide enough scan strength in 0.5AU around the location to find any ships that have warped off-grid nearby. With half-decent skills, you should get a fix on anything cruiser and up pretty much straight away. So, you just keep hitting the scan button every so often. If you get a hit on something just away from your location, bookmark it, and warp to it at 100. You can then scope out the area, see if it's a worthwhile target, maybe get a warp-in point - all hopefully without your enemy knowing. <br />
<br />
Note, this also works for bookmarking people's insta-undocks, and their safe spots around gates. That also means that if you're helping an uncloaked fleet around, be aware that even just off-grid they may be visible to enemy scouts now. Also, be aware that your probes show up on people's ship scanners, so if they suspect you're out there, they may pop their ship scanner, see your probes, and run. <br />
<br />
There's an excellent guide to scanning generally at http://forum.eveuniversity.org/viewtopic.php?t=15856. There's also a wiki page on [[Scanning]] <br />
<br />
Be aware that if you're doing this, anyone clever (anyone using their ship scanners) will notice the probes and high-tail it out quickly. But if you can catch their warp-in or warp-out points, it may help you track them down next time they warp through the area. <br />
<br />
Probing like this may also be a distraction - I've had fleet commanders that specifically ask for the scout to probe down targets for them, and I've had fleet commanders that would rather keep you on the move, so it will depend on the type of fleet, purpose of fleet, and whim of the FC as to whether this is a serious part of your duties. It's worth getting some practice in on, imnsho, as it does get asked for, and some FC's will assume you are capable of doing this. <br />
<br />
Quick small note - if you're looking for a POS, remember that POSes must be on-grid with moons, so if you stay cloaked and warp from moon to moon, you may find POSes faster than if you try and scan for them (they'll show up in overview when you warp in) - assuming there's not too many moons in system. Beware of warping into the POS, though. <br />
<br />
When you try to probe down a ship, the ship ID you see on the probing interface stays the same for each ship within each system but changes with the system and after downtime (as well as repackaging the ship). E.g. Ubercado's Ibis has the ID ABC-123 in Aldrat and the ID FF-42 in Eygfe (even after docking or jumping out and in again); After downtime the IDs will change. So a common tactic is to get the ship ID when a target is at a known location (like undocking from a station) and then have an easier way to find that ID in open space (like in a mission area). Making a list with the ship IDs of your targets in each system helps when hunting WTs that keep flying around.<br />
<br />
== Warp-in Points ==<br />
<br />
You'll sometimes be asked by your FC to try and get a warp-in point on a target. This basically means staying cloaked, and maneuvering into a position that's a warp-in distance away from the target (ie. a number that appears on the "warp to at..." drop-down) and also in-line with somewhere the fleet can be. In other words, you ideally want something like this: <br />
<br />
Fleet ------- Target -- You <br />
<br />
Where the fleet is some distance away, out of sight, and you're about 50-100Km away on the other side of the target. Distance from enemy is at your discretion, you ideally want it to match up with the warp-in distances so the fleet can drop directly on top of the enemy (or at appropriate range - that bit's up to the FC to organise ). You don't want the fleet to have to warp through the target, is the only note here, as that gives the target time to see them and run. <br />
<br />
This is one of the trickier things to do, mainly because the target will often keep moving. One tip, if the target's warping in and out: Note the distance to the target, note your move speed, and double-click right near them to move toward them. If they warp out, keep moving - time yourself to try and position roughly where you want to be (remembering it's better to be too far away, than right on top of their warp-in point, otherwise they may decloak you). Drop lots of bookmarks while doing this, you can always go clean them up later, and they mean you can warp out and back and resume where you left off. <br />
<br />
If you do find an enemies' safe spot, or a warp-in point for a popular location for an enemy, make sure you've bookmarked it - they're valuable so long as the enemy doesn't realise you've got it. <br />
<br />
One other small note on this: If you're scouting for a sniper-heavy fleet, you may actually sit between the target and the fleet - the idea is if you're 30Km from the target toward the fleet, the fleet can then warp to you at 50Km and they're perfect sniping distance away. Depends a lot on the situation though, and not likely to be done in a Uni fleet. <br />
<br />
== Punting ==<br />
<br />
Punting is one of the terms used for a scout to warp his unit (e.g. wing warp) directly to the probing solution. <br />
<br />
=== Probing solution ===<br />
The Punter has be in a ship with an expanded probe launcher and needs a probing solution.<br />
<br />
=== Unit warp (aka Punt) ===<br />
As a Punter you will initiate a unit warp command (e.g. "warp wing"), so you need to be the commander of a unit (SC/WC/FC). You will only warp your unit (squad, wing, fleet). To issue a unit warp command, you need to be in a warpable distance to the target. This means you have to be at least 150 km away from the target. Only those of your unit that are in warpable distance to the target themselve will be warped by your unit warp, so they need to be at least 150 km away from the target as well. Only those of your unit members that are on grid with you will get the unit warp command. They must have broken their gate cloak. <br />
<br />
You should announce the punt including the distance before you initiate the unit warp command so those that do not want to get punted can abort that command (ctrl + space).<br />
<br />
Usually the Punter will abort the warp command himself so he does not land on the target with his unit. Make sure to not be aligned to the target when you do not want to get warped.<br />
<br />
=== Checklist for Punting ===<br />
<br />
- Punter is a unit leader in a fleet<br />
<br />
- Punter on grid with unit<br />
<br />
- Punter as well as unit > 150 km away from the target<br />
<br />
- Unit broke gate cloak<br />
<br />
- Unit informed of Punting beforehand<br />
<br />
=== Tips on Punting ===<br />
<br />
- Make sure to always cancel your warp (default CTRL + SPACE) once you punt. You do not want to land at zero on a target. <br />
<br />
- Add Control Towers to your ship filter (in the scanner menu). This will give you an indication whether the target might be inside a POS shield. If you do not do this, you might punt your whole unit in a POS shield where it dies a horrible death.<br />
<br />
- Quite often a punter will initiate two punts: The first punt will unit warp to zero to the target, the second punt will be at range (e.g. 50km). This will allow snipers, Ewar, Logistics and such to stay out of harms way. You should announce your intention for multiple punts before so people can prepare to abort the first punt if they want to land at range. Some may even want to abort the 2nd punt as well and warp in later at their preferred distance. It's often useful for only fast frigates and interceptors to take the first punt at zero to avoid slower fleet warps with larger ships that may alert the target to an incoming fleet. <br />
<br />
- As a lot of targets check Dscan regularly, it helps to move in your probes into the Dscan range of the target as late as possible. For example, if you intend to probe down a potential target, drop your probes at a location off d-scan range with the target. Quickly move your probes high above or well below the ecliptic plane and initiate scan. This will move your probes outside of all celestial d-scan range and give you valuable time to locate your target. Once you have a general location for the target from d-scan, prepare your fleet for punting and position your probes in the area you've located the target with the smallest scan range that effectively covers your targets estimated position. Have your fleet align towards the nearest celestial as you initiate scan. Give a countdown for the punt, and when the scan is finished quickly select your target and fleet/wing/squad warp for the punt. Give a second punt if required and quickly recall your probes or position them off d-scan as before.<br />
<br />
- Some ships are nearly impossible to scan down, e.g. some boosting T3 or ECCM'ed Guardians which have a low signature radius. Do not plan to punt your unit onto these targets, you will most likely not get a probing solution.<br />
<br />
- When the targets are kiting, Punting is of limited use unless you have long range or fast tackle or enough snipers. Even when your probes are on grid and your unit is ready to warp, you need a couple of seconds for your probes to get a solution and your unit needs a couple of seconds in warp. This is usually enough time for kiters to move 30 km or so away. One solution to kiting is to place the fleet members (wing or squad) that will be punted in-front of the kiting ship at a relatively close off-grid tactical. If the punt is fast enough and at range, there is a chance for tacklers to land just in-front of the kiting ship and potentially land a scram and web. This works best if the kiting ship still has other fleet members on-grid masking your intentions to intercept. NOTE: This is difficult and takes practice and cunning, if done incorrectly the scout may land some very vulnerable ships within perfect sniping range of the kiting target.<br />
<br />
- If you are combat probing, it sometimes helps to get a scan on your fleet first and ignore your fleet's results in your probing window. Note that the ship IDs change with the system so you need to do this for every system at least once. Repackaging a ship changes the ID of the ships as well. This will help to not confuse your fleet member's ships with the target's. <br />
<br />
- Punting is a good tactic vs. snipers and stationary targets. Punting is not so good vs. small targets as you will have a hard time getting a probing solution on those. Punting is also not great vs. fast moving targets as they are out of their initial warp to point once your unit lands. Plan accordingly.<br />
<br />
- In big fleet fights it can be nice to have a punt squad ready. It is very good vs. snipers and Falcons. In long fleet fights (POS bashes) it is not unlikely for people to disconnect. They will automatically warp to a random point within 1.000.000 km so they are within the 0.5 AU of your probes. Even though they might get their ship replaced by CCP when they loose it to a disconnect, it takes a ship out of the fight when a fast punt squad kills that ship.<br />
<br />
== Freedom and Rules ==<br />
<br />
There is some personal style that comes in here, as scouting can be a freer role than some others in fleet - personal judgements need to be made about what you're watching when. However, two things are important: If the FC tells you to be somewhere, get there, and if you see something that needs investigating and move off your last instruction, clearly inform the FC you're about to do that. The FC cannot make good decisions on faulty intel, make sure they understand the environment around them as best you can - that includes making sure they're not assuming you're somewhere you're not. <br />
<br />
I've personally found a combination of both command channel on TS and a text chat channel in game provides a good balance - if your FC + WCs + other scouts are in a text chat channel, low priority notes can go there without interrupting voice chat. I've also had a few fleets where the scouts have setup a channel amongst themselves only, to discuss where they are and what's happening - that can also be useful, think of it as squad chat for scouts. <br />
<br />
Well, that's pretty much it for now. Best thing to do is get out there in your scout ship and practice, set up bookmarks around gates and stations in your common hunting areas, and don't be afraid to volunteer to scout for fleets as they setup - everyone loves an extra scout. <br />
<br />
== Mistakes Made ==<br />
<br />
*'''Scanning down your bait ship or own fleet.''' It happens to the best of us starting out - always pay attention to the starmap and where your fleet is, and where other celestials are, when you're probing. In my case, our fleet had positioned a bait battlecruiser at the gate just inside a system while I was trying to probe down an enemy. I found a sig, narrowed down on it, getting progressively more excited, until I got a bookmark and warped in to find it was one of our fleet - the baitship.<br />
<br />
*'''Lost probes.''' Probes when launched last around an hour. It's very easy to forget this in the heat of scanning, and suddenly your probes are leaving the system one by one, and you find yourself having to uncloak and reload. Particularly painful if you have sisters probes at 1M ISK per probe.<br />
<br />
*'''Warp and don't move.''' Always, '''always''' move when you hit the end of your warp. Otherwise, someone else will warp in on top of you.<br />
<br />
*'''Location, location, location.''' While leading a fleet, if you have no bookmarks and the fleet is hot on your heels, do not warp to 100 on the next gate. Sure, it gives you a decent view of the gate, but you've then got to either slowboat the 100Km (approximately 3 and a half minutes), or bounce out and back (much faster, but still not fast enough to beat the fleet).<br />
<br />
== Linked resources ==<br />
<br />
A short list of all the things linked to from this page: <br />
<br />
*[[Installing the EVE University Overview]] <br />
*[http://www.ombeve.co.uk/ Ombey's maps ]<br />
*[http://evemaps.dotlan.net/ DotLan]<br />
*[http://www.evealtruist.com/2011/04/bookmarks-and-you.html The Altruist guide on bookmarking]<br />
*[http://forum.eveuniversity.org/viewtopic.php?t=15856 scanning and probing forum thread]<br />
*[[Scanning]]<br />
*[http://will.neoprimitive.net/grids/gridfumanual2.pdf Goons grid-fu manual]<br />
<br />
== Notes ==<br />
<references/><br />
<br />
[[Category:Fleets]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=User:Vorkan_Dosja&diff=151066User:Vorkan Dosja2020-02-28T16:45:03Z<p>Vorkan Dosja: Current Project</p>
<hr />
<div>{{cleanup|Tone and copyediting}}<br />
{{related class|Scouting 101}}{{tocright}}<br />
Scouts are the eyes and ears of a fleet. Without them, fleets would both easily get surprised by enemy forces, as well as have a tough time hunting down good fights.<br />
<br />
Some ships are better (or even essential) for certain types of scouting, but for a basic fleet scout all that is needed is:<br />
* The ability to fly a ship.<br />
* Some fundamental scouting knowledge.<br />
* The ability to use a few tools that are linked in this article.<br />
<br />
Since scouting is a fleet role, it is also important for prospective scouts to familiarize themselves with fleet operations beforehand. Read the [[The_Rookie's_Guide_To_Fleet_Ops | Rookie's Guide to Fleet Ops]] to get started.<br />
<br />
==Scout Objectives and Roles==<br />
===Objectives===<br />
<br />
There are two basic scout objectives: Route Security and Hunting. Route security means ensuring the fleet's planned travel route is free of hostile forces that should be avoided, as well as preventing anyone from surprising the fleet. Hunting means finding good fights for the fleet. All scouts provide route security, all the time, on every operation. If the fleet is looking for a fight, scouts are also responsible for hunting down a good fight for the fleet.<br />
<br />
With those two objectives in mind, the following are the most common scout roles.<br />
<br />
===Basic Roles===<br />
<br />
The most basic scout roles are 'picket' and '+1'. The ‘Hero Tackle’ role can be added on to these roles as well. <br />
<br />
====Picket====<br />
<br />
Picketing is the easiest scout job; some players do even not consider it scouting it is so simple. The picket's job is normally to sit at a gate and report the specific types of ships coming into the system he is assigned to. For example, incursion fleets use pickets to warn them of war targets. <br />
<br />
If you are a picket, and your only job is to watch for war targets, you can do this docked up safe in a station by carefully watching local. However, sitting 200km+ off a gate while cloaked is the best option since it allows you to report specific details on the ships coming through your picket.<br />
<br />
====+1====<br />
The objective of the +1 is to move one jump ahead of his fleet to provide intelligence to his Fleet Commander (FC). If the fleet is simply traveling to a destination, then the scout's job is route security (i.e., warning the FC of war targets, gate camps, and any other possible danger). In low-sec or null-sec space, individual ships may ask for a +1 to guide them into or out of dangerous areas.<br />
<br />
When jumping into a new system, keep cloak and immediately check three things. First, check the grid on your overview for ships that might pose a threat to the fleet. Second, check local for war targets, flashy targets, criminals, etc. Finally, check D-Scan for ships sitting off grid. Report anything that might be a threat to the FC. If the objective is to find good fights and there are other pilots in local, then the +1 will check out mission sites and asteroid belts with D-Scan to see if there are appropriate targets available. <br />
<br />
Why move one jump ahead? If a fleet jumps into a system, it spikes local and everyone in the system will know a fleet has come in. That puts everyone on alert. A scout moving in alone does not alarm anyone significantly in a system. The fleet does not move into the system until either the scout finds a good fight, or the FC determines that there is nothing interesting and decides to move on.<br />
<br />
Why not just roam? Why exactly one and only one system ahead? Even when looking for good fights, scouts are always performing a fleet safety role. A scout one system ahead prevents the fleet from being surprised. If you are two or more systems ahead and there is no +1, then another fleet can move in behind the scout and surprise the fleet when it jumps in.<br />
<br />
Good ships for the +1 role are tackle frigates, but the best ships are interceptors and covops ships.<br />
<br />
====-1s==== <br />
The -1s objective is like the +1s, except they follow one jump behind a fleet to protect it from forces stalking the fleet and enemy scouts. -1s are only used when the FC suspects his fleet is being followed or there is a high danger of war targets attacking. -1s need to pay attention to local and notice any pilots who seem to be following the fleet. They generally do not report unless they find or suspect they have found someone following the fleet or a target has presented itself for a good fight.<br />
<br />
====Roaming Scouts==== <br />
A Roaming Scout moves several jumps ahead of a fleet looking for good fights. A roaming scout is utilized only when the fleet is large enough to spare the ships after the +1/-1 fleet safety roles are filled. It is not unheard of for large fleets to utilize two to three Roaming scouts to cover as much ground as possible to hunt down a good fight. In these instances, scouts should have a private communication channel with the FC to not confuse normal fleet communications. Due to the distances roaming scouts tend to be from the fleet, Hero Tackling is not advisable until the fleet is ready to jump in. Tackle frigates, interceptors, and covops ships are the standard for this role.<br />
<br />
====The Hero Tackle====<br />
<br />
Hero tackle is an add-on role. Hero tackles are scouts who find a target the FC wants to fight. The FC will get the fleet into position on the gate leading into the scout’s system. At the FC’s signal, the scout will engage the target, tackle it, and attempt to hold tackle until the fleet can arrive to finish the fight.<br />
<br />
It is essential to communicate with the FC what is happening and to time the tackle to just before the fleet jumps into system. Have your fleet warp to you. Be mindful of gated sites; the fleet may have to warp through an acceleration gate first to reach you. Hero tackles frequently do not survive (hence the "hero" part), so interceptors and covops ships are generally too expensive for hero tackling. Before attempting this [[Tackling_Guide | read up on tackling]], and practice a bit with a fellow corporation member.<br />
<br />
====Finding War Targets====<br />
In any situation where a fleet can expect to encounter war targets or is actively looking for war targets, Out of Corp (OOC) scouts are very useful. They can move around freely without alerting enemy pilots that a war target is in system.<br />
<br />
==Basic Tools of the Trade==<br />
<br />
'''T1 Ships''': Each race has a T1 frigate with bonuses for speed and tackling. These are usually the best T1 ships for scouting. Amarr: [[Executioner]]. Caldari: [[Condor]]. Gallente: [[Atron]]. Minmatar: [[Slasher]].<br />
<br />
'''T2 Ships -- Interceptors''': Interceptors are T2 versions of the T1 tackle frigates. They keep the tackling bonus and are much faster. They are immune to bubbles, which is important in null-sec scouting. Each race has two versions of the interceptor, and one of them has additional tackling bonuses, which usually makes them the better scout interceptor. That said, interceptors are expensive, so you should think twice before using one as a hero tackle. Amarr: [[Malediction]]. Caldari: [[Crow]]. Gallente: [[Ares]]. Minmatar: [[Stiletto]].<br />
<br />
'''T2 Ships -- Covops''': Covert Operations ships are frigates that can fit a Covert Operations Cloaking Device, a T2 module that allows the ship full maneuverability while cloaked, including warping. Cloaked ships do not show up on D-Scan, which allows them to sneak up on other ships. In addition, each race has one version of a Covops ship which is the T2 version of their exploration frigate. These ships can use combat scanning probes to find ships and provide a warp-in to them. All of these abilities make the Covops ship an excellent choice for fleet scouts. However, Covops ships are somewhat fragile, so they should not be used for hero tackling.<br />
<br />
'''[[Directional_Scanner_Guide |D-Scan]]''': This is an absolutely essential tool for scouts. You will use this constantly to find ships that are not on grid, to hunt down ships, and to report fleet compositions to your FC. If you are just starting out in EVE or a new scout, take the time to read the linked article and practice on your own.<br />
<br />
'''[http://evemaps.dotlan.net/ Dotlan]''': This set of maps is essential for route-finding. If you use EVE in windowed mode, you can have this open in a browser and bring it up whenever you need it.<br />
<br />
'''[https://adashboard.info/intel aDashboard]''': In either local or D-Scan, you can select all, copy, and then paste the data into aDashboard. It will analyze the data, give you a report, and give you a link you can post in fleet chat for your FC. This is a quick way to report fleet composition, war targets in local, etc.<br />
<br />
==So You Want to Be a Dedicated Scout==<br />
<br />
If you really enjoy scouting and want to get good at it, the best way is to do it often. In addition, you will want to start doing the following.<br />
<br />
'''Route Preparation''': Find out what routes FCs like to take and spend some time setting up [[Bookmarks]] in those systems. You will want bookmarks on gates, instadocks and undocks on the top and bottom stations, a location about 1 AU off the sun, and some safes. At first, a mid-safe between two gates will be enough, but having a deep safe out of D-Scan range of pretty much everything in the system will be very useful when the fleet needs to extract itself from a fight gone wrong. Set up some bookmarks that let you observe gates, mission sites, and asteroid belts from a reasonably safe distance. If you really want to be prepared, you might fit out some scout ships and leave them in stations along the route in case you get to play the hero tackle and need to reship. The more of this sort of thing you do, the more your FCs will love you.<br />
<br />
'''Ship Recognition''': The more you know about the various ships in EVE, the better intel you will give to your FC.<br />
<br />
==A Primer on Covops Scouting==<br />
<br />
Editor's Note: The following is an excellent primer on scouting in a Covert Operations ship written by another author. It also has some very good general advice on scouting. I will be going through and editing this to fit into the more comprehensive style of the current article as I have time.<br />
<br />
=== What does/doesn't this cover ===<br />
<br />
This page concentrates on covops scouting - that is with covops ships which are able to warp while cloaked (Tech 2 covops frigates and force recons with proper tech 2 covops cloaks. Those wanting to get a feel for scouting may start in frigates with tech 1 cloaks - these allow for sitting still cloaked and are OK for picketing gates (ie. sitting still watching a gate) but little beyond that, and this page does not really cover their use. Anything larger (recon ships, black ops, etc) is out of scope of this document. <br />
<br />
This page also covers high/low-sec scouting only - points in here may or may not apply to 0.0 or Wormhole space. Bubbles, lack of a "local" comms channel, and other things will change how you scout in 0.0 or Wormhole space, but we assume that you've had some experience in high and low sec before venturing into them. <br />
<br />
Finally, this page focuses on fleet scouting, and doesn't cover general intel, except in as much as intel crosses over with scouting.<br />
<br />
=== A Quick Note on How to Not Die ===<br />
<br />
If you've read this far you're probably a scout, or interested in scouting, and have or will soon have the covops cloaking device that is the signature tool of the scout. After you have read this guide, and '''before''' you take your CovOps ship out into a war zone, please take some time (preferably a lot of time) to go out in space and practice maneuvering while cloaked. The vast, vast majority of CovOps losses occur at the gate, right after you have first jumped into the system. Here are a few quick tips: <br />
<br />
*Practice the cloak timing! There is a brief lag delay between the time you take an action to break the "gate-cloak" you have upon jumping into a system, and the time when you can activate your covops cloak, and the time your ship completes cloaking. You NEED to be able to break gate-cloak and recloak within 0.2 to 0.5 seconds. Any slower and an interceptor will be able to lock you and prevent you from cloaking.<br />
<br />
*The safest thing to do is warp away. When you enter the system, simply pick a planet or safespot, press warp-to, and cloak. If you don't mess up the cloak timing, and don't get bumped (which is terribly unlucky) you will get away every time. This also gives you a chance to drop probes from the relative safety of a safespot.<br />
<br />
*Always warp away and come back at range to observe a gate that has hostile ships on it. It only takes a few seconds to do, and greatly increases your chances of survival. Dead scouts can't scout anything!<br />
<br />
*The "[[Cloak Trick|MWD/Cloak Trick]]" is unnecessary if you have a covops cloak fitted. The main purpose of this technique is to simulate a covops cloak for ships that cannot use them. However, it can be useful to quickly move out of a warp disruptor bubble in nullsec or wormhole space.<br />
<br />
*Practice your cloak timings, and remember to always warp away.<br />
<br />
== Fittings ==<br />
<br />
Fittings for covops frigates are generally fairly straight-forward. The highlights are: <br />
<br />
*Covops cloak - a tech 2 cloak so you can warp while cloaked. <br />
*Microwarpdrive - this is used for "bursting" in bubbles and getting back to a gate. <br />
*Expanded Probe Launcher - part of a scout's job is sometimes probing down the enemy, and these ships get bonuses to probing, so best to equip for it in case you need it. Bring combat and core scanner probes.<br />
*No guns. Covops ships don't fight - the first rule of scouting in a covops is "if you're not cloaked, you're doing it wrong". Note, there are some exceptions to this rule (as to any) and there are some tackling covops fits out there, specifically for gang action - but again, it is assumed that by the time you're flying something like that, you know what you're doing. <br />
*Lots of cap - the more cap you have, the further you can warp in a single jump. <br />
*Fast cap recharge - means you can jump again a little more quickly if you're bouncing around a system.<br />
<br />
Beyond that, the fit will be somewhat determined by your ship.<br />
<br />
== Tools of the Trade ==<br />
<br />
The items listed here should be setup prior to your going out to scout. <br />
<br />
=== Overview ===<br />
<br />
The overview requirements for a scout are different than for normal fliers. Your job is to see as much as possible, rather than only the enemies. First of all, switch brackets on - that gives you a clearer view of things like gate guns that are otherwise tricky to see. Include neutrals and war targets - neutral may be out of corp repairers or alt scouts. Take your corp mates out, but everything else should show. <br />
<br />
Create a second tab that just shows war targets also, so you can quickly and easily identify all war targets and get that information out to your FC, in case a fleet is travelling past you. <br />
<br />
[[Overview settings]] has more information on general overview settings and how to set things up as per above. <br />
<br />
You may also want to consider creating an overview profile per ship class (frigate, cruiser etc) to use with your directional scanner. This will allow you to select an overview profile with which to filter the scan results based on reliable intelligence as to what ship your target is flying; resulting in faster and more accurate deployment of probes.<br />
<br />
You should have one overview tab that shows everything that can decloak you: asteroids, corpses, cans, ships, everything.<br />
<br />
=== Local ===<br />
<br />
Your local window is one of the most important tools you work with as a scout - more on exactly how later. Before you're out scouting, however, you want to move your local window to one side of the screen, squash it width-wise as much as possible, pull the slider across to the left so you can see pilots and not chat, and stretch it length-wise as much as possible. Setting local to show compact member list helps as well. This is to allow for quick recognition of targets in local.<br />
<br />
=== External Tools ===<br />
<br />
==== Mumble ====<br />
<br />
[[Mumble]] is required for Uni fleet ops, but as a scout you have an extra requirement, to have [[Mumble#Setting_a_Command_Channel_push-to-talk|command channel push-to-talk key]] setup and functioning.<br />
<br />
<br> You may also want a [[Mumble#Global_Command|global command key]]. The difference between these two keys pertains to who will receive your command broadcast. <br />
<br />
'standard command key' will only broadcast to the Channel Commanders in YOUR current channel. <br />
<br />
'global command key' will broadcast to ALL Channel Commanders Server wide. <br />
<br />
<br> You use the '''global command channel as long as you are the only fleet''' out (so Intel can listen in and advise). <br />
<br />
With '''multiple fleets''' out not all fleet command communications can be broadcasted over global command. Use global command for '''strategic information''' (e.g. "global command, this is Sto Lo's fleet, we are now moving from Jita to Aldrat through Rancer lowsec" [but not "... we are jumping from Aldrat into Eygfe"] or "global command, this is Sto Lo's fleet, big pirate camp in Hagilur, 12 BS Amarr heavy, we need reinforcements" [but not "... flashy rifter 150 km up off the Evati gate"] and '''questions to Intel''' (e.g. "global command, NewbieCom1's fleet, Intel, we have two standard squads and the possibility to engage 12 flashy BS on the Evati gate. Any advise?"). Use your '''local command for tactical information''' regarding your fleet only (e.g. "local command, Sneaky1, I have a warpin on a flashy Drake at a safespot at 10" <br />
<br />
When you talk on any command channel make sure to use the protocol: "Global/Local command", "Your name", ("recipient"), "Information". E.g.: "Global Command, Ubercado, primary is Veldspar". <br />
<br />
<br> <br />
<br />
*'''Each time you're fleeting up''' - when you enter the channel move yourself to the "command channel". Once you're done with the fleet remember to leave the channel, or you'll be assumed to be a spai.<br />
<br />
<br><br />
<br />
==== Maps ====<br />
<br />
Scouting is much easier with a second monitor. If you don't have that, then best to set your client to play in windowed mode (for Mac users, &lt;apple&gt;-&lt;enter&gt; will do that I believe). <br />
<br />
For maps, I use <strike>Ombey's - http://www.ombeve.co.uk/ </strike> <span style="color:#768d31"> Note: As of 2013, Ombeve.co.uk is no longer active. See [https://forums.eveonline.com/default.aspx?g=posts&t=236592 this forum post] for more.</span> Be aware it is not 100% accurate - there are one or two strange little miss-linkages in there, but they're infrequent. Ombey's will let you at a glance see where you're going and what the layout is like near you - it's great for working out potential alternate paths, looking for nearby low-sec pockets, that sort of thing. <br />
<br />
DotLan is also a useful tool - http://evemaps.dotlan.net/ This will show you the same information as Ombey's (although I prefer Ombey's format). This will also show you lots more useful stats about the systems you're headed to, like kills per hour, etc. <br />
<br />
For practice, when travelling around unfleeted out of war, always check your route on those maps, and think about where you're headed and how you're getting there. I sometimes travel without autopilot set also, navigating by map to get more used to finding my way quickly. <br />
<br />
If you have access to an A3 printer, you can download PDF versions of the maps and print them. These can be extremely handy for pencilling routes and quickly identifying alternate paths or escape routes, especially if you only have a single monitor.<br />
<br />
==== Dashboard ====<br />
https://adashboard.info/ is a quick and simple way to share intel with your fleet. You can do a quick dscan, copy the dscan results, and paste them to this site. It categorizes the results into an easily readable format.<br />
<br />
==== ScreenShot Sharing ====<br />
Many people use screenshot sharing services like push or sharex to take screenshots of the enemy to share with their fleet.<br />
<br />
== I'm cloaked! ==<br />
<br />
Congratulations! First thing to note - undocking is dangerous to everyone, and especially dangerous when there are war targets in local. So the easy answer is never undock. If you're in a covops ship and intend to fly it repeatedly, consider logging out in space while cloaked. <br />
<br />
When you do this you get warped off to a semi-random place in the system. When you log back in you'll be de-cloaked, but will immediately warp back to where you were. During this warp you have time to re-engage your cloak. <br />
<br />
Suggested places to logout are mid-way through a warp to a safe spot, or at a safe spot. Don't do this near anything as you run the risk of fumbling and appearing uncloaked near someone who can see you. Doing this near a gate, for instance, also means that people may see you warp off, put two and two together, and scan you down in the grace period - so only ever do this from a safe spot. <br />
<br />
One other point on this - when you logout, close anything non-essential. In particular do not leave a market window open, or any other window that takes a while to refresh. This is because you'll have a moment of frozen client while these refresh as you login and that's frankly terrifying.<br />
<br />
== I've been decloaked, what happened?! ==<br />
<br />
There are a number of ways you can be forcefully decloaked. <br />
<br />
*If you get within 2Km of anything you'll lose your cloak. This means don't get too close to other ships and don't hang around at a warp-in point (ed: one of my most terrifying moments was sitting on a 100Km warp-in on a gate and having a larger ship warp in exactly 3Km ahead of me).<br />
<br />
*Stations have a range around them that's nominally 2Km, but can be deceptive due to "pointy bits", so be very careful near stations.<br />
<br />
*Cargo cans will decloak you and are sometimes easily missed. Gate guns are extremely dangerous - they're very small, usually not in your overview, and scattered around the gates. Very easy to run into by accident - be aware of them. There are some notes on overview settings below.<br />
<br />
*Passing ships can decloak you if they're coming out of warp near you. It's not something that happens often, but for safety's sake (and for general sneakiness) any time you warp in you want to move either up or down off the plane of movement, to be well out of the way of traffic.<br />
<br />
== Bookmarks ==<br />
<br />
Bookmarks are a significant part of what scouting and covops is about - at least in areas where you can bookmark. You'll slowly collect a large number of bookmarks around any system you frequent and they are your lifeblood - the difference between scouting a system with no bookmarks and scouting one you know your way around is immense, and will change how you operate. <br />
<br />
So, what to bookmark? There's a handful you'll want: <br />
<br />
==== Gate Warp-ins ====<br />
<br />
A bookmark at warp distance off a gate. You want a few bookmarks that are more than 150Km and less than grid size off each gate in each system you go through. You want to be further than 150Km because you want to be able to warp in and that's the minimum distance. Further away is better so long as you can still see ships coming through the gate. You'll spend a lot of your life at these bookmarks watching gate traffic. <br />
<br />
There's two ways to get these. The first is to warp to 100Km off a gate then turn in a random away-from-the-gate direction and move (while cloaked) until you're out far enough. This is a great thing to do if you're doing other things, like watching traffic through the gate, or talking with FC. <br />
<br />
Alternately, warp to 100, bookmark that, then warp to something else at 100 and bookmark that. Then warp back to your first bookmark _at 100_. Presto, you have a spot close to 200Km off the gate. If you do this still move a bit to be off the plane, and don't do your two warp-ins in-line with each other. Also, don't jump between gates to do this, as gates are the most likely place other people will warp from. <br />
<br />
Incidentally, note that when you come through a gate you come out at 15Km away from the gate - 150Km is your minimum warp distance, so your bookmarks should ideally be more than 165Km away, 170Km+ to be safe. Some gates also have larger radii, so if you have time (before you rely on it) try warping back and forward to make sure each direction will allow a warp. Cut it too fine, and you'll end up not having the "warp to" option sometimes, which is dangerous if you're relying on it. <br />
<br />
Try to move off the plane once you have your spot - that's directly up or down - as that'll make you less likely to be found. <br />
<br />
'''Note, bookmarks are dropped when you hit the final "OK" after naming, not when you first hit the "bookmark" button.''' <br />
<br />
Note also, if you can, try and make sure that multiple bookmarks around a gate are far enough away from each other that you can warp between them - that makes hunting down an enemy for a warp-in point much faster (more on that below). If you're making multiple bookmarks, try and put some on the side, and some at the back - that will help you potentially warp from an angle to the side of the gate, bypassing any bubbles, then to the back where you can approach the gate from as far away from any potential gate camp as possible. <br />
<br />
A small tip: If you hit "F10" and toggle the map to the local solar system view, you'll be able to see the layout of the celestial bodies. If you can get your bookmark on the "outside" of the gate (ie. put the gate between you and the sun), then your field of view should encompass many of the planets, moons, and stations. This will make working out where pilots are heading to when they warp away much easier.<br />
<br />
==== Station Warp-ins ====<br />
<br />
Same rationale as the gate bookmarks, same basic practice - try and put them "behind" the station, so you can see people warp off. <br />
<br />
==== Safe Spots ====<br />
<br />
You want these to be as non-obvious and non-easy-to-find as possible. Between objects (ie. inline from gate to station) is bad but better than nothing (and can have some uses as they're deceptive to an enemy watching you warp out, assuming you're not moving cloaked). Out at scanned down locations - cosmic anomalies and the like - can be good once they're empty. Use safe spots to generate new safe spots by dropping bookmarks mid-warp between them. Keep creating new safe spots - if you or any of your fleet members turn up in them uncloaked you may burn them and have to throw them away. <br />
<br />
Note, if you're closer than ship scanner range to other celestial objects you may be spotted (if uncloaked) by any ship using their shipboard scanner. This can happen very quickly so don't assume that just because the fleet stopped in your safe spot for only 60 seconds it hasn't been scanned down. Ship scanners have a range of 14.4AU, so that far from the nearest celestial would be great. <br />
<br />
==== Off-grid ====<br />
<br />
These are like the warp-ins for gates and stations, but just off-grid. Off-grid means far enough away from the location in question to not be able to see ships on the overview. These are useful for a couple of things - they're great hiding places and they're very close, so if you want to (for instance) setup an ambush, you can bring a fleet to the off-grid position then move yourself closer to watch the gate or station, get a warp-in point, and bring the fleet in quickly. See below for more info on getting warp-in points on targets. <br />
<br />
To get these, you can either warp and drop a bookmark while warping (this can get you out 1AU or so if you can time it right) or you can simply point away from the station and travel - if you do this at a gate, switch brackets on and watch the gate guns - when they disappear, you're off-grid for ships (which means you can't see ships and they can't see you, but you can still see the larger structures). A little further will take you off-grid for the gate itself. <br />
<br />
It may also be useful to have a warp-in point about 1AU off a station, if you're watching that system often, that you can warp to, drop probes, and warp away - this will allow for quick placement of a probe near a station for monitoring. <br />
<br />
Quick note on warping in - some bookmarks, particularly safe spots, you may want to warp to at 100 or 70 or similar every so often just so you're not always coming in at the same place. Some bookmarks this can be dangerous for - if you have a bookmark at 160Km on a station and you warp to it at 100Km from the other side of the station, you place yourself at 60Km from the station, which if it's camped may not be what you wanted. Always think about where the bookmarks are in the system - use the map (F10) to get a feel for this.<br />
<br />
== Bookmark Organisation ==<br />
<br />
As you build up your bookmarks, organisation of them will become important. You can leave them all in the main folder, but that folder will take longer and longer to load - and a delay on getting to your bookmarks may be an issue. <br />
<br />
A better approach is to create the following folders: stargates, stations, celestial objects, POSes, safe spots, people - that's six folders. Then, as you bookmark, move the bookmark into the relevant folder (I use the "people" folder for bookmarks near other people's warp-in points or supposed safe spots). That way, your right-click drop-down of bookmarks has a nice organisation and is easy to quickly get what you want - it will only ever present you bookmarks in your system anyway. This scheme also means that bookmarks you want to treat as temporary, you can just leave unfoldered and clean up later. <br />
<br />
Note, however, that while bookmarks are stored server-side, the folders are stored client-side. At some point during your career, you are very likely to lose your folders - at which point everything reverts to one big mess. So, in your naming scheme, include a marker for each type of bookmark - SS for safespot, SSD for safespots that are more then 15AU from celestials, SG for stargate, GO for gate observation, GOG for off-grid gate, STO and STOG for station observation, etc. That way, if/when you do lose your folders, you can re-create them. <br />
<br />
Incidentally, a folder per system looks appealing initially, but it suffers similar problems to not foldering at all - there's too many systems out there, your main folder ends up cluttered. Because the right-click drop-down menu already filters for you on system, it's also a bit redundant. <br />
<br />
Come up with a naming convention that suits you - something that makes it clear where the bookmark is and what it's for. Ideally also include some info about how far the bookmark is from other objects of interest. One example is "GO Eygfe High 200km", which would be a gate observation bookmark on the Eygfe stargate 200km above the gate. Keep your bookmark names to within 24 characters, for readability.<br />
<br />
Backup and protect your bookmark organization by doing a [[Client Preferences and Settings Backup]].<br />
<br />
== Moving around ==<br />
<br />
Obviously, your goal is always to stay cloaked, but to position yourself where you can see what's going on with your potential enemies or "neutrals". To that end, it's worth understanding how grids and on and off-grid positioning work - there's a nice write-up that goes through the more in-depth mechanics of "grid fu" at http://will.neoprimitive.net/grids/gridfumanual2.pdf - very useful to understand when you find yourself 100Km off a station but unable to see anyone. <br />
<br />
Moving through gates rates a mention - if you are fitted with MWD's, there's a sequence of "double click a direction, hit the cloak, hit the MWD" that gives you a short burst of speed while still cloaking. This can be useful for putting some space between you and the gate or any watchful eyes. If you use this, it's best to also change direction once you've triggered the cloak, just to be sure the prying eyes aren't able to work out where you've gone. Note, however, the caveat near the top on "how not to die" - this process is best for getting out of bubbles, not so necessary for high-sec or low-sec travel. I'd argue that it's good to practice for when you need it, but YMMV. <br />
<br />
While you're on fleet operations, sometimes your fleet commander may ask you to check stations to see if a war target is docked up. If they ask, tell them no. There's too much chance you'll dock, see a war target, they'll see you, undock with you, and pop you. It also gives you away as a scout. The FC can find a small fast cheap frigate to check stations.<br />
<br />
== Fleet Ops - X'ing up ==<br />
<br />
Uni policy is that scouts do not X up with the rest of the fleet. If you see a fleet forming, directly convo the FC and ask if they want a scout, Nine times out of ten, they will, and they'll drop you into a separate wing so you don't get ninja warped around with everyone else . Likewise, scouts don't get listed on AAR's. Secrecy is important to being a good scout - if people know your name, they'll notice you in local easily. <br />
<br />
If you're in a covops ship and a fleet is around, or you've logged in after fleet has formed, don't be afraid to convo the FC and ask if they'd like another scout - scouts are about the only type of pilots that can usefully join a fleet mid-op depending on where the fleet is and where you are. I figure it's better to offer and be turned down than not. <br />
<br />
== Scouting ==<br />
<br />
Most Uni fleets will look for a forward scout and a rear scout, and any number of floating scouts. Forward and floating should be covops ships, rear can be a prototype cloak ship in a pinch, but covops preferred. You may also see or hear reference to "+1" and "+2" scouts, and sometimes "-1" - these are just another way to refer to forward scouts (staying 1 or 2 jumps ahead of the fleet), or rear scouts (one jump behind). <br />
<br />
The forward scout's role is to check each gate before the fleet warps to it. As a forward scout, you want to be able to warp to a gate bookmark, check that the gate is clear and give the go-ahead, then warp to zero on the gate and jump through to check the other side. If you don't have bookmarks, this process gets tougher - you're reduced to either travelling uncloaked (bad), travelling cloaked to the gate (slow), or bouncing off a remote celestial to do a warp to zero when you want to go through the gate. So bookmarks are valuable here. <br />
<br />
Rear scouts watch the back of the fleet, to make sure no-one's following. They'll typically stay one jump behind the fleet, and need to watch for neutrals or suspicious behaviour. This is arguably tougher than forward scout, as you'll need to be watching not only for obvious war targets, but also for neutrals who "happen" to be following or showing up often. <br />
<br />
Floating scouts have a slightly freer job - depending on your FC, they'll either be carefully positioned by FC instruction to watch different gates and/or neighbouring systems, or they'll be free to move around and look for WT's. Floating and forward is pretty much interchangable depending on FC decisions. <br />
<br />
Reporting war target sightings - do this as calmly as possible, and as clearly as possible. Good reporting would be, "Command, Darius. I have one Cerberus on the Korsiki gate in Osmon, jumping through to you now". Bad reporting would be, "Hey guys, there's a war target coming at you!". TS discipline, in the uni at least, is always lead with the channel name (that's "command" in the above example) and your name so the FC knows who's talking where, then provide the ship type and location, optionally war target name and any other details you might have. <br />
<br />
A note on Mumble operation - as scout, you are perfectly within your rights to overtalk someone if something urgent comes up - typically you do that by saying "break break" in the command channel, people should then stop and listen. Obviously you would only use this for really urgent information, like a war target incoming to a fleet position.<br />
<br />
== What to Look For ==<br />
<br />
=== Local ===<br />
<br />
While you're scouting, you're looking for certain things. First of all, valid targets or threats - during war that's any of our War Targets, outside of war it's anyone who's "red flashy" (sec status below -5). You're also looking for high concentrations of a single corp (particularly if you're hunting pirates and see a bunch of one pirate corp in channel), and/or anyone that appears to be an out-of-corp alt for a target or potential target (that's neutral pilots following you or hanging around on gates looking suspicious). <br />
<br />
Your best tool is the local channel. Squash it width-wise, and extend it out length-wise on your screen - you usually don't care about what's said in local as much as you care about the list of people in there. <br />
<br />
Be aware that the symbols (red minuses etc) will sometimes not show up in the local list. Ideally, you need to be checking info on pilots in local as you travel. A quick hint: Don't use the right-click drop-down for "show info", as the "start conversation" option is right next door. Instead, double-click people in local - it goes to info by default and is less risky. <br />
<br />
Often you'll be asked to jump into a system and check what's there. Typically this will be jump in, move and cloak, and work your way through the people in local noting down any who are potential targets. Then report back the number of targets and whether you can actually see any or not (ie. are they all on the gate you just came through waiting&nbsp;;) Typically, if there's anything of interest you'll then be asked to try and track them down - get eyes on them. That's a mix of jumping around the stations, and probing - covered elsewhere in this doc. <br />
<br />
When you're looking through local, double-click on each member of local (if you can), and check their info. Typically you're looking at their sec status, their standing, their corp and/or alliance. You may also check their bio to see if they look like an idiot, and/or their employment history to check how old they are and whether they've recently left a war target corp. Any of this information will to toward your estimate of whether they're a threat or not. <br />
<br />
=== Directional Scanner and Overview ===<br />
<br />
Remember your directional scanner - it should be open and you should be using it when you come into a system if you think there may be bad guys near the gate but not on grid. Pulsing the directional scanner is a good habit to get into anyway. <br />
<br />
On overview, you're looking for enemies nearby, particularly flashy reds. You're also looking for cyno fields - they'll show up anywhere in the system, and are a high priority to check out. <br />
<br />
== Scanning down the opponent ==<br />
<br />
If you can fit an extended probe launcher, then it's well worth getting some practice at using probes. The Apocrypha scanning system makes one particular type of probing well worthwhile. It goes something like this: <br />
<br />
*Warp to a safe spot, decloak and launch 4 probes. Cloak up again.<br />
<br />
*Warp back to where you want to keep some eyes on. Be sure you're still cloaked - I've had issues with being decloaked as I warp off after launching probes.<br />
<br />
*Hit F10, switch all your probes down to 0.5AU, and move them to a nice neat small circle around whatever you're monitoring - typically a gate or station.<br />
<br />
The goal here is to provide enough scan strength in 0.5AU around the location to find any ships that have warped off-grid nearby. With half-decent skills, you should get a fix on anything cruiser and up pretty much straight away. So, you just keep hitting the scan button every so often. If you get a hit on something just away from your location, bookmark it, and warp to it at 100. You can then scope out the area, see if it's a worthwhile target, maybe get a warp-in point - all hopefully without your enemy knowing. <br />
<br />
Note, this also works for bookmarking people's insta-undocks, and their safe spots around gates. That also means that if you're helping an uncloaked fleet around, be aware that even just off-grid they may be visible to enemy scouts now. Also, be aware that your probes show up on people's ship scanners, so if they suspect you're out there, they may pop their ship scanner, see your probes, and run. <br />
<br />
There's an excellent guide to scanning generally at http://forum.eveuniversity.org/viewtopic.php?t=15856. There's also a wiki page on [[Scanning]] <br />
<br />
Be aware that if you're doing this, anyone clever (anyone using their ship scanners) will notice the probes and high-tail it out quickly. But if you can catch their warp-in or warp-out points, it may help you track them down next time they warp through the area. <br />
<br />
Probing like this may also be a distraction - I've had fleet commanders that specifically ask for the scout to probe down targets for them, and I've had fleet commanders that would rather keep you on the move, so it will depend on the type of fleet, purpose of fleet, and whim of the FC as to whether this is a serious part of your duties. It's worth getting some practice in on, imnsho, as it does get asked for, and some FC's will assume you are capable of doing this. <br />
<br />
Quick small note - if you're looking for a POS, remember that POSes must be on-grid with moons, so if you stay cloaked and warp from moon to moon, you may find POSes faster than if you try and scan for them (they'll show up in overview when you warp in) - assuming there's not too many moons in system. Beware of warping into the POS, though. <br />
<br />
When you try to probe down a ship, the ship ID you see on the probing interface stays the same for each ship within each system but changes with the system and after downtime (as well as repackaging the ship). E.g. Ubercado's Ibis has the ID ABC-123 in Aldrat and the ID FF-42 in Eygfe (even after docking or jumping out and in again); After downtime the IDs will change. So a common tactic is to get the ship ID when a target is at a known location (like undocking from a station) and then have an easier way to find that ID in open space (like in a mission area). Making a list with the ship IDs of your targets in each system helps when hunting WTs that keep flying around.<br />
<br />
== Warp-in Points ==<br />
<br />
You'll sometimes be asked by your FC to try and get a warp-in point on a target. This basically means staying cloaked, and maneuvering into a position that's a warp-in distance away from the target (ie. a number that appears on the "warp to at..." drop-down) and also in-line with somewhere the fleet can be. In other words, you ideally want something like this: <br />
<br />
Fleet ------- Target -- You <br />
<br />
Where the fleet is some distance away, out of sight, and you're about 50-100Km away on the other side of the target. Distance from enemy is at your discretion, you ideally want it to match up with the warp-in distances so the fleet can drop directly on top of the enemy (or at appropriate range - that bit's up to the FC to organise ). You don't want the fleet to have to warp through the target, is the only note here, as that gives the target time to see them and run. <br />
<br />
This is one of the trickier things to do, mainly because the target will often keep moving. One tip, if the target's warping in and out: Note the distance to the target, note your move speed, and double-click right near them to move toward them. If they warp out, keep moving - time yourself to try and position roughly where you want to be (remembering it's better to be too far away, than right on top of their warp-in point, otherwise they may decloak you). Drop lots of bookmarks while doing this, you can always go clean them up later, and they mean you can warp out and back and resume where you left off. <br />
<br />
If you do find an enemies' safe spot, or a warp-in point for a popular location for an enemy, make sure you've bookmarked it - they're valuable so long as the enemy doesn't realise you've got it. <br />
<br />
One other small note on this: If you're scouting for a sniper-heavy fleet, you may actually sit between the target and the fleet - the idea is if you're 30Km from the target toward the fleet, the fleet can then warp to you at 50Km and they're perfect sniping distance away. Depends a lot on the situation though, and not likely to be done in a Uni fleet. <br />
<br />
== Punting ==<br />
<br />
Punting is one of the terms used for a scout to warp his unit (e.g. wing warp) directly to the probing solution. <br />
<br />
=== Probing solution ===<br />
The Punter has be in a ship with an expanded probe launcher and needs a probing solution.<br />
<br />
=== Unit warp (aka Punt) ===<br />
As a Punter you will initiate a unit warp command (e.g. "warp wing"), so you need to be the commander of a unit (SC/WC/FC). You will only warp your unit (squad, wing, fleet). To issue a unit warp command, you need to be in a warpable distance to the target. This means you have to be at least 150 km away from the target. Only those of your unit that are in warpable distance to the target themselve will be warped by your unit warp, so they need to be at least 150 km away from the target as well. Only those of your unit members that are on grid with you will get the unit warp command. They must have broken their gate cloak. <br />
<br />
You should announce the punt including the distance before you initiate the unit warp command so those that do not want to get punted can abort that command (ctrl + space).<br />
<br />
Usually the Punter will abort the warp command himself so he does not land on the target with his unit. Make sure to not be aligned to the target when you do not want to get warped.<br />
<br />
=== Checklist for Punting ===<br />
<br />
- Punter is a unit leader in a fleet<br />
<br />
- Punter on grid with unit<br />
<br />
- Punter as well as unit > 150 km away from the target<br />
<br />
- Unit broke gate cloak<br />
<br />
- Unit informed of Punting beforehand<br />
<br />
=== Tips on Punting ===<br />
<br />
- Make sure to always cancel your warp (default CTRL + SPACE) once you punt. You do not want to land at zero on a target. <br />
<br />
- Add Control Towers to your ship filter (in the scanner menu). This will give you an indication whether the target might be inside a POS shield. If you do not do this, you might punt your whole unit in a POS shield where it dies a horrible death.<br />
<br />
- Quite often a punter will initiate two punts: The first punt will unit warp to zero to the target, the second punt will be at range (e.g. 50km). This will allow snipers, Ewar, Logistics and such to stay out of harms way. You should announce your intention for multiple punts before so people can prepare to abort the first punt if they want to land at range. Some may even want to abort the 2nd punt as well and warp in later at their preferred distance. It's often useful for only fast frigates and interceptors to take the first punt at zero to avoid slower fleet warps with larger ships that may alert the target to an incoming fleet. <br />
<br />
- As a lot of targets check Dscan regularly, it helps to move in your probes into the Dscan range of the target as late as possible. For example, if you intend to probe down a potential target, drop your probes at a location off d-scan range with the target. Quickly move your probes high above or well below the ecliptic plane and initiate scan. This will move your probes outside of all celestial d-scan range and give you valuable time to locate your target. Once you have a general location for the target from d-scan, prepare your fleet for punting and position your probes in the area you've located the target with the smallest scan range that effectively covers your targets estimated position. Have your fleet align towards the nearest celestial as you initiate scan. Give a countdown for the punt, and when the scan is finished quickly select your target and fleet/wing/squad warp for the punt. Give a second punt if required and quickly recall your probes or position them off d-scan as before.<br />
<br />
- Some ships are nearly impossible to scan down, e.g. some boosting T3 or ECCM'ed Guardians which have a low signature radius. Do not plan to punt your unit onto these targets, you will most likely not get a probing solution.<br />
<br />
- When the targets are kiting, Punting is of limited use unless you have long range or fast tackle or enough snipers. Even when your probes are on grid and your unit is ready to warp, you need a couple of seconds for your probes to get a solution and your unit needs a couple of seconds in warp. This is usually enough time for kiters to move 30 km or so away. One solution to kiting is to place the fleet members (wing or squad) that will be punted in-front of the kiting ship at a relatively close off-grid tactical. If the punt is fast enough and at range, there is a chance for tacklers to land just in-front of the kiting ship and potentially land a scram and web. This works best if the kiting ship still has other fleet members on-grid masking your intentions to intercept. NOTE: This is difficult and takes practice and cunning, if done incorrectly the scout may land some very vulnerable ships within perfect sniping range of the kiting target.<br />
<br />
- If you are combat probing, it sometimes helps to get a scan on your fleet first and ignore your fleet's results in your probing window. Note that the ship IDs change with the system so you need to do this for every system at least once. Repackaging a ship changes the ID of the ships as well. This will help to not confuse your fleet member's ships with the target's. <br />
<br />
- Punting is a good tactic vs. snipers and stationary targets. Punting is not so good vs. small targets as you will have a hard time getting a probing solution on those. Punting is also not great vs. fast moving targets as they are out of their initial warp to point once your unit lands. Plan accordingly.<br />
<br />
- In big fleet fights it can be nice to have a punt squad ready. It is very good vs. snipers and Falcons. In long fleet fights (POS bashes) it is not unlikely for people to disconnect. They will automatically warp to a random point within 1.000.000 km so they are within the 0.5 AU of your probes. Even though they might get their ship replaced by CCP when they loose it to a disconnect, it takes a ship out of the fight when a fast punt squad kills that ship.<br />
<br />
== Freedom and Rules ==<br />
<br />
There is some personal style that comes in here, as scouting can be a freer role than some others in fleet - personal judgements need to be made about what you're watching when. However, two things are important: If the FC tells you to be somewhere, get there, and if you see something that needs investigating and move off your last instruction, clearly inform the FC you're about to do that. The FC cannot make good decisions on faulty intel, make sure they understand the environment around them as best you can - that includes making sure they're not assuming you're somewhere you're not. <br />
<br />
I've personally found a combination of both command channel on TS and a text chat channel in game provides a good balance - if your FC + WCs + other scouts are in a text chat channel, low priority notes can go there without interrupting voice chat. I've also had a few fleets where the scouts have setup a channel amongst themselves only, to discuss where they are and what's happening - that can also be useful, think of it as squad chat for scouts. <br />
<br />
Well, that's pretty much it for now. Best thing to do is get out there in your scout ship and practice, set up bookmarks around gates and stations in your common hunting areas, and don't be afraid to volunteer to scout for fleets as they setup - everyone loves an extra scout. <br />
<br />
== Mistakes Made ==<br />
<br />
*'''Scanning down your bait ship or own fleet.''' It happens to the best of us starting out - always pay attention to the starmap and where your fleet is, and where other celestials are, when you're probing. In my case, our fleet had positioned a bait battlecruiser at the gate just inside a system while I was trying to probe down an enemy. I found a sig, narrowed down on it, getting progressively more excited, until I got a bookmark and warped in to find it was one of our fleet - the baitship.<br />
<br />
*'''Lost probes.''' Probes when launched last around an hour. It's very easy to forget this in the heat of scanning, and suddenly your probes are leaving the system one by one, and you find yourself having to uncloak and reload. Particularly painful if you have sisters probes at 1M ISK per probe.<br />
<br />
*'''Warp and don't move.''' Always, '''always''' move when you hit the end of your warp. Otherwise, someone else will warp in on top of you.<br />
<br />
*'''Location, location, location.''' While leading a fleet, if you have no bookmarks and the fleet is hot on your heels, do not warp to 100 on the next gate. Sure, it gives you a decent view of the gate, but you've then got to either slowboat the 100Km (approximately 3 and a half minutes), or bounce out and back (much faster, but still not fast enough to beat the fleet).<br />
<br />
== Linked resources ==<br />
<br />
A short list of all the things linked to from this page: <br />
<br />
*[[Installing the EVE University Overview]] <br />
*[http://www.ombeve.co.uk/ Ombey's maps ]<br />
*[http://evemaps.dotlan.net/ DotLan]<br />
*[http://www.evealtruist.com/2011/04/bookmarks-and-you.html The Altruist guide on bookmarking]<br />
*[http://forum.eveuniversity.org/viewtopic.php?t=15856 scanning and probing forum thread]<br />
*[[Scanning]]<br />
*[http://will.neoprimitive.net/grids/gridfumanual2.pdf Goons grid-fu manual]<br />
<br />
== Notes ==<br />
<references/><br />
<br />
[[Category:Fleets]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Scouting&diff=150937Scouting2020-02-19T18:32:21Z<p>Vorkan Dosja: /* +1 */</p>
<hr />
<div>{{cleanup|Tone and copyediting}}<br />
{{related class|Scouting 101}}{{tocright}}<br />
Scouts are the eyes and ears of a fleet. Without them, fleets would both easily get surprised by enemy forces, as well as have a tough time hunting down good fights.<br />
<br />
Some ships are better (or even essential) for certain types of scouting, but for a basic fleet scout all that is needed is:<br />
* The ability to fly a ship.<br />
* Some fundamental scouting knowledge.<br />
* The ability to use a few tools that are linked in this article.<br />
<br />
Since scouting is a fleet role, it is also important for prospective scouts to familiarize themselves with fleet operations beforehand. Read the [[The_Rookie's_Guide_To_Fleet_Ops | Rookie's Guide to Fleet Ops]] to get started.<br />
<br />
==Scout Objectives and Roles==<br />
===Objectives===<br />
<br />
There are two basic scout objectives: Route Security and Hunting. Route security means ensuring the fleet's planned travel route is free of hostile forces that should be avoided, as well as preventing anyone from surprising the fleet. Hunting means finding good fights for the fleet. All scouts provide route security, all the time, on every operation. If the fleet is looking for a fight, scouts are also responsible for hunting down a good fight for the fleet.<br />
<br />
With those two objectives in mind, the following are the most common scout roles.<br />
<br />
===Basic Roles===<br />
<br />
The most basic scout roles are 'picket' and '+1'. The ‘Hero Tackle’ role can be added on to these roles as well. <br />
<br />
====Picket====<br />
<br />
Picketing is the easiest scout job; some players do even not consider it scouting it is so simple. The picket's job is normally to sit at a gate and report the specific types of ships coming into the system he is assigned to. For example, incursion fleets use pickets to warn them of war targets. <br />
<br />
If you are a picket, and your only job is to watch for war targets, you can do this docked up safe in a station by carefully watching local. However, sitting 200km+ off a gate while cloaked is the best option since it allows you to report specific details on the ships coming through your picket.<br />
<br />
====+1====<br />
The objective of the +1 is to move one jump ahead of his fleet to provide intelligence to his Fleet Commander (FC). If the fleet is simply traveling to a destination, then the scout's job is route security (i.e., warning the FC of war targets, gate camps, and any other possible danger). In low-sec or null-sec space, individual ships may ask for a +1 to guide them into or out of dangerous areas.<br />
<br />
When jumping into a new system, keep cloak and immediately check three things. First, check the grid on your overview for ships that might pose a threat to the fleet. Second, check local for war targets, flashy targets, criminals, etc. Finally, check D-Scan for ships sitting off grid. Report anything that might be a threat to the FC. If the objective is to find good fights and there are other pilots in local, then the +1 will check out mission sites and asteroid belts with D-Scan to see if there are appropriate targets available. <br />
<br />
Why move one jump ahead? If a fleet jumps into a system, it spikes local and everyone in the system will know a fleet has come in. That puts everyone on alert. A scout moving in alone does not alarm anyone significantly in a system. The fleet does not move into the system until either the scout finds a good fight, or the FC determines that there is nothing interesting and decides to move on.<br />
<br />
Why not just roam? Why exactly one and only one system ahead? Even when looking for good fights, scouts are always performing a fleet safety role. A scout one system ahead prevents the fleet from being surprised. If you are two or more systems ahead and there is no +1, then another fleet can move in behind the scout and surprise the fleet when it jumps in.<br />
<br />
Good ships for the +1 role are tackle frigates, but the best ships are interceptors and covops ships.<br />
<br />
====-1s==== <br />
The -1s objective is like the +1s, except they follow one jump behind a fleet to protect it from forces stalking the fleet and enemy scouts. -1s are only used when the FC suspects his fleet is being followed or there is a high danger of war targets attacking. -1s need to pay attention to local and notice any pilots who seem to be following the fleet. They generally do not report unless they find or suspect they have found someone following the fleet or a target has presented itself for a good fight.<br />
<br />
====Roaming Scouts==== <br />
A Roaming Scout moves several jumps ahead of a fleet looking for good fights. A roaming scout is utilized only when the fleet is large enough to spare the ships after the +1/-1 fleet safety roles are filled. It is not unheard of for large fleets to utilize two to three Roaming scouts to cover as much ground as possible to hunt down a good fight. In these instances, scouts should have a private communication channel with the FC to not confuse normal fleet communications. Due to the distances roaming scouts tend to be from the fleet, Hero Tackling is not advisable until the fleet is ready to jump in. Tackle frigates, interceptors, and covops ships are the standard for this role.<br />
<br />
====The Hero Tackle====<br />
<br />
Hero tackle is an add-on role. Hero tackles are scouts who find a target the FC wants to fight. The FC will get the fleet into position on the gate leading into the scout’s system. At the FC’s signal, the scout will engage the target, tackle it, and attempt to hold tackle until the fleet can arrive to finish the fight.<br />
<br />
It is essential to communicate with the FC what is happening and to time the tackle to just before the fleet jumps into system. Have your fleet warp to you. Be mindful of gated sites; the fleet may have to warp through an acceleration gate first to reach you. Hero tackles frequently do not survive (hence the "hero" part), so interceptors and covops ships are generally too expensive for hero tackling. Before attempting this [[Tackling_Guide | read up on tackling]], and practice a bit with a fellow corporation member.<br />
<br />
====Finding War Targets====<br />
In any situation where a fleet can expect to encounter war targets or is actively looking for war targets, Out of Corp (OOC) scouts are very useful. They can move around freely without alerting enemy pilots that a war target is in system.<br />
<br />
==Basic Tools of the Trade==<br />
<br />
'''T1 Ships''': Each race has a T1 frigate with bonuses for speed and tackling. These are usually the best T1 ships for scouting. Amarr: [[Executioner]]. Caldari: [[Condor]]. Gallente: [[Atron]]. Minmatar: [[Slasher]].<br />
<br />
'''T2 Ships -- Interceptors''': Interceptors are T2 versions of the T1 tackle frigates. They keep the tackling bonus and are much faster. They are immune to bubbles, which is important in null-sec scouting. Each race has two versions of the interceptor, and one of them has additional tackling bonuses, which usually makes them the better scout interceptor. That said, interceptors are expensive, so you should think twice before using one as a hero tackle. Amarr: [[Malediction]]. Caldari: [[Crow]]. Gallente: [[Ares]]. Minmatar: [[Stiletto]].<br />
<br />
'''T2 Ships -- Covops''': Covert Operations ships are frigates that can fit a Covert Operations Cloaking Device, a T2 module that allows the ship full maneuverability while cloaked, including warping. Cloaked ships do not show up on D-Scan, which allows them to sneak up on other ships. In addition, each race has one version of a Covops ship which is the T2 version of their exploration frigate. These ships can use combat scanning probes to find ships and provide a warp-in to them. All of these abilities make the Covops ship an excellent choice for fleet scouts. However, Covops ships are somewhat fragile, so they should not be used for hero tackling.<br />
<br />
'''[[Directional_Scanner_Guide |D-Scan]]''': This is an absolutely essential tool for scouts. You will use this constantly to find ships that are not on grid, to hunt down ships, and to report fleet compositions to your FC. If you are just starting out in EVE or a new scout, take the time to read the linked article and practice on your own.<br />
<br />
'''[http://evemaps.dotlan.net/ Dotlan]''': This set of maps is essential for route-finding. If you use EVE in windowed mode, you can have this open in a browser and bring it up whenever you need it.<br />
<br />
'''[https://adashboard.info/intel aDashboard]''': In either local or D-Scan, you can select all, copy, and then paste the data into aDashboard. It will analyze the data, give you a report, and give you a link you can post in fleet chat for your FC. This is a quick way to report fleet composition, war targets in local, etc.<br />
<br />
==So You Want to Be a Dedicated Scout==<br />
<br />
If you really enjoy scouting and want to get good at it, the best way is to do it often. In addition, you will want to start doing the following.<br />
<br />
'''Route Preparation''': Find out what routes FCs like to take and spend some time setting up [[Bookmarks]] in those systems. You will want bookmarks on gates, instadocks and undocks on the top and bottom stations, a location about 1 AU off the sun, and some safes. At first, a mid-safe between two gates will be enough, but having a deep safe out of D-Scan range of pretty much everything in the system will be very useful when the fleet needs to extract itself from a fight gone wrong. Set up some bookmarks that let you observe gates, mission sites, and asteroid belts from a reasonably safe distance. If you really want to be prepared, you might fit out some scout ships and leave them in stations along the route in case you get to play the hero tackle and need to reship. The more of this sort of thing you do, the more your FCs will love you.<br />
<br />
'''Ship Recognition''': The more you know about the various ships in EVE, the better intel you will give to your FC.<br />
<br />
==A Primer on Covops Scouting==<br />
<br />
Editor's Note: The following is an excellent primer on scouting in a Covert Operations ship written by another author. It also has some very good general advice on scouting. I will be going through and editing this to fit into the more comprehensive style of the current article as I have time.<br />
<br />
=== What does/doesn't this cover ===<br />
<br />
This page concentrates on covops scouting - that is with covops ships which are able to warp while cloaked (Tech 2 covops frigates and force recons with proper tech 2 covops cloaks. Those wanting to get a feel for scouting may start in frigates with tech 1 cloaks - these allow for sitting still cloaked and are OK for picketing gates (ie. sitting still watching a gate) but little beyond that, and this page does not really cover their use. Anything larger (recon ships, black ops, etc) is out of scope of this document. <br />
<br />
This page also covers high/low-sec scouting only - points in here may or may not apply to 0.0 or Wormhole space. Bubbles, lack of a "local" comms channel, and other things will change how you scout in 0.0 or Wormhole space, but we assume that you've had some experience in high and low sec before venturing into them. <br />
<br />
Finally, this page focuses on fleet scouting, and doesn't cover general intel, except in as much as intel crosses over with scouting.<br />
<br />
=== A Quick Note on How to Not Die ===<br />
<br />
If you've read this far you're probably a scout, or interested in scouting, and have or will soon have the covops cloaking device that is the signature tool of the scout. After you have read this guide, and '''before''' you take your CovOps ship out into a war zone, please take some time (preferably a lot of time) to go out in space and practice maneuvering while cloaked. The vast, vast majority of CovOps losses occur at the gate, right after you have first jumped into the system. Here are a few quick tips: <br />
<br />
*Practice the cloak timing! There is a brief lag delay between the time you take an action to break the "gate-cloak" you have upon jumping into a system, and the time when you can activate your covops cloak, and the time your ship completes cloaking. You NEED to be able to break gate-cloak and recloak within 0.2 to 0.5 seconds. Any slower and an interceptor will be able to lock you and prevent you from cloaking.<br />
<br />
*The safest thing to do is warp away. When you enter the system, simply pick a planet or safespot, press warp-to, and cloak. If you don't mess up the cloak timing, and don't get bumped (which is terribly unlucky) you will get away every time. This also gives you a chance to drop probes from the relative safety of a safespot.<br />
<br />
*Always warp away and come back at range to observe a gate that has hostile ships on it. It only takes a few seconds to do, and greatly increases your chances of survival. Dead scouts can't scout anything!<br />
<br />
*The "[[Cloak Trick|MWD/Cloak Trick]]" is unnecessary if you have a covops cloak fitted. The main purpose of this technique is to simulate a covops cloak for ships that cannot use them. However, it can be useful to quickly move out of a warp disruptor bubble in nullsec or wormhole space.<br />
<br />
*Practice your cloak timings, and remember to always warp away.<br />
<br />
== Fittings ==<br />
<br />
Fittings for covops frigates are generally fairly straight-forward. The highlights are: <br />
<br />
*Covops cloak - a tech 2 cloak so you can warp while cloaked. <br />
*Microwarpdrive - this is used for "bursting" in bubbles and getting back to a gate. <br />
*Expanded Probe Launcher - part of a scout's job is sometimes probing down the enemy, and these ships get bonuses to probing, so best to equip for it in case you need it. Bring combat and core scanner probes.<br />
*No guns. Covops ships don't fight - the first rule of scouting in a covops is "if you're not cloaked, you're doing it wrong". Note, there are some exceptions to this rule (as to any) and there are some tackling covops fits out there, specifically for gang action - but again, it is assumed that by the time you're flying something like that, you know what you're doing. <br />
*Lots of cap - the more cap you have, the further you can warp in a single jump. <br />
*Fast cap recharge - means you can jump again a little more quickly if you're bouncing around a system.<br />
<br />
Beyond that, the fit will be somewhat determined by your ship.<br />
<br />
== Tools of the Trade ==<br />
<br />
The items listed here should be setup prior to your going out to scout. <br />
<br />
=== Overview ===<br />
<br />
The overview requirements for a scout are different than for normal fliers. Your job is to see as much as possible, rather than only the enemies. First of all, switch brackets on - that gives you a clearer view of things like gate guns that are otherwise tricky to see. Include neutrals and war targets - neutral may be out of corp repairers or alt scouts. Take your corp mates out, but everything else should show. <br />
<br />
Create a second tab that just shows war targets also, so you can quickly and easily identify all war targets and get that information out to your FC, in case a fleet is travelling past you. <br />
<br />
[[Overview settings]] has more information on general overview settings and how to set things up as per above. <br />
<br />
You may also want to consider creating an overview profile per ship class (frigate, cruiser etc) to use with your directional scanner. This will allow you to select an overview profile with which to filter the scan results based on reliable intelligence as to what ship your target is flying; resulting in faster and more accurate deployment of probes.<br />
<br />
You should have one overview tab that shows everything that can decloak you: asteroids, corpses, cans, ships, everything.<br />
<br />
=== Local ===<br />
<br />
Your local window is one of the most important tools you work with as a scout - more on exactly how later. Before you're out scouting, however, you want to move your local window to one side of the screen, squash it width-wise as much as possible, pull the slider across to the left so you can see pilots and not chat, and stretch it length-wise as much as possible. Setting local to show compact member list helps as well. This is to allow for quick recognition of targets in local.<br />
<br />
=== External Tools ===<br />
<br />
==== Mumble ====<br />
<br />
[[Mumble]] is required for Uni fleet ops, but as a scout you have an extra requirement, to have [[Mumble#Setting_a_Command_Channel_push-to-talk|command channel push-to-talk key]] setup and functioning.<br />
<br />
<br> You may also want a [[Mumble#Global_Command|global command key]]. The difference between these two keys pertains to who will receive your command broadcast. <br />
<br />
'standard command key' will only broadcast to the Channel Commanders in YOUR current channel. <br />
<br />
'global command key' will broadcast to ALL Channel Commanders Server wide. <br />
<br />
<br> You use the '''global command channel as long as you are the only fleet''' out (so Intel can listen in and advise). <br />
<br />
With '''multiple fleets''' out not all fleet command communications can be broadcasted over global command. Use global command for '''strategic information''' (e.g. "global command, this is Sto Lo's fleet, we are now moving from Jita to Aldrat through Rancer lowsec" [but not "... we are jumping from Aldrat into Eygfe"] or "global command, this is Sto Lo's fleet, big pirate camp in Hagilur, 12 BS Amarr heavy, we need reinforcements" [but not "... flashy rifter 150 km up off the Evati gate"] and '''questions to Intel''' (e.g. "global command, NewbieCom1's fleet, Intel, we have two standard squads and the possibility to engage 12 flashy BS on the Evati gate. Any advise?"). Use your '''local command for tactical information''' regarding your fleet only (e.g. "local command, Sneaky1, I have a warpin on a flashy Drake at a safespot at 10" <br />
<br />
When you talk on any command channel make sure to use the protocol: "Global/Local command", "Your name", ("recipient"), "Information". E.g.: "Global Command, Ubercado, primary is Veldspar". <br />
<br />
<br> <br />
<br />
*'''Each time you're fleeting up''' - when you enter the channel move yourself to the "command channel". Once you're done with the fleet remember to leave the channel, or you'll be assumed to be a spai.<br />
<br />
<br><br />
<br />
==== Maps ====<br />
<br />
Scouting is much easier with a second monitor. If you don't have that, then best to set your client to play in windowed mode (for Mac users, &lt;apple&gt;-&lt;enter&gt; will do that I believe). <br />
<br />
For maps, I use <strike>Ombey's - http://www.ombeve.co.uk/ </strike> <span style="color:#768d31"> Note: As of 2013, Ombeve.co.uk is no longer active. See [https://forums.eveonline.com/default.aspx?g=posts&t=236592 this forum post] for more.</span> Be aware it is not 100% accurate - there are one or two strange little miss-linkages in there, but they're infrequent. Ombey's will let you at a glance see where you're going and what the layout is like near you - it's great for working out potential alternate paths, looking for nearby low-sec pockets, that sort of thing. <br />
<br />
DotLan is also a useful tool - http://evemaps.dotlan.net/ This will show you the same information as Ombey's (although I prefer Ombey's format). This will also show you lots more useful stats about the systems you're headed to, like kills per hour, etc. <br />
<br />
For practice, when travelling around unfleeted out of war, always check your route on those maps, and think about where you're headed and how you're getting there. I sometimes travel without autopilot set also, navigating by map to get more used to finding my way quickly. <br />
<br />
If you have access to an A3 printer, you can download PDF versions of the maps and print them. These can be extremely handy for pencilling routes and quickly identifying alternate paths or escape routes, especially if you only have a single monitor.<br />
<br />
==== Dashboard ====<br />
https://adashboard.info/ is a quick and simple way to share intel with your fleet. You can do a quick dscan, copy the dscan results, and paste them to this site. It categorizes the results into an easily readable format.<br />
<br />
==== ScreenShot Sharing ====<br />
Many people use screenshot sharing services like push or sharex to take screenshots of the enemy to share with their fleet.<br />
<br />
== I'm cloaked! ==<br />
<br />
Congratulations! First thing to note - undocking is dangerous to everyone, and especially dangerous when there are war targets in local. So the easy answer is never undock. If you're in a covops ship and intend to fly it repeatedly, consider logging out in space while cloaked. <br />
<br />
When you do this you get warped off to a semi-random place in the system. When you log back in you'll be de-cloaked, but will immediately warp back to where you were. During this warp you have time to re-engage your cloak. <br />
<br />
Suggested places to logout are mid-way through a warp to a safe spot, or at a safe spot. Don't do this near anything as you run the risk of fumbling and appearing uncloaked near someone who can see you. Doing this near a gate, for instance, also means that people may see you warp off, put two and two together, and scan you down in the grace period - so only ever do this from a safe spot. <br />
<br />
One other point on this - when you logout, close anything non-essential. In particular do not leave a market window open, or any other window that takes a while to refresh. This is because you'll have a moment of frozen client while these refresh as you login and that's frankly terrifying.<br />
<br />
== I've been decloaked, what happened?! ==<br />
<br />
There are a number of ways you can be forcefully decloaked. <br />
<br />
*If you get within 2Km of anything you'll lose your cloak. This means don't get too close to other ships and don't hang around at a warp-in point (ed: one of my most terrifying moments was sitting on a 100Km warp-in on a gate and having a larger ship warp in exactly 3Km ahead of me).<br />
<br />
*Stations have a range around them that's nominally 2Km, but can be deceptive due to "pointy bits", so be very careful near stations.<br />
<br />
*Cargo cans will decloak you and are sometimes easily missed. Gate guns are extremely dangerous - they're very small, usually not in your overview, and scattered around the gates. Very easy to run into by accident - be aware of them. There are some notes on overview settings below.<br />
<br />
*Passing ships can decloak you if they're coming out of warp near you. It's not something that happens often, but for safety's sake (and for general sneakiness) any time you warp in you want to move either up or down off the plane of movement, to be well out of the way of traffic.<br />
<br />
== Bookmarks ==<br />
<br />
Bookmarks are a significant part of what scouting and covops is about - at least in areas where you can bookmark. You'll slowly collect a large number of bookmarks around any system you frequent and they are your lifeblood - the difference between scouting a system with no bookmarks and scouting one you know your way around is immense, and will change how you operate. <br />
<br />
So, what to bookmark? There's a handful you'll want: <br />
<br />
==== Gate Warp-ins ====<br />
<br />
A bookmark at warp distance off a gate. You want a few bookmarks that are more than 150Km and less than grid size off each gate in each system you go through. You want to be further than 150Km because you want to be able to warp in and that's the minimum distance. Further away is better so long as you can still see ships coming through the gate. You'll spend a lot of your life at these bookmarks watching gate traffic. <br />
<br />
There's two ways to get these. The first is to warp to 100Km off a gate then turn in a random away-from-the-gate direction and move (while cloaked) until you're out far enough. This is a great thing to do if you're doing other things, like watching traffic through the gate, or talking with FC. <br />
<br />
Alternately, warp to 100, bookmark that, then warp to something else at 100 and bookmark that. Then warp back to your first bookmark _at 100_. Presto, you have a spot close to 200Km off the gate. If you do this still move a bit to be off the plane, and don't do your two warp-ins in-line with each other. Also, don't jump between gates to do this, as gates are the most likely place other people will warp from. <br />
<br />
Incidentally, note that when you come through a gate you come out at 15Km away from the gate - 150Km is your minimum warp distance, so your bookmarks should ideally be more than 165Km away, 170Km+ to be safe. Some gates also have larger radii, so if you have time (before you rely on it) try warping back and forward to make sure each direction will allow a warp. Cut it too fine, and you'll end up not having the "warp to" option sometimes, which is dangerous if you're relying on it. <br />
<br />
Try to move off the plane once you have your spot - that's directly up or down - as that'll make you less likely to be found. <br />
<br />
'''Note, bookmarks are dropped when you hit the final "OK" after naming, not when you first hit the "bookmark" button.''' <br />
<br />
Note also, if you can, try and make sure that multiple bookmarks around a gate are far enough away from each other that you can warp between them - that makes hunting down an enemy for a warp-in point much faster (more on that below). If you're making multiple bookmarks, try and put some on the side, and some at the back - that will help you potentially warp from an angle to the side of the gate, bypassing any bubbles, then to the back where you can approach the gate from as far away from any potential gate camp as possible. <br />
<br />
A small tip: If you hit "F10" and toggle the map to the local solar system view, you'll be able to see the layout of the celestial bodies. If you can get your bookmark on the "outside" of the gate (ie. put the gate between you and the sun), then your field of view should encompass many of the planets, moons, and stations. This will make working out where pilots are heading to when they warp away much easier.<br />
<br />
==== Station Warp-ins ====<br />
<br />
Same rationale as the gate bookmarks, same basic practice - try and put them "behind" the station, so you can see people warp off. <br />
<br />
==== Safe Spots ====<br />
<br />
You want these to be as non-obvious and non-easy-to-find as possible. Between objects (ie. inline from gate to station) is bad but better than nothing (and can have some uses as they're deceptive to an enemy watching you warp out, assuming you're not moving cloaked). Out at scanned down locations - cosmic anomalies and the like - can be good once they're empty. Use safe spots to generate new safe spots by dropping bookmarks mid-warp between them. Keep creating new safe spots - if you or any of your fleet members turn up in them uncloaked you may burn them and have to throw them away. <br />
<br />
Note, if you're closer than ship scanner range to other celestial objects you may be spotted (if uncloaked) by any ship using their shipboard scanner. This can happen very quickly so don't assume that just because the fleet stopped in your safe spot for only 60 seconds it hasn't been scanned down. Ship scanners have a range of 14.4AU, so that far from the nearest celestial would be great. <br />
<br />
==== Off-grid ====<br />
<br />
These are like the warp-ins for gates and stations, but just off-grid. Off-grid means far enough away from the location in question to not be able to see ships on the overview. These are useful for a couple of things - they're great hiding places and they're very close, so if you want to (for instance) setup an ambush, you can bring a fleet to the off-grid position then move yourself closer to watch the gate or station, get a warp-in point, and bring the fleet in quickly. See below for more info on getting warp-in points on targets. <br />
<br />
To get these, you can either warp and drop a bookmark while warping (this can get you out 1AU or so if you can time it right) or you can simply point away from the station and travel - if you do this at a gate, switch brackets on and watch the gate guns - when they disappear, you're off-grid for ships (which means you can't see ships and they can't see you, but you can still see the larger structures). A little further will take you off-grid for the gate itself. <br />
<br />
It may also be useful to have a warp-in point about 1AU off a station, if you're watching that system often, that you can warp to, drop probes, and warp away - this will allow for quick placement of a probe near a station for monitoring. <br />
<br />
Quick note on warping in - some bookmarks, particularly safe spots, you may want to warp to at 100 or 70 or similar every so often just so you're not always coming in at the same place. Some bookmarks this can be dangerous for - if you have a bookmark at 160Km on a station and you warp to it at 100Km from the other side of the station, you place yourself at 60Km from the station, which if it's camped may not be what you wanted. Always think about where the bookmarks are in the system - use the map (F10) to get a feel for this.<br />
<br />
== Bookmark Organisation ==<br />
<br />
As you build up your bookmarks, organisation of them will become important. You can leave them all in the main folder, but that folder will take longer and longer to load - and a delay on getting to your bookmarks may be an issue. <br />
<br />
A better approach is to create the following folders: stargates, stations, celestial objects, POSes, safe spots, people - that's six folders. Then, as you bookmark, move the bookmark into the relevant folder (I use the "people" folder for bookmarks near other people's warp-in points or supposed safe spots). That way, your right-click drop-down of bookmarks has a nice organisation and is easy to quickly get what you want - it will only ever present you bookmarks in your system anyway. This scheme also means that bookmarks you want to treat as temporary, you can just leave unfoldered and clean up later. <br />
<br />
Note, however, that while bookmarks are stored server-side, the folders are stored client-side. At some point during your career, you are very likely to lose your folders - at which point everything reverts to one big mess. So, in your naming scheme, include a marker for each type of bookmark - SS for safespot, SSD for safespots that are more then 15AU from celestials, SG for stargate, GO for gate observation, GOG for off-grid gate, STO and STOG for station observation, etc. That way, if/when you do lose your folders, you can re-create them. <br />
<br />
Incidentally, a folder per system looks appealing initially, but it suffers similar problems to not foldering at all - there's too many systems out there, your main folder ends up cluttered. Because the right-click drop-down menu already filters for you on system, it's also a bit redundant. <br />
<br />
Come up with a naming convention that suits you - something that makes it clear where the bookmark is and what it's for. Ideally also include some info about how far the bookmark is from other objects of interest. One example is "GO Eygfe High 200km", which would be a gate observation bookmark on the Eygfe stargate 200km above the gate. Keep your bookmark names to within 24 characters, for readability.<br />
<br />
Backup and protect your bookmark organization by doing a [[Client Preferences and Settings Backup]].<br />
<br />
== Moving around ==<br />
<br />
Obviously, your goal is always to stay cloaked, but to position yourself where you can see what's going on with your potential enemies or "neutrals". To that end, it's worth understanding how grids and on and off-grid positioning work - there's a nice write-up that goes through the more in-depth mechanics of "grid fu" at http://will.neoprimitive.net/grids/gridfumanual2.pdf - very useful to understand when you find yourself 100Km off a station but unable to see anyone. <br />
<br />
Moving through gates rates a mention - if you are fitted with MWD's, there's a sequence of "double click a direction, hit the cloak, hit the MWD" that gives you a short burst of speed while still cloaking. This can be useful for putting some space between you and the gate or any watchful eyes. If you use this, it's best to also change direction once you've triggered the cloak, just to be sure the prying eyes aren't able to work out where you've gone. Note, however, the caveat near the top on "how not to die" - this process is best for getting out of bubbles, not so necessary for high-sec or low-sec travel. I'd argue that it's good to practice for when you need it, but YMMV. <br />
<br />
While you're on fleet operations, sometimes your fleet commander may ask you to check stations to see if a war target is docked up. If they ask, tell them no. There's too much chance you'll dock, see a war target, they'll see you, undock with you, and pop you. It also gives you away as a scout. The FC can find a small fast cheap frigate to check stations.<br />
<br />
== Fleet Ops - X'ing up ==<br />
<br />
Uni policy is that scouts do not X up with the rest of the fleet. If you see a fleet forming, directly convo the FC and ask if they want a scout, Nine times out of ten, they will, and they'll drop you into a separate wing so you don't get ninja warped around with everyone else . Likewise, scouts don't get listed on AAR's. Secrecy is important to being a good scout - if people know your name, they'll notice you in local easily. <br />
<br />
If you're in a covops ship and a fleet is around, or you've logged in after fleet has formed, don't be afraid to convo the FC and ask if they'd like another scout - scouts are about the only type of pilots that can usefully join a fleet mid-op depending on where the fleet is and where you are. I figure it's better to offer and be turned down than not. <br />
<br />
== Scouting ==<br />
<br />
Most Uni fleets will look for a forward scout and a rear scout, and any number of floating scouts. Forward and floating should be covops ships, rear can be a prototype cloak ship in a pinch, but covops preferred. You may also see or hear reference to "+1" and "+2" scouts, and sometimes "-1" - these are just another way to refer to forward scouts (staying 1 or 2 jumps ahead of the fleet), or rear scouts (one jump behind). <br />
<br />
The forward scout's role is to check each gate before the fleet warps to it. As a forward scout, you want to be able to warp to a gate bookmark, check that the gate is clear and give the go-ahead, then warp to zero on the gate and jump through to check the other side. If you don't have bookmarks, this process gets tougher - you're reduced to either travelling uncloaked (bad), travelling cloaked to the gate (slow), or bouncing off a remote celestial to do a warp to zero when you want to go through the gate. So bookmarks are valuable here. <br />
<br />
Rear scouts watch the back of the fleet, to make sure no-one's following. They'll typically stay one jump behind the fleet, and need to watch for neutrals or suspicious behaviour. This is arguably tougher than forward scout, as you'll need to be watching not only for obvious war targets, but also for neutrals who "happen" to be following or showing up often. <br />
<br />
Floating scouts have a slightly freer job - depending on your FC, they'll either be carefully positioned by FC instruction to watch different gates and/or neighbouring systems, or they'll be free to move around and look for WT's. Floating and forward is pretty much interchangable depending on FC decisions. <br />
<br />
Reporting war target sightings - do this as calmly as possible, and as clearly as possible. Good reporting would be, "Command, Darius. I have one Cerberus on the Korsiki gate in Osmon, jumping through to you now". Bad reporting would be, "Hey guys, there's a war target coming at you!". TS discipline, in the uni at least, is always lead with the channel name (that's "command" in the above example) and your name so the FC knows who's talking where, then provide the ship type and location, optionally war target name and any other details you might have. <br />
<br />
A note on Mumble operation - as scout, you are perfectly within your rights to overtalk someone if something urgent comes up - typically you do that by saying "break break" in the command channel, people should then stop and listen. Obviously you would only use this for really urgent information, like a war target incoming to a fleet position.<br />
<br />
== What to Look For ==<br />
<br />
=== Local ===<br />
<br />
While you're scouting, you're looking for certain things. First of all, valid targets or threats - during war that's any of our War Targets, outside of war it's anyone who's "red flashy" (sec status below -5). You're also looking for high concentrations of a single corp (particularly if you're hunting pirates and see a bunch of one pirate corp in channel), and/or anyone that appears to be an out-of-corp alt for a target or potential target (that's neutral pilots following you or hanging around on gates looking suspicious). <br />
<br />
Your best tool is the local channel. Squash it width-wise, and extend it out length-wise on your screen - you usually don't care about what's said in local as much as you care about the list of people in there. <br />
<br />
Be aware that the symbols (red minuses etc) will sometimes not show up in the local list. Ideally, you need to be checking info on pilots in local as you travel. A quick hint: Don't use the right-click drop-down for "show info", as the "start conversation" option is right next door. Instead, double-click people in local - it goes to info by default and is less risky. <br />
<br />
Often you'll be asked to jump into a system and check what's there. Typically this will be jump in, move and cloak, and work your way through the people in local noting down any who are potential targets. Then report back the number of targets and whether you can actually see any or not (ie. are they all on the gate you just came through waiting&nbsp;;) Typically, if there's anything of interest you'll then be asked to try and track them down - get eyes on them. That's a mix of jumping around the stations, and probing - covered elsewhere in this doc. <br />
<br />
When you're looking through local, double-click on each member of local (if you can), and check their info. Typically you're looking at their sec status, their standing, their corp and/or alliance. You may also check their bio to see if they look like an idiot, and/or their employment history to check how old they are and whether they've recently left a war target corp. Any of this information will to toward your estimate of whether they're a threat or not. <br />
<br />
=== Directional Scanner and Overview ===<br />
<br />
Remember your directional scanner - it should be open and you should be using it when you come into a system if you think there may be bad guys near the gate but not on grid. Pulsing the directional scanner is a good habit to get into anyway. <br />
<br />
On overview, you're looking for enemies nearby, particularly flashy reds. You're also looking for cyno fields - they'll show up anywhere in the system, and are a high priority to check out. <br />
<br />
== Scanning down the opponent ==<br />
<br />
If you can fit an extended probe launcher, then it's well worth getting some practice at using probes. The Apocrypha scanning system makes one particular type of probing well worthwhile. It goes something like this: <br />
<br />
*Warp to a safe spot, decloak and launch 4 probes. Cloak up again.<br />
<br />
*Warp back to where you want to keep some eyes on. Be sure you're still cloaked - I've had issues with being decloaked as I warp off after launching probes.<br />
<br />
*Hit F10, switch all your probes down to 0.5AU, and move them to a nice neat small circle around whatever you're monitoring - typically a gate or station.<br />
<br />
The goal here is to provide enough scan strength in 0.5AU around the location to find any ships that have warped off-grid nearby. With half-decent skills, you should get a fix on anything cruiser and up pretty much straight away. So, you just keep hitting the scan button every so often. If you get a hit on something just away from your location, bookmark it, and warp to it at 100. You can then scope out the area, see if it's a worthwhile target, maybe get a warp-in point - all hopefully without your enemy knowing. <br />
<br />
Note, this also works for bookmarking people's insta-undocks, and their safe spots around gates. That also means that if you're helping an uncloaked fleet around, be aware that even just off-grid they may be visible to enemy scouts now. Also, be aware that your probes show up on people's ship scanners, so if they suspect you're out there, they may pop their ship scanner, see your probes, and run. <br />
<br />
There's an excellent guide to scanning generally at http://forum.eveuniversity.org/viewtopic.php?t=15856. There's also a wiki page on [[Scanning]] <br />
<br />
Be aware that if you're doing this, anyone clever (anyone using their ship scanners) will notice the probes and high-tail it out quickly. But if you can catch their warp-in or warp-out points, it may help you track them down next time they warp through the area. <br />
<br />
Probing like this may also be a distraction - I've had fleet commanders that specifically ask for the scout to probe down targets for them, and I've had fleet commanders that would rather keep you on the move, so it will depend on the type of fleet, purpose of fleet, and whim of the FC as to whether this is a serious part of your duties. It's worth getting some practice in on, imnsho, as it does get asked for, and some FC's will assume you are capable of doing this. <br />
<br />
Quick small note - if you're looking for a POS, remember that POSes must be on-grid with moons, so if you stay cloaked and warp from moon to moon, you may find POSes faster than if you try and scan for them (they'll show up in overview when you warp in) - assuming there's not too many moons in system. Beware of warping into the POS, though. <br />
<br />
When you try to probe down a ship, the ship ID you see on the probing interface stays the same for each ship within each system but changes with the system and after downtime (as well as repackaging the ship). E.g. Ubercado's Ibis has the ID ABC-123 in Aldrat and the ID FF-42 in Eygfe (even after docking or jumping out and in again); After downtime the IDs will change. So a common tactic is to get the ship ID when a target is at a known location (like undocking from a station) and then have an easier way to find that ID in open space (like in a mission area). Making a list with the ship IDs of your targets in each system helps when hunting WTs that keep flying around.<br />
<br />
== Warp-in Points ==<br />
<br />
You'll sometimes be asked by your FC to try and get a warp-in point on a target. This basically means staying cloaked, and maneuvering into a position that's a warp-in distance away from the target (ie. a number that appears on the "warp to at..." drop-down) and also in-line with somewhere the fleet can be. In other words, you ideally want something like this: <br />
<br />
Fleet ------- Target -- You <br />
<br />
Where the fleet is some distance away, out of sight, and you're about 50-100Km away on the other side of the target. Distance from enemy is at your discretion, you ideally want it to match up with the warp-in distances so the fleet can drop directly on top of the enemy (or at appropriate range - that bit's up to the FC to organise ). You don't want the fleet to have to warp through the target, is the only note here, as that gives the target time to see them and run. <br />
<br />
This is one of the trickier things to do, mainly because the target will often keep moving. One tip, if the target's warping in and out: Note the distance to the target, note your move speed, and double-click right near them to move toward them. If they warp out, keep moving - time yourself to try and position roughly where you want to be (remembering it's better to be too far away, than right on top of their warp-in point, otherwise they may decloak you). Drop lots of bookmarks while doing this, you can always go clean them up later, and they mean you can warp out and back and resume where you left off. <br />
<br />
If you do find an enemies' safe spot, or a warp-in point for a popular location for an enemy, make sure you've bookmarked it - they're valuable so long as the enemy doesn't realise you've got it. <br />
<br />
One other small note on this: If you're scouting for a sniper-heavy fleet, you may actually sit between the target and the fleet - the idea is if you're 30Km from the target toward the fleet, the fleet can then warp to you at 50Km and they're perfect sniping distance away. Depends a lot on the situation though, and not likely to be done in a Uni fleet. <br />
<br />
== Punting ==<br />
<br />
Punting is one of the terms used for a scout to warp his unit (e.g. wing warp) directly to the probing solution. <br />
<br />
=== Probing solution ===<br />
The Punter has be in a ship with an expanded probe launcher and needs a probing solution.<br />
<br />
=== Unit warp (aka Punt) ===<br />
As a Punter you will initiate a unit warp command (e.g. "warp wing"), so you need to be the commander of a unit (SC/WC/FC). You will only warp your unit (squad, wing, fleet). To issue a unit warp command, you need to be in a warpable distance to the target. This means you have to be at least 150 km away from the target. Only those of your unit that are in warpable distance to the target themselve will be warped by your unit warp, so they need to be at least 150 km away from the target as well. Only those of your unit members that are on grid with you will get the unit warp command. They must have broken their gate cloak. <br />
<br />
You should announce the punt including the distance before you initiate the unit warp command so those that do not want to get punted can abort that command (ctrl + space).<br />
<br />
Usually the Punter will abort the warp command himself so he does not land on the target with his unit. Make sure to not be aligned to the target when you do not want to get warped.<br />
<br />
=== Checklist for Punting ===<br />
<br />
- Punter is a unit leader in a fleet<br />
<br />
- Punter on grid with unit<br />
<br />
- Punter as well as unit > 150 km away from the target<br />
<br />
- Unit broke gate cloak<br />
<br />
- Unit informed of Punting beforehand<br />
<br />
=== Tips on Punting ===<br />
<br />
- Make sure to always cancel your warp (default CTRL + SPACE) once you punt. You do not want to land at zero on a target. <br />
<br />
- Add Control Towers to your ship filter (in the scanner menu). This will give you an indication whether the target might be inside a POS shield. If you do not do this, you might punt your whole unit in a POS shield where it dies a horrible death.<br />
<br />
- Quite often a punter will initiate two punts: The first punt will unit warp to zero to the target, the second punt will be at range (e.g. 50km). This will allow snipers, Ewar, Logistics and such to stay out of harms way. You should announce your intention for multiple punts before so people can prepare to abort the first punt if they want to land at range. Some may even want to abort the 2nd punt as well and warp in later at their preferred distance. It's often useful for only fast frigates and interceptors to take the first punt at zero to avoid slower fleet warps with larger ships that may alert the target to an incoming fleet. <br />
<br />
- As a lot of targets check Dscan regularly, it helps to move in your probes into the Dscan range of the target as late as possible. For example, if you intend to probe down a potential target, drop your probes at a location off d-scan range with the target. Quickly move your probes high above or well below the ecliptic plane and initiate scan. This will move your probes outside of all celestial d-scan range and give you valuable time to locate your target. Once you have a general location for the target from d-scan, prepare your fleet for punting and position your probes in the area you've located the target with the smallest scan range that effectively covers your targets estimated position. Have your fleet align towards the nearest celestial as you initiate scan. Give a countdown for the punt, and when the scan is finished quickly select your target and fleet/wing/squad warp for the punt. Give a second punt if required and quickly recall your probes or position them off d-scan as before.<br />
<br />
- Some ships are nearly impossible to scan down, e.g. some boosting T3 or ECCM'ed Guardians which have a low signature radius. Do not plan to punt your unit onto these targets, you will most likely not get a probing solution.<br />
<br />
- When the targets are kiting, Punting is of limited use unless you have long range or fast tackle or enough snipers. Even when your probes are on grid and your unit is ready to warp, you need a couple of seconds for your probes to get a solution and your unit needs a couple of seconds in warp. This is usually enough time for kiters to move 30 km or so away. One solution to kiting is to place the fleet members (wing or squad) that will be punted in-front of the kiting ship at a relatively close off-grid tactical. If the punt is fast enough and at range, there is a chance for tacklers to land just in-front of the kiting ship and potentially land a scram and web. This works best if the kiting ship still has other fleet members on-grid masking your intentions to intercept. NOTE: This is difficult and takes practice and cunning, if done incorrectly the scout may land some very vulnerable ships within perfect sniping range of the kiting target.<br />
<br />
- If you are combat probing, it sometimes helps to get a scan on your fleet first and ignore your fleet's results in your probing window. Note that the ship IDs change with the system so you need to do this for every system at least once. Repackaging a ship changes the ID of the ships as well. This will help to not confuse your fleet member's ships with the target's. <br />
<br />
- Punting is a good tactic vs. snipers and stationary targets. Punting is not so good vs. small targets as you will have a hard time getting a probing solution on those. Punting is also not great vs. fast moving targets as they are out of their initial warp to point once your unit lands. Plan accordingly.<br />
<br />
- In big fleet fights it can be nice to have a punt squad ready. It is very good vs. snipers and Falcons. In long fleet fights (POS bashes) it is not unlikely for people to disconnect. They will automatically warp to a random point within 1.000.000 km so they are within the 0.5 AU of your probes. Even though they might get their ship replaced by CCP when they loose it to a disconnect, it takes a ship out of the fight when a fast punt squad kills that ship.<br />
<br />
== Freedom and Rules ==<br />
<br />
There is some personal style that comes in here, as scouting can be a freer role than some others in fleet - personal judgements need to be made about what you're watching when. However, two things are important: If the FC tells you to be somewhere, get there, and if you see something that needs investigating and move off your last instruction, clearly inform the FC you're about to do that. The FC cannot make good decisions on faulty intel, make sure they understand the environment around them as best you can - that includes making sure they're not assuming you're somewhere you're not. <br />
<br />
I've personally found a combination of both command channel on TS and a text chat channel in game provides a good balance - if your FC + WCs + other scouts are in a text chat channel, low priority notes can go there without interrupting voice chat. I've also had a few fleets where the scouts have setup a channel amongst themselves only, to discuss where they are and what's happening - that can also be useful, think of it as squad chat for scouts. <br />
<br />
Well, that's pretty much it for now. Best thing to do is get out there in your scout ship and practice, set up bookmarks around gates and stations in your common hunting areas, and don't be afraid to volunteer to scout for fleets as they setup - everyone loves an extra scout. <br />
<br />
== Mistakes Made ==<br />
<br />
*'''Scanning down your bait ship or own fleet.''' It happens to the best of us starting out - always pay attention to the starmap and where your fleet is, and where other celestials are, when you're probing. In my case, our fleet had positioned a bait battlecruiser at the gate just inside a system while I was trying to probe down an enemy. I found a sig, narrowed down on it, getting progressively more excited, until I got a bookmark and warped in to find it was one of our fleet - the baitship.<br />
<br />
*'''Lost probes.''' Probes when launched last around an hour. It's very easy to forget this in the heat of scanning, and suddenly your probes are leaving the system one by one, and you find yourself having to uncloak and reload. Particularly painful if you have sisters probes at 1M ISK per probe.<br />
<br />
*'''Warp and don't move.''' Always, '''always''' move when you hit the end of your warp. Otherwise, someone else will warp in on top of you.<br />
<br />
*'''Location, location, location.''' While leading a fleet, if you have no bookmarks and the fleet is hot on your heels, do not warp to 100 on the next gate. Sure, it gives you a decent view of the gate, but you've then got to either slowboat the 100Km (approximately 3 and a half minutes), or bounce out and back (much faster, but still not fast enough to beat the fleet).<br />
<br />
== Linked resources ==<br />
<br />
A short list of all the things linked to from this page: <br />
<br />
*[[Installing the EVE University Overview]] <br />
*[http://www.ombeve.co.uk/ Ombey's maps ]<br />
*[http://evemaps.dotlan.net/ DotLan]<br />
*[http://www.evealtruist.com/2011/04/bookmarks-and-you.html The Altruist guide on bookmarking]<br />
*[http://forum.eveuniversity.org/viewtopic.php?t=15856 scanning and probing forum thread]<br />
*[[Scanning]]<br />
*[http://will.neoprimitive.net/grids/gridfumanual2.pdf Goons grid-fu manual]<br />
<br />
== Notes ==<br />
<references/><br />
<br />
[[Category:Fleets]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Scouting&diff=150936Scouting2020-02-19T18:16:18Z<p>Vorkan Dosja: /* Roaming scouts */</p>
<hr />
<div>{{cleanup|Tone and copyediting}}<br />
{{related class|Scouting 101}}{{tocright}}<br />
Scouts are the eyes and ears of a fleet. Without them, fleets would both easily get surprised by enemy forces, as well as have a tough time hunting down good fights.<br />
<br />
Some ships are better (or even essential) for certain types of scouting, but for a basic fleet scout all that is needed is:<br />
* The ability to fly a ship.<br />
* Some fundamental scouting knowledge.<br />
* The ability to use a few tools that are linked in this article.<br />
<br />
Since scouting is a fleet role, it is also important for prospective scouts to familiarize themselves with fleet operations beforehand. Read the [[The_Rookie's_Guide_To_Fleet_Ops | Rookie's Guide to Fleet Ops]] to get started.<br />
<br />
==Scout Objectives and Roles==<br />
===Objectives===<br />
<br />
There are two basic scout objectives: Route Security and Hunting. Route security means ensuring the fleet's planned travel route is free of hostile forces that should be avoided, as well as preventing anyone from surprising the fleet. Hunting means finding good fights for the fleet. All scouts provide route security, all the time, on every operation. If the fleet is looking for a fight, scouts are also responsible for hunting down a good fight for the fleet.<br />
<br />
With those two objectives in mind, the following are the most common scout roles.<br />
<br />
===Basic Roles===<br />
<br />
The most basic scout roles are 'picket' and '+1'. The ‘Hero Tackle’ role can be added on to these roles as well. <br />
<br />
====Picket====<br />
<br />
Picketing is the easiest scout job; some players do even not consider it scouting it is so simple. The picket's job is normally to sit at a gate and report the specific types of ships coming into the system he is assigned to. For example, incursion fleets use pickets to warn them of war targets. <br />
<br />
If you are a picket, and your only job is to watch for war targets, you can do this docked up safe in a station by carefully watching local. However, sitting 200km+ off a gate while cloaked is the best option since it allows you to report specific details on the ships coming through your picket.<br />
<br />
====+1====<br />
The objective of the +1 is to move one jump ahead of his fleet to provide intelligence to his FC. If the fleet is simply traveling to a destination, then the scout's job is route security (i.e., warning the FC of war targets, gate camps, and any other possible danger). In low-sec or null-sec space, individual ships may ask for a +1 to guide them into or out of dangerous areas.<br />
<br />
When jumping into a new system, keep cloak and immediately check three things. First, check the grid on your overview for ships that might pose a threat to the fleet. Second, check local for war targets, flashy targets, criminals, etc. Finally, check D-Scan for ships sitting off grid. Report anything that might be a threat to the FC. If the objective is to find good fights and there are other pilots in local, then the +1 will check out mission sites and asteroid belts with D-Scan to see if there are appropriate targets available. <br />
<br />
Why move one jump ahead? If a fleet jumps into a system, it spikes local and everyone in the system will know a fleet has come in. That puts everyone on alert. A scout moving in alone does not alarm anyone significantly in a system. The fleet does not move into the system until either the scout finds a good fight, or the FC determines that there is nothing interesting and decides to move on.<br />
<br />
Why not just roam? Why exactly one and only one system ahead? Even when looking for good fights, scouts are always performing a fleet safety role. A scout one system ahead prevents the fleet from being surprised. If you are two or more systems ahead and there is no +1, then another fleet can move in behind the scout and surprise the fleet when it jumps in.<br />
<br />
Good ships for the +1 role are tackle frigates, but the best ships are interceptors and covops ships.<br />
<br />
====-1s==== <br />
The -1s objective is like the +1s, except they follow one jump behind a fleet to protect it from forces stalking the fleet and enemy scouts. -1s are only used when the FC suspects his fleet is being followed or there is a high danger of war targets attacking. -1s need to pay attention to local and notice any pilots who seem to be following the fleet. They generally do not report unless they find or suspect they have found someone following the fleet or a target has presented itself for a good fight.<br />
<br />
====Roaming Scouts==== <br />
A Roaming Scout moves several jumps ahead of a fleet looking for good fights. A roaming scout is utilized only when the fleet is large enough to spare the ships after the +1/-1 fleet safety roles are filled. It is not unheard of for large fleets to utilize two to three Roaming scouts to cover as much ground as possible to hunt down a good fight. In these instances, scouts should have a private communication channel with the FC to not confuse normal fleet communications. Due to the distances roaming scouts tend to be from the fleet, Hero Tackling is not advisable until the fleet is ready to jump in. Tackle frigates, interceptors, and covops ships are the standard for this role.<br />
<br />
====The Hero Tackle====<br />
<br />
Hero tackle is an add-on role. Hero tackles are scouts who find a target the FC wants to fight. The FC will get the fleet into position on the gate leading into the scout’s system. At the FC’s signal, the scout will engage the target, tackle it, and attempt to hold tackle until the fleet can arrive to finish the fight.<br />
<br />
It is essential to communicate with the FC what is happening and to time the tackle to just before the fleet jumps into system. Have your fleet warp to you. Be mindful of gated sites; the fleet may have to warp through an acceleration gate first to reach you. Hero tackles frequently do not survive (hence the "hero" part), so interceptors and covops ships are generally too expensive for hero tackling. Before attempting this [[Tackling_Guide | read up on tackling]], and practice a bit with a fellow corporation member.<br />
<br />
====Finding War Targets====<br />
In any situation where a fleet can expect to encounter war targets or is actively looking for war targets, Out of Corp (OOC) scouts are very useful. They can move around freely without alerting enemy pilots that a war target is in system.<br />
<br />
==Basic Tools of the Trade==<br />
<br />
'''T1 Ships''': Each race has a T1 frigate with bonuses for speed and tackling. These are usually the best T1 ships for scouting. Amarr: [[Executioner]]. Caldari: [[Condor]]. Gallente: [[Atron]]. Minmatar: [[Slasher]].<br />
<br />
'''T2 Ships -- Interceptors''': Interceptors are T2 versions of the T1 tackle frigates. They keep the tackling bonus and are much faster. They are immune to bubbles, which is important in null-sec scouting. Each race has two versions of the interceptor, and one of them has additional tackling bonuses, which usually makes them the better scout interceptor. That said, interceptors are expensive, so you should think twice before using one as a hero tackle. Amarr: [[Malediction]]. Caldari: [[Crow]]. Gallente: [[Ares]]. Minmatar: [[Stiletto]].<br />
<br />
'''T2 Ships -- Covops''': Covert Operations ships are frigates that can fit a Covert Operations Cloaking Device, a T2 module that allows the ship full maneuverability while cloaked, including warping. Cloaked ships do not show up on D-Scan, which allows them to sneak up on other ships. In addition, each race has one version of a Covops ship which is the T2 version of their exploration frigate. These ships can use combat scanning probes to find ships and provide a warp-in to them. All of these abilities make the Covops ship an excellent choice for fleet scouts. However, Covops ships are somewhat fragile, so they should not be used for hero tackling.<br />
<br />
'''[[Directional_Scanner_Guide |D-Scan]]''': This is an absolutely essential tool for scouts. You will use this constantly to find ships that are not on grid, to hunt down ships, and to report fleet compositions to your FC. If you are just starting out in EVE or a new scout, take the time to read the linked article and practice on your own.<br />
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'''[http://evemaps.dotlan.net/ Dotlan]''': This set of maps is essential for route-finding. If you use EVE in windowed mode, you can have this open in a browser and bring it up whenever you need it.<br />
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'''[https://adashboard.info/intel aDashboard]''': In either local or D-Scan, you can select all, copy, and then paste the data into aDashboard. It will analyze the data, give you a report, and give you a link you can post in fleet chat for your FC. This is a quick way to report fleet composition, war targets in local, etc.<br />
<br />
==So You Want to Be a Dedicated Scout==<br />
<br />
If you really enjoy scouting and want to get good at it, the best way is to do it often. In addition, you will want to start doing the following.<br />
<br />
'''Route Preparation''': Find out what routes FCs like to take and spend some time setting up [[Bookmarks]] in those systems. You will want bookmarks on gates, instadocks and undocks on the top and bottom stations, a location about 1 AU off the sun, and some safes. At first, a mid-safe between two gates will be enough, but having a deep safe out of D-Scan range of pretty much everything in the system will be very useful when the fleet needs to extract itself from a fight gone wrong. Set up some bookmarks that let you observe gates, mission sites, and asteroid belts from a reasonably safe distance. If you really want to be prepared, you might fit out some scout ships and leave them in stations along the route in case you get to play the hero tackle and need to reship. The more of this sort of thing you do, the more your FCs will love you.<br />
<br />
'''Ship Recognition''': The more you know about the various ships in EVE, the better intel you will give to your FC.<br />
<br />
==A Primer on Covops Scouting==<br />
<br />
Editor's Note: The following is an excellent primer on scouting in a Covert Operations ship written by another author. It also has some very good general advice on scouting. I will be going through and editing this to fit into the more comprehensive style of the current article as I have time.<br />
<br />
=== What does/doesn't this cover ===<br />
<br />
This page concentrates on covops scouting - that is with covops ships which are able to warp while cloaked (Tech 2 covops frigates and force recons with proper tech 2 covops cloaks. Those wanting to get a feel for scouting may start in frigates with tech 1 cloaks - these allow for sitting still cloaked and are OK for picketing gates (ie. sitting still watching a gate) but little beyond that, and this page does not really cover their use. Anything larger (recon ships, black ops, etc) is out of scope of this document. <br />
<br />
This page also covers high/low-sec scouting only - points in here may or may not apply to 0.0 or Wormhole space. Bubbles, lack of a "local" comms channel, and other things will change how you scout in 0.0 or Wormhole space, but we assume that you've had some experience in high and low sec before venturing into them. <br />
<br />
Finally, this page focuses on fleet scouting, and doesn't cover general intel, except in as much as intel crosses over with scouting.<br />
<br />
=== A Quick Note on How to Not Die ===<br />
<br />
If you've read this far you're probably a scout, or interested in scouting, and have or will soon have the covops cloaking device that is the signature tool of the scout. After you have read this guide, and '''before''' you take your CovOps ship out into a war zone, please take some time (preferably a lot of time) to go out in space and practice maneuvering while cloaked. The vast, vast majority of CovOps losses occur at the gate, right after you have first jumped into the system. Here are a few quick tips: <br />
<br />
*Practice the cloak timing! There is a brief lag delay between the time you take an action to break the "gate-cloak" you have upon jumping into a system, and the time when you can activate your covops cloak, and the time your ship completes cloaking. You NEED to be able to break gate-cloak and recloak within 0.2 to 0.5 seconds. Any slower and an interceptor will be able to lock you and prevent you from cloaking.<br />
<br />
*The safest thing to do is warp away. When you enter the system, simply pick a planet or safespot, press warp-to, and cloak. If you don't mess up the cloak timing, and don't get bumped (which is terribly unlucky) you will get away every time. This also gives you a chance to drop probes from the relative safety of a safespot.<br />
<br />
*Always warp away and come back at range to observe a gate that has hostile ships on it. It only takes a few seconds to do, and greatly increases your chances of survival. Dead scouts can't scout anything!<br />
<br />
*The "[[Cloak Trick|MWD/Cloak Trick]]" is unnecessary if you have a covops cloak fitted. The main purpose of this technique is to simulate a covops cloak for ships that cannot use them. However, it can be useful to quickly move out of a warp disruptor bubble in nullsec or wormhole space.<br />
<br />
*Practice your cloak timings, and remember to always warp away.<br />
<br />
== Fittings ==<br />
<br />
Fittings for covops frigates are generally fairly straight-forward. The highlights are: <br />
<br />
*Covops cloak - a tech 2 cloak so you can warp while cloaked. <br />
*Microwarpdrive - this is used for "bursting" in bubbles and getting back to a gate. <br />
*Expanded Probe Launcher - part of a scout's job is sometimes probing down the enemy, and these ships get bonuses to probing, so best to equip for it in case you need it. Bring combat and core scanner probes.<br />
*No guns. Covops ships don't fight - the first rule of scouting in a covops is "if you're not cloaked, you're doing it wrong". Note, there are some exceptions to this rule (as to any) and there are some tackling covops fits out there, specifically for gang action - but again, it is assumed that by the time you're flying something like that, you know what you're doing. <br />
*Lots of cap - the more cap you have, the further you can warp in a single jump. <br />
*Fast cap recharge - means you can jump again a little more quickly if you're bouncing around a system.<br />
<br />
Beyond that, the fit will be somewhat determined by your ship.<br />
<br />
== Tools of the Trade ==<br />
<br />
The items listed here should be setup prior to your going out to scout. <br />
<br />
=== Overview ===<br />
<br />
The overview requirements for a scout are different than for normal fliers. Your job is to see as much as possible, rather than only the enemies. First of all, switch brackets on - that gives you a clearer view of things like gate guns that are otherwise tricky to see. Include neutrals and war targets - neutral may be out of corp repairers or alt scouts. Take your corp mates out, but everything else should show. <br />
<br />
Create a second tab that just shows war targets also, so you can quickly and easily identify all war targets and get that information out to your FC, in case a fleet is travelling past you. <br />
<br />
[[Overview settings]] has more information on general overview settings and how to set things up as per above. <br />
<br />
You may also want to consider creating an overview profile per ship class (frigate, cruiser etc) to use with your directional scanner. This will allow you to select an overview profile with which to filter the scan results based on reliable intelligence as to what ship your target is flying; resulting in faster and more accurate deployment of probes.<br />
<br />
You should have one overview tab that shows everything that can decloak you: asteroids, corpses, cans, ships, everything.<br />
<br />
=== Local ===<br />
<br />
Your local window is one of the most important tools you work with as a scout - more on exactly how later. Before you're out scouting, however, you want to move your local window to one side of the screen, squash it width-wise as much as possible, pull the slider across to the left so you can see pilots and not chat, and stretch it length-wise as much as possible. Setting local to show compact member list helps as well. This is to allow for quick recognition of targets in local.<br />
<br />
=== External Tools ===<br />
<br />
==== Mumble ====<br />
<br />
[[Mumble]] is required for Uni fleet ops, but as a scout you have an extra requirement, to have [[Mumble#Setting_a_Command_Channel_push-to-talk|command channel push-to-talk key]] setup and functioning.<br />
<br />
<br> You may also want a [[Mumble#Global_Command|global command key]]. The difference between these two keys pertains to who will receive your command broadcast. <br />
<br />
'standard command key' will only broadcast to the Channel Commanders in YOUR current channel. <br />
<br />
'global command key' will broadcast to ALL Channel Commanders Server wide. <br />
<br />
<br> You use the '''global command channel as long as you are the only fleet''' out (so Intel can listen in and advise). <br />
<br />
With '''multiple fleets''' out not all fleet command communications can be broadcasted over global command. Use global command for '''strategic information''' (e.g. "global command, this is Sto Lo's fleet, we are now moving from Jita to Aldrat through Rancer lowsec" [but not "... we are jumping from Aldrat into Eygfe"] or "global command, this is Sto Lo's fleet, big pirate camp in Hagilur, 12 BS Amarr heavy, we need reinforcements" [but not "... flashy rifter 150 km up off the Evati gate"] and '''questions to Intel''' (e.g. "global command, NewbieCom1's fleet, Intel, we have two standard squads and the possibility to engage 12 flashy BS on the Evati gate. Any advise?"). Use your '''local command for tactical information''' regarding your fleet only (e.g. "local command, Sneaky1, I have a warpin on a flashy Drake at a safespot at 10" <br />
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When you talk on any command channel make sure to use the protocol: "Global/Local command", "Your name", ("recipient"), "Information". E.g.: "Global Command, Ubercado, primary is Veldspar". <br />
<br />
<br> <br />
<br />
*'''Each time you're fleeting up''' - when you enter the channel move yourself to the "command channel". Once you're done with the fleet remember to leave the channel, or you'll be assumed to be a spai.<br />
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<br><br />
<br />
==== Maps ====<br />
<br />
Scouting is much easier with a second monitor. If you don't have that, then best to set your client to play in windowed mode (for Mac users, &lt;apple&gt;-&lt;enter&gt; will do that I believe). <br />
<br />
For maps, I use <strike>Ombey's - http://www.ombeve.co.uk/ </strike> <span style="color:#768d31"> Note: As of 2013, Ombeve.co.uk is no longer active. See [https://forums.eveonline.com/default.aspx?g=posts&t=236592 this forum post] for more.</span> Be aware it is not 100% accurate - there are one or two strange little miss-linkages in there, but they're infrequent. Ombey's will let you at a glance see where you're going and what the layout is like near you - it's great for working out potential alternate paths, looking for nearby low-sec pockets, that sort of thing. <br />
<br />
DotLan is also a useful tool - http://evemaps.dotlan.net/ This will show you the same information as Ombey's (although I prefer Ombey's format). This will also show you lots more useful stats about the systems you're headed to, like kills per hour, etc. <br />
<br />
For practice, when travelling around unfleeted out of war, always check your route on those maps, and think about where you're headed and how you're getting there. I sometimes travel without autopilot set also, navigating by map to get more used to finding my way quickly. <br />
<br />
If you have access to an A3 printer, you can download PDF versions of the maps and print them. These can be extremely handy for pencilling routes and quickly identifying alternate paths or escape routes, especially if you only have a single monitor.<br />
<br />
==== Dashboard ====<br />
https://adashboard.info/ is a quick and simple way to share intel with your fleet. You can do a quick dscan, copy the dscan results, and paste them to this site. It categorizes the results into an easily readable format.<br />
<br />
==== ScreenShot Sharing ====<br />
Many people use screenshot sharing services like push or sharex to take screenshots of the enemy to share with their fleet.<br />
<br />
== I'm cloaked! ==<br />
<br />
Congratulations! First thing to note - undocking is dangerous to everyone, and especially dangerous when there are war targets in local. So the easy answer is never undock. If you're in a covops ship and intend to fly it repeatedly, consider logging out in space while cloaked. <br />
<br />
When you do this you get warped off to a semi-random place in the system. When you log back in you'll be de-cloaked, but will immediately warp back to where you were. During this warp you have time to re-engage your cloak. <br />
<br />
Suggested places to logout are mid-way through a warp to a safe spot, or at a safe spot. Don't do this near anything as you run the risk of fumbling and appearing uncloaked near someone who can see you. Doing this near a gate, for instance, also means that people may see you warp off, put two and two together, and scan you down in the grace period - so only ever do this from a safe spot. <br />
<br />
One other point on this - when you logout, close anything non-essential. In particular do not leave a market window open, or any other window that takes a while to refresh. This is because you'll have a moment of frozen client while these refresh as you login and that's frankly terrifying.<br />
<br />
== I've been decloaked, what happened?! ==<br />
<br />
There are a number of ways you can be forcefully decloaked. <br />
<br />
*If you get within 2Km of anything you'll lose your cloak. This means don't get too close to other ships and don't hang around at a warp-in point (ed: one of my most terrifying moments was sitting on a 100Km warp-in on a gate and having a larger ship warp in exactly 3Km ahead of me).<br />
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*Stations have a range around them that's nominally 2Km, but can be deceptive due to "pointy bits", so be very careful near stations.<br />
<br />
*Cargo cans will decloak you and are sometimes easily missed. Gate guns are extremely dangerous - they're very small, usually not in your overview, and scattered around the gates. Very easy to run into by accident - be aware of them. There are some notes on overview settings below.<br />
<br />
*Passing ships can decloak you if they're coming out of warp near you. It's not something that happens often, but for safety's sake (and for general sneakiness) any time you warp in you want to move either up or down off the plane of movement, to be well out of the way of traffic.<br />
<br />
== Bookmarks ==<br />
<br />
Bookmarks are a significant part of what scouting and covops is about - at least in areas where you can bookmark. You'll slowly collect a large number of bookmarks around any system you frequent and they are your lifeblood - the difference between scouting a system with no bookmarks and scouting one you know your way around is immense, and will change how you operate. <br />
<br />
So, what to bookmark? There's a handful you'll want: <br />
<br />
==== Gate Warp-ins ====<br />
<br />
A bookmark at warp distance off a gate. You want a few bookmarks that are more than 150Km and less than grid size off each gate in each system you go through. You want to be further than 150Km because you want to be able to warp in and that's the minimum distance. Further away is better so long as you can still see ships coming through the gate. You'll spend a lot of your life at these bookmarks watching gate traffic. <br />
<br />
There's two ways to get these. The first is to warp to 100Km off a gate then turn in a random away-from-the-gate direction and move (while cloaked) until you're out far enough. This is a great thing to do if you're doing other things, like watching traffic through the gate, or talking with FC. <br />
<br />
Alternately, warp to 100, bookmark that, then warp to something else at 100 and bookmark that. Then warp back to your first bookmark _at 100_. Presto, you have a spot close to 200Km off the gate. If you do this still move a bit to be off the plane, and don't do your two warp-ins in-line with each other. Also, don't jump between gates to do this, as gates are the most likely place other people will warp from. <br />
<br />
Incidentally, note that when you come through a gate you come out at 15Km away from the gate - 150Km is your minimum warp distance, so your bookmarks should ideally be more than 165Km away, 170Km+ to be safe. Some gates also have larger radii, so if you have time (before you rely on it) try warping back and forward to make sure each direction will allow a warp. Cut it too fine, and you'll end up not having the "warp to" option sometimes, which is dangerous if you're relying on it. <br />
<br />
Try to move off the plane once you have your spot - that's directly up or down - as that'll make you less likely to be found. <br />
<br />
'''Note, bookmarks are dropped when you hit the final "OK" after naming, not when you first hit the "bookmark" button.''' <br />
<br />
Note also, if you can, try and make sure that multiple bookmarks around a gate are far enough away from each other that you can warp between them - that makes hunting down an enemy for a warp-in point much faster (more on that below). If you're making multiple bookmarks, try and put some on the side, and some at the back - that will help you potentially warp from an angle to the side of the gate, bypassing any bubbles, then to the back where you can approach the gate from as far away from any potential gate camp as possible. <br />
<br />
A small tip: If you hit "F10" and toggle the map to the local solar system view, you'll be able to see the layout of the celestial bodies. If you can get your bookmark on the "outside" of the gate (ie. put the gate between you and the sun), then your field of view should encompass many of the planets, moons, and stations. This will make working out where pilots are heading to when they warp away much easier.<br />
<br />
==== Station Warp-ins ====<br />
<br />
Same rationale as the gate bookmarks, same basic practice - try and put them "behind" the station, so you can see people warp off. <br />
<br />
==== Safe Spots ====<br />
<br />
You want these to be as non-obvious and non-easy-to-find as possible. Between objects (ie. inline from gate to station) is bad but better than nothing (and can have some uses as they're deceptive to an enemy watching you warp out, assuming you're not moving cloaked). Out at scanned down locations - cosmic anomalies and the like - can be good once they're empty. Use safe spots to generate new safe spots by dropping bookmarks mid-warp between them. Keep creating new safe spots - if you or any of your fleet members turn up in them uncloaked you may burn them and have to throw them away. <br />
<br />
Note, if you're closer than ship scanner range to other celestial objects you may be spotted (if uncloaked) by any ship using their shipboard scanner. This can happen very quickly so don't assume that just because the fleet stopped in your safe spot for only 60 seconds it hasn't been scanned down. Ship scanners have a range of 14.4AU, so that far from the nearest celestial would be great. <br />
<br />
==== Off-grid ====<br />
<br />
These are like the warp-ins for gates and stations, but just off-grid. Off-grid means far enough away from the location in question to not be able to see ships on the overview. These are useful for a couple of things - they're great hiding places and they're very close, so if you want to (for instance) setup an ambush, you can bring a fleet to the off-grid position then move yourself closer to watch the gate or station, get a warp-in point, and bring the fleet in quickly. See below for more info on getting warp-in points on targets. <br />
<br />
To get these, you can either warp and drop a bookmark while warping (this can get you out 1AU or so if you can time it right) or you can simply point away from the station and travel - if you do this at a gate, switch brackets on and watch the gate guns - when they disappear, you're off-grid for ships (which means you can't see ships and they can't see you, but you can still see the larger structures). A little further will take you off-grid for the gate itself. <br />
<br />
It may also be useful to have a warp-in point about 1AU off a station, if you're watching that system often, that you can warp to, drop probes, and warp away - this will allow for quick placement of a probe near a station for monitoring. <br />
<br />
Quick note on warping in - some bookmarks, particularly safe spots, you may want to warp to at 100 or 70 or similar every so often just so you're not always coming in at the same place. Some bookmarks this can be dangerous for - if you have a bookmark at 160Km on a station and you warp to it at 100Km from the other side of the station, you place yourself at 60Km from the station, which if it's camped may not be what you wanted. Always think about where the bookmarks are in the system - use the map (F10) to get a feel for this.<br />
<br />
== Bookmark Organisation ==<br />
<br />
As you build up your bookmarks, organisation of them will become important. You can leave them all in the main folder, but that folder will take longer and longer to load - and a delay on getting to your bookmarks may be an issue. <br />
<br />
A better approach is to create the following folders: stargates, stations, celestial objects, POSes, safe spots, people - that's six folders. Then, as you bookmark, move the bookmark into the relevant folder (I use the "people" folder for bookmarks near other people's warp-in points or supposed safe spots). That way, your right-click drop-down of bookmarks has a nice organisation and is easy to quickly get what you want - it will only ever present you bookmarks in your system anyway. This scheme also means that bookmarks you want to treat as temporary, you can just leave unfoldered and clean up later. <br />
<br />
Note, however, that while bookmarks are stored server-side, the folders are stored client-side. At some point during your career, you are very likely to lose your folders - at which point everything reverts to one big mess. So, in your naming scheme, include a marker for each type of bookmark - SS for safespot, SSD for safespots that are more then 15AU from celestials, SG for stargate, GO for gate observation, GOG for off-grid gate, STO and STOG for station observation, etc. That way, if/when you do lose your folders, you can re-create them. <br />
<br />
Incidentally, a folder per system looks appealing initially, but it suffers similar problems to not foldering at all - there's too many systems out there, your main folder ends up cluttered. Because the right-click drop-down menu already filters for you on system, it's also a bit redundant. <br />
<br />
Come up with a naming convention that suits you - something that makes it clear where the bookmark is and what it's for. Ideally also include some info about how far the bookmark is from other objects of interest. One example is "GO Eygfe High 200km", which would be a gate observation bookmark on the Eygfe stargate 200km above the gate. Keep your bookmark names to within 24 characters, for readability.<br />
<br />
Backup and protect your bookmark organization by doing a [[Client Preferences and Settings Backup]].<br />
<br />
== Moving around ==<br />
<br />
Obviously, your goal is always to stay cloaked, but to position yourself where you can see what's going on with your potential enemies or "neutrals". To that end, it's worth understanding how grids and on and off-grid positioning work - there's a nice write-up that goes through the more in-depth mechanics of "grid fu" at http://will.neoprimitive.net/grids/gridfumanual2.pdf - very useful to understand when you find yourself 100Km off a station but unable to see anyone. <br />
<br />
Moving through gates rates a mention - if you are fitted with MWD's, there's a sequence of "double click a direction, hit the cloak, hit the MWD" that gives you a short burst of speed while still cloaking. This can be useful for putting some space between you and the gate or any watchful eyes. If you use this, it's best to also change direction once you've triggered the cloak, just to be sure the prying eyes aren't able to work out where you've gone. Note, however, the caveat near the top on "how not to die" - this process is best for getting out of bubbles, not so necessary for high-sec or low-sec travel. I'd argue that it's good to practice for when you need it, but YMMV. <br />
<br />
While you're on fleet operations, sometimes your fleet commander may ask you to check stations to see if a war target is docked up. If they ask, tell them no. There's too much chance you'll dock, see a war target, they'll see you, undock with you, and pop you. It also gives you away as a scout. The FC can find a small fast cheap frigate to check stations.<br />
<br />
== Fleet Ops - X'ing up ==<br />
<br />
Uni policy is that scouts do not X up with the rest of the fleet. If you see a fleet forming, directly convo the FC and ask if they want a scout, Nine times out of ten, they will, and they'll drop you into a separate wing so you don't get ninja warped around with everyone else . Likewise, scouts don't get listed on AAR's. Secrecy is important to being a good scout - if people know your name, they'll notice you in local easily. <br />
<br />
If you're in a covops ship and a fleet is around, or you've logged in after fleet has formed, don't be afraid to convo the FC and ask if they'd like another scout - scouts are about the only type of pilots that can usefully join a fleet mid-op depending on where the fleet is and where you are. I figure it's better to offer and be turned down than not. <br />
<br />
== Scouting ==<br />
<br />
Most Uni fleets will look for a forward scout and a rear scout, and any number of floating scouts. Forward and floating should be covops ships, rear can be a prototype cloak ship in a pinch, but covops preferred. You may also see or hear reference to "+1" and "+2" scouts, and sometimes "-1" - these are just another way to refer to forward scouts (staying 1 or 2 jumps ahead of the fleet), or rear scouts (one jump behind). <br />
<br />
The forward scout's role is to check each gate before the fleet warps to it. As a forward scout, you want to be able to warp to a gate bookmark, check that the gate is clear and give the go-ahead, then warp to zero on the gate and jump through to check the other side. If you don't have bookmarks, this process gets tougher - you're reduced to either travelling uncloaked (bad), travelling cloaked to the gate (slow), or bouncing off a remote celestial to do a warp to zero when you want to go through the gate. So bookmarks are valuable here. <br />
<br />
Rear scouts watch the back of the fleet, to make sure no-one's following. They'll typically stay one jump behind the fleet, and need to watch for neutrals or suspicious behaviour. This is arguably tougher than forward scout, as you'll need to be watching not only for obvious war targets, but also for neutrals who "happen" to be following or showing up often. <br />
<br />
Floating scouts have a slightly freer job - depending on your FC, they'll either be carefully positioned by FC instruction to watch different gates and/or neighbouring systems, or they'll be free to move around and look for WT's. Floating and forward is pretty much interchangable depending on FC decisions. <br />
<br />
Reporting war target sightings - do this as calmly as possible, and as clearly as possible. Good reporting would be, "Command, Darius. I have one Cerberus on the Korsiki gate in Osmon, jumping through to you now". Bad reporting would be, "Hey guys, there's a war target coming at you!". TS discipline, in the uni at least, is always lead with the channel name (that's "command" in the above example) and your name so the FC knows who's talking where, then provide the ship type and location, optionally war target name and any other details you might have. <br />
<br />
A note on Mumble operation - as scout, you are perfectly within your rights to overtalk someone if something urgent comes up - typically you do that by saying "break break" in the command channel, people should then stop and listen. Obviously you would only use this for really urgent information, like a war target incoming to a fleet position.<br />
<br />
== What to Look For ==<br />
<br />
=== Local ===<br />
<br />
While you're scouting, you're looking for certain things. First of all, valid targets or threats - during war that's any of our War Targets, outside of war it's anyone who's "red flashy" (sec status below -5). You're also looking for high concentrations of a single corp (particularly if you're hunting pirates and see a bunch of one pirate corp in channel), and/or anyone that appears to be an out-of-corp alt for a target or potential target (that's neutral pilots following you or hanging around on gates looking suspicious). <br />
<br />
Your best tool is the local channel. Squash it width-wise, and extend it out length-wise on your screen - you usually don't care about what's said in local as much as you care about the list of people in there. <br />
<br />
Be aware that the symbols (red minuses etc) will sometimes not show up in the local list. Ideally, you need to be checking info on pilots in local as you travel. A quick hint: Don't use the right-click drop-down for "show info", as the "start conversation" option is right next door. Instead, double-click people in local - it goes to info by default and is less risky. <br />
<br />
Often you'll be asked to jump into a system and check what's there. Typically this will be jump in, move and cloak, and work your way through the people in local noting down any who are potential targets. Then report back the number of targets and whether you can actually see any or not (ie. are they all on the gate you just came through waiting&nbsp;;) Typically, if there's anything of interest you'll then be asked to try and track them down - get eyes on them. That's a mix of jumping around the stations, and probing - covered elsewhere in this doc. <br />
<br />
When you're looking through local, double-click on each member of local (if you can), and check their info. Typically you're looking at their sec status, their standing, their corp and/or alliance. You may also check their bio to see if they look like an idiot, and/or their employment history to check how old they are and whether they've recently left a war target corp. Any of this information will to toward your estimate of whether they're a threat or not. <br />
<br />
=== Directional Scanner and Overview ===<br />
<br />
Remember your directional scanner - it should be open and you should be using it when you come into a system if you think there may be bad guys near the gate but not on grid. Pulsing the directional scanner is a good habit to get into anyway. <br />
<br />
On overview, you're looking for enemies nearby, particularly flashy reds. You're also looking for cyno fields - they'll show up anywhere in the system, and are a high priority to check out. <br />
<br />
== Scanning down the opponent ==<br />
<br />
If you can fit an extended probe launcher, then it's well worth getting some practice at using probes. The Apocrypha scanning system makes one particular type of probing well worthwhile. It goes something like this: <br />
<br />
*Warp to a safe spot, decloak and launch 4 probes. Cloak up again.<br />
<br />
*Warp back to where you want to keep some eyes on. Be sure you're still cloaked - I've had issues with being decloaked as I warp off after launching probes.<br />
<br />
*Hit F10, switch all your probes down to 0.5AU, and move them to a nice neat small circle around whatever you're monitoring - typically a gate or station.<br />
<br />
The goal here is to provide enough scan strength in 0.5AU around the location to find any ships that have warped off-grid nearby. With half-decent skills, you should get a fix on anything cruiser and up pretty much straight away. So, you just keep hitting the scan button every so often. If you get a hit on something just away from your location, bookmark it, and warp to it at 100. You can then scope out the area, see if it's a worthwhile target, maybe get a warp-in point - all hopefully without your enemy knowing. <br />
<br />
Note, this also works for bookmarking people's insta-undocks, and their safe spots around gates. That also means that if you're helping an uncloaked fleet around, be aware that even just off-grid they may be visible to enemy scouts now. Also, be aware that your probes show up on people's ship scanners, so if they suspect you're out there, they may pop their ship scanner, see your probes, and run. <br />
<br />
There's an excellent guide to scanning generally at http://forum.eveuniversity.org/viewtopic.php?t=15856. There's also a wiki page on [[Scanning]] <br />
<br />
Be aware that if you're doing this, anyone clever (anyone using their ship scanners) will notice the probes and high-tail it out quickly. But if you can catch their warp-in or warp-out points, it may help you track them down next time they warp through the area. <br />
<br />
Probing like this may also be a distraction - I've had fleet commanders that specifically ask for the scout to probe down targets for them, and I've had fleet commanders that would rather keep you on the move, so it will depend on the type of fleet, purpose of fleet, and whim of the FC as to whether this is a serious part of your duties. It's worth getting some practice in on, imnsho, as it does get asked for, and some FC's will assume you are capable of doing this. <br />
<br />
Quick small note - if you're looking for a POS, remember that POSes must be on-grid with moons, so if you stay cloaked and warp from moon to moon, you may find POSes faster than if you try and scan for them (they'll show up in overview when you warp in) - assuming there's not too many moons in system. Beware of warping into the POS, though. <br />
<br />
When you try to probe down a ship, the ship ID you see on the probing interface stays the same for each ship within each system but changes with the system and after downtime (as well as repackaging the ship). E.g. Ubercado's Ibis has the ID ABC-123 in Aldrat and the ID FF-42 in Eygfe (even after docking or jumping out and in again); After downtime the IDs will change. So a common tactic is to get the ship ID when a target is at a known location (like undocking from a station) and then have an easier way to find that ID in open space (like in a mission area). Making a list with the ship IDs of your targets in each system helps when hunting WTs that keep flying around.<br />
<br />
== Warp-in Points ==<br />
<br />
You'll sometimes be asked by your FC to try and get a warp-in point on a target. This basically means staying cloaked, and maneuvering into a position that's a warp-in distance away from the target (ie. a number that appears on the "warp to at..." drop-down) and also in-line with somewhere the fleet can be. In other words, you ideally want something like this: <br />
<br />
Fleet ------- Target -- You <br />
<br />
Where the fleet is some distance away, out of sight, and you're about 50-100Km away on the other side of the target. Distance from enemy is at your discretion, you ideally want it to match up with the warp-in distances so the fleet can drop directly on top of the enemy (or at appropriate range - that bit's up to the FC to organise ). You don't want the fleet to have to warp through the target, is the only note here, as that gives the target time to see them and run. <br />
<br />
This is one of the trickier things to do, mainly because the target will often keep moving. One tip, if the target's warping in and out: Note the distance to the target, note your move speed, and double-click right near them to move toward them. If they warp out, keep moving - time yourself to try and position roughly where you want to be (remembering it's better to be too far away, than right on top of their warp-in point, otherwise they may decloak you). Drop lots of bookmarks while doing this, you can always go clean them up later, and they mean you can warp out and back and resume where you left off. <br />
<br />
If you do find an enemies' safe spot, or a warp-in point for a popular location for an enemy, make sure you've bookmarked it - they're valuable so long as the enemy doesn't realise you've got it. <br />
<br />
One other small note on this: If you're scouting for a sniper-heavy fleet, you may actually sit between the target and the fleet - the idea is if you're 30Km from the target toward the fleet, the fleet can then warp to you at 50Km and they're perfect sniping distance away. Depends a lot on the situation though, and not likely to be done in a Uni fleet. <br />
<br />
== Punting ==<br />
<br />
Punting is one of the terms used for a scout to warp his unit (e.g. wing warp) directly to the probing solution. <br />
<br />
=== Probing solution ===<br />
The Punter has be in a ship with an expanded probe launcher and needs a probing solution.<br />
<br />
=== Unit warp (aka Punt) ===<br />
As a Punter you will initiate a unit warp command (e.g. "warp wing"), so you need to be the commander of a unit (SC/WC/FC). You will only warp your unit (squad, wing, fleet). To issue a unit warp command, you need to be in a warpable distance to the target. This means you have to be at least 150 km away from the target. Only those of your unit that are in warpable distance to the target themselve will be warped by your unit warp, so they need to be at least 150 km away from the target as well. Only those of your unit members that are on grid with you will get the unit warp command. They must have broken their gate cloak. <br />
<br />
You should announce the punt including the distance before you initiate the unit warp command so those that do not want to get punted can abort that command (ctrl + space).<br />
<br />
Usually the Punter will abort the warp command himself so he does not land on the target with his unit. Make sure to not be aligned to the target when you do not want to get warped.<br />
<br />
=== Checklist for Punting ===<br />
<br />
- Punter is a unit leader in a fleet<br />
<br />
- Punter on grid with unit<br />
<br />
- Punter as well as unit > 150 km away from the target<br />
<br />
- Unit broke gate cloak<br />
<br />
- Unit informed of Punting beforehand<br />
<br />
=== Tips on Punting ===<br />
<br />
- Make sure to always cancel your warp (default CTRL + SPACE) once you punt. You do not want to land at zero on a target. <br />
<br />
- Add Control Towers to your ship filter (in the scanner menu). This will give you an indication whether the target might be inside a POS shield. If you do not do this, you might punt your whole unit in a POS shield where it dies a horrible death.<br />
<br />
- Quite often a punter will initiate two punts: The first punt will unit warp to zero to the target, the second punt will be at range (e.g. 50km). This will allow snipers, Ewar, Logistics and such to stay out of harms way. You should announce your intention for multiple punts before so people can prepare to abort the first punt if they want to land at range. Some may even want to abort the 2nd punt as well and warp in later at their preferred distance. It's often useful for only fast frigates and interceptors to take the first punt at zero to avoid slower fleet warps with larger ships that may alert the target to an incoming fleet. <br />
<br />
- As a lot of targets check Dscan regularly, it helps to move in your probes into the Dscan range of the target as late as possible. For example, if you intend to probe down a potential target, drop your probes at a location off d-scan range with the target. Quickly move your probes high above or well below the ecliptic plane and initiate scan. This will move your probes outside of all celestial d-scan range and give you valuable time to locate your target. Once you have a general location for the target from d-scan, prepare your fleet for punting and position your probes in the area you've located the target with the smallest scan range that effectively covers your targets estimated position. Have your fleet align towards the nearest celestial as you initiate scan. Give a countdown for the punt, and when the scan is finished quickly select your target and fleet/wing/squad warp for the punt. Give a second punt if required and quickly recall your probes or position them off d-scan as before.<br />
<br />
- Some ships are nearly impossible to scan down, e.g. some boosting T3 or ECCM'ed Guardians which have a low signature radius. Do not plan to punt your unit onto these targets, you will most likely not get a probing solution.<br />
<br />
- When the targets are kiting, Punting is of limited use unless you have long range or fast tackle or enough snipers. Even when your probes are on grid and your unit is ready to warp, you need a couple of seconds for your probes to get a solution and your unit needs a couple of seconds in warp. This is usually enough time for kiters to move 30 km or so away. One solution to kiting is to place the fleet members (wing or squad) that will be punted in-front of the kiting ship at a relatively close off-grid tactical. If the punt is fast enough and at range, there is a chance for tacklers to land just in-front of the kiting ship and potentially land a scram and web. This works best if the kiting ship still has other fleet members on-grid masking your intentions to intercept. NOTE: This is difficult and takes practice and cunning, if done incorrectly the scout may land some very vulnerable ships within perfect sniping range of the kiting target.<br />
<br />
- If you are combat probing, it sometimes helps to get a scan on your fleet first and ignore your fleet's results in your probing window. Note that the ship IDs change with the system so you need to do this for every system at least once. Repackaging a ship changes the ID of the ships as well. This will help to not confuse your fleet member's ships with the target's. <br />
<br />
- Punting is a good tactic vs. snipers and stationary targets. Punting is not so good vs. small targets as you will have a hard time getting a probing solution on those. Punting is also not great vs. fast moving targets as they are out of their initial warp to point once your unit lands. Plan accordingly.<br />
<br />
- In big fleet fights it can be nice to have a punt squad ready. It is very good vs. snipers and Falcons. In long fleet fights (POS bashes) it is not unlikely for people to disconnect. They will automatically warp to a random point within 1.000.000 km so they are within the 0.5 AU of your probes. Even though they might get their ship replaced by CCP when they loose it to a disconnect, it takes a ship out of the fight when a fast punt squad kills that ship.<br />
<br />
== Freedom and Rules ==<br />
<br />
There is some personal style that comes in here, as scouting can be a freer role than some others in fleet - personal judgements need to be made about what you're watching when. However, two things are important: If the FC tells you to be somewhere, get there, and if you see something that needs investigating and move off your last instruction, clearly inform the FC you're about to do that. The FC cannot make good decisions on faulty intel, make sure they understand the environment around them as best you can - that includes making sure they're not assuming you're somewhere you're not. <br />
<br />
I've personally found a combination of both command channel on TS and a text chat channel in game provides a good balance - if your FC + WCs + other scouts are in a text chat channel, low priority notes can go there without interrupting voice chat. I've also had a few fleets where the scouts have setup a channel amongst themselves only, to discuss where they are and what's happening - that can also be useful, think of it as squad chat for scouts. <br />
<br />
Well, that's pretty much it for now. Best thing to do is get out there in your scout ship and practice, set up bookmarks around gates and stations in your common hunting areas, and don't be afraid to volunteer to scout for fleets as they setup - everyone loves an extra scout. <br />
<br />
== Mistakes Made ==<br />
<br />
*'''Scanning down your bait ship or own fleet.''' It happens to the best of us starting out - always pay attention to the starmap and where your fleet is, and where other celestials are, when you're probing. In my case, our fleet had positioned a bait battlecruiser at the gate just inside a system while I was trying to probe down an enemy. I found a sig, narrowed down on it, getting progressively more excited, until I got a bookmark and warped in to find it was one of our fleet - the baitship.<br />
<br />
*'''Lost probes.''' Probes when launched last around an hour. It's very easy to forget this in the heat of scanning, and suddenly your probes are leaving the system one by one, and you find yourself having to uncloak and reload. Particularly painful if you have sisters probes at 1M ISK per probe.<br />
<br />
*'''Warp and don't move.''' Always, '''always''' move when you hit the end of your warp. Otherwise, someone else will warp in on top of you.<br />
<br />
*'''Location, location, location.''' While leading a fleet, if you have no bookmarks and the fleet is hot on your heels, do not warp to 100 on the next gate. Sure, it gives you a decent view of the gate, but you've then got to either slowboat the 100Km (approximately 3 and a half minutes), or bounce out and back (much faster, but still not fast enough to beat the fleet).<br />
<br />
== Linked resources ==<br />
<br />
A short list of all the things linked to from this page: <br />
<br />
*[[Installing the EVE University Overview]] <br />
*[http://www.ombeve.co.uk/ Ombey's maps ]<br />
*[http://evemaps.dotlan.net/ DotLan]<br />
*[http://www.evealtruist.com/2011/04/bookmarks-and-you.html The Altruist guide on bookmarking]<br />
*[http://forum.eveuniversity.org/viewtopic.php?t=15856 scanning and probing forum thread]<br />
*[[Scanning]]<br />
*[http://will.neoprimitive.net/grids/gridfumanual2.pdf Goons grid-fu manual]<br />
<br />
== Notes ==<br />
<references/><br />
<br />
[[Category:Fleets]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Scouting&diff=150935Scouting2020-02-19T18:14:59Z<p>Vorkan Dosja: /* Roaming scouts */ Formatting, style, and grammar</p>
<hr />
<div>{{cleanup|Tone and copyediting}}<br />
{{related class|Scouting 101}}{{tocright}}<br />
Scouts are the eyes and ears of a fleet. Without them, fleets would both easily get surprised by enemy forces, as well as have a tough time hunting down good fights.<br />
<br />
Some ships are better (or even essential) for certain types of scouting, but for a basic fleet scout all that is needed is:<br />
* The ability to fly a ship.<br />
* Some fundamental scouting knowledge.<br />
* The ability to use a few tools that are linked in this article.<br />
<br />
Since scouting is a fleet role, it is also important for prospective scouts to familiarize themselves with fleet operations beforehand. Read the [[The_Rookie's_Guide_To_Fleet_Ops | Rookie's Guide to Fleet Ops]] to get started.<br />
<br />
==Scout Objectives and Roles==<br />
===Objectives===<br />
<br />
There are two basic scout objectives: Route Security and Hunting. Route security means ensuring the fleet's planned travel route is free of hostile forces that should be avoided, as well as preventing anyone from surprising the fleet. Hunting means finding good fights for the fleet. All scouts provide route security, all the time, on every operation. If the fleet is looking for a fight, scouts are also responsible for hunting down a good fight for the fleet.<br />
<br />
With those two objectives in mind, the following are the most common scout roles.<br />
<br />
===Basic Roles===<br />
<br />
The most basic scout roles are 'picket' and '+1'. The ‘Hero Tackle’ role can be added on to these roles as well. <br />
<br />
====Picket====<br />
<br />
Picketing is the easiest scout job; some players do even not consider it scouting it is so simple. The picket's job is normally to sit at a gate and report the specific types of ships coming into the system he is assigned to. For example, incursion fleets use pickets to warn them of war targets. <br />
<br />
If you are a picket, and your only job is to watch for war targets, you can do this docked up safe in a station by carefully watching local. However, sitting 200km+ off a gate while cloaked is the best option since it allows you to report specific details on the ships coming through your picket.<br />
<br />
====+1====<br />
The objective of the +1 is to move one jump ahead of his fleet to provide intelligence to his FC. If the fleet is simply traveling to a destination, then the scout's job is route security (i.e., warning the FC of war targets, gate camps, and any other possible danger). In low-sec or null-sec space, individual ships may ask for a +1 to guide them into or out of dangerous areas.<br />
<br />
When jumping into a new system, keep cloak and immediately check three things. First, check the grid on your overview for ships that might pose a threat to the fleet. Second, check local for war targets, flashy targets, criminals, etc. Finally, check D-Scan for ships sitting off grid. Report anything that might be a threat to the FC. If the objective is to find good fights and there are other pilots in local, then the +1 will check out mission sites and asteroid belts with D-Scan to see if there are appropriate targets available. <br />
<br />
Why move one jump ahead? If a fleet jumps into a system, it spikes local and everyone in the system will know a fleet has come in. That puts everyone on alert. A scout moving in alone does not alarm anyone significantly in a system. The fleet does not move into the system until either the scout finds a good fight, or the FC determines that there is nothing interesting and decides to move on.<br />
<br />
Why not just roam? Why exactly one and only one system ahead? Even when looking for good fights, scouts are always performing a fleet safety role. A scout one system ahead prevents the fleet from being surprised. If you are two or more systems ahead and there is no +1, then another fleet can move in behind the scout and surprise the fleet when it jumps in.<br />
<br />
Good ships for the +1 role are tackle frigates, but the best ships are interceptors and covops ships.<br />
<br />
====-1s==== <br />
The -1s objective is like the +1s, except they follow one jump behind a fleet to protect it from forces stalking the fleet and enemy scouts. -1s are only used when the FC suspects his fleet is being followed or there is a high danger of war targets attacking. -1s need to pay attention to local and notice any pilots who seem to be following the fleet. They generally do not report unless they find or suspect they have found someone following the fleet or a target has presented itself for a good fight.<br />
<br />
====Roaming scouts==== <br />
A Roaming Scout moves several jumps ahead of a fleet looking for good fights. A roaming scout is utilized only when the fleet is large enough to spare the ships after the +1/-1 fleet safety roles are filled. It is not unheard of for large fleets to utilize two to three Roaming scouts to cover as much ground as possible to hunt down a good fight. In these instances, scouts should have a private communication channel with the FC to not confuse normal fleet communications. Due to the distances roaming scouts tend to be from the fleet, Hero Tackling is not advisable until the fleet is ready to jump in. Tackle frigates, interceptors, and covops ships are the standard for this role.<br />
<br />
====The Hero Tackle====<br />
<br />
Hero tackle is an add-on role. Hero tackles are scouts who find a target the FC wants to fight. The FC will get the fleet into position on the gate leading into the scout’s system. At the FC’s signal, the scout will engage the target, tackle it, and attempt to hold tackle until the fleet can arrive to finish the fight.<br />
<br />
It is essential to communicate with the FC what is happening and to time the tackle to just before the fleet jumps into system. Have your fleet warp to you. Be mindful of gated sites; the fleet may have to warp through an acceleration gate first to reach you. Hero tackles frequently do not survive (hence the "hero" part), so interceptors and covops ships are generally too expensive for hero tackling. Before attempting this [[Tackling_Guide | read up on tackling]], and practice a bit with a fellow corporation member.<br />
<br />
====Finding War Targets====<br />
In any situation where a fleet can expect to encounter war targets or is actively looking for war targets, Out of Corp (OOC) scouts are very useful. They can move around freely without alerting enemy pilots that a war target is in system.<br />
<br />
==Basic Tools of the Trade==<br />
<br />
'''T1 Ships''': Each race has a T1 frigate with bonuses for speed and tackling. These are usually the best T1 ships for scouting. Amarr: [[Executioner]]. Caldari: [[Condor]]. Gallente: [[Atron]]. Minmatar: [[Slasher]].<br />
<br />
'''T2 Ships -- Interceptors''': Interceptors are T2 versions of the T1 tackle frigates. They keep the tackling bonus and are much faster. They are immune to bubbles, which is important in null-sec scouting. Each race has two versions of the interceptor, and one of them has additional tackling bonuses, which usually makes them the better scout interceptor. That said, interceptors are expensive, so you should think twice before using one as a hero tackle. Amarr: [[Malediction]]. Caldari: [[Crow]]. Gallente: [[Ares]]. Minmatar: [[Stiletto]].<br />
<br />
'''T2 Ships -- Covops''': Covert Operations ships are frigates that can fit a Covert Operations Cloaking Device, a T2 module that allows the ship full maneuverability while cloaked, including warping. Cloaked ships do not show up on D-Scan, which allows them to sneak up on other ships. In addition, each race has one version of a Covops ship which is the T2 version of their exploration frigate. These ships can use combat scanning probes to find ships and provide a warp-in to them. All of these abilities make the Covops ship an excellent choice for fleet scouts. However, Covops ships are somewhat fragile, so they should not be used for hero tackling.<br />
<br />
'''[[Directional_Scanner_Guide |D-Scan]]''': This is an absolutely essential tool for scouts. You will use this constantly to find ships that are not on grid, to hunt down ships, and to report fleet compositions to your FC. If you are just starting out in EVE or a new scout, take the time to read the linked article and practice on your own.<br />
<br />
'''[http://evemaps.dotlan.net/ Dotlan]''': This set of maps is essential for route-finding. If you use EVE in windowed mode, you can have this open in a browser and bring it up whenever you need it.<br />
<br />
'''[https://adashboard.info/intel aDashboard]''': In either local or D-Scan, you can select all, copy, and then paste the data into aDashboard. It will analyze the data, give you a report, and give you a link you can post in fleet chat for your FC. This is a quick way to report fleet composition, war targets in local, etc.<br />
<br />
==So You Want to Be a Dedicated Scout==<br />
<br />
If you really enjoy scouting and want to get good at it, the best way is to do it often. In addition, you will want to start doing the following.<br />
<br />
'''Route Preparation''': Find out what routes FCs like to take and spend some time setting up [[Bookmarks]] in those systems. You will want bookmarks on gates, instadocks and undocks on the top and bottom stations, a location about 1 AU off the sun, and some safes. At first, a mid-safe between two gates will be enough, but having a deep safe out of D-Scan range of pretty much everything in the system will be very useful when the fleet needs to extract itself from a fight gone wrong. Set up some bookmarks that let you observe gates, mission sites, and asteroid belts from a reasonably safe distance. If you really want to be prepared, you might fit out some scout ships and leave them in stations along the route in case you get to play the hero tackle and need to reship. The more of this sort of thing you do, the more your FCs will love you.<br />
<br />
'''Ship Recognition''': The more you know about the various ships in EVE, the better intel you will give to your FC.<br />
<br />
==A Primer on Covops Scouting==<br />
<br />
Editor's Note: The following is an excellent primer on scouting in a Covert Operations ship written by another author. It also has some very good general advice on scouting. I will be going through and editing this to fit into the more comprehensive style of the current article as I have time.<br />
<br />
=== What does/doesn't this cover ===<br />
<br />
This page concentrates on covops scouting - that is with covops ships which are able to warp while cloaked (Tech 2 covops frigates and force recons with proper tech 2 covops cloaks. Those wanting to get a feel for scouting may start in frigates with tech 1 cloaks - these allow for sitting still cloaked and are OK for picketing gates (ie. sitting still watching a gate) but little beyond that, and this page does not really cover their use. Anything larger (recon ships, black ops, etc) is out of scope of this document. <br />
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This page also covers high/low-sec scouting only - points in here may or may not apply to 0.0 or Wormhole space. Bubbles, lack of a "local" comms channel, and other things will change how you scout in 0.0 or Wormhole space, but we assume that you've had some experience in high and low sec before venturing into them. <br />
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Finally, this page focuses on fleet scouting, and doesn't cover general intel, except in as much as intel crosses over with scouting.<br />
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=== A Quick Note on How to Not Die ===<br />
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If you've read this far you're probably a scout, or interested in scouting, and have or will soon have the covops cloaking device that is the signature tool of the scout. After you have read this guide, and '''before''' you take your CovOps ship out into a war zone, please take some time (preferably a lot of time) to go out in space and practice maneuvering while cloaked. The vast, vast majority of CovOps losses occur at the gate, right after you have first jumped into the system. Here are a few quick tips: <br />
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*Practice the cloak timing! There is a brief lag delay between the time you take an action to break the "gate-cloak" you have upon jumping into a system, and the time when you can activate your covops cloak, and the time your ship completes cloaking. You NEED to be able to break gate-cloak and recloak within 0.2 to 0.5 seconds. Any slower and an interceptor will be able to lock you and prevent you from cloaking.<br />
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*The safest thing to do is warp away. When you enter the system, simply pick a planet or safespot, press warp-to, and cloak. If you don't mess up the cloak timing, and don't get bumped (which is terribly unlucky) you will get away every time. This also gives you a chance to drop probes from the relative safety of a safespot.<br />
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*Always warp away and come back at range to observe a gate that has hostile ships on it. It only takes a few seconds to do, and greatly increases your chances of survival. Dead scouts can't scout anything!<br />
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*The "[[Cloak Trick|MWD/Cloak Trick]]" is unnecessary if you have a covops cloak fitted. The main purpose of this technique is to simulate a covops cloak for ships that cannot use them. However, it can be useful to quickly move out of a warp disruptor bubble in nullsec or wormhole space.<br />
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*Practice your cloak timings, and remember to always warp away.<br />
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== Fittings ==<br />
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Fittings for covops frigates are generally fairly straight-forward. The highlights are: <br />
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*Covops cloak - a tech 2 cloak so you can warp while cloaked. <br />
*Microwarpdrive - this is used for "bursting" in bubbles and getting back to a gate. <br />
*Expanded Probe Launcher - part of a scout's job is sometimes probing down the enemy, and these ships get bonuses to probing, so best to equip for it in case you need it. Bring combat and core scanner probes.<br />
*No guns. Covops ships don't fight - the first rule of scouting in a covops is "if you're not cloaked, you're doing it wrong". Note, there are some exceptions to this rule (as to any) and there are some tackling covops fits out there, specifically for gang action - but again, it is assumed that by the time you're flying something like that, you know what you're doing. <br />
*Lots of cap - the more cap you have, the further you can warp in a single jump. <br />
*Fast cap recharge - means you can jump again a little more quickly if you're bouncing around a system.<br />
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Beyond that, the fit will be somewhat determined by your ship.<br />
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== Tools of the Trade ==<br />
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The items listed here should be setup prior to your going out to scout. <br />
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=== Overview ===<br />
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The overview requirements for a scout are different than for normal fliers. Your job is to see as much as possible, rather than only the enemies. First of all, switch brackets on - that gives you a clearer view of things like gate guns that are otherwise tricky to see. Include neutrals and war targets - neutral may be out of corp repairers or alt scouts. Take your corp mates out, but everything else should show. <br />
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Create a second tab that just shows war targets also, so you can quickly and easily identify all war targets and get that information out to your FC, in case a fleet is travelling past you. <br />
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[[Overview settings]] has more information on general overview settings and how to set things up as per above. <br />
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You may also want to consider creating an overview profile per ship class (frigate, cruiser etc) to use with your directional scanner. This will allow you to select an overview profile with which to filter the scan results based on reliable intelligence as to what ship your target is flying; resulting in faster and more accurate deployment of probes.<br />
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You should have one overview tab that shows everything that can decloak you: asteroids, corpses, cans, ships, everything.<br />
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=== Local ===<br />
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Your local window is one of the most important tools you work with as a scout - more on exactly how later. Before you're out scouting, however, you want to move your local window to one side of the screen, squash it width-wise as much as possible, pull the slider across to the left so you can see pilots and not chat, and stretch it length-wise as much as possible. Setting local to show compact member list helps as well. This is to allow for quick recognition of targets in local.<br />
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=== External Tools ===<br />
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==== Mumble ====<br />
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[[Mumble]] is required for Uni fleet ops, but as a scout you have an extra requirement, to have [[Mumble#Setting_a_Command_Channel_push-to-talk|command channel push-to-talk key]] setup and functioning.<br />
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<br> You may also want a [[Mumble#Global_Command|global command key]]. The difference between these two keys pertains to who will receive your command broadcast. <br />
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'standard command key' will only broadcast to the Channel Commanders in YOUR current channel. <br />
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'global command key' will broadcast to ALL Channel Commanders Server wide. <br />
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<br> You use the '''global command channel as long as you are the only fleet''' out (so Intel can listen in and advise). <br />
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With '''multiple fleets''' out not all fleet command communications can be broadcasted over global command. Use global command for '''strategic information''' (e.g. "global command, this is Sto Lo's fleet, we are now moving from Jita to Aldrat through Rancer lowsec" [but not "... we are jumping from Aldrat into Eygfe"] or "global command, this is Sto Lo's fleet, big pirate camp in Hagilur, 12 BS Amarr heavy, we need reinforcements" [but not "... flashy rifter 150 km up off the Evati gate"] and '''questions to Intel''' (e.g. "global command, NewbieCom1's fleet, Intel, we have two standard squads and the possibility to engage 12 flashy BS on the Evati gate. Any advise?"). Use your '''local command for tactical information''' regarding your fleet only (e.g. "local command, Sneaky1, I have a warpin on a flashy Drake at a safespot at 10" <br />
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When you talk on any command channel make sure to use the protocol: "Global/Local command", "Your name", ("recipient"), "Information". E.g.: "Global Command, Ubercado, primary is Veldspar". <br />
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*'''Each time you're fleeting up''' - when you enter the channel move yourself to the "command channel". Once you're done with the fleet remember to leave the channel, or you'll be assumed to be a spai.<br />
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==== Maps ====<br />
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Scouting is much easier with a second monitor. If you don't have that, then best to set your client to play in windowed mode (for Mac users, &lt;apple&gt;-&lt;enter&gt; will do that I believe). <br />
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For maps, I use <strike>Ombey's - http://www.ombeve.co.uk/ </strike> <span style="color:#768d31"> Note: As of 2013, Ombeve.co.uk is no longer active. See [https://forums.eveonline.com/default.aspx?g=posts&t=236592 this forum post] for more.</span> Be aware it is not 100% accurate - there are one or two strange little miss-linkages in there, but they're infrequent. Ombey's will let you at a glance see where you're going and what the layout is like near you - it's great for working out potential alternate paths, looking for nearby low-sec pockets, that sort of thing. <br />
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DotLan is also a useful tool - http://evemaps.dotlan.net/ This will show you the same information as Ombey's (although I prefer Ombey's format). This will also show you lots more useful stats about the systems you're headed to, like kills per hour, etc. <br />
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For practice, when travelling around unfleeted out of war, always check your route on those maps, and think about where you're headed and how you're getting there. I sometimes travel without autopilot set also, navigating by map to get more used to finding my way quickly. <br />
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If you have access to an A3 printer, you can download PDF versions of the maps and print them. These can be extremely handy for pencilling routes and quickly identifying alternate paths or escape routes, especially if you only have a single monitor.<br />
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==== Dashboard ====<br />
https://adashboard.info/ is a quick and simple way to share intel with your fleet. You can do a quick dscan, copy the dscan results, and paste them to this site. It categorizes the results into an easily readable format.<br />
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==== ScreenShot Sharing ====<br />
Many people use screenshot sharing services like push or sharex to take screenshots of the enemy to share with their fleet.<br />
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== I'm cloaked! ==<br />
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Congratulations! First thing to note - undocking is dangerous to everyone, and especially dangerous when there are war targets in local. So the easy answer is never undock. If you're in a covops ship and intend to fly it repeatedly, consider logging out in space while cloaked. <br />
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When you do this you get warped off to a semi-random place in the system. When you log back in you'll be de-cloaked, but will immediately warp back to where you were. During this warp you have time to re-engage your cloak. <br />
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Suggested places to logout are mid-way through a warp to a safe spot, or at a safe spot. Don't do this near anything as you run the risk of fumbling and appearing uncloaked near someone who can see you. Doing this near a gate, for instance, also means that people may see you warp off, put two and two together, and scan you down in the grace period - so only ever do this from a safe spot. <br />
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One other point on this - when you logout, close anything non-essential. In particular do not leave a market window open, or any other window that takes a while to refresh. This is because you'll have a moment of frozen client while these refresh as you login and that's frankly terrifying.<br />
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== I've been decloaked, what happened?! ==<br />
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There are a number of ways you can be forcefully decloaked. <br />
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*If you get within 2Km of anything you'll lose your cloak. This means don't get too close to other ships and don't hang around at a warp-in point (ed: one of my most terrifying moments was sitting on a 100Km warp-in on a gate and having a larger ship warp in exactly 3Km ahead of me).<br />
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*Stations have a range around them that's nominally 2Km, but can be deceptive due to "pointy bits", so be very careful near stations.<br />
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*Cargo cans will decloak you and are sometimes easily missed. Gate guns are extremely dangerous - they're very small, usually not in your overview, and scattered around the gates. Very easy to run into by accident - be aware of them. There are some notes on overview settings below.<br />
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*Passing ships can decloak you if they're coming out of warp near you. It's not something that happens often, but for safety's sake (and for general sneakiness) any time you warp in you want to move either up or down off the plane of movement, to be well out of the way of traffic.<br />
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== Bookmarks ==<br />
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Bookmarks are a significant part of what scouting and covops is about - at least in areas where you can bookmark. You'll slowly collect a large number of bookmarks around any system you frequent and they are your lifeblood - the difference between scouting a system with no bookmarks and scouting one you know your way around is immense, and will change how you operate. <br />
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So, what to bookmark? There's a handful you'll want: <br />
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==== Gate Warp-ins ====<br />
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A bookmark at warp distance off a gate. You want a few bookmarks that are more than 150Km and less than grid size off each gate in each system you go through. You want to be further than 150Km because you want to be able to warp in and that's the minimum distance. Further away is better so long as you can still see ships coming through the gate. You'll spend a lot of your life at these bookmarks watching gate traffic. <br />
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There's two ways to get these. The first is to warp to 100Km off a gate then turn in a random away-from-the-gate direction and move (while cloaked) until you're out far enough. This is a great thing to do if you're doing other things, like watching traffic through the gate, or talking with FC. <br />
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Alternately, warp to 100, bookmark that, then warp to something else at 100 and bookmark that. Then warp back to your first bookmark _at 100_. Presto, you have a spot close to 200Km off the gate. If you do this still move a bit to be off the plane, and don't do your two warp-ins in-line with each other. Also, don't jump between gates to do this, as gates are the most likely place other people will warp from. <br />
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Incidentally, note that when you come through a gate you come out at 15Km away from the gate - 150Km is your minimum warp distance, so your bookmarks should ideally be more than 165Km away, 170Km+ to be safe. Some gates also have larger radii, so if you have time (before you rely on it) try warping back and forward to make sure each direction will allow a warp. Cut it too fine, and you'll end up not having the "warp to" option sometimes, which is dangerous if you're relying on it. <br />
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Try to move off the plane once you have your spot - that's directly up or down - as that'll make you less likely to be found. <br />
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'''Note, bookmarks are dropped when you hit the final "OK" after naming, not when you first hit the "bookmark" button.''' <br />
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Note also, if you can, try and make sure that multiple bookmarks around a gate are far enough away from each other that you can warp between them - that makes hunting down an enemy for a warp-in point much faster (more on that below). If you're making multiple bookmarks, try and put some on the side, and some at the back - that will help you potentially warp from an angle to the side of the gate, bypassing any bubbles, then to the back where you can approach the gate from as far away from any potential gate camp as possible. <br />
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A small tip: If you hit "F10" and toggle the map to the local solar system view, you'll be able to see the layout of the celestial bodies. If you can get your bookmark on the "outside" of the gate (ie. put the gate between you and the sun), then your field of view should encompass many of the planets, moons, and stations. This will make working out where pilots are heading to when they warp away much easier.<br />
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==== Station Warp-ins ====<br />
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Same rationale as the gate bookmarks, same basic practice - try and put them "behind" the station, so you can see people warp off. <br />
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==== Safe Spots ====<br />
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You want these to be as non-obvious and non-easy-to-find as possible. Between objects (ie. inline from gate to station) is bad but better than nothing (and can have some uses as they're deceptive to an enemy watching you warp out, assuming you're not moving cloaked). Out at scanned down locations - cosmic anomalies and the like - can be good once they're empty. Use safe spots to generate new safe spots by dropping bookmarks mid-warp between them. Keep creating new safe spots - if you or any of your fleet members turn up in them uncloaked you may burn them and have to throw them away. <br />
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Note, if you're closer than ship scanner range to other celestial objects you may be spotted (if uncloaked) by any ship using their shipboard scanner. This can happen very quickly so don't assume that just because the fleet stopped in your safe spot for only 60 seconds it hasn't been scanned down. Ship scanners have a range of 14.4AU, so that far from the nearest celestial would be great. <br />
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==== Off-grid ====<br />
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These are like the warp-ins for gates and stations, but just off-grid. Off-grid means far enough away from the location in question to not be able to see ships on the overview. These are useful for a couple of things - they're great hiding places and they're very close, so if you want to (for instance) setup an ambush, you can bring a fleet to the off-grid position then move yourself closer to watch the gate or station, get a warp-in point, and bring the fleet in quickly. See below for more info on getting warp-in points on targets. <br />
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To get these, you can either warp and drop a bookmark while warping (this can get you out 1AU or so if you can time it right) or you can simply point away from the station and travel - if you do this at a gate, switch brackets on and watch the gate guns - when they disappear, you're off-grid for ships (which means you can't see ships and they can't see you, but you can still see the larger structures). A little further will take you off-grid for the gate itself. <br />
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It may also be useful to have a warp-in point about 1AU off a station, if you're watching that system often, that you can warp to, drop probes, and warp away - this will allow for quick placement of a probe near a station for monitoring. <br />
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Quick note on warping in - some bookmarks, particularly safe spots, you may want to warp to at 100 or 70 or similar every so often just so you're not always coming in at the same place. Some bookmarks this can be dangerous for - if you have a bookmark at 160Km on a station and you warp to it at 100Km from the other side of the station, you place yourself at 60Km from the station, which if it's camped may not be what you wanted. Always think about where the bookmarks are in the system - use the map (F10) to get a feel for this.<br />
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== Bookmark Organisation ==<br />
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As you build up your bookmarks, organisation of them will become important. You can leave them all in the main folder, but that folder will take longer and longer to load - and a delay on getting to your bookmarks may be an issue. <br />
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A better approach is to create the following folders: stargates, stations, celestial objects, POSes, safe spots, people - that's six folders. Then, as you bookmark, move the bookmark into the relevant folder (I use the "people" folder for bookmarks near other people's warp-in points or supposed safe spots). That way, your right-click drop-down of bookmarks has a nice organisation and is easy to quickly get what you want - it will only ever present you bookmarks in your system anyway. This scheme also means that bookmarks you want to treat as temporary, you can just leave unfoldered and clean up later. <br />
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Note, however, that while bookmarks are stored server-side, the folders are stored client-side. At some point during your career, you are very likely to lose your folders - at which point everything reverts to one big mess. So, in your naming scheme, include a marker for each type of bookmark - SS for safespot, SSD for safespots that are more then 15AU from celestials, SG for stargate, GO for gate observation, GOG for off-grid gate, STO and STOG for station observation, etc. That way, if/when you do lose your folders, you can re-create them. <br />
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Incidentally, a folder per system looks appealing initially, but it suffers similar problems to not foldering at all - there's too many systems out there, your main folder ends up cluttered. Because the right-click drop-down menu already filters for you on system, it's also a bit redundant. <br />
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Come up with a naming convention that suits you - something that makes it clear where the bookmark is and what it's for. Ideally also include some info about how far the bookmark is from other objects of interest. One example is "GO Eygfe High 200km", which would be a gate observation bookmark on the Eygfe stargate 200km above the gate. Keep your bookmark names to within 24 characters, for readability.<br />
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Backup and protect your bookmark organization by doing a [[Client Preferences and Settings Backup]].<br />
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== Moving around ==<br />
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Obviously, your goal is always to stay cloaked, but to position yourself where you can see what's going on with your potential enemies or "neutrals". To that end, it's worth understanding how grids and on and off-grid positioning work - there's a nice write-up that goes through the more in-depth mechanics of "grid fu" at http://will.neoprimitive.net/grids/gridfumanual2.pdf - very useful to understand when you find yourself 100Km off a station but unable to see anyone. <br />
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Moving through gates rates a mention - if you are fitted with MWD's, there's a sequence of "double click a direction, hit the cloak, hit the MWD" that gives you a short burst of speed while still cloaking. This can be useful for putting some space between you and the gate or any watchful eyes. If you use this, it's best to also change direction once you've triggered the cloak, just to be sure the prying eyes aren't able to work out where you've gone. Note, however, the caveat near the top on "how not to die" - this process is best for getting out of bubbles, not so necessary for high-sec or low-sec travel. I'd argue that it's good to practice for when you need it, but YMMV. <br />
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While you're on fleet operations, sometimes your fleet commander may ask you to check stations to see if a war target is docked up. If they ask, tell them no. There's too much chance you'll dock, see a war target, they'll see you, undock with you, and pop you. It also gives you away as a scout. The FC can find a small fast cheap frigate to check stations.<br />
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== Fleet Ops - X'ing up ==<br />
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Uni policy is that scouts do not X up with the rest of the fleet. If you see a fleet forming, directly convo the FC and ask if they want a scout, Nine times out of ten, they will, and they'll drop you into a separate wing so you don't get ninja warped around with everyone else . Likewise, scouts don't get listed on AAR's. Secrecy is important to being a good scout - if people know your name, they'll notice you in local easily. <br />
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If you're in a covops ship and a fleet is around, or you've logged in after fleet has formed, don't be afraid to convo the FC and ask if they'd like another scout - scouts are about the only type of pilots that can usefully join a fleet mid-op depending on where the fleet is and where you are. I figure it's better to offer and be turned down than not. <br />
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== Scouting ==<br />
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Most Uni fleets will look for a forward scout and a rear scout, and any number of floating scouts. Forward and floating should be covops ships, rear can be a prototype cloak ship in a pinch, but covops preferred. You may also see or hear reference to "+1" and "+2" scouts, and sometimes "-1" - these are just another way to refer to forward scouts (staying 1 or 2 jumps ahead of the fleet), or rear scouts (one jump behind). <br />
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The forward scout's role is to check each gate before the fleet warps to it. As a forward scout, you want to be able to warp to a gate bookmark, check that the gate is clear and give the go-ahead, then warp to zero on the gate and jump through to check the other side. If you don't have bookmarks, this process gets tougher - you're reduced to either travelling uncloaked (bad), travelling cloaked to the gate (slow), or bouncing off a remote celestial to do a warp to zero when you want to go through the gate. So bookmarks are valuable here. <br />
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Rear scouts watch the back of the fleet, to make sure no-one's following. They'll typically stay one jump behind the fleet, and need to watch for neutrals or suspicious behaviour. This is arguably tougher than forward scout, as you'll need to be watching not only for obvious war targets, but also for neutrals who "happen" to be following or showing up often. <br />
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Floating scouts have a slightly freer job - depending on your FC, they'll either be carefully positioned by FC instruction to watch different gates and/or neighbouring systems, or they'll be free to move around and look for WT's. Floating and forward is pretty much interchangable depending on FC decisions. <br />
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Reporting war target sightings - do this as calmly as possible, and as clearly as possible. Good reporting would be, "Command, Darius. I have one Cerberus on the Korsiki gate in Osmon, jumping through to you now". Bad reporting would be, "Hey guys, there's a war target coming at you!". TS discipline, in the uni at least, is always lead with the channel name (that's "command" in the above example) and your name so the FC knows who's talking where, then provide the ship type and location, optionally war target name and any other details you might have. <br />
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A note on Mumble operation - as scout, you are perfectly within your rights to overtalk someone if something urgent comes up - typically you do that by saying "break break" in the command channel, people should then stop and listen. Obviously you would only use this for really urgent information, like a war target incoming to a fleet position.<br />
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== What to Look For ==<br />
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=== Local ===<br />
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While you're scouting, you're looking for certain things. First of all, valid targets or threats - during war that's any of our War Targets, outside of war it's anyone who's "red flashy" (sec status below -5). You're also looking for high concentrations of a single corp (particularly if you're hunting pirates and see a bunch of one pirate corp in channel), and/or anyone that appears to be an out-of-corp alt for a target or potential target (that's neutral pilots following you or hanging around on gates looking suspicious). <br />
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Your best tool is the local channel. Squash it width-wise, and extend it out length-wise on your screen - you usually don't care about what's said in local as much as you care about the list of people in there. <br />
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Be aware that the symbols (red minuses etc) will sometimes not show up in the local list. Ideally, you need to be checking info on pilots in local as you travel. A quick hint: Don't use the right-click drop-down for "show info", as the "start conversation" option is right next door. Instead, double-click people in local - it goes to info by default and is less risky. <br />
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Often you'll be asked to jump into a system and check what's there. Typically this will be jump in, move and cloak, and work your way through the people in local noting down any who are potential targets. Then report back the number of targets and whether you can actually see any or not (ie. are they all on the gate you just came through waiting&nbsp;;) Typically, if there's anything of interest you'll then be asked to try and track them down - get eyes on them. That's a mix of jumping around the stations, and probing - covered elsewhere in this doc. <br />
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When you're looking through local, double-click on each member of local (if you can), and check their info. Typically you're looking at their sec status, their standing, their corp and/or alliance. You may also check their bio to see if they look like an idiot, and/or their employment history to check how old they are and whether they've recently left a war target corp. Any of this information will to toward your estimate of whether they're a threat or not. <br />
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=== Directional Scanner and Overview ===<br />
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Remember your directional scanner - it should be open and you should be using it when you come into a system if you think there may be bad guys near the gate but not on grid. Pulsing the directional scanner is a good habit to get into anyway. <br />
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On overview, you're looking for enemies nearby, particularly flashy reds. You're also looking for cyno fields - they'll show up anywhere in the system, and are a high priority to check out. <br />
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== Scanning down the opponent ==<br />
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If you can fit an extended probe launcher, then it's well worth getting some practice at using probes. The Apocrypha scanning system makes one particular type of probing well worthwhile. It goes something like this: <br />
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*Warp to a safe spot, decloak and launch 4 probes. Cloak up again.<br />
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*Warp back to where you want to keep some eyes on. Be sure you're still cloaked - I've had issues with being decloaked as I warp off after launching probes.<br />
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*Hit F10, switch all your probes down to 0.5AU, and move them to a nice neat small circle around whatever you're monitoring - typically a gate or station.<br />
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The goal here is to provide enough scan strength in 0.5AU around the location to find any ships that have warped off-grid nearby. With half-decent skills, you should get a fix on anything cruiser and up pretty much straight away. So, you just keep hitting the scan button every so often. If you get a hit on something just away from your location, bookmark it, and warp to it at 100. You can then scope out the area, see if it's a worthwhile target, maybe get a warp-in point - all hopefully without your enemy knowing. <br />
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Note, this also works for bookmarking people's insta-undocks, and their safe spots around gates. That also means that if you're helping an uncloaked fleet around, be aware that even just off-grid they may be visible to enemy scouts now. Also, be aware that your probes show up on people's ship scanners, so if they suspect you're out there, they may pop their ship scanner, see your probes, and run. <br />
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There's an excellent guide to scanning generally at http://forum.eveuniversity.org/viewtopic.php?t=15856. There's also a wiki page on [[Scanning]] <br />
<br />
Be aware that if you're doing this, anyone clever (anyone using their ship scanners) will notice the probes and high-tail it out quickly. But if you can catch their warp-in or warp-out points, it may help you track them down next time they warp through the area. <br />
<br />
Probing like this may also be a distraction - I've had fleet commanders that specifically ask for the scout to probe down targets for them, and I've had fleet commanders that would rather keep you on the move, so it will depend on the type of fleet, purpose of fleet, and whim of the FC as to whether this is a serious part of your duties. It's worth getting some practice in on, imnsho, as it does get asked for, and some FC's will assume you are capable of doing this. <br />
<br />
Quick small note - if you're looking for a POS, remember that POSes must be on-grid with moons, so if you stay cloaked and warp from moon to moon, you may find POSes faster than if you try and scan for them (they'll show up in overview when you warp in) - assuming there's not too many moons in system. Beware of warping into the POS, though. <br />
<br />
When you try to probe down a ship, the ship ID you see on the probing interface stays the same for each ship within each system but changes with the system and after downtime (as well as repackaging the ship). E.g. Ubercado's Ibis has the ID ABC-123 in Aldrat and the ID FF-42 in Eygfe (even after docking or jumping out and in again); After downtime the IDs will change. So a common tactic is to get the ship ID when a target is at a known location (like undocking from a station) and then have an easier way to find that ID in open space (like in a mission area). Making a list with the ship IDs of your targets in each system helps when hunting WTs that keep flying around.<br />
<br />
== Warp-in Points ==<br />
<br />
You'll sometimes be asked by your FC to try and get a warp-in point on a target. This basically means staying cloaked, and maneuvering into a position that's a warp-in distance away from the target (ie. a number that appears on the "warp to at..." drop-down) and also in-line with somewhere the fleet can be. In other words, you ideally want something like this: <br />
<br />
Fleet ------- Target -- You <br />
<br />
Where the fleet is some distance away, out of sight, and you're about 50-100Km away on the other side of the target. Distance from enemy is at your discretion, you ideally want it to match up with the warp-in distances so the fleet can drop directly on top of the enemy (or at appropriate range - that bit's up to the FC to organise ). You don't want the fleet to have to warp through the target, is the only note here, as that gives the target time to see them and run. <br />
<br />
This is one of the trickier things to do, mainly because the target will often keep moving. One tip, if the target's warping in and out: Note the distance to the target, note your move speed, and double-click right near them to move toward them. If they warp out, keep moving - time yourself to try and position roughly where you want to be (remembering it's better to be too far away, than right on top of their warp-in point, otherwise they may decloak you). Drop lots of bookmarks while doing this, you can always go clean them up later, and they mean you can warp out and back and resume where you left off. <br />
<br />
If you do find an enemies' safe spot, or a warp-in point for a popular location for an enemy, make sure you've bookmarked it - they're valuable so long as the enemy doesn't realise you've got it. <br />
<br />
One other small note on this: If you're scouting for a sniper-heavy fleet, you may actually sit between the target and the fleet - the idea is if you're 30Km from the target toward the fleet, the fleet can then warp to you at 50Km and they're perfect sniping distance away. Depends a lot on the situation though, and not likely to be done in a Uni fleet. <br />
<br />
== Punting ==<br />
<br />
Punting is one of the terms used for a scout to warp his unit (e.g. wing warp) directly to the probing solution. <br />
<br />
=== Probing solution ===<br />
The Punter has be in a ship with an expanded probe launcher and needs a probing solution.<br />
<br />
=== Unit warp (aka Punt) ===<br />
As a Punter you will initiate a unit warp command (e.g. "warp wing"), so you need to be the commander of a unit (SC/WC/FC). You will only warp your unit (squad, wing, fleet). To issue a unit warp command, you need to be in a warpable distance to the target. This means you have to be at least 150 km away from the target. Only those of your unit that are in warpable distance to the target themselve will be warped by your unit warp, so they need to be at least 150 km away from the target as well. Only those of your unit members that are on grid with you will get the unit warp command. They must have broken their gate cloak. <br />
<br />
You should announce the punt including the distance before you initiate the unit warp command so those that do not want to get punted can abort that command (ctrl + space).<br />
<br />
Usually the Punter will abort the warp command himself so he does not land on the target with his unit. Make sure to not be aligned to the target when you do not want to get warped.<br />
<br />
=== Checklist for Punting ===<br />
<br />
- Punter is a unit leader in a fleet<br />
<br />
- Punter on grid with unit<br />
<br />
- Punter as well as unit > 150 km away from the target<br />
<br />
- Unit broke gate cloak<br />
<br />
- Unit informed of Punting beforehand<br />
<br />
=== Tips on Punting ===<br />
<br />
- Make sure to always cancel your warp (default CTRL + SPACE) once you punt. You do not want to land at zero on a target. <br />
<br />
- Add Control Towers to your ship filter (in the scanner menu). This will give you an indication whether the target might be inside a POS shield. If you do not do this, you might punt your whole unit in a POS shield where it dies a horrible death.<br />
<br />
- Quite often a punter will initiate two punts: The first punt will unit warp to zero to the target, the second punt will be at range (e.g. 50km). This will allow snipers, Ewar, Logistics and such to stay out of harms way. You should announce your intention for multiple punts before so people can prepare to abort the first punt if they want to land at range. Some may even want to abort the 2nd punt as well and warp in later at their preferred distance. It's often useful for only fast frigates and interceptors to take the first punt at zero to avoid slower fleet warps with larger ships that may alert the target to an incoming fleet. <br />
<br />
- As a lot of targets check Dscan regularly, it helps to move in your probes into the Dscan range of the target as late as possible. For example, if you intend to probe down a potential target, drop your probes at a location off d-scan range with the target. Quickly move your probes high above or well below the ecliptic plane and initiate scan. This will move your probes outside of all celestial d-scan range and give you valuable time to locate your target. Once you have a general location for the target from d-scan, prepare your fleet for punting and position your probes in the area you've located the target with the smallest scan range that effectively covers your targets estimated position. Have your fleet align towards the nearest celestial as you initiate scan. Give a countdown for the punt, and when the scan is finished quickly select your target and fleet/wing/squad warp for the punt. Give a second punt if required and quickly recall your probes or position them off d-scan as before.<br />
<br />
- Some ships are nearly impossible to scan down, e.g. some boosting T3 or ECCM'ed Guardians which have a low signature radius. Do not plan to punt your unit onto these targets, you will most likely not get a probing solution.<br />
<br />
- When the targets are kiting, Punting is of limited use unless you have long range or fast tackle or enough snipers. Even when your probes are on grid and your unit is ready to warp, you need a couple of seconds for your probes to get a solution and your unit needs a couple of seconds in warp. This is usually enough time for kiters to move 30 km or so away. One solution to kiting is to place the fleet members (wing or squad) that will be punted in-front of the kiting ship at a relatively close off-grid tactical. If the punt is fast enough and at range, there is a chance for tacklers to land just in-front of the kiting ship and potentially land a scram and web. This works best if the kiting ship still has other fleet members on-grid masking your intentions to intercept. NOTE: This is difficult and takes practice and cunning, if done incorrectly the scout may land some very vulnerable ships within perfect sniping range of the kiting target.<br />
<br />
- If you are combat probing, it sometimes helps to get a scan on your fleet first and ignore your fleet's results in your probing window. Note that the ship IDs change with the system so you need to do this for every system at least once. Repackaging a ship changes the ID of the ships as well. This will help to not confuse your fleet member's ships with the target's. <br />
<br />
- Punting is a good tactic vs. snipers and stationary targets. Punting is not so good vs. small targets as you will have a hard time getting a probing solution on those. Punting is also not great vs. fast moving targets as they are out of their initial warp to point once your unit lands. Plan accordingly.<br />
<br />
- In big fleet fights it can be nice to have a punt squad ready. It is very good vs. snipers and Falcons. In long fleet fights (POS bashes) it is not unlikely for people to disconnect. They will automatically warp to a random point within 1.000.000 km so they are within the 0.5 AU of your probes. Even though they might get their ship replaced by CCP when they loose it to a disconnect, it takes a ship out of the fight when a fast punt squad kills that ship.<br />
<br />
== Freedom and Rules ==<br />
<br />
There is some personal style that comes in here, as scouting can be a freer role than some others in fleet - personal judgements need to be made about what you're watching when. However, two things are important: If the FC tells you to be somewhere, get there, and if you see something that needs investigating and move off your last instruction, clearly inform the FC you're about to do that. The FC cannot make good decisions on faulty intel, make sure they understand the environment around them as best you can - that includes making sure they're not assuming you're somewhere you're not. <br />
<br />
I've personally found a combination of both command channel on TS and a text chat channel in game provides a good balance - if your FC + WCs + other scouts are in a text chat channel, low priority notes can go there without interrupting voice chat. I've also had a few fleets where the scouts have setup a channel amongst themselves only, to discuss where they are and what's happening - that can also be useful, think of it as squad chat for scouts. <br />
<br />
Well, that's pretty much it for now. Best thing to do is get out there in your scout ship and practice, set up bookmarks around gates and stations in your common hunting areas, and don't be afraid to volunteer to scout for fleets as they setup - everyone loves an extra scout. <br />
<br />
== Mistakes Made ==<br />
<br />
*'''Scanning down your bait ship or own fleet.''' It happens to the best of us starting out - always pay attention to the starmap and where your fleet is, and where other celestials are, when you're probing. In my case, our fleet had positioned a bait battlecruiser at the gate just inside a system while I was trying to probe down an enemy. I found a sig, narrowed down on it, getting progressively more excited, until I got a bookmark and warped in to find it was one of our fleet - the baitship.<br />
<br />
*'''Lost probes.''' Probes when launched last around an hour. It's very easy to forget this in the heat of scanning, and suddenly your probes are leaving the system one by one, and you find yourself having to uncloak and reload. Particularly painful if you have sisters probes at 1M ISK per probe.<br />
<br />
*'''Warp and don't move.''' Always, '''always''' move when you hit the end of your warp. Otherwise, someone else will warp in on top of you.<br />
<br />
*'''Location, location, location.''' While leading a fleet, if you have no bookmarks and the fleet is hot on your heels, do not warp to 100 on the next gate. Sure, it gives you a decent view of the gate, but you've then got to either slowboat the 100Km (approximately 3 and a half minutes), or bounce out and back (much faster, but still not fast enough to beat the fleet).<br />
<br />
== Linked resources ==<br />
<br />
A short list of all the things linked to from this page: <br />
<br />
*[[Installing the EVE University Overview]] <br />
*[http://www.ombeve.co.uk/ Ombey's maps ]<br />
*[http://evemaps.dotlan.net/ DotLan]<br />
*[http://www.evealtruist.com/2011/04/bookmarks-and-you.html The Altruist guide on bookmarking]<br />
*[http://forum.eveuniversity.org/viewtopic.php?t=15856 scanning and probing forum thread]<br />
*[[Scanning]]<br />
*[http://will.neoprimitive.net/grids/gridfumanual2.pdf Goons grid-fu manual]<br />
<br />
== Notes ==<br />
<references/><br />
<br />
[[Category:Fleets]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Scouting&diff=150933Scouting2020-02-19T18:02:13Z<p>Vorkan Dosja: Grammar, Style, and Formatting</p>
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<div>{{cleanup|Tone and copyediting}}<br />
{{related class|Scouting 101}}{{tocright}}<br />
Scouts are the eyes and ears of a fleet. Without them, fleets would both easily get surprised by enemy forces, as well as have a tough time hunting down good fights.<br />
<br />
Some ships are better (or even essential) for certain types of scouting, but for a basic fleet scout all that is needed is:<br />
* The ability to fly a ship.<br />
* Some fundamental scouting knowledge.<br />
* The ability to use a few tools that are linked in this article.<br />
<br />
Since scouting is a fleet role, it is also important for prospective scouts to familiarize themselves with fleet operations beforehand. Read the [[The_Rookie's_Guide_To_Fleet_Ops | Rookie's Guide to Fleet Ops]] to get started.<br />
<br />
==Scout Objectives and Roles==<br />
===Objectives===<br />
<br />
There are two basic scout objectives: Route Security and Hunting. Route security means ensuring the fleet's planned travel route is free of hostile forces that should be avoided, as well as preventing anyone from surprising the fleet. Hunting means finding good fights for the fleet. All scouts provide route security, all the time, on every operation. If the fleet is looking for a fight, scouts are also responsible for hunting down a good fight for the fleet.<br />
<br />
With those two objectives in mind, the following are the most common scout roles.<br />
<br />
===Basic Roles===<br />
<br />
The most basic scout roles are 'picket' and '+1'. The ‘Hero Tackle’ role can be added on to these roles as well. <br />
<br />
====Picket====<br />
<br />
Picketing is the easiest scout job; some players do even not consider it scouting it is so simple. The picket's job is normally to sit at a gate and report the specific types of ships coming into the system he is assigned to. For example, incursion fleets use pickets to warn them of war targets. <br />
<br />
If you are a picket, and your only job is to watch for war targets, you can do this docked up safe in a station by carefully watching local. However, sitting 200km+ off a gate while cloaked is the best option since it allows you to report specific details on the ships coming through your picket.<br />
<br />
====+1====<br />
The objective of the +1 is to move one jump ahead of his fleet to provide intelligence to his FC. If the fleet is simply traveling to a destination, then the scout's job is route security (i.e., warning the FC of war targets, gate camps, and any other possible danger). In low-sec or null-sec space, individual ships may ask for a +1 to guide them into or out of dangerous areas.<br />
<br />
When jumping into a new system, keep cloak and immediately check three things. First, check the grid on your overview for ships that might pose a threat to the fleet. Second, check local for war targets, flashy targets, criminals, etc. Finally, check D-Scan for ships sitting off grid. Report anything that might be a threat to the FC. If the objective is to find good fights and there are other pilots in local, then the +1 will check out mission sites and asteroid belts with D-Scan to see if there are appropriate targets available. <br />
<br />
Why move one jump ahead? If a fleet jumps into a system, it spikes local and everyone in the system will know a fleet has come in. That puts everyone on alert. A scout moving in alone does not alarm anyone significantly in a system. The fleet does not move into the system until either the scout finds a good fight, or the FC determines that there is nothing interesting and decides to move on.<br />
<br />
Why not just roam? Why exactly one and only one system ahead? Even when looking for good fights, scouts are always performing a fleet safety role. A scout one system ahead prevents the fleet from being surprised. If you are two or more systems ahead and there is no +1, then another fleet can move in behind the scout and surprise the fleet when it jumps in.<br />
<br />
Good ships for the +1 role are tackle frigates, but the best ships are interceptors and covops ships.<br />
<br />
====-1s==== <br />
The -1s objective is like the +1s, except they follow one jump behind a fleet to protect it from forces stalking the fleet and enemy scouts. -1s are only used when the FC suspects his fleet is being followed or there is a high danger of war targets attacking. -1s need to pay attention to local and notice any pilots who seem to be following the fleet. They generally do not report unless they find or suspect they have found someone following the fleet or a target has presented itself for a good fight.<br />
<br />
====Roaming scouts==== <br />
move several jumps ahead of a fleet to look for good fights. The fleet will have a +1 as well for route security. Large fleets may have two or more roaming scouts, in which case the +1 and roaming scouts may want their own channel so they can communicate without interrupting the FCs communications with the rest of the fleet. Roaming scouts generally should not try to take on the hero tackle role, although when the fleet is only one jump away that may be okay. Tackle frigates, interceptors, and covops ships are the standard for this role.<br />
<br />
====The Hero Tackle====<br />
<br />
Hero tackle is an add-on role. Hero tackles are scouts who find a target the FC wants to fight. The FC will get the fleet into position on the gate leading into the scout’s system. At the FC’s signal, the scout will engage the target, tackle it, and attempt to hold tackle until the fleet can arrive to finish the fight.<br />
<br />
It is essential to communicate with the FC what is happening and to time the tackle to just before the fleet jumps into system. Have your fleet warp to you. Be mindful of gated sites; the fleet may have to warp through an acceleration gate first to reach you. Hero tackles frequently do not survive (hence the "hero" part), so interceptors and covops ships are generally too expensive for hero tackling. Before attempting this [[Tackling_Guide | read up on tackling]], and practice a bit with a fellow corporation member.<br />
<br />
====Finding War Targets====<br />
In any situation where a fleet can expect to encounter war targets or is actively looking for war targets, Out of Corp (OOC) scouts are very useful. They can move around freely without alerting enemy pilots that a war target is in system.<br />
<br />
==Basic Tools of the Trade==<br />
<br />
'''T1 Ships''': Each race has a T1 frigate with bonuses for speed and tackling. These are usually the best T1 ships for scouting. Amarr: [[Executioner]]. Caldari: [[Condor]]. Gallente: [[Atron]]. Minmatar: [[Slasher]].<br />
<br />
'''T2 Ships -- Interceptors''': Interceptors are T2 versions of the T1 tackle frigates. They keep the tackling bonus and are much faster. They are immune to bubbles, which is important in null-sec scouting. Each race has two versions of the interceptor, and one of them has additional tackling bonuses, which usually makes them the better scout interceptor. That said, interceptors are expensive, so you should think twice before using one as a hero tackle. Amarr: [[Malediction]]. Caldari: [[Crow]]. Gallente: [[Ares]]. Minmatar: [[Stiletto]].<br />
<br />
'''T2 Ships -- Covops''': Covert Operations ships are frigates that can fit a Covert Operations Cloaking Device, a T2 module that allows the ship full maneuverability while cloaked, including warping. Cloaked ships do not show up on D-Scan, which allows them to sneak up on other ships. In addition, each race has one version of a Covops ship which is the T2 version of their exploration frigate. These ships can use combat scanning probes to find ships and provide a warp-in to them. All of these abilities make the Covops ship an excellent choice for fleet scouts. However, Covops ships are somewhat fragile, so they should not be used for hero tackling.<br />
<br />
'''[[Directional_Scanner_Guide |D-Scan]]''': This is an absolutely essential tool for scouts. You will use this constantly to find ships that are not on grid, to hunt down ships, and to report fleet compositions to your FC. If you are just starting out in EVE or a new scout, take the time to read the linked article and practice on your own.<br />
<br />
'''[http://evemaps.dotlan.net/ Dotlan]''': This set of maps is essential for route-finding. If you use EVE in windowed mode, you can have this open in a browser and bring it up whenever you need it.<br />
<br />
'''[https://adashboard.info/intel aDashboard]''': In either local or D-Scan, you can select all, copy, and then paste the data into aDashboard. It will analyze the data, give you a report, and give you a link you can post in fleet chat for your FC. This is a quick way to report fleet composition, war targets in local, etc.<br />
<br />
==So You Want to Be a Dedicated Scout==<br />
<br />
If you really enjoy scouting and want to get good at it, the best way is to do it often. In addition, you will want to start doing the following.<br />
<br />
'''Route Preparation''': Find out what routes FCs like to take and spend some time setting up [[Bookmarks]] in those systems. You will want bookmarks on gates, instadocks and undocks on the top and bottom stations, a location about 1 AU off the sun, and some safes. At first, a mid-safe between two gates will be enough, but having a deep safe out of D-Scan range of pretty much everything in the system will be very useful when the fleet needs to extract itself from a fight gone wrong. Set up some bookmarks that let you observe gates, mission sites, and asteroid belts from a reasonably safe distance. If you really want to be prepared, you might fit out some scout ships and leave them in stations along the route in case you get to play the hero tackle and need to reship. The more of this sort of thing you do, the more your FCs will love you.<br />
<br />
'''Ship Recognition''': The more you know about the various ships in EVE, the better intel you will give to your FC.<br />
<br />
==A Primer on Covops Scouting==<br />
<br />
Editor's Note: The following is an excellent primer on scouting in a Covert Operations ship written by another author. It also has some very good general advice on scouting. I will be going through and editing this to fit into the more comprehensive style of the current article as I have time.<br />
<br />
=== What does/doesn't this cover ===<br />
<br />
This page concentrates on covops scouting - that is with covops ships which are able to warp while cloaked (Tech 2 covops frigates and force recons with proper tech 2 covops cloaks. Those wanting to get a feel for scouting may start in frigates with tech 1 cloaks - these allow for sitting still cloaked and are OK for picketing gates (ie. sitting still watching a gate) but little beyond that, and this page does not really cover their use. Anything larger (recon ships, black ops, etc) is out of scope of this document. <br />
<br />
This page also covers high/low-sec scouting only - points in here may or may not apply to 0.0 or Wormhole space. Bubbles, lack of a "local" comms channel, and other things will change how you scout in 0.0 or Wormhole space, but we assume that you've had some experience in high and low sec before venturing into them. <br />
<br />
Finally, this page focuses on fleet scouting, and doesn't cover general intel, except in as much as intel crosses over with scouting.<br />
<br />
=== A Quick Note on How to Not Die ===<br />
<br />
If you've read this far you're probably a scout, or interested in scouting, and have or will soon have the covops cloaking device that is the signature tool of the scout. After you have read this guide, and '''before''' you take your CovOps ship out into a war zone, please take some time (preferably a lot of time) to go out in space and practice maneuvering while cloaked. The vast, vast majority of CovOps losses occur at the gate, right after you have first jumped into the system. Here are a few quick tips: <br />
<br />
*Practice the cloak timing! There is a brief lag delay between the time you take an action to break the "gate-cloak" you have upon jumping into a system, and the time when you can activate your covops cloak, and the time your ship completes cloaking. You NEED to be able to break gate-cloak and recloak within 0.2 to 0.5 seconds. Any slower and an interceptor will be able to lock you and prevent you from cloaking.<br />
<br />
*The safest thing to do is warp away. When you enter the system, simply pick a planet or safespot, press warp-to, and cloak. If you don't mess up the cloak timing, and don't get bumped (which is terribly unlucky) you will get away every time. This also gives you a chance to drop probes from the relative safety of a safespot.<br />
<br />
*Always warp away and come back at range to observe a gate that has hostile ships on it. It only takes a few seconds to do, and greatly increases your chances of survival. Dead scouts can't scout anything!<br />
<br />
*The "[[Cloak Trick|MWD/Cloak Trick]]" is unnecessary if you have a covops cloak fitted. The main purpose of this technique is to simulate a covops cloak for ships that cannot use them. However, it can be useful to quickly move out of a warp disruptor bubble in nullsec or wormhole space.<br />
<br />
*Practice your cloak timings, and remember to always warp away.<br />
<br />
== Fittings ==<br />
<br />
Fittings for covops frigates are generally fairly straight-forward. The highlights are: <br />
<br />
*Covops cloak - a tech 2 cloak so you can warp while cloaked. <br />
*Microwarpdrive - this is used for "bursting" in bubbles and getting back to a gate. <br />
*Expanded Probe Launcher - part of a scout's job is sometimes probing down the enemy, and these ships get bonuses to probing, so best to equip for it in case you need it. Bring combat and core scanner probes.<br />
*No guns. Covops ships don't fight - the first rule of scouting in a covops is "if you're not cloaked, you're doing it wrong". Note, there are some exceptions to this rule (as to any) and there are some tackling covops fits out there, specifically for gang action - but again, it is assumed that by the time you're flying something like that, you know what you're doing. <br />
*Lots of cap - the more cap you have, the further you can warp in a single jump. <br />
*Fast cap recharge - means you can jump again a little more quickly if you're bouncing around a system.<br />
<br />
Beyond that, the fit will be somewhat determined by your ship.<br />
<br />
== Tools of the Trade ==<br />
<br />
The items listed here should be setup prior to your going out to scout. <br />
<br />
=== Overview ===<br />
<br />
The overview requirements for a scout are different than for normal fliers. Your job is to see as much as possible, rather than only the enemies. First of all, switch brackets on - that gives you a clearer view of things like gate guns that are otherwise tricky to see. Include neutrals and war targets - neutral may be out of corp repairers or alt scouts. Take your corp mates out, but everything else should show. <br />
<br />
Create a second tab that just shows war targets also, so you can quickly and easily identify all war targets and get that information out to your FC, in case a fleet is travelling past you. <br />
<br />
[[Overview settings]] has more information on general overview settings and how to set things up as per above. <br />
<br />
You may also want to consider creating an overview profile per ship class (frigate, cruiser etc) to use with your directional scanner. This will allow you to select an overview profile with which to filter the scan results based on reliable intelligence as to what ship your target is flying; resulting in faster and more accurate deployment of probes.<br />
<br />
You should have one overview tab that shows everything that can decloak you: asteroids, corpses, cans, ships, everything.<br />
<br />
=== Local ===<br />
<br />
Your local window is one of the most important tools you work with as a scout - more on exactly how later. Before you're out scouting, however, you want to move your local window to one side of the screen, squash it width-wise as much as possible, pull the slider across to the left so you can see pilots and not chat, and stretch it length-wise as much as possible. Setting local to show compact member list helps as well. This is to allow for quick recognition of targets in local.<br />
<br />
=== External Tools ===<br />
<br />
==== Mumble ====<br />
<br />
[[Mumble]] is required for Uni fleet ops, but as a scout you have an extra requirement, to have [[Mumble#Setting_a_Command_Channel_push-to-talk|command channel push-to-talk key]] setup and functioning.<br />
<br />
<br> You may also want a [[Mumble#Global_Command|global command key]]. The difference between these two keys pertains to who will receive your command broadcast. <br />
<br />
'standard command key' will only broadcast to the Channel Commanders in YOUR current channel. <br />
<br />
'global command key' will broadcast to ALL Channel Commanders Server wide. <br />
<br />
<br> You use the '''global command channel as long as you are the only fleet''' out (so Intel can listen in and advise). <br />
<br />
With '''multiple fleets''' out not all fleet command communications can be broadcasted over global command. Use global command for '''strategic information''' (e.g. "global command, this is Sto Lo's fleet, we are now moving from Jita to Aldrat through Rancer lowsec" [but not "... we are jumping from Aldrat into Eygfe"] or "global command, this is Sto Lo's fleet, big pirate camp in Hagilur, 12 BS Amarr heavy, we need reinforcements" [but not "... flashy rifter 150 km up off the Evati gate"] and '''questions to Intel''' (e.g. "global command, NewbieCom1's fleet, Intel, we have two standard squads and the possibility to engage 12 flashy BS on the Evati gate. Any advise?"). Use your '''local command for tactical information''' regarding your fleet only (e.g. "local command, Sneaky1, I have a warpin on a flashy Drake at a safespot at 10" <br />
<br />
When you talk on any command channel make sure to use the protocol: "Global/Local command", "Your name", ("recipient"), "Information". E.g.: "Global Command, Ubercado, primary is Veldspar". <br />
<br />
<br> <br />
<br />
*'''Each time you're fleeting up''' - when you enter the channel move yourself to the "command channel". Once you're done with the fleet remember to leave the channel, or you'll be assumed to be a spai.<br />
<br />
<br><br />
<br />
==== Maps ====<br />
<br />
Scouting is much easier with a second monitor. If you don't have that, then best to set your client to play in windowed mode (for Mac users, &lt;apple&gt;-&lt;enter&gt; will do that I believe). <br />
<br />
For maps, I use <strike>Ombey's - http://www.ombeve.co.uk/ </strike> <span style="color:#768d31"> Note: As of 2013, Ombeve.co.uk is no longer active. See [https://forums.eveonline.com/default.aspx?g=posts&t=236592 this forum post] for more.</span> Be aware it is not 100% accurate - there are one or two strange little miss-linkages in there, but they're infrequent. Ombey's will let you at a glance see where you're going and what the layout is like near you - it's great for working out potential alternate paths, looking for nearby low-sec pockets, that sort of thing. <br />
<br />
DotLan is also a useful tool - http://evemaps.dotlan.net/ This will show you the same information as Ombey's (although I prefer Ombey's format). This will also show you lots more useful stats about the systems you're headed to, like kills per hour, etc. <br />
<br />
For practice, when travelling around unfleeted out of war, always check your route on those maps, and think about where you're headed and how you're getting there. I sometimes travel without autopilot set also, navigating by map to get more used to finding my way quickly. <br />
<br />
If you have access to an A3 printer, you can download PDF versions of the maps and print them. These can be extremely handy for pencilling routes and quickly identifying alternate paths or escape routes, especially if you only have a single monitor.<br />
<br />
==== Dashboard ====<br />
https://adashboard.info/ is a quick and simple way to share intel with your fleet. You can do a quick dscan, copy the dscan results, and paste them to this site. It categorizes the results into an easily readable format.<br />
<br />
==== ScreenShot Sharing ====<br />
Many people use screenshot sharing services like push or sharex to take screenshots of the enemy to share with their fleet.<br />
<br />
== I'm cloaked! ==<br />
<br />
Congratulations! First thing to note - undocking is dangerous to everyone, and especially dangerous when there are war targets in local. So the easy answer is never undock. If you're in a covops ship and intend to fly it repeatedly, consider logging out in space while cloaked. <br />
<br />
When you do this you get warped off to a semi-random place in the system. When you log back in you'll be de-cloaked, but will immediately warp back to where you were. During this warp you have time to re-engage your cloak. <br />
<br />
Suggested places to logout are mid-way through a warp to a safe spot, or at a safe spot. Don't do this near anything as you run the risk of fumbling and appearing uncloaked near someone who can see you. Doing this near a gate, for instance, also means that people may see you warp off, put two and two together, and scan you down in the grace period - so only ever do this from a safe spot. <br />
<br />
One other point on this - when you logout, close anything non-essential. In particular do not leave a market window open, or any other window that takes a while to refresh. This is because you'll have a moment of frozen client while these refresh as you login and that's frankly terrifying.<br />
<br />
== I've been decloaked, what happened?! ==<br />
<br />
There are a number of ways you can be forcefully decloaked. <br />
<br />
*If you get within 2Km of anything you'll lose your cloak. This means don't get too close to other ships and don't hang around at a warp-in point (ed: one of my most terrifying moments was sitting on a 100Km warp-in on a gate and having a larger ship warp in exactly 3Km ahead of me).<br />
<br />
*Stations have a range around them that's nominally 2Km, but can be deceptive due to "pointy bits", so be very careful near stations.<br />
<br />
*Cargo cans will decloak you and are sometimes easily missed. Gate guns are extremely dangerous - they're very small, usually not in your overview, and scattered around the gates. Very easy to run into by accident - be aware of them. There are some notes on overview settings below.<br />
<br />
*Passing ships can decloak you if they're coming out of warp near you. It's not something that happens often, but for safety's sake (and for general sneakiness) any time you warp in you want to move either up or down off the plane of movement, to be well out of the way of traffic.<br />
<br />
== Bookmarks ==<br />
<br />
Bookmarks are a significant part of what scouting and covops is about - at least in areas where you can bookmark. You'll slowly collect a large number of bookmarks around any system you frequent and they are your lifeblood - the difference between scouting a system with no bookmarks and scouting one you know your way around is immense, and will change how you operate. <br />
<br />
So, what to bookmark? There's a handful you'll want: <br />
<br />
==== Gate Warp-ins ====<br />
<br />
A bookmark at warp distance off a gate. You want a few bookmarks that are more than 150Km and less than grid size off each gate in each system you go through. You want to be further than 150Km because you want to be able to warp in and that's the minimum distance. Further away is better so long as you can still see ships coming through the gate. You'll spend a lot of your life at these bookmarks watching gate traffic. <br />
<br />
There's two ways to get these. The first is to warp to 100Km off a gate then turn in a random away-from-the-gate direction and move (while cloaked) until you're out far enough. This is a great thing to do if you're doing other things, like watching traffic through the gate, or talking with FC. <br />
<br />
Alternately, warp to 100, bookmark that, then warp to something else at 100 and bookmark that. Then warp back to your first bookmark _at 100_. Presto, you have a spot close to 200Km off the gate. If you do this still move a bit to be off the plane, and don't do your two warp-ins in-line with each other. Also, don't jump between gates to do this, as gates are the most likely place other people will warp from. <br />
<br />
Incidentally, note that when you come through a gate you come out at 15Km away from the gate - 150Km is your minimum warp distance, so your bookmarks should ideally be more than 165Km away, 170Km+ to be safe. Some gates also have larger radii, so if you have time (before you rely on it) try warping back and forward to make sure each direction will allow a warp. Cut it too fine, and you'll end up not having the "warp to" option sometimes, which is dangerous if you're relying on it. <br />
<br />
Try to move off the plane once you have your spot - that's directly up or down - as that'll make you less likely to be found. <br />
<br />
'''Note, bookmarks are dropped when you hit the final "OK" after naming, not when you first hit the "bookmark" button.''' <br />
<br />
Note also, if you can, try and make sure that multiple bookmarks around a gate are far enough away from each other that you can warp between them - that makes hunting down an enemy for a warp-in point much faster (more on that below). If you're making multiple bookmarks, try and put some on the side, and some at the back - that will help you potentially warp from an angle to the side of the gate, bypassing any bubbles, then to the back where you can approach the gate from as far away from any potential gate camp as possible. <br />
<br />
A small tip: If you hit "F10" and toggle the map to the local solar system view, you'll be able to see the layout of the celestial bodies. If you can get your bookmark on the "outside" of the gate (ie. put the gate between you and the sun), then your field of view should encompass many of the planets, moons, and stations. This will make working out where pilots are heading to when they warp away much easier.<br />
<br />
==== Station Warp-ins ====<br />
<br />
Same rationale as the gate bookmarks, same basic practice - try and put them "behind" the station, so you can see people warp off. <br />
<br />
==== Safe Spots ====<br />
<br />
You want these to be as non-obvious and non-easy-to-find as possible. Between objects (ie. inline from gate to station) is bad but better than nothing (and can have some uses as they're deceptive to an enemy watching you warp out, assuming you're not moving cloaked). Out at scanned down locations - cosmic anomalies and the like - can be good once they're empty. Use safe spots to generate new safe spots by dropping bookmarks mid-warp between them. Keep creating new safe spots - if you or any of your fleet members turn up in them uncloaked you may burn them and have to throw them away. <br />
<br />
Note, if you're closer than ship scanner range to other celestial objects you may be spotted (if uncloaked) by any ship using their shipboard scanner. This can happen very quickly so don't assume that just because the fleet stopped in your safe spot for only 60 seconds it hasn't been scanned down. Ship scanners have a range of 14.4AU, so that far from the nearest celestial would be great. <br />
<br />
==== Off-grid ====<br />
<br />
These are like the warp-ins for gates and stations, but just off-grid. Off-grid means far enough away from the location in question to not be able to see ships on the overview. These are useful for a couple of things - they're great hiding places and they're very close, so if you want to (for instance) setup an ambush, you can bring a fleet to the off-grid position then move yourself closer to watch the gate or station, get a warp-in point, and bring the fleet in quickly. See below for more info on getting warp-in points on targets. <br />
<br />
To get these, you can either warp and drop a bookmark while warping (this can get you out 1AU or so if you can time it right) or you can simply point away from the station and travel - if you do this at a gate, switch brackets on and watch the gate guns - when they disappear, you're off-grid for ships (which means you can't see ships and they can't see you, but you can still see the larger structures). A little further will take you off-grid for the gate itself. <br />
<br />
It may also be useful to have a warp-in point about 1AU off a station, if you're watching that system often, that you can warp to, drop probes, and warp away - this will allow for quick placement of a probe near a station for monitoring. <br />
<br />
Quick note on warping in - some bookmarks, particularly safe spots, you may want to warp to at 100 or 70 or similar every so often just so you're not always coming in at the same place. Some bookmarks this can be dangerous for - if you have a bookmark at 160Km on a station and you warp to it at 100Km from the other side of the station, you place yourself at 60Km from the station, which if it's camped may not be what you wanted. Always think about where the bookmarks are in the system - use the map (F10) to get a feel for this.<br />
<br />
== Bookmark Organisation ==<br />
<br />
As you build up your bookmarks, organisation of them will become important. You can leave them all in the main folder, but that folder will take longer and longer to load - and a delay on getting to your bookmarks may be an issue. <br />
<br />
A better approach is to create the following folders: stargates, stations, celestial objects, POSes, safe spots, people - that's six folders. Then, as you bookmark, move the bookmark into the relevant folder (I use the "people" folder for bookmarks near other people's warp-in points or supposed safe spots). That way, your right-click drop-down of bookmarks has a nice organisation and is easy to quickly get what you want - it will only ever present you bookmarks in your system anyway. This scheme also means that bookmarks you want to treat as temporary, you can just leave unfoldered and clean up later. <br />
<br />
Note, however, that while bookmarks are stored server-side, the folders are stored client-side. At some point during your career, you are very likely to lose your folders - at which point everything reverts to one big mess. So, in your naming scheme, include a marker for each type of bookmark - SS for safespot, SSD for safespots that are more then 15AU from celestials, SG for stargate, GO for gate observation, GOG for off-grid gate, STO and STOG for station observation, etc. That way, if/when you do lose your folders, you can re-create them. <br />
<br />
Incidentally, a folder per system looks appealing initially, but it suffers similar problems to not foldering at all - there's too many systems out there, your main folder ends up cluttered. Because the right-click drop-down menu already filters for you on system, it's also a bit redundant. <br />
<br />
Come up with a naming convention that suits you - something that makes it clear where the bookmark is and what it's for. Ideally also include some info about how far the bookmark is from other objects of interest. One example is "GO Eygfe High 200km", which would be a gate observation bookmark on the Eygfe stargate 200km above the gate. Keep your bookmark names to within 24 characters, for readability.<br />
<br />
Backup and protect your bookmark organization by doing a [[Client Preferences and Settings Backup]].<br />
<br />
== Moving around ==<br />
<br />
Obviously, your goal is always to stay cloaked, but to position yourself where you can see what's going on with your potential enemies or "neutrals". To that end, it's worth understanding how grids and on and off-grid positioning work - there's a nice write-up that goes through the more in-depth mechanics of "grid fu" at http://will.neoprimitive.net/grids/gridfumanual2.pdf - very useful to understand when you find yourself 100Km off a station but unable to see anyone. <br />
<br />
Moving through gates rates a mention - if you are fitted with MWD's, there's a sequence of "double click a direction, hit the cloak, hit the MWD" that gives you a short burst of speed while still cloaking. This can be useful for putting some space between you and the gate or any watchful eyes. If you use this, it's best to also change direction once you've triggered the cloak, just to be sure the prying eyes aren't able to work out where you've gone. Note, however, the caveat near the top on "how not to die" - this process is best for getting out of bubbles, not so necessary for high-sec or low-sec travel. I'd argue that it's good to practice for when you need it, but YMMV. <br />
<br />
While you're on fleet operations, sometimes your fleet commander may ask you to check stations to see if a war target is docked up. If they ask, tell them no. There's too much chance you'll dock, see a war target, they'll see you, undock with you, and pop you. It also gives you away as a scout. The FC can find a small fast cheap frigate to check stations.<br />
<br />
== Fleet Ops - X'ing up ==<br />
<br />
Uni policy is that scouts do not X up with the rest of the fleet. If you see a fleet forming, directly convo the FC and ask if they want a scout, Nine times out of ten, they will, and they'll drop you into a separate wing so you don't get ninja warped around with everyone else . Likewise, scouts don't get listed on AAR's. Secrecy is important to being a good scout - if people know your name, they'll notice you in local easily. <br />
<br />
If you're in a covops ship and a fleet is around, or you've logged in after fleet has formed, don't be afraid to convo the FC and ask if they'd like another scout - scouts are about the only type of pilots that can usefully join a fleet mid-op depending on where the fleet is and where you are. I figure it's better to offer and be turned down than not. <br />
<br />
== Scouting ==<br />
<br />
Most Uni fleets will look for a forward scout and a rear scout, and any number of floating scouts. Forward and floating should be covops ships, rear can be a prototype cloak ship in a pinch, but covops preferred. You may also see or hear reference to "+1" and "+2" scouts, and sometimes "-1" - these are just another way to refer to forward scouts (staying 1 or 2 jumps ahead of the fleet), or rear scouts (one jump behind). <br />
<br />
The forward scout's role is to check each gate before the fleet warps to it. As a forward scout, you want to be able to warp to a gate bookmark, check that the gate is clear and give the go-ahead, then warp to zero on the gate and jump through to check the other side. If you don't have bookmarks, this process gets tougher - you're reduced to either travelling uncloaked (bad), travelling cloaked to the gate (slow), or bouncing off a remote celestial to do a warp to zero when you want to go through the gate. So bookmarks are valuable here. <br />
<br />
Rear scouts watch the back of the fleet, to make sure no-one's following. They'll typically stay one jump behind the fleet, and need to watch for neutrals or suspicious behaviour. This is arguably tougher than forward scout, as you'll need to be watching not only for obvious war targets, but also for neutrals who "happen" to be following or showing up often. <br />
<br />
Floating scouts have a slightly freer job - depending on your FC, they'll either be carefully positioned by FC instruction to watch different gates and/or neighbouring systems, or they'll be free to move around and look for WT's. Floating and forward is pretty much interchangable depending on FC decisions. <br />
<br />
Reporting war target sightings - do this as calmly as possible, and as clearly as possible. Good reporting would be, "Command, Darius. I have one Cerberus on the Korsiki gate in Osmon, jumping through to you now". Bad reporting would be, "Hey guys, there's a war target coming at you!". TS discipline, in the uni at least, is always lead with the channel name (that's "command" in the above example) and your name so the FC knows who's talking where, then provide the ship type and location, optionally war target name and any other details you might have. <br />
<br />
A note on Mumble operation - as scout, you are perfectly within your rights to overtalk someone if something urgent comes up - typically you do that by saying "break break" in the command channel, people should then stop and listen. Obviously you would only use this for really urgent information, like a war target incoming to a fleet position.<br />
<br />
== What to Look For ==<br />
<br />
=== Local ===<br />
<br />
While you're scouting, you're looking for certain things. First of all, valid targets or threats - during war that's any of our War Targets, outside of war it's anyone who's "red flashy" (sec status below -5). You're also looking for high concentrations of a single corp (particularly if you're hunting pirates and see a bunch of one pirate corp in channel), and/or anyone that appears to be an out-of-corp alt for a target or potential target (that's neutral pilots following you or hanging around on gates looking suspicious). <br />
<br />
Your best tool is the local channel. Squash it width-wise, and extend it out length-wise on your screen - you usually don't care about what's said in local as much as you care about the list of people in there. <br />
<br />
Be aware that the symbols (red minuses etc) will sometimes not show up in the local list. Ideally, you need to be checking info on pilots in local as you travel. A quick hint: Don't use the right-click drop-down for "show info", as the "start conversation" option is right next door. Instead, double-click people in local - it goes to info by default and is less risky. <br />
<br />
Often you'll be asked to jump into a system and check what's there. Typically this will be jump in, move and cloak, and work your way through the people in local noting down any who are potential targets. Then report back the number of targets and whether you can actually see any or not (ie. are they all on the gate you just came through waiting&nbsp;;) Typically, if there's anything of interest you'll then be asked to try and track them down - get eyes on them. That's a mix of jumping around the stations, and probing - covered elsewhere in this doc. <br />
<br />
When you're looking through local, double-click on each member of local (if you can), and check their info. Typically you're looking at their sec status, their standing, their corp and/or alliance. You may also check their bio to see if they look like an idiot, and/or their employment history to check how old they are and whether they've recently left a war target corp. Any of this information will to toward your estimate of whether they're a threat or not. <br />
<br />
=== Directional Scanner and Overview ===<br />
<br />
Remember your directional scanner - it should be open and you should be using it when you come into a system if you think there may be bad guys near the gate but not on grid. Pulsing the directional scanner is a good habit to get into anyway. <br />
<br />
On overview, you're looking for enemies nearby, particularly flashy reds. You're also looking for cyno fields - they'll show up anywhere in the system, and are a high priority to check out. <br />
<br />
== Scanning down the opponent ==<br />
<br />
If you can fit an extended probe launcher, then it's well worth getting some practice at using probes. The Apocrypha scanning system makes one particular type of probing well worthwhile. It goes something like this: <br />
<br />
*Warp to a safe spot, decloak and launch 4 probes. Cloak up again.<br />
<br />
*Warp back to where you want to keep some eyes on. Be sure you're still cloaked - I've had issues with being decloaked as I warp off after launching probes.<br />
<br />
*Hit F10, switch all your probes down to 0.5AU, and move them to a nice neat small circle around whatever you're monitoring - typically a gate or station.<br />
<br />
The goal here is to provide enough scan strength in 0.5AU around the location to find any ships that have warped off-grid nearby. With half-decent skills, you should get a fix on anything cruiser and up pretty much straight away. So, you just keep hitting the scan button every so often. If you get a hit on something just away from your location, bookmark it, and warp to it at 100. You can then scope out the area, see if it's a worthwhile target, maybe get a warp-in point - all hopefully without your enemy knowing. <br />
<br />
Note, this also works for bookmarking people's insta-undocks, and their safe spots around gates. That also means that if you're helping an uncloaked fleet around, be aware that even just off-grid they may be visible to enemy scouts now. Also, be aware that your probes show up on people's ship scanners, so if they suspect you're out there, they may pop their ship scanner, see your probes, and run. <br />
<br />
There's an excellent guide to scanning generally at http://forum.eveuniversity.org/viewtopic.php?t=15856. There's also a wiki page on [[Scanning]] <br />
<br />
Be aware that if you're doing this, anyone clever (anyone using their ship scanners) will notice the probes and high-tail it out quickly. But if you can catch their warp-in or warp-out points, it may help you track them down next time they warp through the area. <br />
<br />
Probing like this may also be a distraction - I've had fleet commanders that specifically ask for the scout to probe down targets for them, and I've had fleet commanders that would rather keep you on the move, so it will depend on the type of fleet, purpose of fleet, and whim of the FC as to whether this is a serious part of your duties. It's worth getting some practice in on, imnsho, as it does get asked for, and some FC's will assume you are capable of doing this. <br />
<br />
Quick small note - if you're looking for a POS, remember that POSes must be on-grid with moons, so if you stay cloaked and warp from moon to moon, you may find POSes faster than if you try and scan for them (they'll show up in overview when you warp in) - assuming there's not too many moons in system. Beware of warping into the POS, though. <br />
<br />
When you try to probe down a ship, the ship ID you see on the probing interface stays the same for each ship within each system but changes with the system and after downtime (as well as repackaging the ship). E.g. Ubercado's Ibis has the ID ABC-123 in Aldrat and the ID FF-42 in Eygfe (even after docking or jumping out and in again); After downtime the IDs will change. So a common tactic is to get the ship ID when a target is at a known location (like undocking from a station) and then have an easier way to find that ID in open space (like in a mission area). Making a list with the ship IDs of your targets in each system helps when hunting WTs that keep flying around.<br />
<br />
== Warp-in Points ==<br />
<br />
You'll sometimes be asked by your FC to try and get a warp-in point on a target. This basically means staying cloaked, and maneuvering into a position that's a warp-in distance away from the target (ie. a number that appears on the "warp to at..." drop-down) and also in-line with somewhere the fleet can be. In other words, you ideally want something like this: <br />
<br />
Fleet ------- Target -- You <br />
<br />
Where the fleet is some distance away, out of sight, and you're about 50-100Km away on the other side of the target. Distance from enemy is at your discretion, you ideally want it to match up with the warp-in distances so the fleet can drop directly on top of the enemy (or at appropriate range - that bit's up to the FC to organise ). You don't want the fleet to have to warp through the target, is the only note here, as that gives the target time to see them and run. <br />
<br />
This is one of the trickier things to do, mainly because the target will often keep moving. One tip, if the target's warping in and out: Note the distance to the target, note your move speed, and double-click right near them to move toward them. If they warp out, keep moving - time yourself to try and position roughly where you want to be (remembering it's better to be too far away, than right on top of their warp-in point, otherwise they may decloak you). Drop lots of bookmarks while doing this, you can always go clean them up later, and they mean you can warp out and back and resume where you left off. <br />
<br />
If you do find an enemies' safe spot, or a warp-in point for a popular location for an enemy, make sure you've bookmarked it - they're valuable so long as the enemy doesn't realise you've got it. <br />
<br />
One other small note on this: If you're scouting for a sniper-heavy fleet, you may actually sit between the target and the fleet - the idea is if you're 30Km from the target toward the fleet, the fleet can then warp to you at 50Km and they're perfect sniping distance away. Depends a lot on the situation though, and not likely to be done in a Uni fleet. <br />
<br />
== Punting ==<br />
<br />
Punting is one of the terms used for a scout to warp his unit (e.g. wing warp) directly to the probing solution. <br />
<br />
=== Probing solution ===<br />
The Punter has be in a ship with an expanded probe launcher and needs a probing solution.<br />
<br />
=== Unit warp (aka Punt) ===<br />
As a Punter you will initiate a unit warp command (e.g. "warp wing"), so you need to be the commander of a unit (SC/WC/FC). You will only warp your unit (squad, wing, fleet). To issue a unit warp command, you need to be in a warpable distance to the target. This means you have to be at least 150 km away from the target. Only those of your unit that are in warpable distance to the target themselve will be warped by your unit warp, so they need to be at least 150 km away from the target as well. Only those of your unit members that are on grid with you will get the unit warp command. They must have broken their gate cloak. <br />
<br />
You should announce the punt including the distance before you initiate the unit warp command so those that do not want to get punted can abort that command (ctrl + space).<br />
<br />
Usually the Punter will abort the warp command himself so he does not land on the target with his unit. Make sure to not be aligned to the target when you do not want to get warped.<br />
<br />
=== Checklist for Punting ===<br />
<br />
- Punter is a unit leader in a fleet<br />
<br />
- Punter on grid with unit<br />
<br />
- Punter as well as unit > 150 km away from the target<br />
<br />
- Unit broke gate cloak<br />
<br />
- Unit informed of Punting beforehand<br />
<br />
=== Tips on Punting ===<br />
<br />
- Make sure to always cancel your warp (default CTRL + SPACE) once you punt. You do not want to land at zero on a target. <br />
<br />
- Add Control Towers to your ship filter (in the scanner menu). This will give you an indication whether the target might be inside a POS shield. If you do not do this, you might punt your whole unit in a POS shield where it dies a horrible death.<br />
<br />
- Quite often a punter will initiate two punts: The first punt will unit warp to zero to the target, the second punt will be at range (e.g. 50km). This will allow snipers, Ewar, Logistics and such to stay out of harms way. You should announce your intention for multiple punts before so people can prepare to abort the first punt if they want to land at range. Some may even want to abort the 2nd punt as well and warp in later at their preferred distance. It's often useful for only fast frigates and interceptors to take the first punt at zero to avoid slower fleet warps with larger ships that may alert the target to an incoming fleet. <br />
<br />
- As a lot of targets check Dscan regularly, it helps to move in your probes into the Dscan range of the target as late as possible. For example, if you intend to probe down a potential target, drop your probes at a location off d-scan range with the target. Quickly move your probes high above or well below the ecliptic plane and initiate scan. This will move your probes outside of all celestial d-scan range and give you valuable time to locate your target. Once you have a general location for the target from d-scan, prepare your fleet for punting and position your probes in the area you've located the target with the smallest scan range that effectively covers your targets estimated position. Have your fleet align towards the nearest celestial as you initiate scan. Give a countdown for the punt, and when the scan is finished quickly select your target and fleet/wing/squad warp for the punt. Give a second punt if required and quickly recall your probes or position them off d-scan as before.<br />
<br />
- Some ships are nearly impossible to scan down, e.g. some boosting T3 or ECCM'ed Guardians which have a low signature radius. Do not plan to punt your unit onto these targets, you will most likely not get a probing solution.<br />
<br />
- When the targets are kiting, Punting is of limited use unless you have long range or fast tackle or enough snipers. Even when your probes are on grid and your unit is ready to warp, you need a couple of seconds for your probes to get a solution and your unit needs a couple of seconds in warp. This is usually enough time for kiters to move 30 km or so away. One solution to kiting is to place the fleet members (wing or squad) that will be punted in-front of the kiting ship at a relatively close off-grid tactical. If the punt is fast enough and at range, there is a chance for tacklers to land just in-front of the kiting ship and potentially land a scram and web. This works best if the kiting ship still has other fleet members on-grid masking your intentions to intercept. NOTE: This is difficult and takes practice and cunning, if done incorrectly the scout may land some very vulnerable ships within perfect sniping range of the kiting target.<br />
<br />
- If you are combat probing, it sometimes helps to get a scan on your fleet first and ignore your fleet's results in your probing window. Note that the ship IDs change with the system so you need to do this for every system at least once. Repackaging a ship changes the ID of the ships as well. This will help to not confuse your fleet member's ships with the target's. <br />
<br />
- Punting is a good tactic vs. snipers and stationary targets. Punting is not so good vs. small targets as you will have a hard time getting a probing solution on those. Punting is also not great vs. fast moving targets as they are out of their initial warp to point once your unit lands. Plan accordingly.<br />
<br />
- In big fleet fights it can be nice to have a punt squad ready. It is very good vs. snipers and Falcons. In long fleet fights (POS bashes) it is not unlikely for people to disconnect. They will automatically warp to a random point within 1.000.000 km so they are within the 0.5 AU of your probes. Even though they might get their ship replaced by CCP when they loose it to a disconnect, it takes a ship out of the fight when a fast punt squad kills that ship.<br />
<br />
== Freedom and Rules ==<br />
<br />
There is some personal style that comes in here, as scouting can be a freer role than some others in fleet - personal judgements need to be made about what you're watching when. However, two things are important: If the FC tells you to be somewhere, get there, and if you see something that needs investigating and move off your last instruction, clearly inform the FC you're about to do that. The FC cannot make good decisions on faulty intel, make sure they understand the environment around them as best you can - that includes making sure they're not assuming you're somewhere you're not. <br />
<br />
I've personally found a combination of both command channel on TS and a text chat channel in game provides a good balance - if your FC + WCs + other scouts are in a text chat channel, low priority notes can go there without interrupting voice chat. I've also had a few fleets where the scouts have setup a channel amongst themselves only, to discuss where they are and what's happening - that can also be useful, think of it as squad chat for scouts. <br />
<br />
Well, that's pretty much it for now. Best thing to do is get out there in your scout ship and practice, set up bookmarks around gates and stations in your common hunting areas, and don't be afraid to volunteer to scout for fleets as they setup - everyone loves an extra scout. <br />
<br />
== Mistakes Made ==<br />
<br />
*'''Scanning down your bait ship or own fleet.''' It happens to the best of us starting out - always pay attention to the starmap and where your fleet is, and where other celestials are, when you're probing. In my case, our fleet had positioned a bait battlecruiser at the gate just inside a system while I was trying to probe down an enemy. I found a sig, narrowed down on it, getting progressively more excited, until I got a bookmark and warped in to find it was one of our fleet - the baitship.<br />
<br />
*'''Lost probes.''' Probes when launched last around an hour. It's very easy to forget this in the heat of scanning, and suddenly your probes are leaving the system one by one, and you find yourself having to uncloak and reload. Particularly painful if you have sisters probes at 1M ISK per probe.<br />
<br />
*'''Warp and don't move.''' Always, '''always''' move when you hit the end of your warp. Otherwise, someone else will warp in on top of you.<br />
<br />
*'''Location, location, location.''' While leading a fleet, if you have no bookmarks and the fleet is hot on your heels, do not warp to 100 on the next gate. Sure, it gives you a decent view of the gate, but you've then got to either slowboat the 100Km (approximately 3 and a half minutes), or bounce out and back (much faster, but still not fast enough to beat the fleet).<br />
<br />
== Linked resources ==<br />
<br />
A short list of all the things linked to from this page: <br />
<br />
*[[Installing the EVE University Overview]] <br />
*[http://www.ombeve.co.uk/ Ombey's maps ]<br />
*[http://evemaps.dotlan.net/ DotLan]<br />
*[http://www.evealtruist.com/2011/04/bookmarks-and-you.html The Altruist guide on bookmarking]<br />
*[http://forum.eveuniversity.org/viewtopic.php?t=15856 scanning and probing forum thread]<br />
*[[Scanning]]<br />
*[http://will.neoprimitive.net/grids/gridfumanual2.pdf Goons grid-fu manual]<br />
<br />
== Notes ==<br />
<references/><br />
<br />
[[Category:Fleets]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Scouting&diff=150932Scouting2020-02-19T17:52:19Z<p>Vorkan Dosja: /* Scout Missions and Roles */</p>
<hr />
<div>{{cleanup|Tone and copyediting}}<br />
{{related class|Scouting 101}}{{tocright}}<br />
Scouts are the eyes and ears of a fleet. Without them, fleets would both easily get surprised by enemy forces, as well as have a tough time hunting down good fights.<br />
<br />
Some ships are better (or even essential) for certain types of scouting, but for a basic fleet scout all that is needed is:<br />
* The ability to fly a ship.<br />
* Some fundamental scouting knowledge.<br />
* The ability to use a few tools that are linked in this article.<br />
<br />
Since scouting is a fleet role, it is also important for prospective scouts to familiarize themselves with fleet operations beforehand. Read the [[The_Rookie's_Guide_To_Fleet_Ops | Rookie's Guide to Fleet Ops]] to get started.<br />
<br />
==Scout Objectives and Roles==<br />
===Objectives===<br />
<br />
There are two basic scout objectives: Route Security and Hunting. Route security means ensuring the fleet's planned travel route is free of hostile forces that should be avoided, as well as preventing anyone from surprising the fleet. Hunting means finding good fights for the fleet. All scouts provide route security, all the time, on every operation. If the fleet is looking for a fight, scouts are also responsible for hunting down a good fight for the fleet.<br />
<br />
With those two objectives in mind, the following are the most common scout roles.<br />
<br />
===Basic Roles===<br />
<br />
The most basic scout roles are 'picket' and '+1'. The ‘Hero Tackle’ role can be added on to these roles as well. <br />
<br />
====Picket====<br />
<br />
Picketing is the easiest scout job; some players do even not consider it scouting it is so simple. The picket's job is normally to sit at a gate and report the specific types of ships coming into the system he is assigned to. For example, incursion fleets use pickets to warn them of war targets. <br />
<br />
If you are a picket, and your only job is to watch for war targets, you can do this docked up safe in a station by carefully watching local. However, sitting 200km+ off a gate while cloaked is the best option since it allows you to report specific details on the ships coming through your picket.<br />
<br />
====+1====<br />
<br />
The objective of the +1 is to move one jump ahead of his fleet to provide intelligence to his FC. If the fleet is simply traveling to a destination, then the scout's job is route security (i.e., warning the FC of war targets, gate camps, and any other possible danger). In low-sec or null-sec space, individual ships may ask for a +1 to guide them into or out of dangerous areas.<br />
<br />
<br />
When jumping into a new system, keep cloak and immediately check three things. First, check the grid on your overview for ships that might pose a threat to the fleet. Second, check local for war targets, flashy targets, criminals, etc. Finally, check D-Scan for ships sitting off grid. Report anything that might be a threat to the FC. If the objective is to find good fights and there are other pilots in local, then the +1 will check out mission sites and asteroid belts with D-Scan to see if there are appropriate targets available. <br />
<br />
<br />
Why move one jump ahead? If a fleet jumps into a system, it spikes local and everyone in the system will know a fleet has come in. That puts everyone on alert. A scout moving in alone does not alarm anyone significantly in a system. The fleet does not move into the system until either the scout finds a good fight, or the FC determines that there is nothing interesting and decides to move on.<br />
<br />
<br />
Why not just roam? Why exactly one and only one system ahead? Even when looking for good fights, scouts are always performing a fleet safety role. A scout one system ahead prevents the fleet from being surprised. If you are two or more systems ahead and there is no +1, then another fleet can move in behind the scout and surprise the fleet when it jumps in.<br />
<br />
<br />
Good ships for the +1 role are tackle frigates, but the best ships are interceptors and covops ships.<br />
<br />
====The Hero Tackle====<br />
<br />
Hero tackle is an add-on role. Hero tackles are scouts who find a target the FC wants to fight. The FC will get the fleet into position on the gate leading into the scout’s system. At the FC’s signal, the scout will engage the target, tackle it, and attempt to hold tackle until the fleet can arrive to finish the fight.<br />
<br />
It is essential to communicate with the FC what is happening and to time the tackle to just before the fleet jumps into system. Have your fleet warp to you. Be mindful of gated sites; the fleet may have to warp through an acceleration gate first to reach you. Hero tackles frequently do not survive (hence the "hero" part), so interceptors and covop ships are generally too expensive for this role. Before attempting this [[Tackling_Guide | read up on tackling]], and practice a bit with a fellow corporation member.<br />
<br />
==Other Scouting Roles==<br />
<br />
There are three somewhat less common roles for scouts: the roaming scout, the -1, and finding war targets.<br />
<br />
'''Roaming scouts''' move several jumps ahead of a fleet to look for good fights. The fleet will have a +1 as well for route security. Large fleets may have two or more roaming scouts, in which case the +1 and roaming scouts may want their own channel so they can communicate without interrupting the FCs communications with the rest of the fleet. Roaming scouts generally should not try to take on the hero tackle role, although when the fleet is only one jump away that may be okay. Tackle frigates, interceptors, and covops ships are the standard for this role.<br />
<br />
'''-1s''' follow one jump behind a fleet to protect it from forces stalking the fleet and enemy scouts. -1s are only used when the FC suspects his fleet is being followed or there is a high danger of war targets attacking. -1s need to pay attention to local and notice any pilots who seem to be following the fleet. They generally don't report unless they find or suspect they have found someone following the fleet.<br />
<br />
'''Finding War Targets''': In any situation where a fleet can expect to encounter war targets or is actively looking for war targets, OOC scouts are very useful. They can move around freely without alerting enemy pilots that a war target is in system.<br />
<br />
==Basic Tools of the Trade==<br />
<br />
'''T1 Ships''': Each race has a T1 frigate with bonuses for speed and tackling. These are usually the best T1 ships for scouting. Amarr: [[Executioner]]. Caldari: [[Condor]]. Gallente: [[Atron]]. Minmatar: [[Slasher]].<br />
<br />
'''T2 Ships -- Interceptors''': Interceptors are T2 versions of the T1 tackle frigates. They keep the tackling bonus and are much faster. They are immune to bubbles, which is important in null-sec scouting. Each race has two versions of the interceptor, and one of them has additional tackling bonuses, which usually makes them the better scout interceptor. That said, interceptors are expensive, so you should think twice before using one as a hero tackle. Amarr: [[Malediction]]. Caldari: [[Crow]]. Gallente: [[Ares]]. Minmatar: [[Stiletto]].<br />
<br />
'''T2 Ships -- Covops''': Covert Operations ships are frigates that can fit a Covert Operations Cloaking Device, a T2 module that allows the ship full maneuverability while cloaked, including warping. Cloaked ships do not show up on D-Scan, which allows them to sneak up on other ships. In addition, each race has one version of a Covops ship which is the T2 version of their exploration frigate. These ships can use combat scanning probes to find ships and provide a warp-in to them. All of these abilities make the Covops ship an excellent choice for fleet scouts. However, Covops ships are somewhat fragile, so they should not be used for hero tackling.<br />
<br />
'''[[Directional_Scanner_Guide |D-Scan]]''': This is an absolutely essential tool for scouts. You will use this constantly to find ships that are not on grid, to hunt down ships, and to report fleet compositions to your FC. If you are just starting out in EVE or a new scout, take the time to read the linked article and practice on your own.<br />
<br />
'''[http://evemaps.dotlan.net/ Dotlan]''': This set of maps is essential for route-finding. If you use EVE in windowed mode, you can have this open in a browser and bring it up whenever you need it.<br />
<br />
'''[https://adashboard.info/intel aDashboard]''': In either local or D-Scan, you can select all, copy, and then paste the data into aDashboard. It will analyze the data, give you a report, and give you a link you can post in fleet chat for your FC. This is a quick way to report fleet composition, war targets in local, etc.<br />
<br />
==So You Want to Be a Dedicated Scout==<br />
<br />
If you really enjoy scouting and want to get good at it, the best way is to do it often. In addition, you will want to start doing the following.<br />
<br />
'''Route Preparation''': Find out what routes FCs like to take and spend some time setting up [[Bookmarks]] in those systems. You will want bookmarks on gates, instadocks and undocks on the top and bottom stations, a location about 1 AU off the sun, and some safes. At first, a mid-safe between two gates will be enough, but having a deep safe out of D-Scan range of pretty much everything in the system will be very useful when the fleet needs to extract itself from a fight gone wrong. Set up some bookmarks that let you observe gates, mission sites, and asteroid belts from a reasonably safe distance. If you really want to be prepared, you might fit out some scout ships and leave them in stations along the route in case you get to play the hero tackle and need to reship. The more of this sort of thing you do, the more your FCs will love you.<br />
<br />
'''Ship Recognition''': The more you know about the various ships in EVE, the better intel you will give to your FC.<br />
<br />
==A Primer on Covops Scouting==<br />
<br />
Editor's Note: The following is an excellent primer on scouting in a Covert Operations ship written by another author. It also has some very good general advice on scouting. I will be going through and editing this to fit into the more comprehensive style of the current article as I have time.<br />
<br />
=== What does/doesn't this cover ===<br />
<br />
This page concentrates on covops scouting - that is with covops ships which are able to warp while cloaked (Tech 2 covops frigates and force recons with proper tech 2 covops cloaks. Those wanting to get a feel for scouting may start in frigates with tech 1 cloaks - these allow for sitting still cloaked and are OK for picketing gates (ie. sitting still watching a gate) but little beyond that, and this page does not really cover their use. Anything larger (recon ships, black ops, etc) is out of scope of this document. <br />
<br />
This page also covers high/low-sec scouting only - points in here may or may not apply to 0.0 or Wormhole space. Bubbles, lack of a "local" comms channel, and other things will change how you scout in 0.0 or Wormhole space, but we assume that you've had some experience in high and low sec before venturing into them. <br />
<br />
Finally, this page focuses on fleet scouting, and doesn't cover general intel, except in as much as intel crosses over with scouting.<br />
<br />
=== A Quick Note on How to Not Die ===<br />
<br />
If you've read this far you're probably a scout, or interested in scouting, and have or will soon have the covops cloaking device that is the signature tool of the scout. After you have read this guide, and '''before''' you take your CovOps ship out into a war zone, please take some time (preferably a lot of time) to go out in space and practice maneuvering while cloaked. The vast, vast majority of CovOps losses occur at the gate, right after you have first jumped into the system. Here are a few quick tips: <br />
<br />
*Practice the cloak timing! There is a brief lag delay between the time you take an action to break the "gate-cloak" you have upon jumping into a system, and the time when you can activate your covops cloak, and the time your ship completes cloaking. You NEED to be able to break gate-cloak and recloak within 0.2 to 0.5 seconds. Any slower and an interceptor will be able to lock you and prevent you from cloaking.<br />
<br />
*The safest thing to do is warp away. When you enter the system, simply pick a planet or safespot, press warp-to, and cloak. If you don't mess up the cloak timing, and don't get bumped (which is terribly unlucky) you will get away every time. This also gives you a chance to drop probes from the relative safety of a safespot.<br />
<br />
*Always warp away and come back at range to observe a gate that has hostile ships on it. It only takes a few seconds to do, and greatly increases your chances of survival. Dead scouts can't scout anything!<br />
<br />
*The "[[Cloak Trick|MWD/Cloak Trick]]" is unnecessary if you have a covops cloak fitted. The main purpose of this technique is to simulate a covops cloak for ships that cannot use them. However, it can be useful to quickly move out of a warp disruptor bubble in nullsec or wormhole space.<br />
<br />
*Practice your cloak timings, and remember to always warp away.<br />
<br />
== Fittings ==<br />
<br />
Fittings for covops frigates are generally fairly straight-forward. The highlights are: <br />
<br />
*Covops cloak - a tech 2 cloak so you can warp while cloaked. <br />
*Microwarpdrive - this is used for "bursting" in bubbles and getting back to a gate. <br />
*Expanded Probe Launcher - part of a scout's job is sometimes probing down the enemy, and these ships get bonuses to probing, so best to equip for it in case you need it. Bring combat and core scanner probes.<br />
*No guns. Covops ships don't fight - the first rule of scouting in a covops is "if you're not cloaked, you're doing it wrong". Note, there are some exceptions to this rule (as to any) and there are some tackling covops fits out there, specifically for gang action - but again, it is assumed that by the time you're flying something like that, you know what you're doing. <br />
*Lots of cap - the more cap you have, the further you can warp in a single jump. <br />
*Fast cap recharge - means you can jump again a little more quickly if you're bouncing around a system.<br />
<br />
Beyond that, the fit will be somewhat determined by your ship.<br />
<br />
== Tools of the Trade ==<br />
<br />
The items listed here should be setup prior to your going out to scout. <br />
<br />
=== Overview ===<br />
<br />
The overview requirements for a scout are different than for normal fliers. Your job is to see as much as possible, rather than only the enemies. First of all, switch brackets on - that gives you a clearer view of things like gate guns that are otherwise tricky to see. Include neutrals and war targets - neutral may be out of corp repairers or alt scouts. Take your corp mates out, but everything else should show. <br />
<br />
Create a second tab that just shows war targets also, so you can quickly and easily identify all war targets and get that information out to your FC, in case a fleet is travelling past you. <br />
<br />
[[Overview settings]] has more information on general overview settings and how to set things up as per above. <br />
<br />
You may also want to consider creating an overview profile per ship class (frigate, cruiser etc) to use with your directional scanner. This will allow you to select an overview profile with which to filter the scan results based on reliable intelligence as to what ship your target is flying; resulting in faster and more accurate deployment of probes.<br />
<br />
You should have one overview tab that shows everything that can decloak you: asteroids, corpses, cans, ships, everything.<br />
<br />
=== Local ===<br />
<br />
Your local window is one of the most important tools you work with as a scout - more on exactly how later. Before you're out scouting, however, you want to move your local window to one side of the screen, squash it width-wise as much as possible, pull the slider across to the left so you can see pilots and not chat, and stretch it length-wise as much as possible. Setting local to show compact member list helps as well. This is to allow for quick recognition of targets in local.<br />
<br />
=== External Tools ===<br />
<br />
==== Mumble ====<br />
<br />
[[Mumble]] is required for Uni fleet ops, but as a scout you have an extra requirement, to have [[Mumble#Setting_a_Command_Channel_push-to-talk|command channel push-to-talk key]] setup and functioning.<br />
<br />
<br> You may also want a [[Mumble#Global_Command|global command key]]. The difference between these two keys pertains to who will receive your command broadcast. <br />
<br />
'standard command key' will only broadcast to the Channel Commanders in YOUR current channel. <br />
<br />
'global command key' will broadcast to ALL Channel Commanders Server wide. <br />
<br />
<br> You use the '''global command channel as long as you are the only fleet''' out (so Intel can listen in and advise). <br />
<br />
With '''multiple fleets''' out not all fleet command communications can be broadcasted over global command. Use global command for '''strategic information''' (e.g. "global command, this is Sto Lo's fleet, we are now moving from Jita to Aldrat through Rancer lowsec" [but not "... we are jumping from Aldrat into Eygfe"] or "global command, this is Sto Lo's fleet, big pirate camp in Hagilur, 12 BS Amarr heavy, we need reinforcements" [but not "... flashy rifter 150 km up off the Evati gate"] and '''questions to Intel''' (e.g. "global command, NewbieCom1's fleet, Intel, we have two standard squads and the possibility to engage 12 flashy BS on the Evati gate. Any advise?"). Use your '''local command for tactical information''' regarding your fleet only (e.g. "local command, Sneaky1, I have a warpin on a flashy Drake at a safespot at 10" <br />
<br />
When you talk on any command channel make sure to use the protocol: "Global/Local command", "Your name", ("recipient"), "Information". E.g.: "Global Command, Ubercado, primary is Veldspar". <br />
<br />
<br> <br />
<br />
*'''Each time you're fleeting up''' - when you enter the channel move yourself to the "command channel". Once you're done with the fleet remember to leave the channel, or you'll be assumed to be a spai.<br />
<br />
<br><br />
<br />
==== Maps ====<br />
<br />
Scouting is much easier with a second monitor. If you don't have that, then best to set your client to play in windowed mode (for Mac users, &lt;apple&gt;-&lt;enter&gt; will do that I believe). <br />
<br />
For maps, I use <strike>Ombey's - http://www.ombeve.co.uk/ </strike> <span style="color:#768d31"> Note: As of 2013, Ombeve.co.uk is no longer active. See [https://forums.eveonline.com/default.aspx?g=posts&t=236592 this forum post] for more.</span> Be aware it is not 100% accurate - there are one or two strange little miss-linkages in there, but they're infrequent. Ombey's will let you at a glance see where you're going and what the layout is like near you - it's great for working out potential alternate paths, looking for nearby low-sec pockets, that sort of thing. <br />
<br />
DotLan is also a useful tool - http://evemaps.dotlan.net/ This will show you the same information as Ombey's (although I prefer Ombey's format). This will also show you lots more useful stats about the systems you're headed to, like kills per hour, etc. <br />
<br />
For practice, when travelling around unfleeted out of war, always check your route on those maps, and think about where you're headed and how you're getting there. I sometimes travel without autopilot set also, navigating by map to get more used to finding my way quickly. <br />
<br />
If you have access to an A3 printer, you can download PDF versions of the maps and print them. These can be extremely handy for pencilling routes and quickly identifying alternate paths or escape routes, especially if you only have a single monitor.<br />
<br />
==== Dashboard ====<br />
https://adashboard.info/ is a quick and simple way to share intel with your fleet. You can do a quick dscan, copy the dscan results, and paste them to this site. It categorizes the results into an easily readable format.<br />
<br />
==== ScreenShot Sharing ====<br />
Many people use screenshot sharing services like push or sharex to take screenshots of the enemy to share with their fleet.<br />
<br />
== I'm cloaked! ==<br />
<br />
Congratulations! First thing to note - undocking is dangerous to everyone, and especially dangerous when there are war targets in local. So the easy answer is never undock. If you're in a covops ship and intend to fly it repeatedly, consider logging out in space while cloaked. <br />
<br />
When you do this you get warped off to a semi-random place in the system. When you log back in you'll be de-cloaked, but will immediately warp back to where you were. During this warp you have time to re-engage your cloak. <br />
<br />
Suggested places to logout are mid-way through a warp to a safe spot, or at a safe spot. Don't do this near anything as you run the risk of fumbling and appearing uncloaked near someone who can see you. Doing this near a gate, for instance, also means that people may see you warp off, put two and two together, and scan you down in the grace period - so only ever do this from a safe spot. <br />
<br />
One other point on this - when you logout, close anything non-essential. In particular do not leave a market window open, or any other window that takes a while to refresh. This is because you'll have a moment of frozen client while these refresh as you login and that's frankly terrifying.<br />
<br />
== I've been decloaked, what happened?! ==<br />
<br />
There are a number of ways you can be forcefully decloaked. <br />
<br />
*If you get within 2Km of anything you'll lose your cloak. This means don't get too close to other ships and don't hang around at a warp-in point (ed: one of my most terrifying moments was sitting on a 100Km warp-in on a gate and having a larger ship warp in exactly 3Km ahead of me).<br />
<br />
*Stations have a range around them that's nominally 2Km, but can be deceptive due to "pointy bits", so be very careful near stations.<br />
<br />
*Cargo cans will decloak you and are sometimes easily missed. Gate guns are extremely dangerous - they're very small, usually not in your overview, and scattered around the gates. Very easy to run into by accident - be aware of them. There are some notes on overview settings below.<br />
<br />
*Passing ships can decloak you if they're coming out of warp near you. It's not something that happens often, but for safety's sake (and for general sneakiness) any time you warp in you want to move either up or down off the plane of movement, to be well out of the way of traffic.<br />
<br />
== Bookmarks ==<br />
<br />
Bookmarks are a significant part of what scouting and covops is about - at least in areas where you can bookmark. You'll slowly collect a large number of bookmarks around any system you frequent and they are your lifeblood - the difference between scouting a system with no bookmarks and scouting one you know your way around is immense, and will change how you operate. <br />
<br />
So, what to bookmark? There's a handful you'll want: <br />
<br />
==== Gate Warp-ins ====<br />
<br />
A bookmark at warp distance off a gate. You want a few bookmarks that are more than 150Km and less than grid size off each gate in each system you go through. You want to be further than 150Km because you want to be able to warp in and that's the minimum distance. Further away is better so long as you can still see ships coming through the gate. You'll spend a lot of your life at these bookmarks watching gate traffic. <br />
<br />
There's two ways to get these. The first is to warp to 100Km off a gate then turn in a random away-from-the-gate direction and move (while cloaked) until you're out far enough. This is a great thing to do if you're doing other things, like watching traffic through the gate, or talking with FC. <br />
<br />
Alternately, warp to 100, bookmark that, then warp to something else at 100 and bookmark that. Then warp back to your first bookmark _at 100_. Presto, you have a spot close to 200Km off the gate. If you do this still move a bit to be off the plane, and don't do your two warp-ins in-line with each other. Also, don't jump between gates to do this, as gates are the most likely place other people will warp from. <br />
<br />
Incidentally, note that when you come through a gate you come out at 15Km away from the gate - 150Km is your minimum warp distance, so your bookmarks should ideally be more than 165Km away, 170Km+ to be safe. Some gates also have larger radii, so if you have time (before you rely on it) try warping back and forward to make sure each direction will allow a warp. Cut it too fine, and you'll end up not having the "warp to" option sometimes, which is dangerous if you're relying on it. <br />
<br />
Try to move off the plane once you have your spot - that's directly up or down - as that'll make you less likely to be found. <br />
<br />
'''Note, bookmarks are dropped when you hit the final "OK" after naming, not when you first hit the "bookmark" button.''' <br />
<br />
Note also, if you can, try and make sure that multiple bookmarks around a gate are far enough away from each other that you can warp between them - that makes hunting down an enemy for a warp-in point much faster (more on that below). If you're making multiple bookmarks, try and put some on the side, and some at the back - that will help you potentially warp from an angle to the side of the gate, bypassing any bubbles, then to the back where you can approach the gate from as far away from any potential gate camp as possible. <br />
<br />
A small tip: If you hit "F10" and toggle the map to the local solar system view, you'll be able to see the layout of the celestial bodies. If you can get your bookmark on the "outside" of the gate (ie. put the gate between you and the sun), then your field of view should encompass many of the planets, moons, and stations. This will make working out where pilots are heading to when they warp away much easier.<br />
<br />
==== Station Warp-ins ====<br />
<br />
Same rationale as the gate bookmarks, same basic practice - try and put them "behind" the station, so you can see people warp off. <br />
<br />
==== Safe Spots ====<br />
<br />
You want these to be as non-obvious and non-easy-to-find as possible. Between objects (ie. inline from gate to station) is bad but better than nothing (and can have some uses as they're deceptive to an enemy watching you warp out, assuming you're not moving cloaked). Out at scanned down locations - cosmic anomalies and the like - can be good once they're empty. Use safe spots to generate new safe spots by dropping bookmarks mid-warp between them. Keep creating new safe spots - if you or any of your fleet members turn up in them uncloaked you may burn them and have to throw them away. <br />
<br />
Note, if you're closer than ship scanner range to other celestial objects you may be spotted (if uncloaked) by any ship using their shipboard scanner. This can happen very quickly so don't assume that just because the fleet stopped in your safe spot for only 60 seconds it hasn't been scanned down. Ship scanners have a range of 14.4AU, so that far from the nearest celestial would be great. <br />
<br />
==== Off-grid ====<br />
<br />
These are like the warp-ins for gates and stations, but just off-grid. Off-grid means far enough away from the location in question to not be able to see ships on the overview. These are useful for a couple of things - they're great hiding places and they're very close, so if you want to (for instance) setup an ambush, you can bring a fleet to the off-grid position then move yourself closer to watch the gate or station, get a warp-in point, and bring the fleet in quickly. See below for more info on getting warp-in points on targets. <br />
<br />
To get these, you can either warp and drop a bookmark while warping (this can get you out 1AU or so if you can time it right) or you can simply point away from the station and travel - if you do this at a gate, switch brackets on and watch the gate guns - when they disappear, you're off-grid for ships (which means you can't see ships and they can't see you, but you can still see the larger structures). A little further will take you off-grid for the gate itself. <br />
<br />
It may also be useful to have a warp-in point about 1AU off a station, if you're watching that system often, that you can warp to, drop probes, and warp away - this will allow for quick placement of a probe near a station for monitoring. <br />
<br />
Quick note on warping in - some bookmarks, particularly safe spots, you may want to warp to at 100 or 70 or similar every so often just so you're not always coming in at the same place. Some bookmarks this can be dangerous for - if you have a bookmark at 160Km on a station and you warp to it at 100Km from the other side of the station, you place yourself at 60Km from the station, which if it's camped may not be what you wanted. Always think about where the bookmarks are in the system - use the map (F10) to get a feel for this.<br />
<br />
== Bookmark Organisation ==<br />
<br />
As you build up your bookmarks, organisation of them will become important. You can leave them all in the main folder, but that folder will take longer and longer to load - and a delay on getting to your bookmarks may be an issue. <br />
<br />
A better approach is to create the following folders: stargates, stations, celestial objects, POSes, safe spots, people - that's six folders. Then, as you bookmark, move the bookmark into the relevant folder (I use the "people" folder for bookmarks near other people's warp-in points or supposed safe spots). That way, your right-click drop-down of bookmarks has a nice organisation and is easy to quickly get what you want - it will only ever present you bookmarks in your system anyway. This scheme also means that bookmarks you want to treat as temporary, you can just leave unfoldered and clean up later. <br />
<br />
Note, however, that while bookmarks are stored server-side, the folders are stored client-side. At some point during your career, you are very likely to lose your folders - at which point everything reverts to one big mess. So, in your naming scheme, include a marker for each type of bookmark - SS for safespot, SSD for safespots that are more then 15AU from celestials, SG for stargate, GO for gate observation, GOG for off-grid gate, STO and STOG for station observation, etc. That way, if/when you do lose your folders, you can re-create them. <br />
<br />
Incidentally, a folder per system looks appealing initially, but it suffers similar problems to not foldering at all - there's too many systems out there, your main folder ends up cluttered. Because the right-click drop-down menu already filters for you on system, it's also a bit redundant. <br />
<br />
Come up with a naming convention that suits you - something that makes it clear where the bookmark is and what it's for. Ideally also include some info about how far the bookmark is from other objects of interest. One example is "GO Eygfe High 200km", which would be a gate observation bookmark on the Eygfe stargate 200km above the gate. Keep your bookmark names to within 24 characters, for readability.<br />
<br />
Backup and protect your bookmark organization by doing a [[Client Preferences and Settings Backup]].<br />
<br />
== Moving around ==<br />
<br />
Obviously, your goal is always to stay cloaked, but to position yourself where you can see what's going on with your potential enemies or "neutrals". To that end, it's worth understanding how grids and on and off-grid positioning work - there's a nice write-up that goes through the more in-depth mechanics of "grid fu" at http://will.neoprimitive.net/grids/gridfumanual2.pdf - very useful to understand when you find yourself 100Km off a station but unable to see anyone. <br />
<br />
Moving through gates rates a mention - if you are fitted with MWD's, there's a sequence of "double click a direction, hit the cloak, hit the MWD" that gives you a short burst of speed while still cloaking. This can be useful for putting some space between you and the gate or any watchful eyes. If you use this, it's best to also change direction once you've triggered the cloak, just to be sure the prying eyes aren't able to work out where you've gone. Note, however, the caveat near the top on "how not to die" - this process is best for getting out of bubbles, not so necessary for high-sec or low-sec travel. I'd argue that it's good to practice for when you need it, but YMMV. <br />
<br />
While you're on fleet operations, sometimes your fleet commander may ask you to check stations to see if a war target is docked up. If they ask, tell them no. There's too much chance you'll dock, see a war target, they'll see you, undock with you, and pop you. It also gives you away as a scout. The FC can find a small fast cheap frigate to check stations.<br />
<br />
== Fleet Ops - X'ing up ==<br />
<br />
Uni policy is that scouts do not X up with the rest of the fleet. If you see a fleet forming, directly convo the FC and ask if they want a scout, Nine times out of ten, they will, and they'll drop you into a separate wing so you don't get ninja warped around with everyone else . Likewise, scouts don't get listed on AAR's. Secrecy is important to being a good scout - if people know your name, they'll notice you in local easily. <br />
<br />
If you're in a covops ship and a fleet is around, or you've logged in after fleet has formed, don't be afraid to convo the FC and ask if they'd like another scout - scouts are about the only type of pilots that can usefully join a fleet mid-op depending on where the fleet is and where you are. I figure it's better to offer and be turned down than not. <br />
<br />
== Scouting ==<br />
<br />
Most Uni fleets will look for a forward scout and a rear scout, and any number of floating scouts. Forward and floating should be covops ships, rear can be a prototype cloak ship in a pinch, but covops preferred. You may also see or hear reference to "+1" and "+2" scouts, and sometimes "-1" - these are just another way to refer to forward scouts (staying 1 or 2 jumps ahead of the fleet), or rear scouts (one jump behind). <br />
<br />
The forward scout's role is to check each gate before the fleet warps to it. As a forward scout, you want to be able to warp to a gate bookmark, check that the gate is clear and give the go-ahead, then warp to zero on the gate and jump through to check the other side. If you don't have bookmarks, this process gets tougher - you're reduced to either travelling uncloaked (bad), travelling cloaked to the gate (slow), or bouncing off a remote celestial to do a warp to zero when you want to go through the gate. So bookmarks are valuable here. <br />
<br />
Rear scouts watch the back of the fleet, to make sure no-one's following. They'll typically stay one jump behind the fleet, and need to watch for neutrals or suspicious behaviour. This is arguably tougher than forward scout, as you'll need to be watching not only for obvious war targets, but also for neutrals who "happen" to be following or showing up often. <br />
<br />
Floating scouts have a slightly freer job - depending on your FC, they'll either be carefully positioned by FC instruction to watch different gates and/or neighbouring systems, or they'll be free to move around and look for WT's. Floating and forward is pretty much interchangable depending on FC decisions. <br />
<br />
Reporting war target sightings - do this as calmly as possible, and as clearly as possible. Good reporting would be, "Command, Darius. I have one Cerberus on the Korsiki gate in Osmon, jumping through to you now". Bad reporting would be, "Hey guys, there's a war target coming at you!". TS discipline, in the uni at least, is always lead with the channel name (that's "command" in the above example) and your name so the FC knows who's talking where, then provide the ship type and location, optionally war target name and any other details you might have. <br />
<br />
A note on Mumble operation - as scout, you are perfectly within your rights to overtalk someone if something urgent comes up - typically you do that by saying "break break" in the command channel, people should then stop and listen. Obviously you would only use this for really urgent information, like a war target incoming to a fleet position.<br />
<br />
== What to Look For ==<br />
<br />
=== Local ===<br />
<br />
While you're scouting, you're looking for certain things. First of all, valid targets or threats - during war that's any of our War Targets, outside of war it's anyone who's "red flashy" (sec status below -5). You're also looking for high concentrations of a single corp (particularly if you're hunting pirates and see a bunch of one pirate corp in channel), and/or anyone that appears to be an out-of-corp alt for a target or potential target (that's neutral pilots following you or hanging around on gates looking suspicious). <br />
<br />
Your best tool is the local channel. Squash it width-wise, and extend it out length-wise on your screen - you usually don't care about what's said in local as much as you care about the list of people in there. <br />
<br />
Be aware that the symbols (red minuses etc) will sometimes not show up in the local list. Ideally, you need to be checking info on pilots in local as you travel. A quick hint: Don't use the right-click drop-down for "show info", as the "start conversation" option is right next door. Instead, double-click people in local - it goes to info by default and is less risky. <br />
<br />
Often you'll be asked to jump into a system and check what's there. Typically this will be jump in, move and cloak, and work your way through the people in local noting down any who are potential targets. Then report back the number of targets and whether you can actually see any or not (ie. are they all on the gate you just came through waiting&nbsp;;) Typically, if there's anything of interest you'll then be asked to try and track them down - get eyes on them. That's a mix of jumping around the stations, and probing - covered elsewhere in this doc. <br />
<br />
When you're looking through local, double-click on each member of local (if you can), and check their info. Typically you're looking at their sec status, their standing, their corp and/or alliance. You may also check their bio to see if they look like an idiot, and/or their employment history to check how old they are and whether they've recently left a war target corp. Any of this information will to toward your estimate of whether they're a threat or not. <br />
<br />
=== Directional Scanner and Overview ===<br />
<br />
Remember your directional scanner - it should be open and you should be using it when you come into a system if you think there may be bad guys near the gate but not on grid. Pulsing the directional scanner is a good habit to get into anyway. <br />
<br />
On overview, you're looking for enemies nearby, particularly flashy reds. You're also looking for cyno fields - they'll show up anywhere in the system, and are a high priority to check out. <br />
<br />
== Scanning down the opponent ==<br />
<br />
If you can fit an extended probe launcher, then it's well worth getting some practice at using probes. The Apocrypha scanning system makes one particular type of probing well worthwhile. It goes something like this: <br />
<br />
*Warp to a safe spot, decloak and launch 4 probes. Cloak up again.<br />
<br />
*Warp back to where you want to keep some eyes on. Be sure you're still cloaked - I've had issues with being decloaked as I warp off after launching probes.<br />
<br />
*Hit F10, switch all your probes down to 0.5AU, and move them to a nice neat small circle around whatever you're monitoring - typically a gate or station.<br />
<br />
The goal here is to provide enough scan strength in 0.5AU around the location to find any ships that have warped off-grid nearby. With half-decent skills, you should get a fix on anything cruiser and up pretty much straight away. So, you just keep hitting the scan button every so often. If you get a hit on something just away from your location, bookmark it, and warp to it at 100. You can then scope out the area, see if it's a worthwhile target, maybe get a warp-in point - all hopefully without your enemy knowing. <br />
<br />
Note, this also works for bookmarking people's insta-undocks, and their safe spots around gates. That also means that if you're helping an uncloaked fleet around, be aware that even just off-grid they may be visible to enemy scouts now. Also, be aware that your probes show up on people's ship scanners, so if they suspect you're out there, they may pop their ship scanner, see your probes, and run. <br />
<br />
There's an excellent guide to scanning generally at http://forum.eveuniversity.org/viewtopic.php?t=15856. There's also a wiki page on [[Scanning]] <br />
<br />
Be aware that if you're doing this, anyone clever (anyone using their ship scanners) will notice the probes and high-tail it out quickly. But if you can catch their warp-in or warp-out points, it may help you track them down next time they warp through the area. <br />
<br />
Probing like this may also be a distraction - I've had fleet commanders that specifically ask for the scout to probe down targets for them, and I've had fleet commanders that would rather keep you on the move, so it will depend on the type of fleet, purpose of fleet, and whim of the FC as to whether this is a serious part of your duties. It's worth getting some practice in on, imnsho, as it does get asked for, and some FC's will assume you are capable of doing this. <br />
<br />
Quick small note - if you're looking for a POS, remember that POSes must be on-grid with moons, so if you stay cloaked and warp from moon to moon, you may find POSes faster than if you try and scan for them (they'll show up in overview when you warp in) - assuming there's not too many moons in system. Beware of warping into the POS, though. <br />
<br />
When you try to probe down a ship, the ship ID you see on the probing interface stays the same for each ship within each system but changes with the system and after downtime (as well as repackaging the ship). E.g. Ubercado's Ibis has the ID ABC-123 in Aldrat and the ID FF-42 in Eygfe (even after docking or jumping out and in again); After downtime the IDs will change. So a common tactic is to get the ship ID when a target is at a known location (like undocking from a station) and then have an easier way to find that ID in open space (like in a mission area). Making a list with the ship IDs of your targets in each system helps when hunting WTs that keep flying around.<br />
<br />
== Warp-in Points ==<br />
<br />
You'll sometimes be asked by your FC to try and get a warp-in point on a target. This basically means staying cloaked, and maneuvering into a position that's a warp-in distance away from the target (ie. a number that appears on the "warp to at..." drop-down) and also in-line with somewhere the fleet can be. In other words, you ideally want something like this: <br />
<br />
Fleet ------- Target -- You <br />
<br />
Where the fleet is some distance away, out of sight, and you're about 50-100Km away on the other side of the target. Distance from enemy is at your discretion, you ideally want it to match up with the warp-in distances so the fleet can drop directly on top of the enemy (or at appropriate range - that bit's up to the FC to organise ). You don't want the fleet to have to warp through the target, is the only note here, as that gives the target time to see them and run. <br />
<br />
This is one of the trickier things to do, mainly because the target will often keep moving. One tip, if the target's warping in and out: Note the distance to the target, note your move speed, and double-click right near them to move toward them. If they warp out, keep moving - time yourself to try and position roughly where you want to be (remembering it's better to be too far away, than right on top of their warp-in point, otherwise they may decloak you). Drop lots of bookmarks while doing this, you can always go clean them up later, and they mean you can warp out and back and resume where you left off. <br />
<br />
If you do find an enemies' safe spot, or a warp-in point for a popular location for an enemy, make sure you've bookmarked it - they're valuable so long as the enemy doesn't realise you've got it. <br />
<br />
One other small note on this: If you're scouting for a sniper-heavy fleet, you may actually sit between the target and the fleet - the idea is if you're 30Km from the target toward the fleet, the fleet can then warp to you at 50Km and they're perfect sniping distance away. Depends a lot on the situation though, and not likely to be done in a Uni fleet. <br />
<br />
== Punting ==<br />
<br />
Punting is one of the terms used for a scout to warp his unit (e.g. wing warp) directly to the probing solution. <br />
<br />
=== Probing solution ===<br />
The Punter has be in a ship with an expanded probe launcher and needs a probing solution.<br />
<br />
=== Unit warp (aka Punt) ===<br />
As a Punter you will initiate a unit warp command (e.g. "warp wing"), so you need to be the commander of a unit (SC/WC/FC). You will only warp your unit (squad, wing, fleet). To issue a unit warp command, you need to be in a warpable distance to the target. This means you have to be at least 150 km away from the target. Only those of your unit that are in warpable distance to the target themselve will be warped by your unit warp, so they need to be at least 150 km away from the target as well. Only those of your unit members that are on grid with you will get the unit warp command. They must have broken their gate cloak. <br />
<br />
You should announce the punt including the distance before you initiate the unit warp command so those that do not want to get punted can abort that command (ctrl + space).<br />
<br />
Usually the Punter will abort the warp command himself so he does not land on the target with his unit. Make sure to not be aligned to the target when you do not want to get warped.<br />
<br />
=== Checklist for Punting ===<br />
<br />
- Punter is a unit leader in a fleet<br />
<br />
- Punter on grid with unit<br />
<br />
- Punter as well as unit > 150 km away from the target<br />
<br />
- Unit broke gate cloak<br />
<br />
- Unit informed of Punting beforehand<br />
<br />
=== Tips on Punting ===<br />
<br />
- Make sure to always cancel your warp (default CTRL + SPACE) once you punt. You do not want to land at zero on a target. <br />
<br />
- Add Control Towers to your ship filter (in the scanner menu). This will give you an indication whether the target might be inside a POS shield. If you do not do this, you might punt your whole unit in a POS shield where it dies a horrible death.<br />
<br />
- Quite often a punter will initiate two punts: The first punt will unit warp to zero to the target, the second punt will be at range (e.g. 50km). This will allow snipers, Ewar, Logistics and such to stay out of harms way. You should announce your intention for multiple punts before so people can prepare to abort the first punt if they want to land at range. Some may even want to abort the 2nd punt as well and warp in later at their preferred distance. It's often useful for only fast frigates and interceptors to take the first punt at zero to avoid slower fleet warps with larger ships that may alert the target to an incoming fleet. <br />
<br />
- As a lot of targets check Dscan regularly, it helps to move in your probes into the Dscan range of the target as late as possible. For example, if you intend to probe down a potential target, drop your probes at a location off d-scan range with the target. Quickly move your probes high above or well below the ecliptic plane and initiate scan. This will move your probes outside of all celestial d-scan range and give you valuable time to locate your target. Once you have a general location for the target from d-scan, prepare your fleet for punting and position your probes in the area you've located the target with the smallest scan range that effectively covers your targets estimated position. Have your fleet align towards the nearest celestial as you initiate scan. Give a countdown for the punt, and when the scan is finished quickly select your target and fleet/wing/squad warp for the punt. Give a second punt if required and quickly recall your probes or position them off d-scan as before.<br />
<br />
- Some ships are nearly impossible to scan down, e.g. some boosting T3 or ECCM'ed Guardians which have a low signature radius. Do not plan to punt your unit onto these targets, you will most likely not get a probing solution.<br />
<br />
- When the targets are kiting, Punting is of limited use unless you have long range or fast tackle or enough snipers. Even when your probes are on grid and your unit is ready to warp, you need a couple of seconds for your probes to get a solution and your unit needs a couple of seconds in warp. This is usually enough time for kiters to move 30 km or so away. One solution to kiting is to place the fleet members (wing or squad) that will be punted in-front of the kiting ship at a relatively close off-grid tactical. If the punt is fast enough and at range, there is a chance for tacklers to land just in-front of the kiting ship and potentially land a scram and web. This works best if the kiting ship still has other fleet members on-grid masking your intentions to intercept. NOTE: This is difficult and takes practice and cunning, if done incorrectly the scout may land some very vulnerable ships within perfect sniping range of the kiting target.<br />
<br />
- If you are combat probing, it sometimes helps to get a scan on your fleet first and ignore your fleet's results in your probing window. Note that the ship IDs change with the system so you need to do this for every system at least once. Repackaging a ship changes the ID of the ships as well. This will help to not confuse your fleet member's ships with the target's. <br />
<br />
- Punting is a good tactic vs. snipers and stationary targets. Punting is not so good vs. small targets as you will have a hard time getting a probing solution on those. Punting is also not great vs. fast moving targets as they are out of their initial warp to point once your unit lands. Plan accordingly.<br />
<br />
- In big fleet fights it can be nice to have a punt squad ready. It is very good vs. snipers and Falcons. In long fleet fights (POS bashes) it is not unlikely for people to disconnect. They will automatically warp to a random point within 1.000.000 km so they are within the 0.5 AU of your probes. Even though they might get their ship replaced by CCP when they loose it to a disconnect, it takes a ship out of the fight when a fast punt squad kills that ship.<br />
<br />
== Freedom and Rules ==<br />
<br />
There is some personal style that comes in here, as scouting can be a freer role than some others in fleet - personal judgements need to be made about what you're watching when. However, two things are important: If the FC tells you to be somewhere, get there, and if you see something that needs investigating and move off your last instruction, clearly inform the FC you're about to do that. The FC cannot make good decisions on faulty intel, make sure they understand the environment around them as best you can - that includes making sure they're not assuming you're somewhere you're not. <br />
<br />
I've personally found a combination of both command channel on TS and a text chat channel in game provides a good balance - if your FC + WCs + other scouts are in a text chat channel, low priority notes can go there without interrupting voice chat. I've also had a few fleets where the scouts have setup a channel amongst themselves only, to discuss where they are and what's happening - that can also be useful, think of it as squad chat for scouts. <br />
<br />
Well, that's pretty much it for now. Best thing to do is get out there in your scout ship and practice, set up bookmarks around gates and stations in your common hunting areas, and don't be afraid to volunteer to scout for fleets as they setup - everyone loves an extra scout. <br />
<br />
== Mistakes Made ==<br />
<br />
*'''Scanning down your bait ship or own fleet.''' It happens to the best of us starting out - always pay attention to the starmap and where your fleet is, and where other celestials are, when you're probing. In my case, our fleet had positioned a bait battlecruiser at the gate just inside a system while I was trying to probe down an enemy. I found a sig, narrowed down on it, getting progressively more excited, until I got a bookmark and warped in to find it was one of our fleet - the baitship.<br />
<br />
*'''Lost probes.''' Probes when launched last around an hour. It's very easy to forget this in the heat of scanning, and suddenly your probes are leaving the system one by one, and you find yourself having to uncloak and reload. Particularly painful if you have sisters probes at 1M ISK per probe.<br />
<br />
*'''Warp and don't move.''' Always, '''always''' move when you hit the end of your warp. Otherwise, someone else will warp in on top of you.<br />
<br />
*'''Location, location, location.''' While leading a fleet, if you have no bookmarks and the fleet is hot on your heels, do not warp to 100 on the next gate. Sure, it gives you a decent view of the gate, but you've then got to either slowboat the 100Km (approximately 3 and a half minutes), or bounce out and back (much faster, but still not fast enough to beat the fleet).<br />
<br />
== Linked resources ==<br />
<br />
A short list of all the things linked to from this page: <br />
<br />
*[[Installing the EVE University Overview]] <br />
*[http://www.ombeve.co.uk/ Ombey's maps ]<br />
*[http://evemaps.dotlan.net/ DotLan]<br />
*[http://www.evealtruist.com/2011/04/bookmarks-and-you.html The Altruist guide on bookmarking]<br />
*[http://forum.eveuniversity.org/viewtopic.php?t=15856 scanning and probing forum thread]<br />
*[[Scanning]]<br />
*[http://will.neoprimitive.net/grids/gridfumanual2.pdf Goons grid-fu manual]<br />
<br />
== Notes ==<br />
<references/><br />
<br />
[[Category:Fleets]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Scouting&diff=150888Scouting2020-02-17T18:25:44Z<p>Vorkan Dosja: /* The Hero Tackle */</p>
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{{related class|Scouting 101}}{{tocright}}<br />
Scouts are the eyes and ears of a fleet. Without them, fleets would both easily get surprised by enemy forces, as well as have a tough time hunting down good fights.<br />
<br />
Some ships are better (or even essential) for certain types of scouting, but for a basic fleet scout all that is needed is:<br />
* The ability to fly a ship.<br />
* Some fundamental scouting knowledge.<br />
* The ability to use a few tools that are linked in this article.<br />
<br />
Since scouting is a fleet role, it is also important for prospective scouts to familiarize themselves with fleet operations beforehand. Read the [[The_Rookie's_Guide_To_Fleet_Ops | Rookie's Guide to Fleet Ops]] to get started.<br />
<br />
==Scout Missions and Roles==<br />
===Objectives===<br />
<br />
There are two basic scout objectives: Route Security and Hunting. Route security means ensuring the fleet's planned travel route is free of hostile forces that should be avoided, as well as preventing anyone from surprising the fleet. Hunting means finding good fights for the fleet. All scouts provide route security, all the time, on every operation. If the fleet is looking for a fight, scouts are also responsible for hunting down a good fight for the fleet.<br />
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With those two objectives in mind, the following are the most common scout roles.<br />
<br />
===Basic Roles===<br />
<br />
The most basic scout roles are 'picket' and '+1'. The ‘Hero Tackle’ role can be added on to these roles as well. <br />
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====Picket====<br />
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Picketing is the easiest scout job; some players do even not consider it scouting it is so simple. The picket's job is normally to sit at a gate and report the specific types of ships coming into the system he is assigned to. For example, incursion fleets use pickets to warn them of war targets. <br />
<br />
If you are a picket, and your only job is to watch for war targets, you can do this docked up safe in a station by carefully watching local. However, sitting 200km+ off a gate while cloaked is the best option since it allows you to report specific details on the ships coming through your picket.<br />
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====+1====<br />
<br />
The objective of the +1 is to move one jump ahead of his fleet to provide intelligence to his FC. If the fleet is simply traveling to a destination, then the scout's job is route security (i.e., warning the FC of war targets, gate camps, and any other possible danger). In low-sec or null-sec space, individual ships may ask for a +1 to guide them into or out of dangerous areas.<br />
<br />
<br />
When jumping into a new system, keep cloak and immediately check three things. First, check the grid on your overview for ships that might pose a threat to the fleet. Second, check local for war targets, flashy targets, criminals, etc. Finally, check D-Scan for ships sitting off grid. Report anything that might be a threat to the FC. If the objective is to find good fights and there are other pilots in local, then the +1 will check out mission sites and asteroid belts with D-Scan to see if there are appropriate targets available. <br />
<br />
<br />
Why move one jump ahead? If a fleet jumps into a system, it spikes local and everyone in the system will know a fleet has come in. That puts everyone on alert. A scout moving in alone does not alarm anyone significantly in a system. The fleet does not move into the system until either the scout finds a good fight, or the FC determines that there is nothing interesting and decides to move on.<br />
<br />
<br />
Why not just roam? Why exactly one and only one system ahead? Even when looking for good fights, scouts are always performing a fleet safety role. A scout one system ahead prevents the fleet from being surprised. If you are two or more systems ahead and there is no +1, then another fleet can move in behind the scout and surprise the fleet when it jumps in.<br />
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<br />
Good ships for the +1 role are tackle frigates, but the best ships are interceptors and covops ships.<br />
<br />
====The Hero Tackle====<br />
<br />
Hero tackle is an add-on role. Hero tackles are scouts who find a target the FC wants to fight. The FC will get the fleet into position on the gate leading into the scout’s system. At the FC’s signal, the scout will engage the target, tackle it, and attempt to hold tackle until the fleet can arrive to finish the fight.<br />
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It is essential to communicate with the FC what is happening and to time the tackle to just before the fleet jumps into system. Have your fleet warp to you. Be mindful of gated sites; the fleet may have to warp through an acceleration gate first to reach you. Hero tackles frequently do not survive (hence the "hero" part), so interceptors and covop ships are generally too expensive for this role. Before attempting this [[Tackling_Guide | read up on tackling]], and practice a bit with a fellow corporation member.<br />
<br />
==Other Scouting Roles==<br />
<br />
There are three somewhat less common roles for scouts: the roaming scout, the -1, and finding war targets.<br />
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'''Roaming scouts''' move several jumps ahead of a fleet to look for good fights. The fleet will have a +1 as well for route security. Large fleets may have two or more roaming scouts, in which case the +1 and roaming scouts may want their own channel so they can communicate without interrupting the FCs communications with the rest of the fleet. Roaming scouts generally should not try to take on the hero tackle role, although when the fleet is only one jump away that may be okay. Tackle frigates, interceptors, and covops ships are the standard for this role.<br />
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'''-1s''' follow one jump behind a fleet to protect it from forces stalking the fleet and enemy scouts. -1s are only used when the FC suspects his fleet is being followed or there is a high danger of war targets attacking. -1s need to pay attention to local and notice any pilots who seem to be following the fleet. They generally don't report unless they find or suspect they have found someone following the fleet.<br />
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'''Finding War Targets''': In any situation where a fleet can expect to encounter war targets or is actively looking for war targets, OOC scouts are very useful. They can move around freely without alerting enemy pilots that a war target is in system.<br />
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==Basic Tools of the Trade==<br />
<br />
'''T1 Ships''': Each race has a T1 frigate with bonuses for speed and tackling. These are usually the best T1 ships for scouting. Amarr: [[Executioner]]. Caldari: [[Condor]]. Gallente: [[Atron]]. Minmatar: [[Slasher]].<br />
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'''T2 Ships -- Interceptors''': Interceptors are T2 versions of the T1 tackle frigates. They keep the tackling bonus and are much faster. They are immune to bubbles, which is important in null-sec scouting. Each race has two versions of the interceptor, and one of them has additional tackling bonuses, which usually makes them the better scout interceptor. That said, interceptors are expensive, so you should think twice before using one as a hero tackle. Amarr: [[Malediction]]. Caldari: [[Crow]]. Gallente: [[Ares]]. Minmatar: [[Stiletto]].<br />
<br />
'''T2 Ships -- Covops''': Covert Operations ships are frigates that can fit a Covert Operations Cloaking Device, a T2 module that allows the ship full maneuverability while cloaked, including warping. Cloaked ships do not show up on D-Scan, which allows them to sneak up on other ships. In addition, each race has one version of a Covops ship which is the T2 version of their exploration frigate. These ships can use combat scanning probes to find ships and provide a warp-in to them. All of these abilities make the Covops ship an excellent choice for fleet scouts. However, Covops ships are somewhat fragile, so they should not be used for hero tackling.<br />
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'''[[Directional_Scanner_Guide |D-Scan]]''': This is an absolutely essential tool for scouts. You will use this constantly to find ships that are not on grid, to hunt down ships, and to report fleet compositions to your FC. If you are just starting out in EVE or a new scout, take the time to read the linked article and practice on your own.<br />
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'''[http://evemaps.dotlan.net/ Dotlan]''': This set of maps is essential for route-finding. If you use EVE in windowed mode, you can have this open in a browser and bring it up whenever you need it.<br />
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'''[https://adashboard.info/intel aDashboard]''': In either local or D-Scan, you can select all, copy, and then paste the data into aDashboard. It will analyze the data, give you a report, and give you a link you can post in fleet chat for your FC. This is a quick way to report fleet composition, war targets in local, etc.<br />
<br />
==So You Want to Be a Dedicated Scout==<br />
<br />
If you really enjoy scouting and want to get good at it, the best way is to do it often. In addition, you will want to start doing the following.<br />
<br />
'''Route Preparation''': Find out what routes FCs like to take and spend some time setting up [[Bookmarks]] in those systems. You will want bookmarks on gates, instadocks and undocks on the top and bottom stations, a location about 1 AU off the sun, and some safes. At first, a mid-safe between two gates will be enough, but having a deep safe out of D-Scan range of pretty much everything in the system will be very useful when the fleet needs to extract itself from a fight gone wrong. Set up some bookmarks that let you observe gates, mission sites, and asteroid belts from a reasonably safe distance. If you really want to be prepared, you might fit out some scout ships and leave them in stations along the route in case you get to play the hero tackle and need to reship. The more of this sort of thing you do, the more your FCs will love you.<br />
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'''Ship Recognition''': The more you know about the various ships in EVE, the better intel you will give to your FC.<br />
<br />
==A Primer on Covops Scouting==<br />
<br />
Editor's Note: The following is an excellent primer on scouting in a Covert Operations ship written by another author. It also has some very good general advice on scouting. I will be going through and editing this to fit into the more comprehensive style of the current article as I have time.<br />
<br />
=== What does/doesn't this cover ===<br />
<br />
This page concentrates on covops scouting - that is with covops ships which are able to warp while cloaked (Tech 2 covops frigates and force recons with proper tech 2 covops cloaks. Those wanting to get a feel for scouting may start in frigates with tech 1 cloaks - these allow for sitting still cloaked and are OK for picketing gates (ie. sitting still watching a gate) but little beyond that, and this page does not really cover their use. Anything larger (recon ships, black ops, etc) is out of scope of this document. <br />
<br />
This page also covers high/low-sec scouting only - points in here may or may not apply to 0.0 or Wormhole space. Bubbles, lack of a "local" comms channel, and other things will change how you scout in 0.0 or Wormhole space, but we assume that you've had some experience in high and low sec before venturing into them. <br />
<br />
Finally, this page focuses on fleet scouting, and doesn't cover general intel, except in as much as intel crosses over with scouting.<br />
<br />
=== A Quick Note on How to Not Die ===<br />
<br />
If you've read this far you're probably a scout, or interested in scouting, and have or will soon have the covops cloaking device that is the signature tool of the scout. After you have read this guide, and '''before''' you take your CovOps ship out into a war zone, please take some time (preferably a lot of time) to go out in space and practice maneuvering while cloaked. The vast, vast majority of CovOps losses occur at the gate, right after you have first jumped into the system. Here are a few quick tips: <br />
<br />
*Practice the cloak timing! There is a brief lag delay between the time you take an action to break the "gate-cloak" you have upon jumping into a system, and the time when you can activate your covops cloak, and the time your ship completes cloaking. You NEED to be able to break gate-cloak and recloak within 0.2 to 0.5 seconds. Any slower and an interceptor will be able to lock you and prevent you from cloaking.<br />
<br />
*The safest thing to do is warp away. When you enter the system, simply pick a planet or safespot, press warp-to, and cloak. If you don't mess up the cloak timing, and don't get bumped (which is terribly unlucky) you will get away every time. This also gives you a chance to drop probes from the relative safety of a safespot.<br />
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*Always warp away and come back at range to observe a gate that has hostile ships on it. It only takes a few seconds to do, and greatly increases your chances of survival. Dead scouts can't scout anything!<br />
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*The "[[Cloak Trick|MWD/Cloak Trick]]" is unnecessary if you have a covops cloak fitted. The main purpose of this technique is to simulate a covops cloak for ships that cannot use them. However, it can be useful to quickly move out of a warp disruptor bubble in nullsec or wormhole space.<br />
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*Practice your cloak timings, and remember to always warp away.<br />
<br />
== Fittings ==<br />
<br />
Fittings for covops frigates are generally fairly straight-forward. The highlights are: <br />
<br />
*Covops cloak - a tech 2 cloak so you can warp while cloaked. <br />
*Microwarpdrive - this is used for "bursting" in bubbles and getting back to a gate. <br />
*Expanded Probe Launcher - part of a scout's job is sometimes probing down the enemy, and these ships get bonuses to probing, so best to equip for it in case you need it. Bring combat and core scanner probes.<br />
*No guns. Covops ships don't fight - the first rule of scouting in a covops is "if you're not cloaked, you're doing it wrong". Note, there are some exceptions to this rule (as to any) and there are some tackling covops fits out there, specifically for gang action - but again, it is assumed that by the time you're flying something like that, you know what you're doing. <br />
*Lots of cap - the more cap you have, the further you can warp in a single jump. <br />
*Fast cap recharge - means you can jump again a little more quickly if you're bouncing around a system.<br />
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Beyond that, the fit will be somewhat determined by your ship.<br />
<br />
== Tools of the Trade ==<br />
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The items listed here should be setup prior to your going out to scout. <br />
<br />
=== Overview ===<br />
<br />
The overview requirements for a scout are different than for normal fliers. Your job is to see as much as possible, rather than only the enemies. First of all, switch brackets on - that gives you a clearer view of things like gate guns that are otherwise tricky to see. Include neutrals and war targets - neutral may be out of corp repairers or alt scouts. Take your corp mates out, but everything else should show. <br />
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Create a second tab that just shows war targets also, so you can quickly and easily identify all war targets and get that information out to your FC, in case a fleet is travelling past you. <br />
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[[Overview settings]] has more information on general overview settings and how to set things up as per above. <br />
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You may also want to consider creating an overview profile per ship class (frigate, cruiser etc) to use with your directional scanner. This will allow you to select an overview profile with which to filter the scan results based on reliable intelligence as to what ship your target is flying; resulting in faster and more accurate deployment of probes.<br />
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You should have one overview tab that shows everything that can decloak you: asteroids, corpses, cans, ships, everything.<br />
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=== Local ===<br />
<br />
Your local window is one of the most important tools you work with as a scout - more on exactly how later. Before you're out scouting, however, you want to move your local window to one side of the screen, squash it width-wise as much as possible, pull the slider across to the left so you can see pilots and not chat, and stretch it length-wise as much as possible. Setting local to show compact member list helps as well. This is to allow for quick recognition of targets in local.<br />
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=== External Tools ===<br />
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==== Mumble ====<br />
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[[Mumble]] is required for Uni fleet ops, but as a scout you have an extra requirement, to have [[Mumble#Setting_a_Command_Channel_push-to-talk|command channel push-to-talk key]] setup and functioning.<br />
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<br> You may also want a [[Mumble#Global_Command|global command key]]. The difference between these two keys pertains to who will receive your command broadcast. <br />
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'standard command key' will only broadcast to the Channel Commanders in YOUR current channel. <br />
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'global command key' will broadcast to ALL Channel Commanders Server wide. <br />
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<br> You use the '''global command channel as long as you are the only fleet''' out (so Intel can listen in and advise). <br />
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With '''multiple fleets''' out not all fleet command communications can be broadcasted over global command. Use global command for '''strategic information''' (e.g. "global command, this is Sto Lo's fleet, we are now moving from Jita to Aldrat through Rancer lowsec" [but not "... we are jumping from Aldrat into Eygfe"] or "global command, this is Sto Lo's fleet, big pirate camp in Hagilur, 12 BS Amarr heavy, we need reinforcements" [but not "... flashy rifter 150 km up off the Evati gate"] and '''questions to Intel''' (e.g. "global command, NewbieCom1's fleet, Intel, we have two standard squads and the possibility to engage 12 flashy BS on the Evati gate. Any advise?"). Use your '''local command for tactical information''' regarding your fleet only (e.g. "local command, Sneaky1, I have a warpin on a flashy Drake at a safespot at 10" <br />
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When you talk on any command channel make sure to use the protocol: "Global/Local command", "Your name", ("recipient"), "Information". E.g.: "Global Command, Ubercado, primary is Veldspar". <br />
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<br> <br />
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*'''Each time you're fleeting up''' - when you enter the channel move yourself to the "command channel". Once you're done with the fleet remember to leave the channel, or you'll be assumed to be a spai.<br />
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<br><br />
<br />
==== Maps ====<br />
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Scouting is much easier with a second monitor. If you don't have that, then best to set your client to play in windowed mode (for Mac users, &lt;apple&gt;-&lt;enter&gt; will do that I believe). <br />
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For maps, I use <strike>Ombey's - http://www.ombeve.co.uk/ </strike> <span style="color:#768d31"> Note: As of 2013, Ombeve.co.uk is no longer active. See [https://forums.eveonline.com/default.aspx?g=posts&t=236592 this forum post] for more.</span> Be aware it is not 100% accurate - there are one or two strange little miss-linkages in there, but they're infrequent. Ombey's will let you at a glance see where you're going and what the layout is like near you - it's great for working out potential alternate paths, looking for nearby low-sec pockets, that sort of thing. <br />
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DotLan is also a useful tool - http://evemaps.dotlan.net/ This will show you the same information as Ombey's (although I prefer Ombey's format). This will also show you lots more useful stats about the systems you're headed to, like kills per hour, etc. <br />
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For practice, when travelling around unfleeted out of war, always check your route on those maps, and think about where you're headed and how you're getting there. I sometimes travel without autopilot set also, navigating by map to get more used to finding my way quickly. <br />
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If you have access to an A3 printer, you can download PDF versions of the maps and print them. These can be extremely handy for pencilling routes and quickly identifying alternate paths or escape routes, especially if you only have a single monitor.<br />
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==== Dashboard ====<br />
https://adashboard.info/ is a quick and simple way to share intel with your fleet. You can do a quick dscan, copy the dscan results, and paste them to this site. It categorizes the results into an easily readable format.<br />
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==== ScreenShot Sharing ====<br />
Many people use screenshot sharing services like push or sharex to take screenshots of the enemy to share with their fleet.<br />
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== I'm cloaked! ==<br />
<br />
Congratulations! First thing to note - undocking is dangerous to everyone, and especially dangerous when there are war targets in local. So the easy answer is never undock. If you're in a covops ship and intend to fly it repeatedly, consider logging out in space while cloaked. <br />
<br />
When you do this you get warped off to a semi-random place in the system. When you log back in you'll be de-cloaked, but will immediately warp back to where you were. During this warp you have time to re-engage your cloak. <br />
<br />
Suggested places to logout are mid-way through a warp to a safe spot, or at a safe spot. Don't do this near anything as you run the risk of fumbling and appearing uncloaked near someone who can see you. Doing this near a gate, for instance, also means that people may see you warp off, put two and two together, and scan you down in the grace period - so only ever do this from a safe spot. <br />
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One other point on this - when you logout, close anything non-essential. In particular do not leave a market window open, or any other window that takes a while to refresh. This is because you'll have a moment of frozen client while these refresh as you login and that's frankly terrifying.<br />
<br />
== I've been decloaked, what happened?! ==<br />
<br />
There are a number of ways you can be forcefully decloaked. <br />
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*If you get within 2Km of anything you'll lose your cloak. This means don't get too close to other ships and don't hang around at a warp-in point (ed: one of my most terrifying moments was sitting on a 100Km warp-in on a gate and having a larger ship warp in exactly 3Km ahead of me).<br />
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*Stations have a range around them that's nominally 2Km, but can be deceptive due to "pointy bits", so be very careful near stations.<br />
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*Cargo cans will decloak you and are sometimes easily missed. Gate guns are extremely dangerous - they're very small, usually not in your overview, and scattered around the gates. Very easy to run into by accident - be aware of them. There are some notes on overview settings below.<br />
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*Passing ships can decloak you if they're coming out of warp near you. It's not something that happens often, but for safety's sake (and for general sneakiness) any time you warp in you want to move either up or down off the plane of movement, to be well out of the way of traffic.<br />
<br />
== Bookmarks ==<br />
<br />
Bookmarks are a significant part of what scouting and covops is about - at least in areas where you can bookmark. You'll slowly collect a large number of bookmarks around any system you frequent and they are your lifeblood - the difference between scouting a system with no bookmarks and scouting one you know your way around is immense, and will change how you operate. <br />
<br />
So, what to bookmark? There's a handful you'll want: <br />
<br />
==== Gate Warp-ins ====<br />
<br />
A bookmark at warp distance off a gate. You want a few bookmarks that are more than 150Km and less than grid size off each gate in each system you go through. You want to be further than 150Km because you want to be able to warp in and that's the minimum distance. Further away is better so long as you can still see ships coming through the gate. You'll spend a lot of your life at these bookmarks watching gate traffic. <br />
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There's two ways to get these. The first is to warp to 100Km off a gate then turn in a random away-from-the-gate direction and move (while cloaked) until you're out far enough. This is a great thing to do if you're doing other things, like watching traffic through the gate, or talking with FC. <br />
<br />
Alternately, warp to 100, bookmark that, then warp to something else at 100 and bookmark that. Then warp back to your first bookmark _at 100_. Presto, you have a spot close to 200Km off the gate. If you do this still move a bit to be off the plane, and don't do your two warp-ins in-line with each other. Also, don't jump between gates to do this, as gates are the most likely place other people will warp from. <br />
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Incidentally, note that when you come through a gate you come out at 15Km away from the gate - 150Km is your minimum warp distance, so your bookmarks should ideally be more than 165Km away, 170Km+ to be safe. Some gates also have larger radii, so if you have time (before you rely on it) try warping back and forward to make sure each direction will allow a warp. Cut it too fine, and you'll end up not having the "warp to" option sometimes, which is dangerous if you're relying on it. <br />
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Try to move off the plane once you have your spot - that's directly up or down - as that'll make you less likely to be found. <br />
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'''Note, bookmarks are dropped when you hit the final "OK" after naming, not when you first hit the "bookmark" button.''' <br />
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Note also, if you can, try and make sure that multiple bookmarks around a gate are far enough away from each other that you can warp between them - that makes hunting down an enemy for a warp-in point much faster (more on that below). If you're making multiple bookmarks, try and put some on the side, and some at the back - that will help you potentially warp from an angle to the side of the gate, bypassing any bubbles, then to the back where you can approach the gate from as far away from any potential gate camp as possible. <br />
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A small tip: If you hit "F10" and toggle the map to the local solar system view, you'll be able to see the layout of the celestial bodies. If you can get your bookmark on the "outside" of the gate (ie. put the gate between you and the sun), then your field of view should encompass many of the planets, moons, and stations. This will make working out where pilots are heading to when they warp away much easier.<br />
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==== Station Warp-ins ====<br />
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Same rationale as the gate bookmarks, same basic practice - try and put them "behind" the station, so you can see people warp off. <br />
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==== Safe Spots ====<br />
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You want these to be as non-obvious and non-easy-to-find as possible. Between objects (ie. inline from gate to station) is bad but better than nothing (and can have some uses as they're deceptive to an enemy watching you warp out, assuming you're not moving cloaked). Out at scanned down locations - cosmic anomalies and the like - can be good once they're empty. Use safe spots to generate new safe spots by dropping bookmarks mid-warp between them. Keep creating new safe spots - if you or any of your fleet members turn up in them uncloaked you may burn them and have to throw them away. <br />
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Note, if you're closer than ship scanner range to other celestial objects you may be spotted (if uncloaked) by any ship using their shipboard scanner. This can happen very quickly so don't assume that just because the fleet stopped in your safe spot for only 60 seconds it hasn't been scanned down. Ship scanners have a range of 14.4AU, so that far from the nearest celestial would be great. <br />
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==== Off-grid ====<br />
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These are like the warp-ins for gates and stations, but just off-grid. Off-grid means far enough away from the location in question to not be able to see ships on the overview. These are useful for a couple of things - they're great hiding places and they're very close, so if you want to (for instance) setup an ambush, you can bring a fleet to the off-grid position then move yourself closer to watch the gate or station, get a warp-in point, and bring the fleet in quickly. See below for more info on getting warp-in points on targets. <br />
<br />
To get these, you can either warp and drop a bookmark while warping (this can get you out 1AU or so if you can time it right) or you can simply point away from the station and travel - if you do this at a gate, switch brackets on and watch the gate guns - when they disappear, you're off-grid for ships (which means you can't see ships and they can't see you, but you can still see the larger structures). A little further will take you off-grid for the gate itself. <br />
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It may also be useful to have a warp-in point about 1AU off a station, if you're watching that system often, that you can warp to, drop probes, and warp away - this will allow for quick placement of a probe near a station for monitoring. <br />
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Quick note on warping in - some bookmarks, particularly safe spots, you may want to warp to at 100 or 70 or similar every so often just so you're not always coming in at the same place. Some bookmarks this can be dangerous for - if you have a bookmark at 160Km on a station and you warp to it at 100Km from the other side of the station, you place yourself at 60Km from the station, which if it's camped may not be what you wanted. Always think about where the bookmarks are in the system - use the map (F10) to get a feel for this.<br />
<br />
== Bookmark Organisation ==<br />
<br />
As you build up your bookmarks, organisation of them will become important. You can leave them all in the main folder, but that folder will take longer and longer to load - and a delay on getting to your bookmarks may be an issue. <br />
<br />
A better approach is to create the following folders: stargates, stations, celestial objects, POSes, safe spots, people - that's six folders. Then, as you bookmark, move the bookmark into the relevant folder (I use the "people" folder for bookmarks near other people's warp-in points or supposed safe spots). That way, your right-click drop-down of bookmarks has a nice organisation and is easy to quickly get what you want - it will only ever present you bookmarks in your system anyway. This scheme also means that bookmarks you want to treat as temporary, you can just leave unfoldered and clean up later. <br />
<br />
Note, however, that while bookmarks are stored server-side, the folders are stored client-side. At some point during your career, you are very likely to lose your folders - at which point everything reverts to one big mess. So, in your naming scheme, include a marker for each type of bookmark - SS for safespot, SSD for safespots that are more then 15AU from celestials, SG for stargate, GO for gate observation, GOG for off-grid gate, STO and STOG for station observation, etc. That way, if/when you do lose your folders, you can re-create them. <br />
<br />
Incidentally, a folder per system looks appealing initially, but it suffers similar problems to not foldering at all - there's too many systems out there, your main folder ends up cluttered. Because the right-click drop-down menu already filters for you on system, it's also a bit redundant. <br />
<br />
Come up with a naming convention that suits you - something that makes it clear where the bookmark is and what it's for. Ideally also include some info about how far the bookmark is from other objects of interest. One example is "GO Eygfe High 200km", which would be a gate observation bookmark on the Eygfe stargate 200km above the gate. Keep your bookmark names to within 24 characters, for readability.<br />
<br />
Backup and protect your bookmark organization by doing a [[Client Preferences and Settings Backup]].<br />
<br />
== Moving around ==<br />
<br />
Obviously, your goal is always to stay cloaked, but to position yourself where you can see what's going on with your potential enemies or "neutrals". To that end, it's worth understanding how grids and on and off-grid positioning work - there's a nice write-up that goes through the more in-depth mechanics of "grid fu" at http://will.neoprimitive.net/grids/gridfumanual2.pdf - very useful to understand when you find yourself 100Km off a station but unable to see anyone. <br />
<br />
Moving through gates rates a mention - if you are fitted with MWD's, there's a sequence of "double click a direction, hit the cloak, hit the MWD" that gives you a short burst of speed while still cloaking. This can be useful for putting some space between you and the gate or any watchful eyes. If you use this, it's best to also change direction once you've triggered the cloak, just to be sure the prying eyes aren't able to work out where you've gone. Note, however, the caveat near the top on "how not to die" - this process is best for getting out of bubbles, not so necessary for high-sec or low-sec travel. I'd argue that it's good to practice for when you need it, but YMMV. <br />
<br />
While you're on fleet operations, sometimes your fleet commander may ask you to check stations to see if a war target is docked up. If they ask, tell them no. There's too much chance you'll dock, see a war target, they'll see you, undock with you, and pop you. It also gives you away as a scout. The FC can find a small fast cheap frigate to check stations.<br />
<br />
== Fleet Ops - X'ing up ==<br />
<br />
Uni policy is that scouts do not X up with the rest of the fleet. If you see a fleet forming, directly convo the FC and ask if they want a scout, Nine times out of ten, they will, and they'll drop you into a separate wing so you don't get ninja warped around with everyone else . Likewise, scouts don't get listed on AAR's. Secrecy is important to being a good scout - if people know your name, they'll notice you in local easily. <br />
<br />
If you're in a covops ship and a fleet is around, or you've logged in after fleet has formed, don't be afraid to convo the FC and ask if they'd like another scout - scouts are about the only type of pilots that can usefully join a fleet mid-op depending on where the fleet is and where you are. I figure it's better to offer and be turned down than not. <br />
<br />
== Scouting ==<br />
<br />
Most Uni fleets will look for a forward scout and a rear scout, and any number of floating scouts. Forward and floating should be covops ships, rear can be a prototype cloak ship in a pinch, but covops preferred. You may also see or hear reference to "+1" and "+2" scouts, and sometimes "-1" - these are just another way to refer to forward scouts (staying 1 or 2 jumps ahead of the fleet), or rear scouts (one jump behind). <br />
<br />
The forward scout's role is to check each gate before the fleet warps to it. As a forward scout, you want to be able to warp to a gate bookmark, check that the gate is clear and give the go-ahead, then warp to zero on the gate and jump through to check the other side. If you don't have bookmarks, this process gets tougher - you're reduced to either travelling uncloaked (bad), travelling cloaked to the gate (slow), or bouncing off a remote celestial to do a warp to zero when you want to go through the gate. So bookmarks are valuable here. <br />
<br />
Rear scouts watch the back of the fleet, to make sure no-one's following. They'll typically stay one jump behind the fleet, and need to watch for neutrals or suspicious behaviour. This is arguably tougher than forward scout, as you'll need to be watching not only for obvious war targets, but also for neutrals who "happen" to be following or showing up often. <br />
<br />
Floating scouts have a slightly freer job - depending on your FC, they'll either be carefully positioned by FC instruction to watch different gates and/or neighbouring systems, or they'll be free to move around and look for WT's. Floating and forward is pretty much interchangable depending on FC decisions. <br />
<br />
Reporting war target sightings - do this as calmly as possible, and as clearly as possible. Good reporting would be, "Command, Darius. I have one Cerberus on the Korsiki gate in Osmon, jumping through to you now". Bad reporting would be, "Hey guys, there's a war target coming at you!". TS discipline, in the uni at least, is always lead with the channel name (that's "command" in the above example) and your name so the FC knows who's talking where, then provide the ship type and location, optionally war target name and any other details you might have. <br />
<br />
A note on Mumble operation - as scout, you are perfectly within your rights to overtalk someone if something urgent comes up - typically you do that by saying "break break" in the command channel, people should then stop and listen. Obviously you would only use this for really urgent information, like a war target incoming to a fleet position.<br />
<br />
== What to Look For ==<br />
<br />
=== Local ===<br />
<br />
While you're scouting, you're looking for certain things. First of all, valid targets or threats - during war that's any of our War Targets, outside of war it's anyone who's "red flashy" (sec status below -5). You're also looking for high concentrations of a single corp (particularly if you're hunting pirates and see a bunch of one pirate corp in channel), and/or anyone that appears to be an out-of-corp alt for a target or potential target (that's neutral pilots following you or hanging around on gates looking suspicious). <br />
<br />
Your best tool is the local channel. Squash it width-wise, and extend it out length-wise on your screen - you usually don't care about what's said in local as much as you care about the list of people in there. <br />
<br />
Be aware that the symbols (red minuses etc) will sometimes not show up in the local list. Ideally, you need to be checking info on pilots in local as you travel. A quick hint: Don't use the right-click drop-down for "show info", as the "start conversation" option is right next door. Instead, double-click people in local - it goes to info by default and is less risky. <br />
<br />
Often you'll be asked to jump into a system and check what's there. Typically this will be jump in, move and cloak, and work your way through the people in local noting down any who are potential targets. Then report back the number of targets and whether you can actually see any or not (ie. are they all on the gate you just came through waiting&nbsp;;) Typically, if there's anything of interest you'll then be asked to try and track them down - get eyes on them. That's a mix of jumping around the stations, and probing - covered elsewhere in this doc. <br />
<br />
When you're looking through local, double-click on each member of local (if you can), and check their info. Typically you're looking at their sec status, their standing, their corp and/or alliance. You may also check their bio to see if they look like an idiot, and/or their employment history to check how old they are and whether they've recently left a war target corp. Any of this information will to toward your estimate of whether they're a threat or not. <br />
<br />
=== Directional Scanner and Overview ===<br />
<br />
Remember your directional scanner - it should be open and you should be using it when you come into a system if you think there may be bad guys near the gate but not on grid. Pulsing the directional scanner is a good habit to get into anyway. <br />
<br />
On overview, you're looking for enemies nearby, particularly flashy reds. You're also looking for cyno fields - they'll show up anywhere in the system, and are a high priority to check out. <br />
<br />
== Scanning down the opponent ==<br />
<br />
If you can fit an extended probe launcher, then it's well worth getting some practice at using probes. The Apocrypha scanning system makes one particular type of probing well worthwhile. It goes something like this: <br />
<br />
*Warp to a safe spot, decloak and launch 4 probes. Cloak up again.<br />
<br />
*Warp back to where you want to keep some eyes on. Be sure you're still cloaked - I've had issues with being decloaked as I warp off after launching probes.<br />
<br />
*Hit F10, switch all your probes down to 0.5AU, and move them to a nice neat small circle around whatever you're monitoring - typically a gate or station.<br />
<br />
The goal here is to provide enough scan strength in 0.5AU around the location to find any ships that have warped off-grid nearby. With half-decent skills, you should get a fix on anything cruiser and up pretty much straight away. So, you just keep hitting the scan button every so often. If you get a hit on something just away from your location, bookmark it, and warp to it at 100. You can then scope out the area, see if it's a worthwhile target, maybe get a warp-in point - all hopefully without your enemy knowing. <br />
<br />
Note, this also works for bookmarking people's insta-undocks, and their safe spots around gates. That also means that if you're helping an uncloaked fleet around, be aware that even just off-grid they may be visible to enemy scouts now. Also, be aware that your probes show up on people's ship scanners, so if they suspect you're out there, they may pop their ship scanner, see your probes, and run. <br />
<br />
There's an excellent guide to scanning generally at http://forum.eveuniversity.org/viewtopic.php?t=15856. There's also a wiki page on [[Scanning]] <br />
<br />
Be aware that if you're doing this, anyone clever (anyone using their ship scanners) will notice the probes and high-tail it out quickly. But if you can catch their warp-in or warp-out points, it may help you track them down next time they warp through the area. <br />
<br />
Probing like this may also be a distraction - I've had fleet commanders that specifically ask for the scout to probe down targets for them, and I've had fleet commanders that would rather keep you on the move, so it will depend on the type of fleet, purpose of fleet, and whim of the FC as to whether this is a serious part of your duties. It's worth getting some practice in on, imnsho, as it does get asked for, and some FC's will assume you are capable of doing this. <br />
<br />
Quick small note - if you're looking for a POS, remember that POSes must be on-grid with moons, so if you stay cloaked and warp from moon to moon, you may find POSes faster than if you try and scan for them (they'll show up in overview when you warp in) - assuming there's not too many moons in system. Beware of warping into the POS, though. <br />
<br />
When you try to probe down a ship, the ship ID you see on the probing interface stays the same for each ship within each system but changes with the system and after downtime (as well as repackaging the ship). E.g. Ubercado's Ibis has the ID ABC-123 in Aldrat and the ID FF-42 in Eygfe (even after docking or jumping out and in again); After downtime the IDs will change. So a common tactic is to get the ship ID when a target is at a known location (like undocking from a station) and then have an easier way to find that ID in open space (like in a mission area). Making a list with the ship IDs of your targets in each system helps when hunting WTs that keep flying around.<br />
<br />
== Warp-in Points ==<br />
<br />
You'll sometimes be asked by your FC to try and get a warp-in point on a target. This basically means staying cloaked, and maneuvering into a position that's a warp-in distance away from the target (ie. a number that appears on the "warp to at..." drop-down) and also in-line with somewhere the fleet can be. In other words, you ideally want something like this: <br />
<br />
Fleet ------- Target -- You <br />
<br />
Where the fleet is some distance away, out of sight, and you're about 50-100Km away on the other side of the target. Distance from enemy is at your discretion, you ideally want it to match up with the warp-in distances so the fleet can drop directly on top of the enemy (or at appropriate range - that bit's up to the FC to organise ). You don't want the fleet to have to warp through the target, is the only note here, as that gives the target time to see them and run. <br />
<br />
This is one of the trickier things to do, mainly because the target will often keep moving. One tip, if the target's warping in and out: Note the distance to the target, note your move speed, and double-click right near them to move toward them. If they warp out, keep moving - time yourself to try and position roughly where you want to be (remembering it's better to be too far away, than right on top of their warp-in point, otherwise they may decloak you). Drop lots of bookmarks while doing this, you can always go clean them up later, and they mean you can warp out and back and resume where you left off. <br />
<br />
If you do find an enemies' safe spot, or a warp-in point for a popular location for an enemy, make sure you've bookmarked it - they're valuable so long as the enemy doesn't realise you've got it. <br />
<br />
One other small note on this: If you're scouting for a sniper-heavy fleet, you may actually sit between the target and the fleet - the idea is if you're 30Km from the target toward the fleet, the fleet can then warp to you at 50Km and they're perfect sniping distance away. Depends a lot on the situation though, and not likely to be done in a Uni fleet. <br />
<br />
== Punting ==<br />
<br />
Punting is one of the terms used for a scout to warp his unit (e.g. wing warp) directly to the probing solution. <br />
<br />
=== Probing solution ===<br />
The Punter has be in a ship with an expanded probe launcher and needs a probing solution.<br />
<br />
=== Unit warp (aka Punt) ===<br />
As a Punter you will initiate a unit warp command (e.g. "warp wing"), so you need to be the commander of a unit (SC/WC/FC). You will only warp your unit (squad, wing, fleet). To issue a unit warp command, you need to be in a warpable distance to the target. This means you have to be at least 150 km away from the target. Only those of your unit that are in warpable distance to the target themselve will be warped by your unit warp, so they need to be at least 150 km away from the target as well. Only those of your unit members that are on grid with you will get the unit warp command. They must have broken their gate cloak. <br />
<br />
You should announce the punt including the distance before you initiate the unit warp command so those that do not want to get punted can abort that command (ctrl + space).<br />
<br />
Usually the Punter will abort the warp command himself so he does not land on the target with his unit. Make sure to not be aligned to the target when you do not want to get warped.<br />
<br />
=== Checklist for Punting ===<br />
<br />
- Punter is a unit leader in a fleet<br />
<br />
- Punter on grid with unit<br />
<br />
- Punter as well as unit > 150 km away from the target<br />
<br />
- Unit broke gate cloak<br />
<br />
- Unit informed of Punting beforehand<br />
<br />
=== Tips on Punting ===<br />
<br />
- Make sure to always cancel your warp (default CTRL + SPACE) once you punt. You do not want to land at zero on a target. <br />
<br />
- Add Control Towers to your ship filter (in the scanner menu). This will give you an indication whether the target might be inside a POS shield. If you do not do this, you might punt your whole unit in a POS shield where it dies a horrible death.<br />
<br />
- Quite often a punter will initiate two punts: The first punt will unit warp to zero to the target, the second punt will be at range (e.g. 50km). This will allow snipers, Ewar, Logistics and such to stay out of harms way. You should announce your intention for multiple punts before so people can prepare to abort the first punt if they want to land at range. Some may even want to abort the 2nd punt as well and warp in later at their preferred distance. It's often useful for only fast frigates and interceptors to take the first punt at zero to avoid slower fleet warps with larger ships that may alert the target to an incoming fleet. <br />
<br />
- As a lot of targets check Dscan regularly, it helps to move in your probes into the Dscan range of the target as late as possible. For example, if you intend to probe down a potential target, drop your probes at a location off d-scan range with the target. Quickly move your probes high above or well below the ecliptic plane and initiate scan. This will move your probes outside of all celestial d-scan range and give you valuable time to locate your target. Once you have a general location for the target from d-scan, prepare your fleet for punting and position your probes in the area you've located the target with the smallest scan range that effectively covers your targets estimated position. Have your fleet align towards the nearest celestial as you initiate scan. Give a countdown for the punt, and when the scan is finished quickly select your target and fleet/wing/squad warp for the punt. Give a second punt if required and quickly recall your probes or position them off d-scan as before.<br />
<br />
- Some ships are nearly impossible to scan down, e.g. some boosting T3 or ECCM'ed Guardians which have a low signature radius. Do not plan to punt your unit onto these targets, you will most likely not get a probing solution.<br />
<br />
- When the targets are kiting, Punting is of limited use unless you have long range or fast tackle or enough snipers. Even when your probes are on grid and your unit is ready to warp, you need a couple of seconds for your probes to get a solution and your unit needs a couple of seconds in warp. This is usually enough time for kiters to move 30 km or so away. One solution to kiting is to place the fleet members (wing or squad) that will be punted in-front of the kiting ship at a relatively close off-grid tactical. If the punt is fast enough and at range, there is a chance for tacklers to land just in-front of the kiting ship and potentially land a scram and web. This works best if the kiting ship still has other fleet members on-grid masking your intentions to intercept. NOTE: This is difficult and takes practice and cunning, if done incorrectly the scout may land some very vulnerable ships within perfect sniping range of the kiting target.<br />
<br />
- If you are combat probing, it sometimes helps to get a scan on your fleet first and ignore your fleet's results in your probing window. Note that the ship IDs change with the system so you need to do this for every system at least once. Repackaging a ship changes the ID of the ships as well. This will help to not confuse your fleet member's ships with the target's. <br />
<br />
- Punting is a good tactic vs. snipers and stationary targets. Punting is not so good vs. small targets as you will have a hard time getting a probing solution on those. Punting is also not great vs. fast moving targets as they are out of their initial warp to point once your unit lands. Plan accordingly.<br />
<br />
- In big fleet fights it can be nice to have a punt squad ready. It is very good vs. snipers and Falcons. In long fleet fights (POS bashes) it is not unlikely for people to disconnect. They will automatically warp to a random point within 1.000.000 km so they are within the 0.5 AU of your probes. Even though they might get their ship replaced by CCP when they loose it to a disconnect, it takes a ship out of the fight when a fast punt squad kills that ship.<br />
<br />
== Freedom and Rules ==<br />
<br />
There is some personal style that comes in here, as scouting can be a freer role than some others in fleet - personal judgements need to be made about what you're watching when. However, two things are important: If the FC tells you to be somewhere, get there, and if you see something that needs investigating and move off your last instruction, clearly inform the FC you're about to do that. The FC cannot make good decisions on faulty intel, make sure they understand the environment around them as best you can - that includes making sure they're not assuming you're somewhere you're not. <br />
<br />
I've personally found a combination of both command channel on TS and a text chat channel in game provides a good balance - if your FC + WCs + other scouts are in a text chat channel, low priority notes can go there without interrupting voice chat. I've also had a few fleets where the scouts have setup a channel amongst themselves only, to discuss where they are and what's happening - that can also be useful, think of it as squad chat for scouts. <br />
<br />
Well, that's pretty much it for now. Best thing to do is get out there in your scout ship and practice, set up bookmarks around gates and stations in your common hunting areas, and don't be afraid to volunteer to scout for fleets as they setup - everyone loves an extra scout. <br />
<br />
== Mistakes Made ==<br />
<br />
*'''Scanning down your bait ship or own fleet.''' It happens to the best of us starting out - always pay attention to the starmap and where your fleet is, and where other celestials are, when you're probing. In my case, our fleet had positioned a bait battlecruiser at the gate just inside a system while I was trying to probe down an enemy. I found a sig, narrowed down on it, getting progressively more excited, until I got a bookmark and warped in to find it was one of our fleet - the baitship.<br />
<br />
*'''Lost probes.''' Probes when launched last around an hour. It's very easy to forget this in the heat of scanning, and suddenly your probes are leaving the system one by one, and you find yourself having to uncloak and reload. Particularly painful if you have sisters probes at 1M ISK per probe.<br />
<br />
*'''Warp and don't move.''' Always, '''always''' move when you hit the end of your warp. Otherwise, someone else will warp in on top of you.<br />
<br />
*'''Location, location, location.''' While leading a fleet, if you have no bookmarks and the fleet is hot on your heels, do not warp to 100 on the next gate. Sure, it gives you a decent view of the gate, but you've then got to either slowboat the 100Km (approximately 3 and a half minutes), or bounce out and back (much faster, but still not fast enough to beat the fleet).<br />
<br />
== Linked resources ==<br />
<br />
A short list of all the things linked to from this page: <br />
<br />
*[[Installing the EVE University Overview]] <br />
*[http://www.ombeve.co.uk/ Ombey's maps ]<br />
*[http://evemaps.dotlan.net/ DotLan]<br />
*[http://www.evealtruist.com/2011/04/bookmarks-and-you.html The Altruist guide on bookmarking]<br />
*[http://forum.eveuniversity.org/viewtopic.php?t=15856 scanning and probing forum thread]<br />
*[[Scanning]]<br />
*[http://will.neoprimitive.net/grids/gridfumanual2.pdf Goons grid-fu manual]<br />
<br />
== Notes ==<br />
<references/><br />
<br />
[[Category:Fleets]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Scouting&diff=150887Scouting2020-02-17T18:22:19Z<p>Vorkan Dosja: /* +1 */</p>
<hr />
<div>{{cleanup|Tone and copyediting}}<br />
{{related class|Scouting 101}}{{tocright}}<br />
Scouts are the eyes and ears of a fleet. Without them, fleets would both easily get surprised by enemy forces, as well as have a tough time hunting down good fights.<br />
<br />
Some ships are better (or even essential) for certain types of scouting, but for a basic fleet scout all that is needed is:<br />
* The ability to fly a ship.<br />
* Some fundamental scouting knowledge.<br />
* The ability to use a few tools that are linked in this article.<br />
<br />
Since scouting is a fleet role, it is also important for prospective scouts to familiarize themselves with fleet operations beforehand. Read the [[The_Rookie's_Guide_To_Fleet_Ops | Rookie's Guide to Fleet Ops]] to get started.<br />
<br />
==Scout Missions and Roles==<br />
===Objectives===<br />
<br />
There are two basic scout objectives: Route Security and Hunting. Route security means ensuring the fleet's planned travel route is free of hostile forces that should be avoided, as well as preventing anyone from surprising the fleet. Hunting means finding good fights for the fleet. All scouts provide route security, all the time, on every operation. If the fleet is looking for a fight, scouts are also responsible for hunting down a good fight for the fleet.<br />
<br />
With those two objectives in mind, the following are the most common scout roles.<br />
<br />
===Basic Roles===<br />
<br />
The most basic scout roles are 'picket' and '+1'. The ‘Hero Tackle’ role can be added on to these roles as well. <br />
<br />
====Picket====<br />
<br />
Picketing is the easiest scout job; some players do even not consider it scouting it is so simple. The picket's job is normally to sit at a gate and report the specific types of ships coming into the system he is assigned to. For example, incursion fleets use pickets to warn them of war targets. <br />
<br />
If you are a picket, and your only job is to watch for war targets, you can do this docked up safe in a station by carefully watching local. However, sitting 200km+ off a gate while cloaked is the best option since it allows you to report specific details on the ships coming through your picket.<br />
<br />
====+1====<br />
<br />
The objective of the +1 is to move one jump ahead of his fleet to provide intelligence to his FC. If the fleet is simply traveling to a destination, then the scout's job is route security (i.e., warning the FC of war targets, gate camps, and any other possible danger). In low-sec or null-sec space, individual ships may ask for a +1 to guide them into or out of dangerous areas.<br />
<br />
<br />
When jumping into a new system, keep cloak and immediately check three things. First, check the grid on your overview for ships that might pose a threat to the fleet. Second, check local for war targets, flashy targets, criminals, etc. Finally, check D-Scan for ships sitting off grid. Report anything that might be a threat to the FC. If the objective is to find good fights and there are other pilots in local, then the +1 will check out mission sites and asteroid belts with D-Scan to see if there are appropriate targets available. <br />
<br />
<br />
Why move one jump ahead? If a fleet jumps into a system, it spikes local and everyone in the system will know a fleet has come in. That puts everyone on alert. A scout moving in alone does not alarm anyone significantly in a system. The fleet does not move into the system until either the scout finds a good fight, or the FC determines that there is nothing interesting and decides to move on.<br />
<br />
<br />
Why not just roam? Why exactly one and only one system ahead? Even when looking for good fights, scouts are always performing a fleet safety role. A scout one system ahead prevents the fleet from being surprised. If you are two or more systems ahead and there is no +1, then another fleet can move in behind the scout and surprise the fleet when it jumps in.<br />
<br />
<br />
Good ships for the +1 role are tackle frigates, but the best ships are interceptors and covops ships.<br />
<br />
====The Hero Tackle====<br />
<br />
Hero tackle is an add-on role. Hero tackles are scouts who find a target the FC wants to fight. The FC will get the fleet into position on the gate leading into the scout’s system. At the FC’s signal, the scout will engage the target, tackle it, and attempt to hold tackle until the fleet can arrive to finish the fight.<br />
<br />
It is essential to communicate with the FC what is happening and to time the tackle to just before the fleet jumps into system. Have your fleet warp to you. Be mindful of gated sites; the fleet may have to warp through an acceleration gate first to reach you. Hero tackles frequently do not survive (hence the "hero" part), so interceptors and covop ships are not generally too expensive for this role. Before attempting this [[Tackling_Guide | read up on tackling]], and practice a bit with a fellow corporation member.<br />
<br />
==Other Scouting Roles==<br />
<br />
There are three somewhat less common roles for scouts: the roaming scout, the -1, and finding war targets.<br />
<br />
'''Roaming scouts''' move several jumps ahead of a fleet to look for good fights. The fleet will have a +1 as well for route security. Large fleets may have two or more roaming scouts, in which case the +1 and roaming scouts may want their own channel so they can communicate without interrupting the FCs communications with the rest of the fleet. Roaming scouts generally should not try to take on the hero tackle role, although when the fleet is only one jump away that may be okay. Tackle frigates, interceptors, and covops ships are the standard for this role.<br />
<br />
'''-1s''' follow one jump behind a fleet to protect it from forces stalking the fleet and enemy scouts. -1s are only used when the FC suspects his fleet is being followed or there is a high danger of war targets attacking. -1s need to pay attention to local and notice any pilots who seem to be following the fleet. They generally don't report unless they find or suspect they have found someone following the fleet.<br />
<br />
'''Finding War Targets''': In any situation where a fleet can expect to encounter war targets or is actively looking for war targets, OOC scouts are very useful. They can move around freely without alerting enemy pilots that a war target is in system.<br />
<br />
==Basic Tools of the Trade==<br />
<br />
'''T1 Ships''': Each race has a T1 frigate with bonuses for speed and tackling. These are usually the best T1 ships for scouting. Amarr: [[Executioner]]. Caldari: [[Condor]]. Gallente: [[Atron]]. Minmatar: [[Slasher]].<br />
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'''T2 Ships -- Interceptors''': Interceptors are T2 versions of the T1 tackle frigates. They keep the tackling bonus and are much faster. They are immune to bubbles, which is important in null-sec scouting. Each race has two versions of the interceptor, and one of them has additional tackling bonuses, which usually makes them the better scout interceptor. That said, interceptors are expensive, so you should think twice before using one as a hero tackle. Amarr: [[Malediction]]. Caldari: [[Crow]]. Gallente: [[Ares]]. Minmatar: [[Stiletto]].<br />
<br />
'''T2 Ships -- Covops''': Covert Operations ships are frigates that can fit a Covert Operations Cloaking Device, a T2 module that allows the ship full maneuverability while cloaked, including warping. Cloaked ships do not show up on D-Scan, which allows them to sneak up on other ships. In addition, each race has one version of a Covops ship which is the T2 version of their exploration frigate. These ships can use combat scanning probes to find ships and provide a warp-in to them. All of these abilities make the Covops ship an excellent choice for fleet scouts. However, Covops ships are somewhat fragile, so they should not be used for hero tackling.<br />
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'''[[Directional_Scanner_Guide |D-Scan]]''': This is an absolutely essential tool for scouts. You will use this constantly to find ships that are not on grid, to hunt down ships, and to report fleet compositions to your FC. If you are just starting out in EVE or a new scout, take the time to read the linked article and practice on your own.<br />
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'''[http://evemaps.dotlan.net/ Dotlan]''': This set of maps is essential for route-finding. If you use EVE in windowed mode, you can have this open in a browser and bring it up whenever you need it.<br />
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'''[https://adashboard.info/intel aDashboard]''': In either local or D-Scan, you can select all, copy, and then paste the data into aDashboard. It will analyze the data, give you a report, and give you a link you can post in fleet chat for your FC. This is a quick way to report fleet composition, war targets in local, etc.<br />
<br />
==So You Want to Be a Dedicated Scout==<br />
<br />
If you really enjoy scouting and want to get good at it, the best way is to do it often. In addition, you will want to start doing the following.<br />
<br />
'''Route Preparation''': Find out what routes FCs like to take and spend some time setting up [[Bookmarks]] in those systems. You will want bookmarks on gates, instadocks and undocks on the top and bottom stations, a location about 1 AU off the sun, and some safes. At first, a mid-safe between two gates will be enough, but having a deep safe out of D-Scan range of pretty much everything in the system will be very useful when the fleet needs to extract itself from a fight gone wrong. Set up some bookmarks that let you observe gates, mission sites, and asteroid belts from a reasonably safe distance. If you really want to be prepared, you might fit out some scout ships and leave them in stations along the route in case you get to play the hero tackle and need to reship. The more of this sort of thing you do, the more your FCs will love you.<br />
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'''Ship Recognition''': The more you know about the various ships in EVE, the better intel you will give to your FC.<br />
<br />
==A Primer on Covops Scouting==<br />
<br />
Editor's Note: The following is an excellent primer on scouting in a Covert Operations ship written by another author. It also has some very good general advice on scouting. I will be going through and editing this to fit into the more comprehensive style of the current article as I have time.<br />
<br />
=== What does/doesn't this cover ===<br />
<br />
This page concentrates on covops scouting - that is with covops ships which are able to warp while cloaked (Tech 2 covops frigates and force recons with proper tech 2 covops cloaks. Those wanting to get a feel for scouting may start in frigates with tech 1 cloaks - these allow for sitting still cloaked and are OK for picketing gates (ie. sitting still watching a gate) but little beyond that, and this page does not really cover their use. Anything larger (recon ships, black ops, etc) is out of scope of this document. <br />
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This page also covers high/low-sec scouting only - points in here may or may not apply to 0.0 or Wormhole space. Bubbles, lack of a "local" comms channel, and other things will change how you scout in 0.0 or Wormhole space, but we assume that you've had some experience in high and low sec before venturing into them. <br />
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Finally, this page focuses on fleet scouting, and doesn't cover general intel, except in as much as intel crosses over with scouting.<br />
<br />
=== A Quick Note on How to Not Die ===<br />
<br />
If you've read this far you're probably a scout, or interested in scouting, and have or will soon have the covops cloaking device that is the signature tool of the scout. After you have read this guide, and '''before''' you take your CovOps ship out into a war zone, please take some time (preferably a lot of time) to go out in space and practice maneuvering while cloaked. The vast, vast majority of CovOps losses occur at the gate, right after you have first jumped into the system. Here are a few quick tips: <br />
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*Practice the cloak timing! There is a brief lag delay between the time you take an action to break the "gate-cloak" you have upon jumping into a system, and the time when you can activate your covops cloak, and the time your ship completes cloaking. You NEED to be able to break gate-cloak and recloak within 0.2 to 0.5 seconds. Any slower and an interceptor will be able to lock you and prevent you from cloaking.<br />
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*The safest thing to do is warp away. When you enter the system, simply pick a planet or safespot, press warp-to, and cloak. If you don't mess up the cloak timing, and don't get bumped (which is terribly unlucky) you will get away every time. This also gives you a chance to drop probes from the relative safety of a safespot.<br />
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*Always warp away and come back at range to observe a gate that has hostile ships on it. It only takes a few seconds to do, and greatly increases your chances of survival. Dead scouts can't scout anything!<br />
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*The "[[Cloak Trick|MWD/Cloak Trick]]" is unnecessary if you have a covops cloak fitted. The main purpose of this technique is to simulate a covops cloak for ships that cannot use them. However, it can be useful to quickly move out of a warp disruptor bubble in nullsec or wormhole space.<br />
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*Practice your cloak timings, and remember to always warp away.<br />
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== Fittings ==<br />
<br />
Fittings for covops frigates are generally fairly straight-forward. The highlights are: <br />
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*Covops cloak - a tech 2 cloak so you can warp while cloaked. <br />
*Microwarpdrive - this is used for "bursting" in bubbles and getting back to a gate. <br />
*Expanded Probe Launcher - part of a scout's job is sometimes probing down the enemy, and these ships get bonuses to probing, so best to equip for it in case you need it. Bring combat and core scanner probes.<br />
*No guns. Covops ships don't fight - the first rule of scouting in a covops is "if you're not cloaked, you're doing it wrong". Note, there are some exceptions to this rule (as to any) and there are some tackling covops fits out there, specifically for gang action - but again, it is assumed that by the time you're flying something like that, you know what you're doing. <br />
*Lots of cap - the more cap you have, the further you can warp in a single jump. <br />
*Fast cap recharge - means you can jump again a little more quickly if you're bouncing around a system.<br />
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Beyond that, the fit will be somewhat determined by your ship.<br />
<br />
== Tools of the Trade ==<br />
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The items listed here should be setup prior to your going out to scout. <br />
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=== Overview ===<br />
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The overview requirements for a scout are different than for normal fliers. Your job is to see as much as possible, rather than only the enemies. First of all, switch brackets on - that gives you a clearer view of things like gate guns that are otherwise tricky to see. Include neutrals and war targets - neutral may be out of corp repairers or alt scouts. Take your corp mates out, but everything else should show. <br />
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Create a second tab that just shows war targets also, so you can quickly and easily identify all war targets and get that information out to your FC, in case a fleet is travelling past you. <br />
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[[Overview settings]] has more information on general overview settings and how to set things up as per above. <br />
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You may also want to consider creating an overview profile per ship class (frigate, cruiser etc) to use with your directional scanner. This will allow you to select an overview profile with which to filter the scan results based on reliable intelligence as to what ship your target is flying; resulting in faster and more accurate deployment of probes.<br />
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You should have one overview tab that shows everything that can decloak you: asteroids, corpses, cans, ships, everything.<br />
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=== Local ===<br />
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Your local window is one of the most important tools you work with as a scout - more on exactly how later. Before you're out scouting, however, you want to move your local window to one side of the screen, squash it width-wise as much as possible, pull the slider across to the left so you can see pilots and not chat, and stretch it length-wise as much as possible. Setting local to show compact member list helps as well. This is to allow for quick recognition of targets in local.<br />
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=== External Tools ===<br />
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==== Mumble ====<br />
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[[Mumble]] is required for Uni fleet ops, but as a scout you have an extra requirement, to have [[Mumble#Setting_a_Command_Channel_push-to-talk|command channel push-to-talk key]] setup and functioning.<br />
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<br> You may also want a [[Mumble#Global_Command|global command key]]. The difference between these two keys pertains to who will receive your command broadcast. <br />
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'standard command key' will only broadcast to the Channel Commanders in YOUR current channel. <br />
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'global command key' will broadcast to ALL Channel Commanders Server wide. <br />
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<br> You use the '''global command channel as long as you are the only fleet''' out (so Intel can listen in and advise). <br />
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With '''multiple fleets''' out not all fleet command communications can be broadcasted over global command. Use global command for '''strategic information''' (e.g. "global command, this is Sto Lo's fleet, we are now moving from Jita to Aldrat through Rancer lowsec" [but not "... we are jumping from Aldrat into Eygfe"] or "global command, this is Sto Lo's fleet, big pirate camp in Hagilur, 12 BS Amarr heavy, we need reinforcements" [but not "... flashy rifter 150 km up off the Evati gate"] and '''questions to Intel''' (e.g. "global command, NewbieCom1's fleet, Intel, we have two standard squads and the possibility to engage 12 flashy BS on the Evati gate. Any advise?"). Use your '''local command for tactical information''' regarding your fleet only (e.g. "local command, Sneaky1, I have a warpin on a flashy Drake at a safespot at 10" <br />
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When you talk on any command channel make sure to use the protocol: "Global/Local command", "Your name", ("recipient"), "Information". E.g.: "Global Command, Ubercado, primary is Veldspar". <br />
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<br> <br />
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*'''Each time you're fleeting up''' - when you enter the channel move yourself to the "command channel". Once you're done with the fleet remember to leave the channel, or you'll be assumed to be a spai.<br />
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<br><br />
<br />
==== Maps ====<br />
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Scouting is much easier with a second monitor. If you don't have that, then best to set your client to play in windowed mode (for Mac users, &lt;apple&gt;-&lt;enter&gt; will do that I believe). <br />
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For maps, I use <strike>Ombey's - http://www.ombeve.co.uk/ </strike> <span style="color:#768d31"> Note: As of 2013, Ombeve.co.uk is no longer active. See [https://forums.eveonline.com/default.aspx?g=posts&t=236592 this forum post] for more.</span> Be aware it is not 100% accurate - there are one or two strange little miss-linkages in there, but they're infrequent. Ombey's will let you at a glance see where you're going and what the layout is like near you - it's great for working out potential alternate paths, looking for nearby low-sec pockets, that sort of thing. <br />
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DotLan is also a useful tool - http://evemaps.dotlan.net/ This will show you the same information as Ombey's (although I prefer Ombey's format). This will also show you lots more useful stats about the systems you're headed to, like kills per hour, etc. <br />
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For practice, when travelling around unfleeted out of war, always check your route on those maps, and think about where you're headed and how you're getting there. I sometimes travel without autopilot set also, navigating by map to get more used to finding my way quickly. <br />
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If you have access to an A3 printer, you can download PDF versions of the maps and print them. These can be extremely handy for pencilling routes and quickly identifying alternate paths or escape routes, especially if you only have a single monitor.<br />
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==== Dashboard ====<br />
https://adashboard.info/ is a quick and simple way to share intel with your fleet. You can do a quick dscan, copy the dscan results, and paste them to this site. It categorizes the results into an easily readable format.<br />
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==== ScreenShot Sharing ====<br />
Many people use screenshot sharing services like push or sharex to take screenshots of the enemy to share with their fleet.<br />
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== I'm cloaked! ==<br />
<br />
Congratulations! First thing to note - undocking is dangerous to everyone, and especially dangerous when there are war targets in local. So the easy answer is never undock. If you're in a covops ship and intend to fly it repeatedly, consider logging out in space while cloaked. <br />
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When you do this you get warped off to a semi-random place in the system. When you log back in you'll be de-cloaked, but will immediately warp back to where you were. During this warp you have time to re-engage your cloak. <br />
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Suggested places to logout are mid-way through a warp to a safe spot, or at a safe spot. Don't do this near anything as you run the risk of fumbling and appearing uncloaked near someone who can see you. Doing this near a gate, for instance, also means that people may see you warp off, put two and two together, and scan you down in the grace period - so only ever do this from a safe spot. <br />
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One other point on this - when you logout, close anything non-essential. In particular do not leave a market window open, or any other window that takes a while to refresh. This is because you'll have a moment of frozen client while these refresh as you login and that's frankly terrifying.<br />
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== I've been decloaked, what happened?! ==<br />
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There are a number of ways you can be forcefully decloaked. <br />
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*If you get within 2Km of anything you'll lose your cloak. This means don't get too close to other ships and don't hang around at a warp-in point (ed: one of my most terrifying moments was sitting on a 100Km warp-in on a gate and having a larger ship warp in exactly 3Km ahead of me).<br />
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*Stations have a range around them that's nominally 2Km, but can be deceptive due to "pointy bits", so be very careful near stations.<br />
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*Cargo cans will decloak you and are sometimes easily missed. Gate guns are extremely dangerous - they're very small, usually not in your overview, and scattered around the gates. Very easy to run into by accident - be aware of them. There are some notes on overview settings below.<br />
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*Passing ships can decloak you if they're coming out of warp near you. It's not something that happens often, but for safety's sake (and for general sneakiness) any time you warp in you want to move either up or down off the plane of movement, to be well out of the way of traffic.<br />
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== Bookmarks ==<br />
<br />
Bookmarks are a significant part of what scouting and covops is about - at least in areas where you can bookmark. You'll slowly collect a large number of bookmarks around any system you frequent and they are your lifeblood - the difference between scouting a system with no bookmarks and scouting one you know your way around is immense, and will change how you operate. <br />
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So, what to bookmark? There's a handful you'll want: <br />
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==== Gate Warp-ins ====<br />
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A bookmark at warp distance off a gate. You want a few bookmarks that are more than 150Km and less than grid size off each gate in each system you go through. You want to be further than 150Km because you want to be able to warp in and that's the minimum distance. Further away is better so long as you can still see ships coming through the gate. You'll spend a lot of your life at these bookmarks watching gate traffic. <br />
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There's two ways to get these. The first is to warp to 100Km off a gate then turn in a random away-from-the-gate direction and move (while cloaked) until you're out far enough. This is a great thing to do if you're doing other things, like watching traffic through the gate, or talking with FC. <br />
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Alternately, warp to 100, bookmark that, then warp to something else at 100 and bookmark that. Then warp back to your first bookmark _at 100_. Presto, you have a spot close to 200Km off the gate. If you do this still move a bit to be off the plane, and don't do your two warp-ins in-line with each other. Also, don't jump between gates to do this, as gates are the most likely place other people will warp from. <br />
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Incidentally, note that when you come through a gate you come out at 15Km away from the gate - 150Km is your minimum warp distance, so your bookmarks should ideally be more than 165Km away, 170Km+ to be safe. Some gates also have larger radii, so if you have time (before you rely on it) try warping back and forward to make sure each direction will allow a warp. Cut it too fine, and you'll end up not having the "warp to" option sometimes, which is dangerous if you're relying on it. <br />
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Try to move off the plane once you have your spot - that's directly up or down - as that'll make you less likely to be found. <br />
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'''Note, bookmarks are dropped when you hit the final "OK" after naming, not when you first hit the "bookmark" button.''' <br />
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Note also, if you can, try and make sure that multiple bookmarks around a gate are far enough away from each other that you can warp between them - that makes hunting down an enemy for a warp-in point much faster (more on that below). If you're making multiple bookmarks, try and put some on the side, and some at the back - that will help you potentially warp from an angle to the side of the gate, bypassing any bubbles, then to the back where you can approach the gate from as far away from any potential gate camp as possible. <br />
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A small tip: If you hit "F10" and toggle the map to the local solar system view, you'll be able to see the layout of the celestial bodies. If you can get your bookmark on the "outside" of the gate (ie. put the gate between you and the sun), then your field of view should encompass many of the planets, moons, and stations. This will make working out where pilots are heading to when they warp away much easier.<br />
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==== Station Warp-ins ====<br />
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Same rationale as the gate bookmarks, same basic practice - try and put them "behind" the station, so you can see people warp off. <br />
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==== Safe Spots ====<br />
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You want these to be as non-obvious and non-easy-to-find as possible. Between objects (ie. inline from gate to station) is bad but better than nothing (and can have some uses as they're deceptive to an enemy watching you warp out, assuming you're not moving cloaked). Out at scanned down locations - cosmic anomalies and the like - can be good once they're empty. Use safe spots to generate new safe spots by dropping bookmarks mid-warp between them. Keep creating new safe spots - if you or any of your fleet members turn up in them uncloaked you may burn them and have to throw them away. <br />
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Note, if you're closer than ship scanner range to other celestial objects you may be spotted (if uncloaked) by any ship using their shipboard scanner. This can happen very quickly so don't assume that just because the fleet stopped in your safe spot for only 60 seconds it hasn't been scanned down. Ship scanners have a range of 14.4AU, so that far from the nearest celestial would be great. <br />
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==== Off-grid ====<br />
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These are like the warp-ins for gates and stations, but just off-grid. Off-grid means far enough away from the location in question to not be able to see ships on the overview. These are useful for a couple of things - they're great hiding places and they're very close, so if you want to (for instance) setup an ambush, you can bring a fleet to the off-grid position then move yourself closer to watch the gate or station, get a warp-in point, and bring the fleet in quickly. See below for more info on getting warp-in points on targets. <br />
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To get these, you can either warp and drop a bookmark while warping (this can get you out 1AU or so if you can time it right) or you can simply point away from the station and travel - if you do this at a gate, switch brackets on and watch the gate guns - when they disappear, you're off-grid for ships (which means you can't see ships and they can't see you, but you can still see the larger structures). A little further will take you off-grid for the gate itself. <br />
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It may also be useful to have a warp-in point about 1AU off a station, if you're watching that system often, that you can warp to, drop probes, and warp away - this will allow for quick placement of a probe near a station for monitoring. <br />
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Quick note on warping in - some bookmarks, particularly safe spots, you may want to warp to at 100 or 70 or similar every so often just so you're not always coming in at the same place. Some bookmarks this can be dangerous for - if you have a bookmark at 160Km on a station and you warp to it at 100Km from the other side of the station, you place yourself at 60Km from the station, which if it's camped may not be what you wanted. Always think about where the bookmarks are in the system - use the map (F10) to get a feel for this.<br />
<br />
== Bookmark Organisation ==<br />
<br />
As you build up your bookmarks, organisation of them will become important. You can leave them all in the main folder, but that folder will take longer and longer to load - and a delay on getting to your bookmarks may be an issue. <br />
<br />
A better approach is to create the following folders: stargates, stations, celestial objects, POSes, safe spots, people - that's six folders. Then, as you bookmark, move the bookmark into the relevant folder (I use the "people" folder for bookmarks near other people's warp-in points or supposed safe spots). That way, your right-click drop-down of bookmarks has a nice organisation and is easy to quickly get what you want - it will only ever present you bookmarks in your system anyway. This scheme also means that bookmarks you want to treat as temporary, you can just leave unfoldered and clean up later. <br />
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Note, however, that while bookmarks are stored server-side, the folders are stored client-side. At some point during your career, you are very likely to lose your folders - at which point everything reverts to one big mess. So, in your naming scheme, include a marker for each type of bookmark - SS for safespot, SSD for safespots that are more then 15AU from celestials, SG for stargate, GO for gate observation, GOG for off-grid gate, STO and STOG for station observation, etc. That way, if/when you do lose your folders, you can re-create them. <br />
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Incidentally, a folder per system looks appealing initially, but it suffers similar problems to not foldering at all - there's too many systems out there, your main folder ends up cluttered. Because the right-click drop-down menu already filters for you on system, it's also a bit redundant. <br />
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Come up with a naming convention that suits you - something that makes it clear where the bookmark is and what it's for. Ideally also include some info about how far the bookmark is from other objects of interest. One example is "GO Eygfe High 200km", which would be a gate observation bookmark on the Eygfe stargate 200km above the gate. Keep your bookmark names to within 24 characters, for readability.<br />
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Backup and protect your bookmark organization by doing a [[Client Preferences and Settings Backup]].<br />
<br />
== Moving around ==<br />
<br />
Obviously, your goal is always to stay cloaked, but to position yourself where you can see what's going on with your potential enemies or "neutrals". To that end, it's worth understanding how grids and on and off-grid positioning work - there's a nice write-up that goes through the more in-depth mechanics of "grid fu" at http://will.neoprimitive.net/grids/gridfumanual2.pdf - very useful to understand when you find yourself 100Km off a station but unable to see anyone. <br />
<br />
Moving through gates rates a mention - if you are fitted with MWD's, there's a sequence of "double click a direction, hit the cloak, hit the MWD" that gives you a short burst of speed while still cloaking. This can be useful for putting some space between you and the gate or any watchful eyes. If you use this, it's best to also change direction once you've triggered the cloak, just to be sure the prying eyes aren't able to work out where you've gone. Note, however, the caveat near the top on "how not to die" - this process is best for getting out of bubbles, not so necessary for high-sec or low-sec travel. I'd argue that it's good to practice for when you need it, but YMMV. <br />
<br />
While you're on fleet operations, sometimes your fleet commander may ask you to check stations to see if a war target is docked up. If they ask, tell them no. There's too much chance you'll dock, see a war target, they'll see you, undock with you, and pop you. It also gives you away as a scout. The FC can find a small fast cheap frigate to check stations.<br />
<br />
== Fleet Ops - X'ing up ==<br />
<br />
Uni policy is that scouts do not X up with the rest of the fleet. If you see a fleet forming, directly convo the FC and ask if they want a scout, Nine times out of ten, they will, and they'll drop you into a separate wing so you don't get ninja warped around with everyone else . Likewise, scouts don't get listed on AAR's. Secrecy is important to being a good scout - if people know your name, they'll notice you in local easily. <br />
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If you're in a covops ship and a fleet is around, or you've logged in after fleet has formed, don't be afraid to convo the FC and ask if they'd like another scout - scouts are about the only type of pilots that can usefully join a fleet mid-op depending on where the fleet is and where you are. I figure it's better to offer and be turned down than not. <br />
<br />
== Scouting ==<br />
<br />
Most Uni fleets will look for a forward scout and a rear scout, and any number of floating scouts. Forward and floating should be covops ships, rear can be a prototype cloak ship in a pinch, but covops preferred. You may also see or hear reference to "+1" and "+2" scouts, and sometimes "-1" - these are just another way to refer to forward scouts (staying 1 or 2 jumps ahead of the fleet), or rear scouts (one jump behind). <br />
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The forward scout's role is to check each gate before the fleet warps to it. As a forward scout, you want to be able to warp to a gate bookmark, check that the gate is clear and give the go-ahead, then warp to zero on the gate and jump through to check the other side. If you don't have bookmarks, this process gets tougher - you're reduced to either travelling uncloaked (bad), travelling cloaked to the gate (slow), or bouncing off a remote celestial to do a warp to zero when you want to go through the gate. So bookmarks are valuable here. <br />
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Rear scouts watch the back of the fleet, to make sure no-one's following. They'll typically stay one jump behind the fleet, and need to watch for neutrals or suspicious behaviour. This is arguably tougher than forward scout, as you'll need to be watching not only for obvious war targets, but also for neutrals who "happen" to be following or showing up often. <br />
<br />
Floating scouts have a slightly freer job - depending on your FC, they'll either be carefully positioned by FC instruction to watch different gates and/or neighbouring systems, or they'll be free to move around and look for WT's. Floating and forward is pretty much interchangable depending on FC decisions. <br />
<br />
Reporting war target sightings - do this as calmly as possible, and as clearly as possible. Good reporting would be, "Command, Darius. I have one Cerberus on the Korsiki gate in Osmon, jumping through to you now". Bad reporting would be, "Hey guys, there's a war target coming at you!". TS discipline, in the uni at least, is always lead with the channel name (that's "command" in the above example) and your name so the FC knows who's talking where, then provide the ship type and location, optionally war target name and any other details you might have. <br />
<br />
A note on Mumble operation - as scout, you are perfectly within your rights to overtalk someone if something urgent comes up - typically you do that by saying "break break" in the command channel, people should then stop and listen. Obviously you would only use this for really urgent information, like a war target incoming to a fleet position.<br />
<br />
== What to Look For ==<br />
<br />
=== Local ===<br />
<br />
While you're scouting, you're looking for certain things. First of all, valid targets or threats - during war that's any of our War Targets, outside of war it's anyone who's "red flashy" (sec status below -5). You're also looking for high concentrations of a single corp (particularly if you're hunting pirates and see a bunch of one pirate corp in channel), and/or anyone that appears to be an out-of-corp alt for a target or potential target (that's neutral pilots following you or hanging around on gates looking suspicious). <br />
<br />
Your best tool is the local channel. Squash it width-wise, and extend it out length-wise on your screen - you usually don't care about what's said in local as much as you care about the list of people in there. <br />
<br />
Be aware that the symbols (red minuses etc) will sometimes not show up in the local list. Ideally, you need to be checking info on pilots in local as you travel. A quick hint: Don't use the right-click drop-down for "show info", as the "start conversation" option is right next door. Instead, double-click people in local - it goes to info by default and is less risky. <br />
<br />
Often you'll be asked to jump into a system and check what's there. Typically this will be jump in, move and cloak, and work your way through the people in local noting down any who are potential targets. Then report back the number of targets and whether you can actually see any or not (ie. are they all on the gate you just came through waiting&nbsp;;) Typically, if there's anything of interest you'll then be asked to try and track them down - get eyes on them. That's a mix of jumping around the stations, and probing - covered elsewhere in this doc. <br />
<br />
When you're looking through local, double-click on each member of local (if you can), and check their info. Typically you're looking at their sec status, their standing, their corp and/or alliance. You may also check their bio to see if they look like an idiot, and/or their employment history to check how old they are and whether they've recently left a war target corp. Any of this information will to toward your estimate of whether they're a threat or not. <br />
<br />
=== Directional Scanner and Overview ===<br />
<br />
Remember your directional scanner - it should be open and you should be using it when you come into a system if you think there may be bad guys near the gate but not on grid. Pulsing the directional scanner is a good habit to get into anyway. <br />
<br />
On overview, you're looking for enemies nearby, particularly flashy reds. You're also looking for cyno fields - they'll show up anywhere in the system, and are a high priority to check out. <br />
<br />
== Scanning down the opponent ==<br />
<br />
If you can fit an extended probe launcher, then it's well worth getting some practice at using probes. The Apocrypha scanning system makes one particular type of probing well worthwhile. It goes something like this: <br />
<br />
*Warp to a safe spot, decloak and launch 4 probes. Cloak up again.<br />
<br />
*Warp back to where you want to keep some eyes on. Be sure you're still cloaked - I've had issues with being decloaked as I warp off after launching probes.<br />
<br />
*Hit F10, switch all your probes down to 0.5AU, and move them to a nice neat small circle around whatever you're monitoring - typically a gate or station.<br />
<br />
The goal here is to provide enough scan strength in 0.5AU around the location to find any ships that have warped off-grid nearby. With half-decent skills, you should get a fix on anything cruiser and up pretty much straight away. So, you just keep hitting the scan button every so often. If you get a hit on something just away from your location, bookmark it, and warp to it at 100. You can then scope out the area, see if it's a worthwhile target, maybe get a warp-in point - all hopefully without your enemy knowing. <br />
<br />
Note, this also works for bookmarking people's insta-undocks, and their safe spots around gates. That also means that if you're helping an uncloaked fleet around, be aware that even just off-grid they may be visible to enemy scouts now. Also, be aware that your probes show up on people's ship scanners, so if they suspect you're out there, they may pop their ship scanner, see your probes, and run. <br />
<br />
There's an excellent guide to scanning generally at http://forum.eveuniversity.org/viewtopic.php?t=15856. There's also a wiki page on [[Scanning]] <br />
<br />
Be aware that if you're doing this, anyone clever (anyone using their ship scanners) will notice the probes and high-tail it out quickly. But if you can catch their warp-in or warp-out points, it may help you track them down next time they warp through the area. <br />
<br />
Probing like this may also be a distraction - I've had fleet commanders that specifically ask for the scout to probe down targets for them, and I've had fleet commanders that would rather keep you on the move, so it will depend on the type of fleet, purpose of fleet, and whim of the FC as to whether this is a serious part of your duties. It's worth getting some practice in on, imnsho, as it does get asked for, and some FC's will assume you are capable of doing this. <br />
<br />
Quick small note - if you're looking for a POS, remember that POSes must be on-grid with moons, so if you stay cloaked and warp from moon to moon, you may find POSes faster than if you try and scan for them (they'll show up in overview when you warp in) - assuming there's not too many moons in system. Beware of warping into the POS, though. <br />
<br />
When you try to probe down a ship, the ship ID you see on the probing interface stays the same for each ship within each system but changes with the system and after downtime (as well as repackaging the ship). E.g. Ubercado's Ibis has the ID ABC-123 in Aldrat and the ID FF-42 in Eygfe (even after docking or jumping out and in again); After downtime the IDs will change. So a common tactic is to get the ship ID when a target is at a known location (like undocking from a station) and then have an easier way to find that ID in open space (like in a mission area). Making a list with the ship IDs of your targets in each system helps when hunting WTs that keep flying around.<br />
<br />
== Warp-in Points ==<br />
<br />
You'll sometimes be asked by your FC to try and get a warp-in point on a target. This basically means staying cloaked, and maneuvering into a position that's a warp-in distance away from the target (ie. a number that appears on the "warp to at..." drop-down) and also in-line with somewhere the fleet can be. In other words, you ideally want something like this: <br />
<br />
Fleet ------- Target -- You <br />
<br />
Where the fleet is some distance away, out of sight, and you're about 50-100Km away on the other side of the target. Distance from enemy is at your discretion, you ideally want it to match up with the warp-in distances so the fleet can drop directly on top of the enemy (or at appropriate range - that bit's up to the FC to organise ). You don't want the fleet to have to warp through the target, is the only note here, as that gives the target time to see them and run. <br />
<br />
This is one of the trickier things to do, mainly because the target will often keep moving. One tip, if the target's warping in and out: Note the distance to the target, note your move speed, and double-click right near them to move toward them. If they warp out, keep moving - time yourself to try and position roughly where you want to be (remembering it's better to be too far away, than right on top of their warp-in point, otherwise they may decloak you). Drop lots of bookmarks while doing this, you can always go clean them up later, and they mean you can warp out and back and resume where you left off. <br />
<br />
If you do find an enemies' safe spot, or a warp-in point for a popular location for an enemy, make sure you've bookmarked it - they're valuable so long as the enemy doesn't realise you've got it. <br />
<br />
One other small note on this: If you're scouting for a sniper-heavy fleet, you may actually sit between the target and the fleet - the idea is if you're 30Km from the target toward the fleet, the fleet can then warp to you at 50Km and they're perfect sniping distance away. Depends a lot on the situation though, and not likely to be done in a Uni fleet. <br />
<br />
== Punting ==<br />
<br />
Punting is one of the terms used for a scout to warp his unit (e.g. wing warp) directly to the probing solution. <br />
<br />
=== Probing solution ===<br />
The Punter has be in a ship with an expanded probe launcher and needs a probing solution.<br />
<br />
=== Unit warp (aka Punt) ===<br />
As a Punter you will initiate a unit warp command (e.g. "warp wing"), so you need to be the commander of a unit (SC/WC/FC). You will only warp your unit (squad, wing, fleet). To issue a unit warp command, you need to be in a warpable distance to the target. This means you have to be at least 150 km away from the target. Only those of your unit that are in warpable distance to the target themselve will be warped by your unit warp, so they need to be at least 150 km away from the target as well. Only those of your unit members that are on grid with you will get the unit warp command. They must have broken their gate cloak. <br />
<br />
You should announce the punt including the distance before you initiate the unit warp command so those that do not want to get punted can abort that command (ctrl + space).<br />
<br />
Usually the Punter will abort the warp command himself so he does not land on the target with his unit. Make sure to not be aligned to the target when you do not want to get warped.<br />
<br />
=== Checklist for Punting ===<br />
<br />
- Punter is a unit leader in a fleet<br />
<br />
- Punter on grid with unit<br />
<br />
- Punter as well as unit > 150 km away from the target<br />
<br />
- Unit broke gate cloak<br />
<br />
- Unit informed of Punting beforehand<br />
<br />
=== Tips on Punting ===<br />
<br />
- Make sure to always cancel your warp (default CTRL + SPACE) once you punt. You do not want to land at zero on a target. <br />
<br />
- Add Control Towers to your ship filter (in the scanner menu). This will give you an indication whether the target might be inside a POS shield. If you do not do this, you might punt your whole unit in a POS shield where it dies a horrible death.<br />
<br />
- Quite often a punter will initiate two punts: The first punt will unit warp to zero to the target, the second punt will be at range (e.g. 50km). This will allow snipers, Ewar, Logistics and such to stay out of harms way. You should announce your intention for multiple punts before so people can prepare to abort the first punt if they want to land at range. Some may even want to abort the 2nd punt as well and warp in later at their preferred distance. It's often useful for only fast frigates and interceptors to take the first punt at zero to avoid slower fleet warps with larger ships that may alert the target to an incoming fleet. <br />
<br />
- As a lot of targets check Dscan regularly, it helps to move in your probes into the Dscan range of the target as late as possible. For example, if you intend to probe down a potential target, drop your probes at a location off d-scan range with the target. Quickly move your probes high above or well below the ecliptic plane and initiate scan. This will move your probes outside of all celestial d-scan range and give you valuable time to locate your target. Once you have a general location for the target from d-scan, prepare your fleet for punting and position your probes in the area you've located the target with the smallest scan range that effectively covers your targets estimated position. Have your fleet align towards the nearest celestial as you initiate scan. Give a countdown for the punt, and when the scan is finished quickly select your target and fleet/wing/squad warp for the punt. Give a second punt if required and quickly recall your probes or position them off d-scan as before.<br />
<br />
- Some ships are nearly impossible to scan down, e.g. some boosting T3 or ECCM'ed Guardians which have a low signature radius. Do not plan to punt your unit onto these targets, you will most likely not get a probing solution.<br />
<br />
- When the targets are kiting, Punting is of limited use unless you have long range or fast tackle or enough snipers. Even when your probes are on grid and your unit is ready to warp, you need a couple of seconds for your probes to get a solution and your unit needs a couple of seconds in warp. This is usually enough time for kiters to move 30 km or so away. One solution to kiting is to place the fleet members (wing or squad) that will be punted in-front of the kiting ship at a relatively close off-grid tactical. If the punt is fast enough and at range, there is a chance for tacklers to land just in-front of the kiting ship and potentially land a scram and web. This works best if the kiting ship still has other fleet members on-grid masking your intentions to intercept. NOTE: This is difficult and takes practice and cunning, if done incorrectly the scout may land some very vulnerable ships within perfect sniping range of the kiting target.<br />
<br />
- If you are combat probing, it sometimes helps to get a scan on your fleet first and ignore your fleet's results in your probing window. Note that the ship IDs change with the system so you need to do this for every system at least once. Repackaging a ship changes the ID of the ships as well. This will help to not confuse your fleet member's ships with the target's. <br />
<br />
- Punting is a good tactic vs. snipers and stationary targets. Punting is not so good vs. small targets as you will have a hard time getting a probing solution on those. Punting is also not great vs. fast moving targets as they are out of their initial warp to point once your unit lands. Plan accordingly.<br />
<br />
- In big fleet fights it can be nice to have a punt squad ready. It is very good vs. snipers and Falcons. In long fleet fights (POS bashes) it is not unlikely for people to disconnect. They will automatically warp to a random point within 1.000.000 km so they are within the 0.5 AU of your probes. Even though they might get their ship replaced by CCP when they loose it to a disconnect, it takes a ship out of the fight when a fast punt squad kills that ship.<br />
<br />
== Freedom and Rules ==<br />
<br />
There is some personal style that comes in here, as scouting can be a freer role than some others in fleet - personal judgements need to be made about what you're watching when. However, two things are important: If the FC tells you to be somewhere, get there, and if you see something that needs investigating and move off your last instruction, clearly inform the FC you're about to do that. The FC cannot make good decisions on faulty intel, make sure they understand the environment around them as best you can - that includes making sure they're not assuming you're somewhere you're not. <br />
<br />
I've personally found a combination of both command channel on TS and a text chat channel in game provides a good balance - if your FC + WCs + other scouts are in a text chat channel, low priority notes can go there without interrupting voice chat. I've also had a few fleets where the scouts have setup a channel amongst themselves only, to discuss where they are and what's happening - that can also be useful, think of it as squad chat for scouts. <br />
<br />
Well, that's pretty much it for now. Best thing to do is get out there in your scout ship and practice, set up bookmarks around gates and stations in your common hunting areas, and don't be afraid to volunteer to scout for fleets as they setup - everyone loves an extra scout. <br />
<br />
== Mistakes Made ==<br />
<br />
*'''Scanning down your bait ship or own fleet.''' It happens to the best of us starting out - always pay attention to the starmap and where your fleet is, and where other celestials are, when you're probing. In my case, our fleet had positioned a bait battlecruiser at the gate just inside a system while I was trying to probe down an enemy. I found a sig, narrowed down on it, getting progressively more excited, until I got a bookmark and warped in to find it was one of our fleet - the baitship.<br />
<br />
*'''Lost probes.''' Probes when launched last around an hour. It's very easy to forget this in the heat of scanning, and suddenly your probes are leaving the system one by one, and you find yourself having to uncloak and reload. Particularly painful if you have sisters probes at 1M ISK per probe.<br />
<br />
*'''Warp and don't move.''' Always, '''always''' move when you hit the end of your warp. Otherwise, someone else will warp in on top of you.<br />
<br />
*'''Location, location, location.''' While leading a fleet, if you have no bookmarks and the fleet is hot on your heels, do not warp to 100 on the next gate. Sure, it gives you a decent view of the gate, but you've then got to either slowboat the 100Km (approximately 3 and a half minutes), or bounce out and back (much faster, but still not fast enough to beat the fleet).<br />
<br />
== Linked resources ==<br />
<br />
A short list of all the things linked to from this page: <br />
<br />
*[[Installing the EVE University Overview]] <br />
*[http://www.ombeve.co.uk/ Ombey's maps ]<br />
*[http://evemaps.dotlan.net/ DotLan]<br />
*[http://www.evealtruist.com/2011/04/bookmarks-and-you.html The Altruist guide on bookmarking]<br />
*[http://forum.eveuniversity.org/viewtopic.php?t=15856 scanning and probing forum thread]<br />
*[[Scanning]]<br />
*[http://will.neoprimitive.net/grids/gridfumanual2.pdf Goons grid-fu manual]<br />
<br />
== Notes ==<br />
<references/><br />
<br />
[[Category:Fleets]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Scouting&diff=150886Scouting2020-02-17T18:21:46Z<p>Vorkan Dosja: /* +1 */</p>
<hr />
<div>{{cleanup|Tone and copyediting}}<br />
{{related class|Scouting 101}}{{tocright}}<br />
Scouts are the eyes and ears of a fleet. Without them, fleets would both easily get surprised by enemy forces, as well as have a tough time hunting down good fights.<br />
<br />
Some ships are better (or even essential) for certain types of scouting, but for a basic fleet scout all that is needed is:<br />
* The ability to fly a ship.<br />
* Some fundamental scouting knowledge.<br />
* The ability to use a few tools that are linked in this article.<br />
<br />
Since scouting is a fleet role, it is also important for prospective scouts to familiarize themselves with fleet operations beforehand. Read the [[The_Rookie's_Guide_To_Fleet_Ops | Rookie's Guide to Fleet Ops]] to get started.<br />
<br />
==Scout Missions and Roles==<br />
===Objectives===<br />
<br />
There are two basic scout objectives: Route Security and Hunting. Route security means ensuring the fleet's planned travel route is free of hostile forces that should be avoided, as well as preventing anyone from surprising the fleet. Hunting means finding good fights for the fleet. All scouts provide route security, all the time, on every operation. If the fleet is looking for a fight, scouts are also responsible for hunting down a good fight for the fleet.<br />
<br />
With those two objectives in mind, the following are the most common scout roles.<br />
<br />
===Basic Roles===<br />
<br />
The most basic scout roles are 'picket' and '+1'. The ‘Hero Tackle’ role can be added on to these roles as well. <br />
<br />
====Picket====<br />
<br />
Picketing is the easiest scout job; some players do even not consider it scouting it is so simple. The picket's job is normally to sit at a gate and report the specific types of ships coming into the system he is assigned to. For example, incursion fleets use pickets to warn them of war targets. <br />
<br />
If you are a picket, and your only job is to watch for war targets, you can do this docked up safe in a station by carefully watching local. However, sitting 200km+ off a gate while cloaked is the best option since it allows you to report specific details on the ships coming through your picket.<br />
<br />
====+1====<br />
<br />
The objective of the +1 is to move one jump ahead of his fleet to provide intelligence to his FC. If the fleet is simply traveling to a destination, then the scout's job is route security (i.e., warning the FC of war targets, gate camps, and any other possible danger). In low-sec or null-sec space, individual ships may ask for a +1 to guide them into or out of dangerous areas.<br />
<br />
<br />
When jumping into a new system, keep cloak and immediately check three things. First, check the grid on your overview for ships that might pose a threat to the fleet. Second, check local for war targets, flashy targets, criminals, etc. Finally, check D-Scan for ships sitting off grid. Report anything that might be a threat to the FC.<br />
<br />
<br />
If the objective is to find good fights and there are other pilots in local, then the +1 will check out mission sites and asteroid belts with D-Scan to see if there are appropriate targets available. <br />
<br />
<br />
Why move one jump ahead? If a fleet jumps into a system, it spikes local and everyone in the system will know a fleet has come in. That puts everyone on alert. A scout moving in alone does not alarm anyone significantly in a system. The fleet does not move into the system until either the scout finds a good fight, or the FC determines that there is nothing interesting and decides to move on.<br />
<br />
<br />
Why not just roam? Why exactly one and only one system ahead? Even when looking for good fights, scouts are always performing a fleet safety role. A scout one system ahead prevents the fleet from being surprised. If you are two or more systems ahead and there is no +1, then another fleet can move in behind the scout and surprise the fleet when it jumps in.<br />
<br />
<br />
Good ships for the +1 role are tackle frigates, but the best ships are interceptors and covops ships.<br />
<br />
====The Hero Tackle====<br />
<br />
Hero tackle is an add-on role. Hero tackles are scouts who find a target the FC wants to fight. The FC will get the fleet into position on the gate leading into the scout’s system. At the FC’s signal, the scout will engage the target, tackle it, and attempt to hold tackle until the fleet can arrive to finish the fight.<br />
<br />
It is essential to communicate with the FC what is happening and to time the tackle to just before the fleet jumps into system. Have your fleet warp to you. Be mindful of gated sites; the fleet may have to warp through an acceleration gate first to reach you. Hero tackles frequently do not survive (hence the "hero" part), so interceptors and covop ships are not generally too expensive for this role. Before attempting this [[Tackling_Guide | read up on tackling]], and practice a bit with a fellow corporation member.<br />
<br />
==Other Scouting Roles==<br />
<br />
There are three somewhat less common roles for scouts: the roaming scout, the -1, and finding war targets.<br />
<br />
'''Roaming scouts''' move several jumps ahead of a fleet to look for good fights. The fleet will have a +1 as well for route security. Large fleets may have two or more roaming scouts, in which case the +1 and roaming scouts may want their own channel so they can communicate without interrupting the FCs communications with the rest of the fleet. Roaming scouts generally should not try to take on the hero tackle role, although when the fleet is only one jump away that may be okay. Tackle frigates, interceptors, and covops ships are the standard for this role.<br />
<br />
'''-1s''' follow one jump behind a fleet to protect it from forces stalking the fleet and enemy scouts. -1s are only used when the FC suspects his fleet is being followed or there is a high danger of war targets attacking. -1s need to pay attention to local and notice any pilots who seem to be following the fleet. They generally don't report unless they find or suspect they have found someone following the fleet.<br />
<br />
'''Finding War Targets''': In any situation where a fleet can expect to encounter war targets or is actively looking for war targets, OOC scouts are very useful. They can move around freely without alerting enemy pilots that a war target is in system.<br />
<br />
==Basic Tools of the Trade==<br />
<br />
'''T1 Ships''': Each race has a T1 frigate with bonuses for speed and tackling. These are usually the best T1 ships for scouting. Amarr: [[Executioner]]. Caldari: [[Condor]]. Gallente: [[Atron]]. Minmatar: [[Slasher]].<br />
<br />
'''T2 Ships -- Interceptors''': Interceptors are T2 versions of the T1 tackle frigates. They keep the tackling bonus and are much faster. They are immune to bubbles, which is important in null-sec scouting. Each race has two versions of the interceptor, and one of them has additional tackling bonuses, which usually makes them the better scout interceptor. That said, interceptors are expensive, so you should think twice before using one as a hero tackle. Amarr: [[Malediction]]. Caldari: [[Crow]]. Gallente: [[Ares]]. Minmatar: [[Stiletto]].<br />
<br />
'''T2 Ships -- Covops''': Covert Operations ships are frigates that can fit a Covert Operations Cloaking Device, a T2 module that allows the ship full maneuverability while cloaked, including warping. Cloaked ships do not show up on D-Scan, which allows them to sneak up on other ships. In addition, each race has one version of a Covops ship which is the T2 version of their exploration frigate. These ships can use combat scanning probes to find ships and provide a warp-in to them. All of these abilities make the Covops ship an excellent choice for fleet scouts. However, Covops ships are somewhat fragile, so they should not be used for hero tackling.<br />
<br />
'''[[Directional_Scanner_Guide |D-Scan]]''': This is an absolutely essential tool for scouts. You will use this constantly to find ships that are not on grid, to hunt down ships, and to report fleet compositions to your FC. If you are just starting out in EVE or a new scout, take the time to read the linked article and practice on your own.<br />
<br />
'''[http://evemaps.dotlan.net/ Dotlan]''': This set of maps is essential for route-finding. If you use EVE in windowed mode, you can have this open in a browser and bring it up whenever you need it.<br />
<br />
'''[https://adashboard.info/intel aDashboard]''': In either local or D-Scan, you can select all, copy, and then paste the data into aDashboard. It will analyze the data, give you a report, and give you a link you can post in fleet chat for your FC. This is a quick way to report fleet composition, war targets in local, etc.<br />
<br />
==So You Want to Be a Dedicated Scout==<br />
<br />
If you really enjoy scouting and want to get good at it, the best way is to do it often. In addition, you will want to start doing the following.<br />
<br />
'''Route Preparation''': Find out what routes FCs like to take and spend some time setting up [[Bookmarks]] in those systems. You will want bookmarks on gates, instadocks and undocks on the top and bottom stations, a location about 1 AU off the sun, and some safes. At first, a mid-safe between two gates will be enough, but having a deep safe out of D-Scan range of pretty much everything in the system will be very useful when the fleet needs to extract itself from a fight gone wrong. Set up some bookmarks that let you observe gates, mission sites, and asteroid belts from a reasonably safe distance. If you really want to be prepared, you might fit out some scout ships and leave them in stations along the route in case you get to play the hero tackle and need to reship. The more of this sort of thing you do, the more your FCs will love you.<br />
<br />
'''Ship Recognition''': The more you know about the various ships in EVE, the better intel you will give to your FC.<br />
<br />
==A Primer on Covops Scouting==<br />
<br />
Editor's Note: The following is an excellent primer on scouting in a Covert Operations ship written by another author. It also has some very good general advice on scouting. I will be going through and editing this to fit into the more comprehensive style of the current article as I have time.<br />
<br />
=== What does/doesn't this cover ===<br />
<br />
This page concentrates on covops scouting - that is with covops ships which are able to warp while cloaked (Tech 2 covops frigates and force recons with proper tech 2 covops cloaks. Those wanting to get a feel for scouting may start in frigates with tech 1 cloaks - these allow for sitting still cloaked and are OK for picketing gates (ie. sitting still watching a gate) but little beyond that, and this page does not really cover their use. Anything larger (recon ships, black ops, etc) is out of scope of this document. <br />
<br />
This page also covers high/low-sec scouting only - points in here may or may not apply to 0.0 or Wormhole space. Bubbles, lack of a "local" comms channel, and other things will change how you scout in 0.0 or Wormhole space, but we assume that you've had some experience in high and low sec before venturing into them. <br />
<br />
Finally, this page focuses on fleet scouting, and doesn't cover general intel, except in as much as intel crosses over with scouting.<br />
<br />
=== A Quick Note on How to Not Die ===<br />
<br />
If you've read this far you're probably a scout, or interested in scouting, and have or will soon have the covops cloaking device that is the signature tool of the scout. After you have read this guide, and '''before''' you take your CovOps ship out into a war zone, please take some time (preferably a lot of time) to go out in space and practice maneuvering while cloaked. The vast, vast majority of CovOps losses occur at the gate, right after you have first jumped into the system. Here are a few quick tips: <br />
<br />
*Practice the cloak timing! There is a brief lag delay between the time you take an action to break the "gate-cloak" you have upon jumping into a system, and the time when you can activate your covops cloak, and the time your ship completes cloaking. You NEED to be able to break gate-cloak and recloak within 0.2 to 0.5 seconds. Any slower and an interceptor will be able to lock you and prevent you from cloaking.<br />
<br />
*The safest thing to do is warp away. When you enter the system, simply pick a planet or safespot, press warp-to, and cloak. If you don't mess up the cloak timing, and don't get bumped (which is terribly unlucky) you will get away every time. This also gives you a chance to drop probes from the relative safety of a safespot.<br />
<br />
*Always warp away and come back at range to observe a gate that has hostile ships on it. It only takes a few seconds to do, and greatly increases your chances of survival. Dead scouts can't scout anything!<br />
<br />
*The "[[Cloak Trick|MWD/Cloak Trick]]" is unnecessary if you have a covops cloak fitted. The main purpose of this technique is to simulate a covops cloak for ships that cannot use them. However, it can be useful to quickly move out of a warp disruptor bubble in nullsec or wormhole space.<br />
<br />
*Practice your cloak timings, and remember to always warp away.<br />
<br />
== Fittings ==<br />
<br />
Fittings for covops frigates are generally fairly straight-forward. The highlights are: <br />
<br />
*Covops cloak - a tech 2 cloak so you can warp while cloaked. <br />
*Microwarpdrive - this is used for "bursting" in bubbles and getting back to a gate. <br />
*Expanded Probe Launcher - part of a scout's job is sometimes probing down the enemy, and these ships get bonuses to probing, so best to equip for it in case you need it. Bring combat and core scanner probes.<br />
*No guns. Covops ships don't fight - the first rule of scouting in a covops is "if you're not cloaked, you're doing it wrong". Note, there are some exceptions to this rule (as to any) and there are some tackling covops fits out there, specifically for gang action - but again, it is assumed that by the time you're flying something like that, you know what you're doing. <br />
*Lots of cap - the more cap you have, the further you can warp in a single jump. <br />
*Fast cap recharge - means you can jump again a little more quickly if you're bouncing around a system.<br />
<br />
Beyond that, the fit will be somewhat determined by your ship.<br />
<br />
== Tools of the Trade ==<br />
<br />
The items listed here should be setup prior to your going out to scout. <br />
<br />
=== Overview ===<br />
<br />
The overview requirements for a scout are different than for normal fliers. Your job is to see as much as possible, rather than only the enemies. First of all, switch brackets on - that gives you a clearer view of things like gate guns that are otherwise tricky to see. Include neutrals and war targets - neutral may be out of corp repairers or alt scouts. Take your corp mates out, but everything else should show. <br />
<br />
Create a second tab that just shows war targets also, so you can quickly and easily identify all war targets and get that information out to your FC, in case a fleet is travelling past you. <br />
<br />
[[Overview settings]] has more information on general overview settings and how to set things up as per above. <br />
<br />
You may also want to consider creating an overview profile per ship class (frigate, cruiser etc) to use with your directional scanner. This will allow you to select an overview profile with which to filter the scan results based on reliable intelligence as to what ship your target is flying; resulting in faster and more accurate deployment of probes.<br />
<br />
You should have one overview tab that shows everything that can decloak you: asteroids, corpses, cans, ships, everything.<br />
<br />
=== Local ===<br />
<br />
Your local window is one of the most important tools you work with as a scout - more on exactly how later. Before you're out scouting, however, you want to move your local window to one side of the screen, squash it width-wise as much as possible, pull the slider across to the left so you can see pilots and not chat, and stretch it length-wise as much as possible. Setting local to show compact member list helps as well. This is to allow for quick recognition of targets in local.<br />
<br />
=== External Tools ===<br />
<br />
==== Mumble ====<br />
<br />
[[Mumble]] is required for Uni fleet ops, but as a scout you have an extra requirement, to have [[Mumble#Setting_a_Command_Channel_push-to-talk|command channel push-to-talk key]] setup and functioning.<br />
<br />
<br> You may also want a [[Mumble#Global_Command|global command key]]. The difference between these two keys pertains to who will receive your command broadcast. <br />
<br />
'standard command key' will only broadcast to the Channel Commanders in YOUR current channel. <br />
<br />
'global command key' will broadcast to ALL Channel Commanders Server wide. <br />
<br />
<br> You use the '''global command channel as long as you are the only fleet''' out (so Intel can listen in and advise). <br />
<br />
With '''multiple fleets''' out not all fleet command communications can be broadcasted over global command. Use global command for '''strategic information''' (e.g. "global command, this is Sto Lo's fleet, we are now moving from Jita to Aldrat through Rancer lowsec" [but not "... we are jumping from Aldrat into Eygfe"] or "global command, this is Sto Lo's fleet, big pirate camp in Hagilur, 12 BS Amarr heavy, we need reinforcements" [but not "... flashy rifter 150 km up off the Evati gate"] and '''questions to Intel''' (e.g. "global command, NewbieCom1's fleet, Intel, we have two standard squads and the possibility to engage 12 flashy BS on the Evati gate. Any advise?"). Use your '''local command for tactical information''' regarding your fleet only (e.g. "local command, Sneaky1, I have a warpin on a flashy Drake at a safespot at 10" <br />
<br />
When you talk on any command channel make sure to use the protocol: "Global/Local command", "Your name", ("recipient"), "Information". E.g.: "Global Command, Ubercado, primary is Veldspar". <br />
<br />
<br> <br />
<br />
*'''Each time you're fleeting up''' - when you enter the channel move yourself to the "command channel". Once you're done with the fleet remember to leave the channel, or you'll be assumed to be a spai.<br />
<br />
<br><br />
<br />
==== Maps ====<br />
<br />
Scouting is much easier with a second monitor. If you don't have that, then best to set your client to play in windowed mode (for Mac users, &lt;apple&gt;-&lt;enter&gt; will do that I believe). <br />
<br />
For maps, I use <strike>Ombey's - http://www.ombeve.co.uk/ </strike> <span style="color:#768d31"> Note: As of 2013, Ombeve.co.uk is no longer active. See [https://forums.eveonline.com/default.aspx?g=posts&t=236592 this forum post] for more.</span> Be aware it is not 100% accurate - there are one or two strange little miss-linkages in there, but they're infrequent. Ombey's will let you at a glance see where you're going and what the layout is like near you - it's great for working out potential alternate paths, looking for nearby low-sec pockets, that sort of thing. <br />
<br />
DotLan is also a useful tool - http://evemaps.dotlan.net/ This will show you the same information as Ombey's (although I prefer Ombey's format). This will also show you lots more useful stats about the systems you're headed to, like kills per hour, etc. <br />
<br />
For practice, when travelling around unfleeted out of war, always check your route on those maps, and think about where you're headed and how you're getting there. I sometimes travel without autopilot set also, navigating by map to get more used to finding my way quickly. <br />
<br />
If you have access to an A3 printer, you can download PDF versions of the maps and print them. These can be extremely handy for pencilling routes and quickly identifying alternate paths or escape routes, especially if you only have a single monitor.<br />
<br />
==== Dashboard ====<br />
https://adashboard.info/ is a quick and simple way to share intel with your fleet. You can do a quick dscan, copy the dscan results, and paste them to this site. It categorizes the results into an easily readable format.<br />
<br />
==== ScreenShot Sharing ====<br />
Many people use screenshot sharing services like push or sharex to take screenshots of the enemy to share with their fleet.<br />
<br />
== I'm cloaked! ==<br />
<br />
Congratulations! First thing to note - undocking is dangerous to everyone, and especially dangerous when there are war targets in local. So the easy answer is never undock. If you're in a covops ship and intend to fly it repeatedly, consider logging out in space while cloaked. <br />
<br />
When you do this you get warped off to a semi-random place in the system. When you log back in you'll be de-cloaked, but will immediately warp back to where you were. During this warp you have time to re-engage your cloak. <br />
<br />
Suggested places to logout are mid-way through a warp to a safe spot, or at a safe spot. Don't do this near anything as you run the risk of fumbling and appearing uncloaked near someone who can see you. Doing this near a gate, for instance, also means that people may see you warp off, put two and two together, and scan you down in the grace period - so only ever do this from a safe spot. <br />
<br />
One other point on this - when you logout, close anything non-essential. In particular do not leave a market window open, or any other window that takes a while to refresh. This is because you'll have a moment of frozen client while these refresh as you login and that's frankly terrifying.<br />
<br />
== I've been decloaked, what happened?! ==<br />
<br />
There are a number of ways you can be forcefully decloaked. <br />
<br />
*If you get within 2Km of anything you'll lose your cloak. This means don't get too close to other ships and don't hang around at a warp-in point (ed: one of my most terrifying moments was sitting on a 100Km warp-in on a gate and having a larger ship warp in exactly 3Km ahead of me).<br />
<br />
*Stations have a range around them that's nominally 2Km, but can be deceptive due to "pointy bits", so be very careful near stations.<br />
<br />
*Cargo cans will decloak you and are sometimes easily missed. Gate guns are extremely dangerous - they're very small, usually not in your overview, and scattered around the gates. Very easy to run into by accident - be aware of them. There are some notes on overview settings below.<br />
<br />
*Passing ships can decloak you if they're coming out of warp near you. It's not something that happens often, but for safety's sake (and for general sneakiness) any time you warp in you want to move either up or down off the plane of movement, to be well out of the way of traffic.<br />
<br />
== Bookmarks ==<br />
<br />
Bookmarks are a significant part of what scouting and covops is about - at least in areas where you can bookmark. You'll slowly collect a large number of bookmarks around any system you frequent and they are your lifeblood - the difference between scouting a system with no bookmarks and scouting one you know your way around is immense, and will change how you operate. <br />
<br />
So, what to bookmark? There's a handful you'll want: <br />
<br />
==== Gate Warp-ins ====<br />
<br />
A bookmark at warp distance off a gate. You want a few bookmarks that are more than 150Km and less than grid size off each gate in each system you go through. You want to be further than 150Km because you want to be able to warp in and that's the minimum distance. Further away is better so long as you can still see ships coming through the gate. You'll spend a lot of your life at these bookmarks watching gate traffic. <br />
<br />
There's two ways to get these. The first is to warp to 100Km off a gate then turn in a random away-from-the-gate direction and move (while cloaked) until you're out far enough. This is a great thing to do if you're doing other things, like watching traffic through the gate, or talking with FC. <br />
<br />
Alternately, warp to 100, bookmark that, then warp to something else at 100 and bookmark that. Then warp back to your first bookmark _at 100_. Presto, you have a spot close to 200Km off the gate. If you do this still move a bit to be off the plane, and don't do your two warp-ins in-line with each other. Also, don't jump between gates to do this, as gates are the most likely place other people will warp from. <br />
<br />
Incidentally, note that when you come through a gate you come out at 15Km away from the gate - 150Km is your minimum warp distance, so your bookmarks should ideally be more than 165Km away, 170Km+ to be safe. Some gates also have larger radii, so if you have time (before you rely on it) try warping back and forward to make sure each direction will allow a warp. Cut it too fine, and you'll end up not having the "warp to" option sometimes, which is dangerous if you're relying on it. <br />
<br />
Try to move off the plane once you have your spot - that's directly up or down - as that'll make you less likely to be found. <br />
<br />
'''Note, bookmarks are dropped when you hit the final "OK" after naming, not when you first hit the "bookmark" button.''' <br />
<br />
Note also, if you can, try and make sure that multiple bookmarks around a gate are far enough away from each other that you can warp between them - that makes hunting down an enemy for a warp-in point much faster (more on that below). If you're making multiple bookmarks, try and put some on the side, and some at the back - that will help you potentially warp from an angle to the side of the gate, bypassing any bubbles, then to the back where you can approach the gate from as far away from any potential gate camp as possible. <br />
<br />
A small tip: If you hit "F10" and toggle the map to the local solar system view, you'll be able to see the layout of the celestial bodies. If you can get your bookmark on the "outside" of the gate (ie. put the gate between you and the sun), then your field of view should encompass many of the planets, moons, and stations. This will make working out where pilots are heading to when they warp away much easier.<br />
<br />
==== Station Warp-ins ====<br />
<br />
Same rationale as the gate bookmarks, same basic practice - try and put them "behind" the station, so you can see people warp off. <br />
<br />
==== Safe Spots ====<br />
<br />
You want these to be as non-obvious and non-easy-to-find as possible. Between objects (ie. inline from gate to station) is bad but better than nothing (and can have some uses as they're deceptive to an enemy watching you warp out, assuming you're not moving cloaked). Out at scanned down locations - cosmic anomalies and the like - can be good once they're empty. Use safe spots to generate new safe spots by dropping bookmarks mid-warp between them. Keep creating new safe spots - if you or any of your fleet members turn up in them uncloaked you may burn them and have to throw them away. <br />
<br />
Note, if you're closer than ship scanner range to other celestial objects you may be spotted (if uncloaked) by any ship using their shipboard scanner. This can happen very quickly so don't assume that just because the fleet stopped in your safe spot for only 60 seconds it hasn't been scanned down. Ship scanners have a range of 14.4AU, so that far from the nearest celestial would be great. <br />
<br />
==== Off-grid ====<br />
<br />
These are like the warp-ins for gates and stations, but just off-grid. Off-grid means far enough away from the location in question to not be able to see ships on the overview. These are useful for a couple of things - they're great hiding places and they're very close, so if you want to (for instance) setup an ambush, you can bring a fleet to the off-grid position then move yourself closer to watch the gate or station, get a warp-in point, and bring the fleet in quickly. See below for more info on getting warp-in points on targets. <br />
<br />
To get these, you can either warp and drop a bookmark while warping (this can get you out 1AU or so if you can time it right) or you can simply point away from the station and travel - if you do this at a gate, switch brackets on and watch the gate guns - when they disappear, you're off-grid for ships (which means you can't see ships and they can't see you, but you can still see the larger structures). A little further will take you off-grid for the gate itself. <br />
<br />
It may also be useful to have a warp-in point about 1AU off a station, if you're watching that system often, that you can warp to, drop probes, and warp away - this will allow for quick placement of a probe near a station for monitoring. <br />
<br />
Quick note on warping in - some bookmarks, particularly safe spots, you may want to warp to at 100 or 70 or similar every so often just so you're not always coming in at the same place. Some bookmarks this can be dangerous for - if you have a bookmark at 160Km on a station and you warp to it at 100Km from the other side of the station, you place yourself at 60Km from the station, which if it's camped may not be what you wanted. Always think about where the bookmarks are in the system - use the map (F10) to get a feel for this.<br />
<br />
== Bookmark Organisation ==<br />
<br />
As you build up your bookmarks, organisation of them will become important. You can leave them all in the main folder, but that folder will take longer and longer to load - and a delay on getting to your bookmarks may be an issue. <br />
<br />
A better approach is to create the following folders: stargates, stations, celestial objects, POSes, safe spots, people - that's six folders. Then, as you bookmark, move the bookmark into the relevant folder (I use the "people" folder for bookmarks near other people's warp-in points or supposed safe spots). That way, your right-click drop-down of bookmarks has a nice organisation and is easy to quickly get what you want - it will only ever present you bookmarks in your system anyway. This scheme also means that bookmarks you want to treat as temporary, you can just leave unfoldered and clean up later. <br />
<br />
Note, however, that while bookmarks are stored server-side, the folders are stored client-side. At some point during your career, you are very likely to lose your folders - at which point everything reverts to one big mess. So, in your naming scheme, include a marker for each type of bookmark - SS for safespot, SSD for safespots that are more then 15AU from celestials, SG for stargate, GO for gate observation, GOG for off-grid gate, STO and STOG for station observation, etc. That way, if/when you do lose your folders, you can re-create them. <br />
<br />
Incidentally, a folder per system looks appealing initially, but it suffers similar problems to not foldering at all - there's too many systems out there, your main folder ends up cluttered. Because the right-click drop-down menu already filters for you on system, it's also a bit redundant. <br />
<br />
Come up with a naming convention that suits you - something that makes it clear where the bookmark is and what it's for. Ideally also include some info about how far the bookmark is from other objects of interest. One example is "GO Eygfe High 200km", which would be a gate observation bookmark on the Eygfe stargate 200km above the gate. Keep your bookmark names to within 24 characters, for readability.<br />
<br />
Backup and protect your bookmark organization by doing a [[Client Preferences and Settings Backup]].<br />
<br />
== Moving around ==<br />
<br />
Obviously, your goal is always to stay cloaked, but to position yourself where you can see what's going on with your potential enemies or "neutrals". To that end, it's worth understanding how grids and on and off-grid positioning work - there's a nice write-up that goes through the more in-depth mechanics of "grid fu" at http://will.neoprimitive.net/grids/gridfumanual2.pdf - very useful to understand when you find yourself 100Km off a station but unable to see anyone. <br />
<br />
Moving through gates rates a mention - if you are fitted with MWD's, there's a sequence of "double click a direction, hit the cloak, hit the MWD" that gives you a short burst of speed while still cloaking. This can be useful for putting some space between you and the gate or any watchful eyes. If you use this, it's best to also change direction once you've triggered the cloak, just to be sure the prying eyes aren't able to work out where you've gone. Note, however, the caveat near the top on "how not to die" - this process is best for getting out of bubbles, not so necessary for high-sec or low-sec travel. I'd argue that it's good to practice for when you need it, but YMMV. <br />
<br />
While you're on fleet operations, sometimes your fleet commander may ask you to check stations to see if a war target is docked up. If they ask, tell them no. There's too much chance you'll dock, see a war target, they'll see you, undock with you, and pop you. It also gives you away as a scout. The FC can find a small fast cheap frigate to check stations.<br />
<br />
== Fleet Ops - X'ing up ==<br />
<br />
Uni policy is that scouts do not X up with the rest of the fleet. If you see a fleet forming, directly convo the FC and ask if they want a scout, Nine times out of ten, they will, and they'll drop you into a separate wing so you don't get ninja warped around with everyone else . Likewise, scouts don't get listed on AAR's. Secrecy is important to being a good scout - if people know your name, they'll notice you in local easily. <br />
<br />
If you're in a covops ship and a fleet is around, or you've logged in after fleet has formed, don't be afraid to convo the FC and ask if they'd like another scout - scouts are about the only type of pilots that can usefully join a fleet mid-op depending on where the fleet is and where you are. I figure it's better to offer and be turned down than not. <br />
<br />
== Scouting ==<br />
<br />
Most Uni fleets will look for a forward scout and a rear scout, and any number of floating scouts. Forward and floating should be covops ships, rear can be a prototype cloak ship in a pinch, but covops preferred. You may also see or hear reference to "+1" and "+2" scouts, and sometimes "-1" - these are just another way to refer to forward scouts (staying 1 or 2 jumps ahead of the fleet), or rear scouts (one jump behind). <br />
<br />
The forward scout's role is to check each gate before the fleet warps to it. As a forward scout, you want to be able to warp to a gate bookmark, check that the gate is clear and give the go-ahead, then warp to zero on the gate and jump through to check the other side. If you don't have bookmarks, this process gets tougher - you're reduced to either travelling uncloaked (bad), travelling cloaked to the gate (slow), or bouncing off a remote celestial to do a warp to zero when you want to go through the gate. So bookmarks are valuable here. <br />
<br />
Rear scouts watch the back of the fleet, to make sure no-one's following. They'll typically stay one jump behind the fleet, and need to watch for neutrals or suspicious behaviour. This is arguably tougher than forward scout, as you'll need to be watching not only for obvious war targets, but also for neutrals who "happen" to be following or showing up often. <br />
<br />
Floating scouts have a slightly freer job - depending on your FC, they'll either be carefully positioned by FC instruction to watch different gates and/or neighbouring systems, or they'll be free to move around and look for WT's. Floating and forward is pretty much interchangable depending on FC decisions. <br />
<br />
Reporting war target sightings - do this as calmly as possible, and as clearly as possible. Good reporting would be, "Command, Darius. I have one Cerberus on the Korsiki gate in Osmon, jumping through to you now". Bad reporting would be, "Hey guys, there's a war target coming at you!". TS discipline, in the uni at least, is always lead with the channel name (that's "command" in the above example) and your name so the FC knows who's talking where, then provide the ship type and location, optionally war target name and any other details you might have. <br />
<br />
A note on Mumble operation - as scout, you are perfectly within your rights to overtalk someone if something urgent comes up - typically you do that by saying "break break" in the command channel, people should then stop and listen. Obviously you would only use this for really urgent information, like a war target incoming to a fleet position.<br />
<br />
== What to Look For ==<br />
<br />
=== Local ===<br />
<br />
While you're scouting, you're looking for certain things. First of all, valid targets or threats - during war that's any of our War Targets, outside of war it's anyone who's "red flashy" (sec status below -5). You're also looking for high concentrations of a single corp (particularly if you're hunting pirates and see a bunch of one pirate corp in channel), and/or anyone that appears to be an out-of-corp alt for a target or potential target (that's neutral pilots following you or hanging around on gates looking suspicious). <br />
<br />
Your best tool is the local channel. Squash it width-wise, and extend it out length-wise on your screen - you usually don't care about what's said in local as much as you care about the list of people in there. <br />
<br />
Be aware that the symbols (red minuses etc) will sometimes not show up in the local list. Ideally, you need to be checking info on pilots in local as you travel. A quick hint: Don't use the right-click drop-down for "show info", as the "start conversation" option is right next door. Instead, double-click people in local - it goes to info by default and is less risky. <br />
<br />
Often you'll be asked to jump into a system and check what's there. Typically this will be jump in, move and cloak, and work your way through the people in local noting down any who are potential targets. Then report back the number of targets and whether you can actually see any or not (ie. are they all on the gate you just came through waiting&nbsp;;) Typically, if there's anything of interest you'll then be asked to try and track them down - get eyes on them. That's a mix of jumping around the stations, and probing - covered elsewhere in this doc. <br />
<br />
When you're looking through local, double-click on each member of local (if you can), and check their info. Typically you're looking at their sec status, their standing, their corp and/or alliance. You may also check their bio to see if they look like an idiot, and/or their employment history to check how old they are and whether they've recently left a war target corp. Any of this information will to toward your estimate of whether they're a threat or not. <br />
<br />
=== Directional Scanner and Overview ===<br />
<br />
Remember your directional scanner - it should be open and you should be using it when you come into a system if you think there may be bad guys near the gate but not on grid. Pulsing the directional scanner is a good habit to get into anyway. <br />
<br />
On overview, you're looking for enemies nearby, particularly flashy reds. You're also looking for cyno fields - they'll show up anywhere in the system, and are a high priority to check out. <br />
<br />
== Scanning down the opponent ==<br />
<br />
If you can fit an extended probe launcher, then it's well worth getting some practice at using probes. The Apocrypha scanning system makes one particular type of probing well worthwhile. It goes something like this: <br />
<br />
*Warp to a safe spot, decloak and launch 4 probes. Cloak up again.<br />
<br />
*Warp back to where you want to keep some eyes on. Be sure you're still cloaked - I've had issues with being decloaked as I warp off after launching probes.<br />
<br />
*Hit F10, switch all your probes down to 0.5AU, and move them to a nice neat small circle around whatever you're monitoring - typically a gate or station.<br />
<br />
The goal here is to provide enough scan strength in 0.5AU around the location to find any ships that have warped off-grid nearby. With half-decent skills, you should get a fix on anything cruiser and up pretty much straight away. So, you just keep hitting the scan button every so often. If you get a hit on something just away from your location, bookmark it, and warp to it at 100. You can then scope out the area, see if it's a worthwhile target, maybe get a warp-in point - all hopefully without your enemy knowing. <br />
<br />
Note, this also works for bookmarking people's insta-undocks, and their safe spots around gates. That also means that if you're helping an uncloaked fleet around, be aware that even just off-grid they may be visible to enemy scouts now. Also, be aware that your probes show up on people's ship scanners, so if they suspect you're out there, they may pop their ship scanner, see your probes, and run. <br />
<br />
There's an excellent guide to scanning generally at http://forum.eveuniversity.org/viewtopic.php?t=15856. There's also a wiki page on [[Scanning]] <br />
<br />
Be aware that if you're doing this, anyone clever (anyone using their ship scanners) will notice the probes and high-tail it out quickly. But if you can catch their warp-in or warp-out points, it may help you track them down next time they warp through the area. <br />
<br />
Probing like this may also be a distraction - I've had fleet commanders that specifically ask for the scout to probe down targets for them, and I've had fleet commanders that would rather keep you on the move, so it will depend on the type of fleet, purpose of fleet, and whim of the FC as to whether this is a serious part of your duties. It's worth getting some practice in on, imnsho, as it does get asked for, and some FC's will assume you are capable of doing this. <br />
<br />
Quick small note - if you're looking for a POS, remember that POSes must be on-grid with moons, so if you stay cloaked and warp from moon to moon, you may find POSes faster than if you try and scan for them (they'll show up in overview when you warp in) - assuming there's not too many moons in system. Beware of warping into the POS, though. <br />
<br />
When you try to probe down a ship, the ship ID you see on the probing interface stays the same for each ship within each system but changes with the system and after downtime (as well as repackaging the ship). E.g. Ubercado's Ibis has the ID ABC-123 in Aldrat and the ID FF-42 in Eygfe (even after docking or jumping out and in again); After downtime the IDs will change. So a common tactic is to get the ship ID when a target is at a known location (like undocking from a station) and then have an easier way to find that ID in open space (like in a mission area). Making a list with the ship IDs of your targets in each system helps when hunting WTs that keep flying around.<br />
<br />
== Warp-in Points ==<br />
<br />
You'll sometimes be asked by your FC to try and get a warp-in point on a target. This basically means staying cloaked, and maneuvering into a position that's a warp-in distance away from the target (ie. a number that appears on the "warp to at..." drop-down) and also in-line with somewhere the fleet can be. In other words, you ideally want something like this: <br />
<br />
Fleet ------- Target -- You <br />
<br />
Where the fleet is some distance away, out of sight, and you're about 50-100Km away on the other side of the target. Distance from enemy is at your discretion, you ideally want it to match up with the warp-in distances so the fleet can drop directly on top of the enemy (or at appropriate range - that bit's up to the FC to organise ). You don't want the fleet to have to warp through the target, is the only note here, as that gives the target time to see them and run. <br />
<br />
This is one of the trickier things to do, mainly because the target will often keep moving. One tip, if the target's warping in and out: Note the distance to the target, note your move speed, and double-click right near them to move toward them. If they warp out, keep moving - time yourself to try and position roughly where you want to be (remembering it's better to be too far away, than right on top of their warp-in point, otherwise they may decloak you). Drop lots of bookmarks while doing this, you can always go clean them up later, and they mean you can warp out and back and resume where you left off. <br />
<br />
If you do find an enemies' safe spot, or a warp-in point for a popular location for an enemy, make sure you've bookmarked it - they're valuable so long as the enemy doesn't realise you've got it. <br />
<br />
One other small note on this: If you're scouting for a sniper-heavy fleet, you may actually sit between the target and the fleet - the idea is if you're 30Km from the target toward the fleet, the fleet can then warp to you at 50Km and they're perfect sniping distance away. Depends a lot on the situation though, and not likely to be done in a Uni fleet. <br />
<br />
== Punting ==<br />
<br />
Punting is one of the terms used for a scout to warp his unit (e.g. wing warp) directly to the probing solution. <br />
<br />
=== Probing solution ===<br />
The Punter has be in a ship with an expanded probe launcher and needs a probing solution.<br />
<br />
=== Unit warp (aka Punt) ===<br />
As a Punter you will initiate a unit warp command (e.g. "warp wing"), so you need to be the commander of a unit (SC/WC/FC). You will only warp your unit (squad, wing, fleet). To issue a unit warp command, you need to be in a warpable distance to the target. This means you have to be at least 150 km away from the target. Only those of your unit that are in warpable distance to the target themselve will be warped by your unit warp, so they need to be at least 150 km away from the target as well. Only those of your unit members that are on grid with you will get the unit warp command. They must have broken their gate cloak. <br />
<br />
You should announce the punt including the distance before you initiate the unit warp command so those that do not want to get punted can abort that command (ctrl + space).<br />
<br />
Usually the Punter will abort the warp command himself so he does not land on the target with his unit. Make sure to not be aligned to the target when you do not want to get warped.<br />
<br />
=== Checklist for Punting ===<br />
<br />
- Punter is a unit leader in a fleet<br />
<br />
- Punter on grid with unit<br />
<br />
- Punter as well as unit > 150 km away from the target<br />
<br />
- Unit broke gate cloak<br />
<br />
- Unit informed of Punting beforehand<br />
<br />
=== Tips on Punting ===<br />
<br />
- Make sure to always cancel your warp (default CTRL + SPACE) once you punt. You do not want to land at zero on a target. <br />
<br />
- Add Control Towers to your ship filter (in the scanner menu). This will give you an indication whether the target might be inside a POS shield. If you do not do this, you might punt your whole unit in a POS shield where it dies a horrible death.<br />
<br />
- Quite often a punter will initiate two punts: The first punt will unit warp to zero to the target, the second punt will be at range (e.g. 50km). This will allow snipers, Ewar, Logistics and such to stay out of harms way. You should announce your intention for multiple punts before so people can prepare to abort the first punt if they want to land at range. Some may even want to abort the 2nd punt as well and warp in later at their preferred distance. It's often useful for only fast frigates and interceptors to take the first punt at zero to avoid slower fleet warps with larger ships that may alert the target to an incoming fleet. <br />
<br />
- As a lot of targets check Dscan regularly, it helps to move in your probes into the Dscan range of the target as late as possible. For example, if you intend to probe down a potential target, drop your probes at a location off d-scan range with the target. Quickly move your probes high above or well below the ecliptic plane and initiate scan. This will move your probes outside of all celestial d-scan range and give you valuable time to locate your target. Once you have a general location for the target from d-scan, prepare your fleet for punting and position your probes in the area you've located the target with the smallest scan range that effectively covers your targets estimated position. Have your fleet align towards the nearest celestial as you initiate scan. Give a countdown for the punt, and when the scan is finished quickly select your target and fleet/wing/squad warp for the punt. Give a second punt if required and quickly recall your probes or position them off d-scan as before.<br />
<br />
- Some ships are nearly impossible to scan down, e.g. some boosting T3 or ECCM'ed Guardians which have a low signature radius. Do not plan to punt your unit onto these targets, you will most likely not get a probing solution.<br />
<br />
- When the targets are kiting, Punting is of limited use unless you have long range or fast tackle or enough snipers. Even when your probes are on grid and your unit is ready to warp, you need a couple of seconds for your probes to get a solution and your unit needs a couple of seconds in warp. This is usually enough time for kiters to move 30 km or so away. One solution to kiting is to place the fleet members (wing or squad) that will be punted in-front of the kiting ship at a relatively close off-grid tactical. If the punt is fast enough and at range, there is a chance for tacklers to land just in-front of the kiting ship and potentially land a scram and web. This works best if the kiting ship still has other fleet members on-grid masking your intentions to intercept. NOTE: This is difficult and takes practice and cunning, if done incorrectly the scout may land some very vulnerable ships within perfect sniping range of the kiting target.<br />
<br />
- If you are combat probing, it sometimes helps to get a scan on your fleet first and ignore your fleet's results in your probing window. Note that the ship IDs change with the system so you need to do this for every system at least once. Repackaging a ship changes the ID of the ships as well. This will help to not confuse your fleet member's ships with the target's. <br />
<br />
- Punting is a good tactic vs. snipers and stationary targets. Punting is not so good vs. small targets as you will have a hard time getting a probing solution on those. Punting is also not great vs. fast moving targets as they are out of their initial warp to point once your unit lands. Plan accordingly.<br />
<br />
- In big fleet fights it can be nice to have a punt squad ready. It is very good vs. snipers and Falcons. In long fleet fights (POS bashes) it is not unlikely for people to disconnect. They will automatically warp to a random point within 1.000.000 km so they are within the 0.5 AU of your probes. Even though they might get their ship replaced by CCP when they loose it to a disconnect, it takes a ship out of the fight when a fast punt squad kills that ship.<br />
<br />
== Freedom and Rules ==<br />
<br />
There is some personal style that comes in here, as scouting can be a freer role than some others in fleet - personal judgements need to be made about what you're watching when. However, two things are important: If the FC tells you to be somewhere, get there, and if you see something that needs investigating and move off your last instruction, clearly inform the FC you're about to do that. The FC cannot make good decisions on faulty intel, make sure they understand the environment around them as best you can - that includes making sure they're not assuming you're somewhere you're not. <br />
<br />
I've personally found a combination of both command channel on TS and a text chat channel in game provides a good balance - if your FC + WCs + other scouts are in a text chat channel, low priority notes can go there without interrupting voice chat. I've also had a few fleets where the scouts have setup a channel amongst themselves only, to discuss where they are and what's happening - that can also be useful, think of it as squad chat for scouts. <br />
<br />
Well, that's pretty much it for now. Best thing to do is get out there in your scout ship and practice, set up bookmarks around gates and stations in your common hunting areas, and don't be afraid to volunteer to scout for fleets as they setup - everyone loves an extra scout. <br />
<br />
== Mistakes Made ==<br />
<br />
*'''Scanning down your bait ship or own fleet.''' It happens to the best of us starting out - always pay attention to the starmap and where your fleet is, and where other celestials are, when you're probing. In my case, our fleet had positioned a bait battlecruiser at the gate just inside a system while I was trying to probe down an enemy. I found a sig, narrowed down on it, getting progressively more excited, until I got a bookmark and warped in to find it was one of our fleet - the baitship.<br />
<br />
*'''Lost probes.''' Probes when launched last around an hour. It's very easy to forget this in the heat of scanning, and suddenly your probes are leaving the system one by one, and you find yourself having to uncloak and reload. Particularly painful if you have sisters probes at 1M ISK per probe.<br />
<br />
*'''Warp and don't move.''' Always, '''always''' move when you hit the end of your warp. Otherwise, someone else will warp in on top of you.<br />
<br />
*'''Location, location, location.''' While leading a fleet, if you have no bookmarks and the fleet is hot on your heels, do not warp to 100 on the next gate. Sure, it gives you a decent view of the gate, but you've then got to either slowboat the 100Km (approximately 3 and a half minutes), or bounce out and back (much faster, but still not fast enough to beat the fleet).<br />
<br />
== Linked resources ==<br />
<br />
A short list of all the things linked to from this page: <br />
<br />
*[[Installing the EVE University Overview]] <br />
*[http://www.ombeve.co.uk/ Ombey's maps ]<br />
*[http://evemaps.dotlan.net/ DotLan]<br />
*[http://www.evealtruist.com/2011/04/bookmarks-and-you.html The Altruist guide on bookmarking]<br />
*[http://forum.eveuniversity.org/viewtopic.php?t=15856 scanning and probing forum thread]<br />
*[[Scanning]]<br />
*[http://will.neoprimitive.net/grids/gridfumanual2.pdf Goons grid-fu manual]<br />
<br />
== Notes ==<br />
<references/><br />
<br />
[[Category:Fleets]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Scouting&diff=150885Scouting2020-02-17T18:21:14Z<p>Vorkan Dosja: Grammar and Style</p>
<hr />
<div>{{cleanup|Tone and copyediting}}<br />
{{related class|Scouting 101}}{{tocright}}<br />
Scouts are the eyes and ears of a fleet. Without them, fleets would both easily get surprised by enemy forces, as well as have a tough time hunting down good fights.<br />
<br />
Some ships are better (or even essential) for certain types of scouting, but for a basic fleet scout all that is needed is:<br />
* The ability to fly a ship.<br />
* Some fundamental scouting knowledge.<br />
* The ability to use a few tools that are linked in this article.<br />
<br />
Since scouting is a fleet role, it is also important for prospective scouts to familiarize themselves with fleet operations beforehand. Read the [[The_Rookie's_Guide_To_Fleet_Ops | Rookie's Guide to Fleet Ops]] to get started.<br />
<br />
==Scout Missions and Roles==<br />
===Objectives===<br />
<br />
There are two basic scout objectives: Route Security and Hunting. Route security means ensuring the fleet's planned travel route is free of hostile forces that should be avoided, as well as preventing anyone from surprising the fleet. Hunting means finding good fights for the fleet. All scouts provide route security, all the time, on every operation. If the fleet is looking for a fight, scouts are also responsible for hunting down a good fight for the fleet.<br />
<br />
With those two objectives in mind, the following are the most common scout roles.<br />
<br />
===Basic Roles===<br />
<br />
The most basic scout roles are 'picket' and '+1'. The ‘Hero Tackle’ role can be added on to these roles as well. <br />
<br />
====Picket====<br />
<br />
Picketing is the easiest scout job; some players do even not consider it scouting it is so simple. The picket's job is normally to sit at a gate and report the specific types of ships coming into the system he is assigned to. For example, incursion fleets use pickets to warn them of war targets. <br />
<br />
If you are a picket, and your only job is to watch for war targets, you can do this docked up safe in a station by carefully watching local. However, sitting 200km+ off a gate while cloaked is the best option since it allows you to report specific details on the ships coming through your picket.<br />
<br />
====+1====<br />
<br />
The objective of the +1 is to move one jump ahead of his fleet to provide intelligence to his FC. If the fleet is simply traveling to a destination, then the scout's job is route security (i.e., warning the FC of war targets, gate camps, and any other possible danger). In low-sec or null-sec space, individual ships may ask for a +1 to guide them into or out of dangerous areas.<br />
<br />
When jumping into a new system, keep cloak and immediately check three things. First, check the grid on your overview for ships that might pose a threat to the fleet. Second, check local for war targets, flashy targets, criminals, etc. Finally, check D-Scan for ships sitting off grid. Report anything that might be a threat to the FC.<br />
<br />
If the objective is to find good fights and there are other pilots in local, then the +1 will check out mission sites and asteroid belts with D-Scan to see if there are appropriate targets available. <br />
<br />
Why move one jump ahead? If a fleet jumps into a system, it spikes local and everyone in the system will know a fleet has come in. That puts everyone on alert. A scout moving in alone does not alarm anyone significantly in a system. The fleet does not move into the system until either the scout finds a good fight, or the FC determines that there is nothing interesting and decides to move on.<br />
<br />
Why not just roam? Why exactly one and only one system ahead? Even when looking for good fights, scouts are always performing a fleet safety role. A scout one system ahead prevents the fleet from being surprised. If you are two or more systems ahead and there is no +1, then another fleet can move in behind the scout and surprise the fleet when it jumps in.<br />
<br />
Good ships for the +1 role are tackle frigates, but the best ships are interceptors and covops ships.<br />
<br />
====The Hero Tackle====<br />
<br />
Hero tackle is an add-on role. Hero tackles are scouts who find a target the FC wants to fight. The FC will get the fleet into position on the gate leading into the scout’s system. At the FC’s signal, the scout will engage the target, tackle it, and attempt to hold tackle until the fleet can arrive to finish the fight.<br />
<br />
It is essential to communicate with the FC what is happening and to time the tackle to just before the fleet jumps into system. Have your fleet warp to you. Be mindful of gated sites; the fleet may have to warp through an acceleration gate first to reach you. Hero tackles frequently do not survive (hence the "hero" part), so interceptors and covop ships are not generally too expensive for this role. Before attempting this [[Tackling_Guide | read up on tackling]], and practice a bit with a fellow corporation member.<br />
<br />
==Other Scouting Roles==<br />
<br />
There are three somewhat less common roles for scouts: the roaming scout, the -1, and finding war targets.<br />
<br />
'''Roaming scouts''' move several jumps ahead of a fleet to look for good fights. The fleet will have a +1 as well for route security. Large fleets may have two or more roaming scouts, in which case the +1 and roaming scouts may want their own channel so they can communicate without interrupting the FCs communications with the rest of the fleet. Roaming scouts generally should not try to take on the hero tackle role, although when the fleet is only one jump away that may be okay. Tackle frigates, interceptors, and covops ships are the standard for this role.<br />
<br />
'''-1s''' follow one jump behind a fleet to protect it from forces stalking the fleet and enemy scouts. -1s are only used when the FC suspects his fleet is being followed or there is a high danger of war targets attacking. -1s need to pay attention to local and notice any pilots who seem to be following the fleet. They generally don't report unless they find or suspect they have found someone following the fleet.<br />
<br />
'''Finding War Targets''': In any situation where a fleet can expect to encounter war targets or is actively looking for war targets, OOC scouts are very useful. They can move around freely without alerting enemy pilots that a war target is in system.<br />
<br />
==Basic Tools of the Trade==<br />
<br />
'''T1 Ships''': Each race has a T1 frigate with bonuses for speed and tackling. These are usually the best T1 ships for scouting. Amarr: [[Executioner]]. Caldari: [[Condor]]. Gallente: [[Atron]]. Minmatar: [[Slasher]].<br />
<br />
'''T2 Ships -- Interceptors''': Interceptors are T2 versions of the T1 tackle frigates. They keep the tackling bonus and are much faster. They are immune to bubbles, which is important in null-sec scouting. Each race has two versions of the interceptor, and one of them has additional tackling bonuses, which usually makes them the better scout interceptor. That said, interceptors are expensive, so you should think twice before using one as a hero tackle. Amarr: [[Malediction]]. Caldari: [[Crow]]. Gallente: [[Ares]]. Minmatar: [[Stiletto]].<br />
<br />
'''T2 Ships -- Covops''': Covert Operations ships are frigates that can fit a Covert Operations Cloaking Device, a T2 module that allows the ship full maneuverability while cloaked, including warping. Cloaked ships do not show up on D-Scan, which allows them to sneak up on other ships. In addition, each race has one version of a Covops ship which is the T2 version of their exploration frigate. These ships can use combat scanning probes to find ships and provide a warp-in to them. All of these abilities make the Covops ship an excellent choice for fleet scouts. However, Covops ships are somewhat fragile, so they should not be used for hero tackling.<br />
<br />
'''[[Directional_Scanner_Guide |D-Scan]]''': This is an absolutely essential tool for scouts. You will use this constantly to find ships that are not on grid, to hunt down ships, and to report fleet compositions to your FC. If you are just starting out in EVE or a new scout, take the time to read the linked article and practice on your own.<br />
<br />
'''[http://evemaps.dotlan.net/ Dotlan]''': This set of maps is essential for route-finding. If you use EVE in windowed mode, you can have this open in a browser and bring it up whenever you need it.<br />
<br />
'''[https://adashboard.info/intel aDashboard]''': In either local or D-Scan, you can select all, copy, and then paste the data into aDashboard. It will analyze the data, give you a report, and give you a link you can post in fleet chat for your FC. This is a quick way to report fleet composition, war targets in local, etc.<br />
<br />
==So You Want to Be a Dedicated Scout==<br />
<br />
If you really enjoy scouting and want to get good at it, the best way is to do it often. In addition, you will want to start doing the following.<br />
<br />
'''Route Preparation''': Find out what routes FCs like to take and spend some time setting up [[Bookmarks]] in those systems. You will want bookmarks on gates, instadocks and undocks on the top and bottom stations, a location about 1 AU off the sun, and some safes. At first, a mid-safe between two gates will be enough, but having a deep safe out of D-Scan range of pretty much everything in the system will be very useful when the fleet needs to extract itself from a fight gone wrong. Set up some bookmarks that let you observe gates, mission sites, and asteroid belts from a reasonably safe distance. If you really want to be prepared, you might fit out some scout ships and leave them in stations along the route in case you get to play the hero tackle and need to reship. The more of this sort of thing you do, the more your FCs will love you.<br />
<br />
'''Ship Recognition''': The more you know about the various ships in EVE, the better intel you will give to your FC.<br />
<br />
==A Primer on Covops Scouting==<br />
<br />
Editor's Note: The following is an excellent primer on scouting in a Covert Operations ship written by another author. It also has some very good general advice on scouting. I will be going through and editing this to fit into the more comprehensive style of the current article as I have time.<br />
<br />
=== What does/doesn't this cover ===<br />
<br />
This page concentrates on covops scouting - that is with covops ships which are able to warp while cloaked (Tech 2 covops frigates and force recons with proper tech 2 covops cloaks. Those wanting to get a feel for scouting may start in frigates with tech 1 cloaks - these allow for sitting still cloaked and are OK for picketing gates (ie. sitting still watching a gate) but little beyond that, and this page does not really cover their use. Anything larger (recon ships, black ops, etc) is out of scope of this document. <br />
<br />
This page also covers high/low-sec scouting only - points in here may or may not apply to 0.0 or Wormhole space. Bubbles, lack of a "local" comms channel, and other things will change how you scout in 0.0 or Wormhole space, but we assume that you've had some experience in high and low sec before venturing into them. <br />
<br />
Finally, this page focuses on fleet scouting, and doesn't cover general intel, except in as much as intel crosses over with scouting.<br />
<br />
=== A Quick Note on How to Not Die ===<br />
<br />
If you've read this far you're probably a scout, or interested in scouting, and have or will soon have the covops cloaking device that is the signature tool of the scout. After you have read this guide, and '''before''' you take your CovOps ship out into a war zone, please take some time (preferably a lot of time) to go out in space and practice maneuvering while cloaked. The vast, vast majority of CovOps losses occur at the gate, right after you have first jumped into the system. Here are a few quick tips: <br />
<br />
*Practice the cloak timing! There is a brief lag delay between the time you take an action to break the "gate-cloak" you have upon jumping into a system, and the time when you can activate your covops cloak, and the time your ship completes cloaking. You NEED to be able to break gate-cloak and recloak within 0.2 to 0.5 seconds. Any slower and an interceptor will be able to lock you and prevent you from cloaking.<br />
<br />
*The safest thing to do is warp away. When you enter the system, simply pick a planet or safespot, press warp-to, and cloak. If you don't mess up the cloak timing, and don't get bumped (which is terribly unlucky) you will get away every time. This also gives you a chance to drop probes from the relative safety of a safespot.<br />
<br />
*Always warp away and come back at range to observe a gate that has hostile ships on it. It only takes a few seconds to do, and greatly increases your chances of survival. Dead scouts can't scout anything!<br />
<br />
*The "[[Cloak Trick|MWD/Cloak Trick]]" is unnecessary if you have a covops cloak fitted. The main purpose of this technique is to simulate a covops cloak for ships that cannot use them. However, it can be useful to quickly move out of a warp disruptor bubble in nullsec or wormhole space.<br />
<br />
*Practice your cloak timings, and remember to always warp away.<br />
<br />
== Fittings ==<br />
<br />
Fittings for covops frigates are generally fairly straight-forward. The highlights are: <br />
<br />
*Covops cloak - a tech 2 cloak so you can warp while cloaked. <br />
*Microwarpdrive - this is used for "bursting" in bubbles and getting back to a gate. <br />
*Expanded Probe Launcher - part of a scout's job is sometimes probing down the enemy, and these ships get bonuses to probing, so best to equip for it in case you need it. Bring combat and core scanner probes.<br />
*No guns. Covops ships don't fight - the first rule of scouting in a covops is "if you're not cloaked, you're doing it wrong". Note, there are some exceptions to this rule (as to any) and there are some tackling covops fits out there, specifically for gang action - but again, it is assumed that by the time you're flying something like that, you know what you're doing. <br />
*Lots of cap - the more cap you have, the further you can warp in a single jump. <br />
*Fast cap recharge - means you can jump again a little more quickly if you're bouncing around a system.<br />
<br />
Beyond that, the fit will be somewhat determined by your ship.<br />
<br />
== Tools of the Trade ==<br />
<br />
The items listed here should be setup prior to your going out to scout. <br />
<br />
=== Overview ===<br />
<br />
The overview requirements for a scout are different than for normal fliers. Your job is to see as much as possible, rather than only the enemies. First of all, switch brackets on - that gives you a clearer view of things like gate guns that are otherwise tricky to see. Include neutrals and war targets - neutral may be out of corp repairers or alt scouts. Take your corp mates out, but everything else should show. <br />
<br />
Create a second tab that just shows war targets also, so you can quickly and easily identify all war targets and get that information out to your FC, in case a fleet is travelling past you. <br />
<br />
[[Overview settings]] has more information on general overview settings and how to set things up as per above. <br />
<br />
You may also want to consider creating an overview profile per ship class (frigate, cruiser etc) to use with your directional scanner. This will allow you to select an overview profile with which to filter the scan results based on reliable intelligence as to what ship your target is flying; resulting in faster and more accurate deployment of probes.<br />
<br />
You should have one overview tab that shows everything that can decloak you: asteroids, corpses, cans, ships, everything.<br />
<br />
=== Local ===<br />
<br />
Your local window is one of the most important tools you work with as a scout - more on exactly how later. Before you're out scouting, however, you want to move your local window to one side of the screen, squash it width-wise as much as possible, pull the slider across to the left so you can see pilots and not chat, and stretch it length-wise as much as possible. Setting local to show compact member list helps as well. This is to allow for quick recognition of targets in local.<br />
<br />
=== External Tools ===<br />
<br />
==== Mumble ====<br />
<br />
[[Mumble]] is required for Uni fleet ops, but as a scout you have an extra requirement, to have [[Mumble#Setting_a_Command_Channel_push-to-talk|command channel push-to-talk key]] setup and functioning.<br />
<br />
<br> You may also want a [[Mumble#Global_Command|global command key]]. The difference between these two keys pertains to who will receive your command broadcast. <br />
<br />
'standard command key' will only broadcast to the Channel Commanders in YOUR current channel. <br />
<br />
'global command key' will broadcast to ALL Channel Commanders Server wide. <br />
<br />
<br> You use the '''global command channel as long as you are the only fleet''' out (so Intel can listen in and advise). <br />
<br />
With '''multiple fleets''' out not all fleet command communications can be broadcasted over global command. Use global command for '''strategic information''' (e.g. "global command, this is Sto Lo's fleet, we are now moving from Jita to Aldrat through Rancer lowsec" [but not "... we are jumping from Aldrat into Eygfe"] or "global command, this is Sto Lo's fleet, big pirate camp in Hagilur, 12 BS Amarr heavy, we need reinforcements" [but not "... flashy rifter 150 km up off the Evati gate"] and '''questions to Intel''' (e.g. "global command, NewbieCom1's fleet, Intel, we have two standard squads and the possibility to engage 12 flashy BS on the Evati gate. Any advise?"). Use your '''local command for tactical information''' regarding your fleet only (e.g. "local command, Sneaky1, I have a warpin on a flashy Drake at a safespot at 10" <br />
<br />
When you talk on any command channel make sure to use the protocol: "Global/Local command", "Your name", ("recipient"), "Information". E.g.: "Global Command, Ubercado, primary is Veldspar". <br />
<br />
<br> <br />
<br />
*'''Each time you're fleeting up''' - when you enter the channel move yourself to the "command channel". Once you're done with the fleet remember to leave the channel, or you'll be assumed to be a spai.<br />
<br />
<br><br />
<br />
==== Maps ====<br />
<br />
Scouting is much easier with a second monitor. If you don't have that, then best to set your client to play in windowed mode (for Mac users, &lt;apple&gt;-&lt;enter&gt; will do that I believe). <br />
<br />
For maps, I use <strike>Ombey's - http://www.ombeve.co.uk/ </strike> <span style="color:#768d31"> Note: As of 2013, Ombeve.co.uk is no longer active. See [https://forums.eveonline.com/default.aspx?g=posts&t=236592 this forum post] for more.</span> Be aware it is not 100% accurate - there are one or two strange little miss-linkages in there, but they're infrequent. Ombey's will let you at a glance see where you're going and what the layout is like near you - it's great for working out potential alternate paths, looking for nearby low-sec pockets, that sort of thing. <br />
<br />
DotLan is also a useful tool - http://evemaps.dotlan.net/ This will show you the same information as Ombey's (although I prefer Ombey's format). This will also show you lots more useful stats about the systems you're headed to, like kills per hour, etc. <br />
<br />
For practice, when travelling around unfleeted out of war, always check your route on those maps, and think about where you're headed and how you're getting there. I sometimes travel without autopilot set also, navigating by map to get more used to finding my way quickly. <br />
<br />
If you have access to an A3 printer, you can download PDF versions of the maps and print them. These can be extremely handy for pencilling routes and quickly identifying alternate paths or escape routes, especially if you only have a single monitor.<br />
<br />
==== Dashboard ====<br />
https://adashboard.info/ is a quick and simple way to share intel with your fleet. You can do a quick dscan, copy the dscan results, and paste them to this site. It categorizes the results into an easily readable format.<br />
<br />
==== ScreenShot Sharing ====<br />
Many people use screenshot sharing services like push or sharex to take screenshots of the enemy to share with their fleet.<br />
<br />
== I'm cloaked! ==<br />
<br />
Congratulations! First thing to note - undocking is dangerous to everyone, and especially dangerous when there are war targets in local. So the easy answer is never undock. If you're in a covops ship and intend to fly it repeatedly, consider logging out in space while cloaked. <br />
<br />
When you do this you get warped off to a semi-random place in the system. When you log back in you'll be de-cloaked, but will immediately warp back to where you were. During this warp you have time to re-engage your cloak. <br />
<br />
Suggested places to logout are mid-way through a warp to a safe spot, or at a safe spot. Don't do this near anything as you run the risk of fumbling and appearing uncloaked near someone who can see you. Doing this near a gate, for instance, also means that people may see you warp off, put two and two together, and scan you down in the grace period - so only ever do this from a safe spot. <br />
<br />
One other point on this - when you logout, close anything non-essential. In particular do not leave a market window open, or any other window that takes a while to refresh. This is because you'll have a moment of frozen client while these refresh as you login and that's frankly terrifying.<br />
<br />
== I've been decloaked, what happened?! ==<br />
<br />
There are a number of ways you can be forcefully decloaked. <br />
<br />
*If you get within 2Km of anything you'll lose your cloak. This means don't get too close to other ships and don't hang around at a warp-in point (ed: one of my most terrifying moments was sitting on a 100Km warp-in on a gate and having a larger ship warp in exactly 3Km ahead of me).<br />
<br />
*Stations have a range around them that's nominally 2Km, but can be deceptive due to "pointy bits", so be very careful near stations.<br />
<br />
*Cargo cans will decloak you and are sometimes easily missed. Gate guns are extremely dangerous - they're very small, usually not in your overview, and scattered around the gates. Very easy to run into by accident - be aware of them. There are some notes on overview settings below.<br />
<br />
*Passing ships can decloak you if they're coming out of warp near you. It's not something that happens often, but for safety's sake (and for general sneakiness) any time you warp in you want to move either up or down off the plane of movement, to be well out of the way of traffic.<br />
<br />
== Bookmarks ==<br />
<br />
Bookmarks are a significant part of what scouting and covops is about - at least in areas where you can bookmark. You'll slowly collect a large number of bookmarks around any system you frequent and they are your lifeblood - the difference between scouting a system with no bookmarks and scouting one you know your way around is immense, and will change how you operate. <br />
<br />
So, what to bookmark? There's a handful you'll want: <br />
<br />
==== Gate Warp-ins ====<br />
<br />
A bookmark at warp distance off a gate. You want a few bookmarks that are more than 150Km and less than grid size off each gate in each system you go through. You want to be further than 150Km because you want to be able to warp in and that's the minimum distance. Further away is better so long as you can still see ships coming through the gate. You'll spend a lot of your life at these bookmarks watching gate traffic. <br />
<br />
There's two ways to get these. The first is to warp to 100Km off a gate then turn in a random away-from-the-gate direction and move (while cloaked) until you're out far enough. This is a great thing to do if you're doing other things, like watching traffic through the gate, or talking with FC. <br />
<br />
Alternately, warp to 100, bookmark that, then warp to something else at 100 and bookmark that. Then warp back to your first bookmark _at 100_. Presto, you have a spot close to 200Km off the gate. If you do this still move a bit to be off the plane, and don't do your two warp-ins in-line with each other. Also, don't jump between gates to do this, as gates are the most likely place other people will warp from. <br />
<br />
Incidentally, note that when you come through a gate you come out at 15Km away from the gate - 150Km is your minimum warp distance, so your bookmarks should ideally be more than 165Km away, 170Km+ to be safe. Some gates also have larger radii, so if you have time (before you rely on it) try warping back and forward to make sure each direction will allow a warp. Cut it too fine, and you'll end up not having the "warp to" option sometimes, which is dangerous if you're relying on it. <br />
<br />
Try to move off the plane once you have your spot - that's directly up or down - as that'll make you less likely to be found. <br />
<br />
'''Note, bookmarks are dropped when you hit the final "OK" after naming, not when you first hit the "bookmark" button.''' <br />
<br />
Note also, if you can, try and make sure that multiple bookmarks around a gate are far enough away from each other that you can warp between them - that makes hunting down an enemy for a warp-in point much faster (more on that below). If you're making multiple bookmarks, try and put some on the side, and some at the back - that will help you potentially warp from an angle to the side of the gate, bypassing any bubbles, then to the back where you can approach the gate from as far away from any potential gate camp as possible. <br />
<br />
A small tip: If you hit "F10" and toggle the map to the local solar system view, you'll be able to see the layout of the celestial bodies. If you can get your bookmark on the "outside" of the gate (ie. put the gate between you and the sun), then your field of view should encompass many of the planets, moons, and stations. This will make working out where pilots are heading to when they warp away much easier.<br />
<br />
==== Station Warp-ins ====<br />
<br />
Same rationale as the gate bookmarks, same basic practice - try and put them "behind" the station, so you can see people warp off. <br />
<br />
==== Safe Spots ====<br />
<br />
You want these to be as non-obvious and non-easy-to-find as possible. Between objects (ie. inline from gate to station) is bad but better than nothing (and can have some uses as they're deceptive to an enemy watching you warp out, assuming you're not moving cloaked). Out at scanned down locations - cosmic anomalies and the like - can be good once they're empty. Use safe spots to generate new safe spots by dropping bookmarks mid-warp between them. Keep creating new safe spots - if you or any of your fleet members turn up in them uncloaked you may burn them and have to throw them away. <br />
<br />
Note, if you're closer than ship scanner range to other celestial objects you may be spotted (if uncloaked) by any ship using their shipboard scanner. This can happen very quickly so don't assume that just because the fleet stopped in your safe spot for only 60 seconds it hasn't been scanned down. Ship scanners have a range of 14.4AU, so that far from the nearest celestial would be great. <br />
<br />
==== Off-grid ====<br />
<br />
These are like the warp-ins for gates and stations, but just off-grid. Off-grid means far enough away from the location in question to not be able to see ships on the overview. These are useful for a couple of things - they're great hiding places and they're very close, so if you want to (for instance) setup an ambush, you can bring a fleet to the off-grid position then move yourself closer to watch the gate or station, get a warp-in point, and bring the fleet in quickly. See below for more info on getting warp-in points on targets. <br />
<br />
To get these, you can either warp and drop a bookmark while warping (this can get you out 1AU or so if you can time it right) or you can simply point away from the station and travel - if you do this at a gate, switch brackets on and watch the gate guns - when they disappear, you're off-grid for ships (which means you can't see ships and they can't see you, but you can still see the larger structures). A little further will take you off-grid for the gate itself. <br />
<br />
It may also be useful to have a warp-in point about 1AU off a station, if you're watching that system often, that you can warp to, drop probes, and warp away - this will allow for quick placement of a probe near a station for monitoring. <br />
<br />
Quick note on warping in - some bookmarks, particularly safe spots, you may want to warp to at 100 or 70 or similar every so often just so you're not always coming in at the same place. Some bookmarks this can be dangerous for - if you have a bookmark at 160Km on a station and you warp to it at 100Km from the other side of the station, you place yourself at 60Km from the station, which if it's camped may not be what you wanted. Always think about where the bookmarks are in the system - use the map (F10) to get a feel for this.<br />
<br />
== Bookmark Organisation ==<br />
<br />
As you build up your bookmarks, organisation of them will become important. You can leave them all in the main folder, but that folder will take longer and longer to load - and a delay on getting to your bookmarks may be an issue. <br />
<br />
A better approach is to create the following folders: stargates, stations, celestial objects, POSes, safe spots, people - that's six folders. Then, as you bookmark, move the bookmark into the relevant folder (I use the "people" folder for bookmarks near other people's warp-in points or supposed safe spots). That way, your right-click drop-down of bookmarks has a nice organisation and is easy to quickly get what you want - it will only ever present you bookmarks in your system anyway. This scheme also means that bookmarks you want to treat as temporary, you can just leave unfoldered and clean up later. <br />
<br />
Note, however, that while bookmarks are stored server-side, the folders are stored client-side. At some point during your career, you are very likely to lose your folders - at which point everything reverts to one big mess. So, in your naming scheme, include a marker for each type of bookmark - SS for safespot, SSD for safespots that are more then 15AU from celestials, SG for stargate, GO for gate observation, GOG for off-grid gate, STO and STOG for station observation, etc. That way, if/when you do lose your folders, you can re-create them. <br />
<br />
Incidentally, a folder per system looks appealing initially, but it suffers similar problems to not foldering at all - there's too many systems out there, your main folder ends up cluttered. Because the right-click drop-down menu already filters for you on system, it's also a bit redundant. <br />
<br />
Come up with a naming convention that suits you - something that makes it clear where the bookmark is and what it's for. Ideally also include some info about how far the bookmark is from other objects of interest. One example is "GO Eygfe High 200km", which would be a gate observation bookmark on the Eygfe stargate 200km above the gate. Keep your bookmark names to within 24 characters, for readability.<br />
<br />
Backup and protect your bookmark organization by doing a [[Client Preferences and Settings Backup]].<br />
<br />
== Moving around ==<br />
<br />
Obviously, your goal is always to stay cloaked, but to position yourself where you can see what's going on with your potential enemies or "neutrals". To that end, it's worth understanding how grids and on and off-grid positioning work - there's a nice write-up that goes through the more in-depth mechanics of "grid fu" at http://will.neoprimitive.net/grids/gridfumanual2.pdf - very useful to understand when you find yourself 100Km off a station but unable to see anyone. <br />
<br />
Moving through gates rates a mention - if you are fitted with MWD's, there's a sequence of "double click a direction, hit the cloak, hit the MWD" that gives you a short burst of speed while still cloaking. This can be useful for putting some space between you and the gate or any watchful eyes. If you use this, it's best to also change direction once you've triggered the cloak, just to be sure the prying eyes aren't able to work out where you've gone. Note, however, the caveat near the top on "how not to die" - this process is best for getting out of bubbles, not so necessary for high-sec or low-sec travel. I'd argue that it's good to practice for when you need it, but YMMV. <br />
<br />
While you're on fleet operations, sometimes your fleet commander may ask you to check stations to see if a war target is docked up. If they ask, tell them no. There's too much chance you'll dock, see a war target, they'll see you, undock with you, and pop you. It also gives you away as a scout. The FC can find a small fast cheap frigate to check stations.<br />
<br />
== Fleet Ops - X'ing up ==<br />
<br />
Uni policy is that scouts do not X up with the rest of the fleet. If you see a fleet forming, directly convo the FC and ask if they want a scout, Nine times out of ten, they will, and they'll drop you into a separate wing so you don't get ninja warped around with everyone else . Likewise, scouts don't get listed on AAR's. Secrecy is important to being a good scout - if people know your name, they'll notice you in local easily. <br />
<br />
If you're in a covops ship and a fleet is around, or you've logged in after fleet has formed, don't be afraid to convo the FC and ask if they'd like another scout - scouts are about the only type of pilots that can usefully join a fleet mid-op depending on where the fleet is and where you are. I figure it's better to offer and be turned down than not. <br />
<br />
== Scouting ==<br />
<br />
Most Uni fleets will look for a forward scout and a rear scout, and any number of floating scouts. Forward and floating should be covops ships, rear can be a prototype cloak ship in a pinch, but covops preferred. You may also see or hear reference to "+1" and "+2" scouts, and sometimes "-1" - these are just another way to refer to forward scouts (staying 1 or 2 jumps ahead of the fleet), or rear scouts (one jump behind). <br />
<br />
The forward scout's role is to check each gate before the fleet warps to it. As a forward scout, you want to be able to warp to a gate bookmark, check that the gate is clear and give the go-ahead, then warp to zero on the gate and jump through to check the other side. If you don't have bookmarks, this process gets tougher - you're reduced to either travelling uncloaked (bad), travelling cloaked to the gate (slow), or bouncing off a remote celestial to do a warp to zero when you want to go through the gate. So bookmarks are valuable here. <br />
<br />
Rear scouts watch the back of the fleet, to make sure no-one's following. They'll typically stay one jump behind the fleet, and need to watch for neutrals or suspicious behaviour. This is arguably tougher than forward scout, as you'll need to be watching not only for obvious war targets, but also for neutrals who "happen" to be following or showing up often. <br />
<br />
Floating scouts have a slightly freer job - depending on your FC, they'll either be carefully positioned by FC instruction to watch different gates and/or neighbouring systems, or they'll be free to move around and look for WT's. Floating and forward is pretty much interchangable depending on FC decisions. <br />
<br />
Reporting war target sightings - do this as calmly as possible, and as clearly as possible. Good reporting would be, "Command, Darius. I have one Cerberus on the Korsiki gate in Osmon, jumping through to you now". Bad reporting would be, "Hey guys, there's a war target coming at you!". TS discipline, in the uni at least, is always lead with the channel name (that's "command" in the above example) and your name so the FC knows who's talking where, then provide the ship type and location, optionally war target name and any other details you might have. <br />
<br />
A note on Mumble operation - as scout, you are perfectly within your rights to overtalk someone if something urgent comes up - typically you do that by saying "break break" in the command channel, people should then stop and listen. Obviously you would only use this for really urgent information, like a war target incoming to a fleet position.<br />
<br />
== What to Look For ==<br />
<br />
=== Local ===<br />
<br />
While you're scouting, you're looking for certain things. First of all, valid targets or threats - during war that's any of our War Targets, outside of war it's anyone who's "red flashy" (sec status below -5). You're also looking for high concentrations of a single corp (particularly if you're hunting pirates and see a bunch of one pirate corp in channel), and/or anyone that appears to be an out-of-corp alt for a target or potential target (that's neutral pilots following you or hanging around on gates looking suspicious). <br />
<br />
Your best tool is the local channel. Squash it width-wise, and extend it out length-wise on your screen - you usually don't care about what's said in local as much as you care about the list of people in there. <br />
<br />
Be aware that the symbols (red minuses etc) will sometimes not show up in the local list. Ideally, you need to be checking info on pilots in local as you travel. A quick hint: Don't use the right-click drop-down for "show info", as the "start conversation" option is right next door. Instead, double-click people in local - it goes to info by default and is less risky. <br />
<br />
Often you'll be asked to jump into a system and check what's there. Typically this will be jump in, move and cloak, and work your way through the people in local noting down any who are potential targets. Then report back the number of targets and whether you can actually see any or not (ie. are they all on the gate you just came through waiting&nbsp;;) Typically, if there's anything of interest you'll then be asked to try and track them down - get eyes on them. That's a mix of jumping around the stations, and probing - covered elsewhere in this doc. <br />
<br />
When you're looking through local, double-click on each member of local (if you can), and check their info. Typically you're looking at their sec status, their standing, their corp and/or alliance. You may also check their bio to see if they look like an idiot, and/or their employment history to check how old they are and whether they've recently left a war target corp. Any of this information will to toward your estimate of whether they're a threat or not. <br />
<br />
=== Directional Scanner and Overview ===<br />
<br />
Remember your directional scanner - it should be open and you should be using it when you come into a system if you think there may be bad guys near the gate but not on grid. Pulsing the directional scanner is a good habit to get into anyway. <br />
<br />
On overview, you're looking for enemies nearby, particularly flashy reds. You're also looking for cyno fields - they'll show up anywhere in the system, and are a high priority to check out. <br />
<br />
== Scanning down the opponent ==<br />
<br />
If you can fit an extended probe launcher, then it's well worth getting some practice at using probes. The Apocrypha scanning system makes one particular type of probing well worthwhile. It goes something like this: <br />
<br />
*Warp to a safe spot, decloak and launch 4 probes. Cloak up again.<br />
<br />
*Warp back to where you want to keep some eyes on. Be sure you're still cloaked - I've had issues with being decloaked as I warp off after launching probes.<br />
<br />
*Hit F10, switch all your probes down to 0.5AU, and move them to a nice neat small circle around whatever you're monitoring - typically a gate or station.<br />
<br />
The goal here is to provide enough scan strength in 0.5AU around the location to find any ships that have warped off-grid nearby. With half-decent skills, you should get a fix on anything cruiser and up pretty much straight away. So, you just keep hitting the scan button every so often. If you get a hit on something just away from your location, bookmark it, and warp to it at 100. You can then scope out the area, see if it's a worthwhile target, maybe get a warp-in point - all hopefully without your enemy knowing. <br />
<br />
Note, this also works for bookmarking people's insta-undocks, and their safe spots around gates. That also means that if you're helping an uncloaked fleet around, be aware that even just off-grid they may be visible to enemy scouts now. Also, be aware that your probes show up on people's ship scanners, so if they suspect you're out there, they may pop their ship scanner, see your probes, and run. <br />
<br />
There's an excellent guide to scanning generally at http://forum.eveuniversity.org/viewtopic.php?t=15856. There's also a wiki page on [[Scanning]] <br />
<br />
Be aware that if you're doing this, anyone clever (anyone using their ship scanners) will notice the probes and high-tail it out quickly. But if you can catch their warp-in or warp-out points, it may help you track them down next time they warp through the area. <br />
<br />
Probing like this may also be a distraction - I've had fleet commanders that specifically ask for the scout to probe down targets for them, and I've had fleet commanders that would rather keep you on the move, so it will depend on the type of fleet, purpose of fleet, and whim of the FC as to whether this is a serious part of your duties. It's worth getting some practice in on, imnsho, as it does get asked for, and some FC's will assume you are capable of doing this. <br />
<br />
Quick small note - if you're looking for a POS, remember that POSes must be on-grid with moons, so if you stay cloaked and warp from moon to moon, you may find POSes faster than if you try and scan for them (they'll show up in overview when you warp in) - assuming there's not too many moons in system. Beware of warping into the POS, though. <br />
<br />
When you try to probe down a ship, the ship ID you see on the probing interface stays the same for each ship within each system but changes with the system and after downtime (as well as repackaging the ship). E.g. Ubercado's Ibis has the ID ABC-123 in Aldrat and the ID FF-42 in Eygfe (even after docking or jumping out and in again); After downtime the IDs will change. So a common tactic is to get the ship ID when a target is at a known location (like undocking from a station) and then have an easier way to find that ID in open space (like in a mission area). Making a list with the ship IDs of your targets in each system helps when hunting WTs that keep flying around.<br />
<br />
== Warp-in Points ==<br />
<br />
You'll sometimes be asked by your FC to try and get a warp-in point on a target. This basically means staying cloaked, and maneuvering into a position that's a warp-in distance away from the target (ie. a number that appears on the "warp to at..." drop-down) and also in-line with somewhere the fleet can be. In other words, you ideally want something like this: <br />
<br />
Fleet ------- Target -- You <br />
<br />
Where the fleet is some distance away, out of sight, and you're about 50-100Km away on the other side of the target. Distance from enemy is at your discretion, you ideally want it to match up with the warp-in distances so the fleet can drop directly on top of the enemy (or at appropriate range - that bit's up to the FC to organise ). You don't want the fleet to have to warp through the target, is the only note here, as that gives the target time to see them and run. <br />
<br />
This is one of the trickier things to do, mainly because the target will often keep moving. One tip, if the target's warping in and out: Note the distance to the target, note your move speed, and double-click right near them to move toward them. If they warp out, keep moving - time yourself to try and position roughly where you want to be (remembering it's better to be too far away, than right on top of their warp-in point, otherwise they may decloak you). Drop lots of bookmarks while doing this, you can always go clean them up later, and they mean you can warp out and back and resume where you left off. <br />
<br />
If you do find an enemies' safe spot, or a warp-in point for a popular location for an enemy, make sure you've bookmarked it - they're valuable so long as the enemy doesn't realise you've got it. <br />
<br />
One other small note on this: If you're scouting for a sniper-heavy fleet, you may actually sit between the target and the fleet - the idea is if you're 30Km from the target toward the fleet, the fleet can then warp to you at 50Km and they're perfect sniping distance away. Depends a lot on the situation though, and not likely to be done in a Uni fleet. <br />
<br />
== Punting ==<br />
<br />
Punting is one of the terms used for a scout to warp his unit (e.g. wing warp) directly to the probing solution. <br />
<br />
=== Probing solution ===<br />
The Punter has be in a ship with an expanded probe launcher and needs a probing solution.<br />
<br />
=== Unit warp (aka Punt) ===<br />
As a Punter you will initiate a unit warp command (e.g. "warp wing"), so you need to be the commander of a unit (SC/WC/FC). You will only warp your unit (squad, wing, fleet). To issue a unit warp command, you need to be in a warpable distance to the target. This means you have to be at least 150 km away from the target. Only those of your unit that are in warpable distance to the target themselve will be warped by your unit warp, so they need to be at least 150 km away from the target as well. Only those of your unit members that are on grid with you will get the unit warp command. They must have broken their gate cloak. <br />
<br />
You should announce the punt including the distance before you initiate the unit warp command so those that do not want to get punted can abort that command (ctrl + space).<br />
<br />
Usually the Punter will abort the warp command himself so he does not land on the target with his unit. Make sure to not be aligned to the target when you do not want to get warped.<br />
<br />
=== Checklist for Punting ===<br />
<br />
- Punter is a unit leader in a fleet<br />
<br />
- Punter on grid with unit<br />
<br />
- Punter as well as unit > 150 km away from the target<br />
<br />
- Unit broke gate cloak<br />
<br />
- Unit informed of Punting beforehand<br />
<br />
=== Tips on Punting ===<br />
<br />
- Make sure to always cancel your warp (default CTRL + SPACE) once you punt. You do not want to land at zero on a target. <br />
<br />
- Add Control Towers to your ship filter (in the scanner menu). This will give you an indication whether the target might be inside a POS shield. If you do not do this, you might punt your whole unit in a POS shield where it dies a horrible death.<br />
<br />
- Quite often a punter will initiate two punts: The first punt will unit warp to zero to the target, the second punt will be at range (e.g. 50km). This will allow snipers, Ewar, Logistics and such to stay out of harms way. You should announce your intention for multiple punts before so people can prepare to abort the first punt if they want to land at range. Some may even want to abort the 2nd punt as well and warp in later at their preferred distance. It's often useful for only fast frigates and interceptors to take the first punt at zero to avoid slower fleet warps with larger ships that may alert the target to an incoming fleet. <br />
<br />
- As a lot of targets check Dscan regularly, it helps to move in your probes into the Dscan range of the target as late as possible. For example, if you intend to probe down a potential target, drop your probes at a location off d-scan range with the target. Quickly move your probes high above or well below the ecliptic plane and initiate scan. This will move your probes outside of all celestial d-scan range and give you valuable time to locate your target. Once you have a general location for the target from d-scan, prepare your fleet for punting and position your probes in the area you've located the target with the smallest scan range that effectively covers your targets estimated position. Have your fleet align towards the nearest celestial as you initiate scan. Give a countdown for the punt, and when the scan is finished quickly select your target and fleet/wing/squad warp for the punt. Give a second punt if required and quickly recall your probes or position them off d-scan as before.<br />
<br />
- Some ships are nearly impossible to scan down, e.g. some boosting T3 or ECCM'ed Guardians which have a low signature radius. Do not plan to punt your unit onto these targets, you will most likely not get a probing solution.<br />
<br />
- When the targets are kiting, Punting is of limited use unless you have long range or fast tackle or enough snipers. Even when your probes are on grid and your unit is ready to warp, you need a couple of seconds for your probes to get a solution and your unit needs a couple of seconds in warp. This is usually enough time for kiters to move 30 km or so away. One solution to kiting is to place the fleet members (wing or squad) that will be punted in-front of the kiting ship at a relatively close off-grid tactical. If the punt is fast enough and at range, there is a chance for tacklers to land just in-front of the kiting ship and potentially land a scram and web. This works best if the kiting ship still has other fleet members on-grid masking your intentions to intercept. NOTE: This is difficult and takes practice and cunning, if done incorrectly the scout may land some very vulnerable ships within perfect sniping range of the kiting target.<br />
<br />
- If you are combat probing, it sometimes helps to get a scan on your fleet first and ignore your fleet's results in your probing window. Note that the ship IDs change with the system so you need to do this for every system at least once. Repackaging a ship changes the ID of the ships as well. This will help to not confuse your fleet member's ships with the target's. <br />
<br />
- Punting is a good tactic vs. snipers and stationary targets. Punting is not so good vs. small targets as you will have a hard time getting a probing solution on those. Punting is also not great vs. fast moving targets as they are out of their initial warp to point once your unit lands. Plan accordingly.<br />
<br />
- In big fleet fights it can be nice to have a punt squad ready. It is very good vs. snipers and Falcons. In long fleet fights (POS bashes) it is not unlikely for people to disconnect. They will automatically warp to a random point within 1.000.000 km so they are within the 0.5 AU of your probes. Even though they might get their ship replaced by CCP when they loose it to a disconnect, it takes a ship out of the fight when a fast punt squad kills that ship.<br />
<br />
== Freedom and Rules ==<br />
<br />
There is some personal style that comes in here, as scouting can be a freer role than some others in fleet - personal judgements need to be made about what you're watching when. However, two things are important: If the FC tells you to be somewhere, get there, and if you see something that needs investigating and move off your last instruction, clearly inform the FC you're about to do that. The FC cannot make good decisions on faulty intel, make sure they understand the environment around them as best you can - that includes making sure they're not assuming you're somewhere you're not. <br />
<br />
I've personally found a combination of both command channel on TS and a text chat channel in game provides a good balance - if your FC + WCs + other scouts are in a text chat channel, low priority notes can go there without interrupting voice chat. I've also had a few fleets where the scouts have setup a channel amongst themselves only, to discuss where they are and what's happening - that can also be useful, think of it as squad chat for scouts. <br />
<br />
Well, that's pretty much it for now. Best thing to do is get out there in your scout ship and practice, set up bookmarks around gates and stations in your common hunting areas, and don't be afraid to volunteer to scout for fleets as they setup - everyone loves an extra scout. <br />
<br />
== Mistakes Made ==<br />
<br />
*'''Scanning down your bait ship or own fleet.''' It happens to the best of us starting out - always pay attention to the starmap and where your fleet is, and where other celestials are, when you're probing. In my case, our fleet had positioned a bait battlecruiser at the gate just inside a system while I was trying to probe down an enemy. I found a sig, narrowed down on it, getting progressively more excited, until I got a bookmark and warped in to find it was one of our fleet - the baitship.<br />
<br />
*'''Lost probes.''' Probes when launched last around an hour. It's very easy to forget this in the heat of scanning, and suddenly your probes are leaving the system one by one, and you find yourself having to uncloak and reload. Particularly painful if you have sisters probes at 1M ISK per probe.<br />
<br />
*'''Warp and don't move.''' Always, '''always''' move when you hit the end of your warp. Otherwise, someone else will warp in on top of you.<br />
<br />
*'''Location, location, location.''' While leading a fleet, if you have no bookmarks and the fleet is hot on your heels, do not warp to 100 on the next gate. Sure, it gives you a decent view of the gate, but you've then got to either slowboat the 100Km (approximately 3 and a half minutes), or bounce out and back (much faster, but still not fast enough to beat the fleet).<br />
<br />
== Linked resources ==<br />
<br />
A short list of all the things linked to from this page: <br />
<br />
*[[Installing the EVE University Overview]] <br />
*[http://www.ombeve.co.uk/ Ombey's maps ]<br />
*[http://evemaps.dotlan.net/ DotLan]<br />
*[http://www.evealtruist.com/2011/04/bookmarks-and-you.html The Altruist guide on bookmarking]<br />
*[http://forum.eveuniversity.org/viewtopic.php?t=15856 scanning and probing forum thread]<br />
*[[Scanning]]<br />
*[http://will.neoprimitive.net/grids/gridfumanual2.pdf Goons grid-fu manual]<br />
<br />
== Notes ==<br />
<references/><br />
<br />
[[Category:Fleets]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Scouting&diff=150884Scouting2020-02-17T15:53:09Z<p>Vorkan Dosja: Grammar and Style</p>
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<div>{{cleanup|Tone and copyediting}}<br />
{{related class|Scouting 101}}{{tocright}}<br />
Scouts are the eyes and ears of a fleet. Without them, fleets would both easily get surprised by enemy forces, as well as have a tough time hunting down good fights.<br />
<br />
Some ships are better (or even essential) for certain types of scouting, but for a basic fleet scout all that is needed is:<br />
* The ability to fly a ship.<br />
* Some fundamental scouting knowledge.<br />
* The ability to use a few tools that are linked in this article.<br />
<br />
Since scouting is a fleet role, it is also important for prospective scouts to familiarize themselves with fleet operations beforehand. Read the [[The_Rookie's_Guide_To_Fleet_Ops | Rookie's Guide to Fleet Ops]] to get started.<br />
<br />
==Scout Missions and Roles==<br />
===Missions===<br />
<br />
There are two basic types of scout missions: route security and hunting. Route security simply means making sure the fleet's planned travel route is free of hostile forces that should be avoided, as well as preventing anyone from surprising the fleet. Hunting means finding good fights for the fleet. All scouts provide route security, all the time, on every operation. If the fleet is looking for a fight, scouts are also responsible for hunting down a good fight for the fleet.<br />
<br />
With those two missions in mind, the following are the most common scout roles.<br />
<br />
===Basic Roles===<br />
<br />
The most basic scout roles are the 'picket' and the '+1'. In addition to these two roles, there is another add-on role called 'hero tackle'. 'Hero tackle' can be performed along with 'picket' or '+1'.<br />
<br />
====Picket====<br />
<br />
Pickets are the easiest of scout jobs, sometimes not considered scouting at all. The picket's job is usually to sit at a gate and report the specific types of ships coming into either the system his fleet is operating in or a nearby system. For example, incursion fleets use pickets to warn them of war targets. If you're a picket, and your only job is to watch for war targets, you can actually do this docked up safe in a station by keeping a careful eye on local. However, sitting 200 km + off a gate cloaked up is often better as it allows you to report the details of ships coming into system.<br />
<br />
====+1====<br />
<br />
The job of the +1 is to move one jump ahead of his fleet to provide intelligence to his FC. If the fleet is simply traveling to a destination, then the scout's job is route security (i.e., warning the FC of war targets, gate camps, and any other possible danger). In low-sec or null-sec space, individual ships may ask for a +1 to guide them into or out of dangerous areas.<br />
<br />
When jumping into a new system, keep cloaked and immediately check three things. First, check the grid on your overview for ships that might pose a threat to the fleet. Second, check local for war targets, flashy targets, criminals, etc. Finally, check D-Scan for ships sitting off grid. Report anything that might be a threat to the FC.<br />
<br />
If the mission is to find good fights and there are other pilots in local, then the +1 will check out mission sites and asteroid belts with D-Scan to see if there are appropriate targets available. <br />
<br />
Why move one jump ahead? If a fleet jumps into a system, it spikes local and everyone in the system will know a fleet has come in. That puts everyone on alert. The scout moves in alone so as to not alarm anyone in the system. The fleet doesn't move into the system until either the scout finds a good fight or the scout and FC determine that there is nothing interesting and the fleet will move through.<br />
<br />
Why not just roam? Why exactly 1 and only 1 system ahead? Even when looking for good fights, scouts are always performing a security role. A scout 1 system ahead prevents the fleet from being surprised. If you are two or more systems ahead and there is no +1, then another fleet can move in behind the scout and surprise the fleet when it jumps in.<br />
<br />
Good ships for the +1 role are tackle frigates, or usually even better, interceptors and covops ships.<br />
<br />
====The Hero Tackle====<br />
<br />
Hero tackle is an add-on role. Hero tackles are scouts already performing one of the other scout roles who find a target the FC wants to fight. With FC approval, and when the fleet is ready to jump into the scout's system, the hero tackle drops in on the target and tackles it in an attempt to hold it in place until the fleet can arrive to kill it. It is essential to communicate with the FC what is happening and to time the tackle to just before the fleet jumps into system. Have your fleet warp to you. Be mindful of the affects of mission sites; the fleet may have to warp to an acceleration gate first. Hero tackles often get blown up (hence the "hero" part), so interceptors and covops ships are not generally used for this purpose. Before you try to do this, [[Tackling_Guide | read up on tackling]] and practice a bit with a fellow corporation member.<br />
<br />
==Other Scouting Roles==<br />
<br />
There are three somewhat less common roles for scouts: the roaming scout, the -1, and finding war targets.<br />
<br />
'''Roaming scouts''' move several jumps ahead of a fleet to look for good fights. The fleet will have a +1 as well for route security. Large fleets may have two or more roaming scouts, in which case the +1 and roaming scouts may want their own channel so they can communicate without interrupting the FCs communications with the rest of the fleet. Roaming scouts generally should not try to take on the hero tackle role, although when the fleet is only one jump away that may be okay. Tackle frigates, interceptors, and covops ships are the standard for this role.<br />
<br />
'''-1s''' follow one jump behind a fleet to protect it from forces stalking the fleet and enemy scouts. -1s are only used when the FC suspects his fleet is being followed or there is a high danger of war targets attacking. -1s need to pay attention to local and notice any pilots who seem to be following the fleet. They generally don't report unless they find or suspect they have found someone following the fleet.<br />
<br />
'''Finding War Targets''': In any situation where a fleet can expect to encounter war targets or is actively looking for war targets, OOC scouts are very useful. They can move around freely without alerting enemy pilots that a war target is in system.<br />
<br />
==Basic Tools of the Trade==<br />
<br />
'''T1 Ships''': Each race has a T1 frigate with bonuses for speed and tackling. These are usually the best T1 ships for scouting. Amarr: [[Executioner]]. Caldari: [[Condor]]. Gallente: [[Atron]]. Minmatar: [[Slasher]].<br />
<br />
'''T2 Ships -- Interceptors''': Interceptors are T2 versions of the T1 tackle frigates. They keep the tackling bonus and are much faster. They are immune to bubbles, which is important in null-sec scouting. Each race has two versions of the interceptor, and one of them has additional tackling bonuses, which usually makes them the better scout interceptor. That said, interceptors are expensive, so you should think twice before using one as a hero tackle. Amarr: [[Malediction]]. Caldari: [[Crow]]. Gallente: [[Ares]]. Minmatar: [[Stiletto]].<br />
<br />
'''T2 Ships -- Covops''': Covert Operations ships are frigates that can fit a Covert Operations Cloaking Device, a T2 module that allows the ship full maneuverability while cloaked, including warping. Cloaked ships do not show up on D-Scan, which allows them to sneak up on other ships. In addition, each race has one version of a Covops ship which is the T2 version of their exploration frigate. These ships can use combat scanning probes to find ships and provide a warp-in to them. All of these abilities make the Covops ship an excellent choice for fleet scouts. However, Covops ships are somewhat fragile, so they should not be used for hero tackling.<br />
<br />
'''[[Directional_Scanner_Guide |D-Scan]]''': This is an absolutely essential tool for scouts. You will use this constantly to find ships that are not on grid, to hunt down ships, and to report fleet compositions to your FC. If you are just starting out in EVE or a new scout, take the time to read the linked article and practice on your own.<br />
<br />
'''[http://evemaps.dotlan.net/ Dotlan]''': This set of maps is essential for route-finding. If you use EVE in windowed mode, you can have this open in a browser and bring it up whenever you need it.<br />
<br />
'''[https://adashboard.info/intel aDashboard]''': In either local or D-Scan, you can select all, copy, and then paste the data into aDashboard. It will analyze the data, give you a report, and give you a link you can post in fleet chat for your FC. This is a quick way to report fleet composition, war targets in local, etc.<br />
<br />
==So You Want to Be a Dedicated Scout==<br />
<br />
If you really enjoy scouting and want to get good at it, the best way is to do it often. In addition, you will want to start doing the following.<br />
<br />
'''Route Preparation''': Find out what routes FCs like to take and spend some time setting up [[Bookmarks]] in those systems. You will want bookmarks on gates, instadocks and undocks on the top and bottom stations, a location about 1 AU off the sun, and some safes. At first, a mid-safe between two gates will be enough, but having a deep safe out of D-Scan range of pretty much everything in the system will be very useful when the fleet needs to extract itself from a fight gone wrong. Set up some bookmarks that let you observe gates, mission sites, and asteroid belts from a reasonably safe distance. If you really want to be prepared, you might fit out some scout ships and leave them in stations along the route in case you get to play the hero tackle and need to reship. The more of this sort of thing you do, the more your FCs will love you.<br />
<br />
'''Ship Recognition''': The more you know about the various ships in EVE, the better intel you will give to your FC.<br />
<br />
==A Primer on Covops Scouting==<br />
<br />
Editor's Note: The following is an excellent primer on scouting in a Covert Operations ship written by another author. It also has some very good general advice on scouting. I will be going through and editing this to fit into the more comprehensive style of the current article as I have time.<br />
<br />
=== What does/doesn't this cover ===<br />
<br />
This page concentrates on covops scouting - that is with covops ships which are able to warp while cloaked (Tech 2 covops frigates and force recons with proper tech 2 covops cloaks. Those wanting to get a feel for scouting may start in frigates with tech 1 cloaks - these allow for sitting still cloaked and are OK for picketing gates (ie. sitting still watching a gate) but little beyond that, and this page does not really cover their use. Anything larger (recon ships, black ops, etc) is out of scope of this document. <br />
<br />
This page also covers high/low-sec scouting only - points in here may or may not apply to 0.0 or Wormhole space. Bubbles, lack of a "local" comms channel, and other things will change how you scout in 0.0 or Wormhole space, but we assume that you've had some experience in high and low sec before venturing into them. <br />
<br />
Finally, this page focuses on fleet scouting, and doesn't cover general intel, except in as much as intel crosses over with scouting.<br />
<br />
=== A Quick Note on How to Not Die ===<br />
<br />
If you've read this far you're probably a scout, or interested in scouting, and have or will soon have the covops cloaking device that is the signature tool of the scout. After you have read this guide, and '''before''' you take your CovOps ship out into a war zone, please take some time (preferably a lot of time) to go out in space and practice maneuvering while cloaked. The vast, vast majority of CovOps losses occur at the gate, right after you have first jumped into the system. Here are a few quick tips: <br />
<br />
*Practice the cloak timing! There is a brief lag delay between the time you take an action to break the "gate-cloak" you have upon jumping into a system, and the time when you can activate your covops cloak, and the time your ship completes cloaking. You NEED to be able to break gate-cloak and recloak within 0.2 to 0.5 seconds. Any slower and an interceptor will be able to lock you and prevent you from cloaking.<br />
<br />
*The safest thing to do is warp away. When you enter the system, simply pick a planet or safespot, press warp-to, and cloak. If you don't mess up the cloak timing, and don't get bumped (which is terribly unlucky) you will get away every time. This also gives you a chance to drop probes from the relative safety of a safespot.<br />
<br />
*Always warp away and come back at range to observe a gate that has hostile ships on it. It only takes a few seconds to do, and greatly increases your chances of survival. Dead scouts can't scout anything!<br />
<br />
*The "[[Cloak Trick|MWD/Cloak Trick]]" is unnecessary if you have a covops cloak fitted. The main purpose of this technique is to simulate a covops cloak for ships that cannot use them. However, it can be useful to quickly move out of a warp disruptor bubble in nullsec or wormhole space.<br />
<br />
*Practice your cloak timings, and remember to always warp away.<br />
<br />
== Fittings ==<br />
<br />
Fittings for covops frigates are generally fairly straight-forward. The highlights are: <br />
<br />
*Covops cloak - a tech 2 cloak so you can warp while cloaked. <br />
*Microwarpdrive - this is used for "bursting" in bubbles and getting back to a gate. <br />
*Expanded Probe Launcher - part of a scout's job is sometimes probing down the enemy, and these ships get bonuses to probing, so best to equip for it in case you need it. Bring combat and core scanner probes.<br />
*No guns. Covops ships don't fight - the first rule of scouting in a covops is "if you're not cloaked, you're doing it wrong". Note, there are some exceptions to this rule (as to any) and there are some tackling covops fits out there, specifically for gang action - but again, it is assumed that by the time you're flying something like that, you know what you're doing. <br />
*Lots of cap - the more cap you have, the further you can warp in a single jump. <br />
*Fast cap recharge - means you can jump again a little more quickly if you're bouncing around a system.<br />
<br />
Beyond that, the fit will be somewhat determined by your ship.<br />
<br />
== Tools of the Trade ==<br />
<br />
The items listed here should be setup prior to your going out to scout. <br />
<br />
=== Overview ===<br />
<br />
The overview requirements for a scout are different than for normal fliers. Your job is to see as much as possible, rather than only the enemies. First of all, switch brackets on - that gives you a clearer view of things like gate guns that are otherwise tricky to see. Include neutrals and war targets - neutral may be out of corp repairers or alt scouts. Take your corp mates out, but everything else should show. <br />
<br />
Create a second tab that just shows war targets also, so you can quickly and easily identify all war targets and get that information out to your FC, in case a fleet is travelling past you. <br />
<br />
[[Overview settings]] has more information on general overview settings and how to set things up as per above. <br />
<br />
You may also want to consider creating an overview profile per ship class (frigate, cruiser etc) to use with your directional scanner. This will allow you to select an overview profile with which to filter the scan results based on reliable intelligence as to what ship your target is flying; resulting in faster and more accurate deployment of probes.<br />
<br />
You should have one overview tab that shows everything that can decloak you: asteroids, corpses, cans, ships, everything.<br />
<br />
=== Local ===<br />
<br />
Your local window is one of the most important tools you work with as a scout - more on exactly how later. Before you're out scouting, however, you want to move your local window to one side of the screen, squash it width-wise as much as possible, pull the slider across to the left so you can see pilots and not chat, and stretch it length-wise as much as possible. Setting local to show compact member list helps as well. This is to allow for quick recognition of targets in local.<br />
<br />
=== External Tools ===<br />
<br />
==== Mumble ====<br />
<br />
[[Mumble]] is required for Uni fleet ops, but as a scout you have an extra requirement, to have [[Mumble#Setting_a_Command_Channel_push-to-talk|command channel push-to-talk key]] setup and functioning.<br />
<br />
<br> You may also want a [[Mumble#Global_Command|global command key]]. The difference between these two keys pertains to who will receive your command broadcast. <br />
<br />
'standard command key' will only broadcast to the Channel Commanders in YOUR current channel. <br />
<br />
'global command key' will broadcast to ALL Channel Commanders Server wide. <br />
<br />
<br> You use the '''global command channel as long as you are the only fleet''' out (so Intel can listen in and advise). <br />
<br />
With '''multiple fleets''' out not all fleet command communications can be broadcasted over global command. Use global command for '''strategic information''' (e.g. "global command, this is Sto Lo's fleet, we are now moving from Jita to Aldrat through Rancer lowsec" [but not "... we are jumping from Aldrat into Eygfe"] or "global command, this is Sto Lo's fleet, big pirate camp in Hagilur, 12 BS Amarr heavy, we need reinforcements" [but not "... flashy rifter 150 km up off the Evati gate"] and '''questions to Intel''' (e.g. "global command, NewbieCom1's fleet, Intel, we have two standard squads and the possibility to engage 12 flashy BS on the Evati gate. Any advise?"). Use your '''local command for tactical information''' regarding your fleet only (e.g. "local command, Sneaky1, I have a warpin on a flashy Drake at a safespot at 10" <br />
<br />
When you talk on any command channel make sure to use the protocol: "Global/Local command", "Your name", ("recipient"), "Information". E.g.: "Global Command, Ubercado, primary is Veldspar". <br />
<br />
<br> <br />
<br />
*'''Each time you're fleeting up''' - when you enter the channel move yourself to the "command channel". Once you're done with the fleet remember to leave the channel, or you'll be assumed to be a spai.<br />
<br />
<br><br />
<br />
==== Maps ====<br />
<br />
Scouting is much easier with a second monitor. If you don't have that, then best to set your client to play in windowed mode (for Mac users, &lt;apple&gt;-&lt;enter&gt; will do that I believe). <br />
<br />
For maps, I use <strike>Ombey's - http://www.ombeve.co.uk/ </strike> <span style="color:#768d31"> Note: As of 2013, Ombeve.co.uk is no longer active. See [https://forums.eveonline.com/default.aspx?g=posts&t=236592 this forum post] for more.</span> Be aware it is not 100% accurate - there are one or two strange little miss-linkages in there, but they're infrequent. Ombey's will let you at a glance see where you're going and what the layout is like near you - it's great for working out potential alternate paths, looking for nearby low-sec pockets, that sort of thing. <br />
<br />
DotLan is also a useful tool - http://evemaps.dotlan.net/ This will show you the same information as Ombey's (although I prefer Ombey's format). This will also show you lots more useful stats about the systems you're headed to, like kills per hour, etc. <br />
<br />
For practice, when travelling around unfleeted out of war, always check your route on those maps, and think about where you're headed and how you're getting there. I sometimes travel without autopilot set also, navigating by map to get more used to finding my way quickly. <br />
<br />
If you have access to an A3 printer, you can download PDF versions of the maps and print them. These can be extremely handy for pencilling routes and quickly identifying alternate paths or escape routes, especially if you only have a single monitor.<br />
<br />
==== Dashboard ====<br />
https://adashboard.info/ is a quick and simple way to share intel with your fleet. You can do a quick dscan, copy the dscan results, and paste them to this site. It categorizes the results into an easily readable format.<br />
<br />
==== ScreenShot Sharing ====<br />
Many people use screenshot sharing services like push or sharex to take screenshots of the enemy to share with their fleet.<br />
<br />
== I'm cloaked! ==<br />
<br />
Congratulations! First thing to note - undocking is dangerous to everyone, and especially dangerous when there are war targets in local. So the easy answer is never undock. If you're in a covops ship and intend to fly it repeatedly, consider logging out in space while cloaked. <br />
<br />
When you do this you get warped off to a semi-random place in the system. When you log back in you'll be de-cloaked, but will immediately warp back to where you were. During this warp you have time to re-engage your cloak. <br />
<br />
Suggested places to logout are mid-way through a warp to a safe spot, or at a safe spot. Don't do this near anything as you run the risk of fumbling and appearing uncloaked near someone who can see you. Doing this near a gate, for instance, also means that people may see you warp off, put two and two together, and scan you down in the grace period - so only ever do this from a safe spot. <br />
<br />
One other point on this - when you logout, close anything non-essential. In particular do not leave a market window open, or any other window that takes a while to refresh. This is because you'll have a moment of frozen client while these refresh as you login and that's frankly terrifying.<br />
<br />
== I've been decloaked, what happened?! ==<br />
<br />
There are a number of ways you can be forcefully decloaked. <br />
<br />
*If you get within 2Km of anything you'll lose your cloak. This means don't get too close to other ships and don't hang around at a warp-in point (ed: one of my most terrifying moments was sitting on a 100Km warp-in on a gate and having a larger ship warp in exactly 3Km ahead of me).<br />
<br />
*Stations have a range around them that's nominally 2Km, but can be deceptive due to "pointy bits", so be very careful near stations.<br />
<br />
*Cargo cans will decloak you and are sometimes easily missed. Gate guns are extremely dangerous - they're very small, usually not in your overview, and scattered around the gates. Very easy to run into by accident - be aware of them. There are some notes on overview settings below.<br />
<br />
*Passing ships can decloak you if they're coming out of warp near you. It's not something that happens often, but for safety's sake (and for general sneakiness) any time you warp in you want to move either up or down off the plane of movement, to be well out of the way of traffic.<br />
<br />
== Bookmarks ==<br />
<br />
Bookmarks are a significant part of what scouting and covops is about - at least in areas where you can bookmark. You'll slowly collect a large number of bookmarks around any system you frequent and they are your lifeblood - the difference between scouting a system with no bookmarks and scouting one you know your way around is immense, and will change how you operate. <br />
<br />
So, what to bookmark? There's a handful you'll want: <br />
<br />
==== Gate Warp-ins ====<br />
<br />
A bookmark at warp distance off a gate. You want a few bookmarks that are more than 150Km and less than grid size off each gate in each system you go through. You want to be further than 150Km because you want to be able to warp in and that's the minimum distance. Further away is better so long as you can still see ships coming through the gate. You'll spend a lot of your life at these bookmarks watching gate traffic. <br />
<br />
There's two ways to get these. The first is to warp to 100Km off a gate then turn in a random away-from-the-gate direction and move (while cloaked) until you're out far enough. This is a great thing to do if you're doing other things, like watching traffic through the gate, or talking with FC. <br />
<br />
Alternately, warp to 100, bookmark that, then warp to something else at 100 and bookmark that. Then warp back to your first bookmark _at 100_. Presto, you have a spot close to 200Km off the gate. If you do this still move a bit to be off the plane, and don't do your two warp-ins in-line with each other. Also, don't jump between gates to do this, as gates are the most likely place other people will warp from. <br />
<br />
Incidentally, note that when you come through a gate you come out at 15Km away from the gate - 150Km is your minimum warp distance, so your bookmarks should ideally be more than 165Km away, 170Km+ to be safe. Some gates also have larger radii, so if you have time (before you rely on it) try warping back and forward to make sure each direction will allow a warp. Cut it too fine, and you'll end up not having the "warp to" option sometimes, which is dangerous if you're relying on it. <br />
<br />
Try to move off the plane once you have your spot - that's directly up or down - as that'll make you less likely to be found. <br />
<br />
'''Note, bookmarks are dropped when you hit the final "OK" after naming, not when you first hit the "bookmark" button.''' <br />
<br />
Note also, if you can, try and make sure that multiple bookmarks around a gate are far enough away from each other that you can warp between them - that makes hunting down an enemy for a warp-in point much faster (more on that below). If you're making multiple bookmarks, try and put some on the side, and some at the back - that will help you potentially warp from an angle to the side of the gate, bypassing any bubbles, then to the back where you can approach the gate from as far away from any potential gate camp as possible. <br />
<br />
A small tip: If you hit "F10" and toggle the map to the local solar system view, you'll be able to see the layout of the celestial bodies. If you can get your bookmark on the "outside" of the gate (ie. put the gate between you and the sun), then your field of view should encompass many of the planets, moons, and stations. This will make working out where pilots are heading to when they warp away much easier.<br />
<br />
==== Station Warp-ins ====<br />
<br />
Same rationale as the gate bookmarks, same basic practice - try and put them "behind" the station, so you can see people warp off. <br />
<br />
==== Safe Spots ====<br />
<br />
You want these to be as non-obvious and non-easy-to-find as possible. Between objects (ie. inline from gate to station) is bad but better than nothing (and can have some uses as they're deceptive to an enemy watching you warp out, assuming you're not moving cloaked). Out at scanned down locations - cosmic anomalies and the like - can be good once they're empty. Use safe spots to generate new safe spots by dropping bookmarks mid-warp between them. Keep creating new safe spots - if you or any of your fleet members turn up in them uncloaked you may burn them and have to throw them away. <br />
<br />
Note, if you're closer than ship scanner range to other celestial objects you may be spotted (if uncloaked) by any ship using their shipboard scanner. This can happen very quickly so don't assume that just because the fleet stopped in your safe spot for only 60 seconds it hasn't been scanned down. Ship scanners have a range of 14.4AU, so that far from the nearest celestial would be great. <br />
<br />
==== Off-grid ====<br />
<br />
These are like the warp-ins for gates and stations, but just off-grid. Off-grid means far enough away from the location in question to not be able to see ships on the overview. These are useful for a couple of things - they're great hiding places and they're very close, so if you want to (for instance) setup an ambush, you can bring a fleet to the off-grid position then move yourself closer to watch the gate or station, get a warp-in point, and bring the fleet in quickly. See below for more info on getting warp-in points on targets. <br />
<br />
To get these, you can either warp and drop a bookmark while warping (this can get you out 1AU or so if you can time it right) or you can simply point away from the station and travel - if you do this at a gate, switch brackets on and watch the gate guns - when they disappear, you're off-grid for ships (which means you can't see ships and they can't see you, but you can still see the larger structures). A little further will take you off-grid for the gate itself. <br />
<br />
It may also be useful to have a warp-in point about 1AU off a station, if you're watching that system often, that you can warp to, drop probes, and warp away - this will allow for quick placement of a probe near a station for monitoring. <br />
<br />
Quick note on warping in - some bookmarks, particularly safe spots, you may want to warp to at 100 or 70 or similar every so often just so you're not always coming in at the same place. Some bookmarks this can be dangerous for - if you have a bookmark at 160Km on a station and you warp to it at 100Km from the other side of the station, you place yourself at 60Km from the station, which if it's camped may not be what you wanted. Always think about where the bookmarks are in the system - use the map (F10) to get a feel for this.<br />
<br />
== Bookmark Organisation ==<br />
<br />
As you build up your bookmarks, organisation of them will become important. You can leave them all in the main folder, but that folder will take longer and longer to load - and a delay on getting to your bookmarks may be an issue. <br />
<br />
A better approach is to create the following folders: stargates, stations, celestial objects, POSes, safe spots, people - that's six folders. Then, as you bookmark, move the bookmark into the relevant folder (I use the "people" folder for bookmarks near other people's warp-in points or supposed safe spots). That way, your right-click drop-down of bookmarks has a nice organisation and is easy to quickly get what you want - it will only ever present you bookmarks in your system anyway. This scheme also means that bookmarks you want to treat as temporary, you can just leave unfoldered and clean up later. <br />
<br />
Note, however, that while bookmarks are stored server-side, the folders are stored client-side. At some point during your career, you are very likely to lose your folders - at which point everything reverts to one big mess. So, in your naming scheme, include a marker for each type of bookmark - SS for safespot, SSD for safespots that are more then 15AU from celestials, SG for stargate, GO for gate observation, GOG for off-grid gate, STO and STOG for station observation, etc. That way, if/when you do lose your folders, you can re-create them. <br />
<br />
Incidentally, a folder per system looks appealing initially, but it suffers similar problems to not foldering at all - there's too many systems out there, your main folder ends up cluttered. Because the right-click drop-down menu already filters for you on system, it's also a bit redundant. <br />
<br />
Come up with a naming convention that suits you - something that makes it clear where the bookmark is and what it's for. Ideally also include some info about how far the bookmark is from other objects of interest. One example is "GO Eygfe High 200km", which would be a gate observation bookmark on the Eygfe stargate 200km above the gate. Keep your bookmark names to within 24 characters, for readability.<br />
<br />
Backup and protect your bookmark organization by doing a [[Client Preferences and Settings Backup]].<br />
<br />
== Moving around ==<br />
<br />
Obviously, your goal is always to stay cloaked, but to position yourself where you can see what's going on with your potential enemies or "neutrals". To that end, it's worth understanding how grids and on and off-grid positioning work - there's a nice write-up that goes through the more in-depth mechanics of "grid fu" at http://will.neoprimitive.net/grids/gridfumanual2.pdf - very useful to understand when you find yourself 100Km off a station but unable to see anyone. <br />
<br />
Moving through gates rates a mention - if you are fitted with MWD's, there's a sequence of "double click a direction, hit the cloak, hit the MWD" that gives you a short burst of speed while still cloaking. This can be useful for putting some space between you and the gate or any watchful eyes. If you use this, it's best to also change direction once you've triggered the cloak, just to be sure the prying eyes aren't able to work out where you've gone. Note, however, the caveat near the top on "how not to die" - this process is best for getting out of bubbles, not so necessary for high-sec or low-sec travel. I'd argue that it's good to practice for when you need it, but YMMV. <br />
<br />
While you're on fleet operations, sometimes your fleet commander may ask you to check stations to see if a war target is docked up. If they ask, tell them no. There's too much chance you'll dock, see a war target, they'll see you, undock with you, and pop you. It also gives you away as a scout. The FC can find a small fast cheap frigate to check stations.<br />
<br />
== Fleet Ops - X'ing up ==<br />
<br />
Uni policy is that scouts do not X up with the rest of the fleet. If you see a fleet forming, directly convo the FC and ask if they want a scout, Nine times out of ten, they will, and they'll drop you into a separate wing so you don't get ninja warped around with everyone else . Likewise, scouts don't get listed on AAR's. Secrecy is important to being a good scout - if people know your name, they'll notice you in local easily. <br />
<br />
If you're in a covops ship and a fleet is around, or you've logged in after fleet has formed, don't be afraid to convo the FC and ask if they'd like another scout - scouts are about the only type of pilots that can usefully join a fleet mid-op depending on where the fleet is and where you are. I figure it's better to offer and be turned down than not. <br />
<br />
== Scouting ==<br />
<br />
Most Uni fleets will look for a forward scout and a rear scout, and any number of floating scouts. Forward and floating should be covops ships, rear can be a prototype cloak ship in a pinch, but covops preferred. You may also see or hear reference to "+1" and "+2" scouts, and sometimes "-1" - these are just another way to refer to forward scouts (staying 1 or 2 jumps ahead of the fleet), or rear scouts (one jump behind). <br />
<br />
The forward scout's role is to check each gate before the fleet warps to it. As a forward scout, you want to be able to warp to a gate bookmark, check that the gate is clear and give the go-ahead, then warp to zero on the gate and jump through to check the other side. If you don't have bookmarks, this process gets tougher - you're reduced to either travelling uncloaked (bad), travelling cloaked to the gate (slow), or bouncing off a remote celestial to do a warp to zero when you want to go through the gate. So bookmarks are valuable here. <br />
<br />
Rear scouts watch the back of the fleet, to make sure no-one's following. They'll typically stay one jump behind the fleet, and need to watch for neutrals or suspicious behaviour. This is arguably tougher than forward scout, as you'll need to be watching not only for obvious war targets, but also for neutrals who "happen" to be following or showing up often. <br />
<br />
Floating scouts have a slightly freer job - depending on your FC, they'll either be carefully positioned by FC instruction to watch different gates and/or neighbouring systems, or they'll be free to move around and look for WT's. Floating and forward is pretty much interchangable depending on FC decisions. <br />
<br />
Reporting war target sightings - do this as calmly as possible, and as clearly as possible. Good reporting would be, "Command, Darius. I have one Cerberus on the Korsiki gate in Osmon, jumping through to you now". Bad reporting would be, "Hey guys, there's a war target coming at you!". TS discipline, in the uni at least, is always lead with the channel name (that's "command" in the above example) and your name so the FC knows who's talking where, then provide the ship type and location, optionally war target name and any other details you might have. <br />
<br />
A note on Mumble operation - as scout, you are perfectly within your rights to overtalk someone if something urgent comes up - typically you do that by saying "break break" in the command channel, people should then stop and listen. Obviously you would only use this for really urgent information, like a war target incoming to a fleet position.<br />
<br />
== What to Look For ==<br />
<br />
=== Local ===<br />
<br />
While you're scouting, you're looking for certain things. First of all, valid targets or threats - during war that's any of our War Targets, outside of war it's anyone who's "red flashy" (sec status below -5). You're also looking for high concentrations of a single corp (particularly if you're hunting pirates and see a bunch of one pirate corp in channel), and/or anyone that appears to be an out-of-corp alt for a target or potential target (that's neutral pilots following you or hanging around on gates looking suspicious). <br />
<br />
Your best tool is the local channel. Squash it width-wise, and extend it out length-wise on your screen - you usually don't care about what's said in local as much as you care about the list of people in there. <br />
<br />
Be aware that the symbols (red minuses etc) will sometimes not show up in the local list. Ideally, you need to be checking info on pilots in local as you travel. A quick hint: Don't use the right-click drop-down for "show info", as the "start conversation" option is right next door. Instead, double-click people in local - it goes to info by default and is less risky. <br />
<br />
Often you'll be asked to jump into a system and check what's there. Typically this will be jump in, move and cloak, and work your way through the people in local noting down any who are potential targets. Then report back the number of targets and whether you can actually see any or not (ie. are they all on the gate you just came through waiting&nbsp;;) Typically, if there's anything of interest you'll then be asked to try and track them down - get eyes on them. That's a mix of jumping around the stations, and probing - covered elsewhere in this doc. <br />
<br />
When you're looking through local, double-click on each member of local (if you can), and check their info. Typically you're looking at their sec status, their standing, their corp and/or alliance. You may also check their bio to see if they look like an idiot, and/or their employment history to check how old they are and whether they've recently left a war target corp. Any of this information will to toward your estimate of whether they're a threat or not. <br />
<br />
=== Directional Scanner and Overview ===<br />
<br />
Remember your directional scanner - it should be open and you should be using it when you come into a system if you think there may be bad guys near the gate but not on grid. Pulsing the directional scanner is a good habit to get into anyway. <br />
<br />
On overview, you're looking for enemies nearby, particularly flashy reds. You're also looking for cyno fields - they'll show up anywhere in the system, and are a high priority to check out. <br />
<br />
== Scanning down the opponent ==<br />
<br />
If you can fit an extended probe launcher, then it's well worth getting some practice at using probes. The Apocrypha scanning system makes one particular type of probing well worthwhile. It goes something like this: <br />
<br />
*Warp to a safe spot, decloak and launch 4 probes. Cloak up again.<br />
<br />
*Warp back to where you want to keep some eyes on. Be sure you're still cloaked - I've had issues with being decloaked as I warp off after launching probes.<br />
<br />
*Hit F10, switch all your probes down to 0.5AU, and move them to a nice neat small circle around whatever you're monitoring - typically a gate or station.<br />
<br />
The goal here is to provide enough scan strength in 0.5AU around the location to find any ships that have warped off-grid nearby. With half-decent skills, you should get a fix on anything cruiser and up pretty much straight away. So, you just keep hitting the scan button every so often. If you get a hit on something just away from your location, bookmark it, and warp to it at 100. You can then scope out the area, see if it's a worthwhile target, maybe get a warp-in point - all hopefully without your enemy knowing. <br />
<br />
Note, this also works for bookmarking people's insta-undocks, and their safe spots around gates. That also means that if you're helping an uncloaked fleet around, be aware that even just off-grid they may be visible to enemy scouts now. Also, be aware that your probes show up on people's ship scanners, so if they suspect you're out there, they may pop their ship scanner, see your probes, and run. <br />
<br />
There's an excellent guide to scanning generally at http://forum.eveuniversity.org/viewtopic.php?t=15856. There's also a wiki page on [[Scanning]] <br />
<br />
Be aware that if you're doing this, anyone clever (anyone using their ship scanners) will notice the probes and high-tail it out quickly. But if you can catch their warp-in or warp-out points, it may help you track them down next time they warp through the area. <br />
<br />
Probing like this may also be a distraction - I've had fleet commanders that specifically ask for the scout to probe down targets for them, and I've had fleet commanders that would rather keep you on the move, so it will depend on the type of fleet, purpose of fleet, and whim of the FC as to whether this is a serious part of your duties. It's worth getting some practice in on, imnsho, as it does get asked for, and some FC's will assume you are capable of doing this. <br />
<br />
Quick small note - if you're looking for a POS, remember that POSes must be on-grid with moons, so if you stay cloaked and warp from moon to moon, you may find POSes faster than if you try and scan for them (they'll show up in overview when you warp in) - assuming there's not too many moons in system. Beware of warping into the POS, though. <br />
<br />
When you try to probe down a ship, the ship ID you see on the probing interface stays the same for each ship within each system but changes with the system and after downtime (as well as repackaging the ship). E.g. Ubercado's Ibis has the ID ABC-123 in Aldrat and the ID FF-42 in Eygfe (even after docking or jumping out and in again); After downtime the IDs will change. So a common tactic is to get the ship ID when a target is at a known location (like undocking from a station) and then have an easier way to find that ID in open space (like in a mission area). Making a list with the ship IDs of your targets in each system helps when hunting WTs that keep flying around.<br />
<br />
== Warp-in Points ==<br />
<br />
You'll sometimes be asked by your FC to try and get a warp-in point on a target. This basically means staying cloaked, and maneuvering into a position that's a warp-in distance away from the target (ie. a number that appears on the "warp to at..." drop-down) and also in-line with somewhere the fleet can be. In other words, you ideally want something like this: <br />
<br />
Fleet ------- Target -- You <br />
<br />
Where the fleet is some distance away, out of sight, and you're about 50-100Km away on the other side of the target. Distance from enemy is at your discretion, you ideally want it to match up with the warp-in distances so the fleet can drop directly on top of the enemy (or at appropriate range - that bit's up to the FC to organise ). You don't want the fleet to have to warp through the target, is the only note here, as that gives the target time to see them and run. <br />
<br />
This is one of the trickier things to do, mainly because the target will often keep moving. One tip, if the target's warping in and out: Note the distance to the target, note your move speed, and double-click right near them to move toward them. If they warp out, keep moving - time yourself to try and position roughly where you want to be (remembering it's better to be too far away, than right on top of their warp-in point, otherwise they may decloak you). Drop lots of bookmarks while doing this, you can always go clean them up later, and they mean you can warp out and back and resume where you left off. <br />
<br />
If you do find an enemies' safe spot, or a warp-in point for a popular location for an enemy, make sure you've bookmarked it - they're valuable so long as the enemy doesn't realise you've got it. <br />
<br />
One other small note on this: If you're scouting for a sniper-heavy fleet, you may actually sit between the target and the fleet - the idea is if you're 30Km from the target toward the fleet, the fleet can then warp to you at 50Km and they're perfect sniping distance away. Depends a lot on the situation though, and not likely to be done in a Uni fleet. <br />
<br />
== Punting ==<br />
<br />
Punting is one of the terms used for a scout to warp his unit (e.g. wing warp) directly to the probing solution. <br />
<br />
=== Probing solution ===<br />
The Punter has be in a ship with an expanded probe launcher and needs a probing solution.<br />
<br />
=== Unit warp (aka Punt) ===<br />
As a Punter you will initiate a unit warp command (e.g. "warp wing"), so you need to be the commander of a unit (SC/WC/FC). You will only warp your unit (squad, wing, fleet). To issue a unit warp command, you need to be in a warpable distance to the target. This means you have to be at least 150 km away from the target. Only those of your unit that are in warpable distance to the target themselve will be warped by your unit warp, so they need to be at least 150 km away from the target as well. Only those of your unit members that are on grid with you will get the unit warp command. They must have broken their gate cloak. <br />
<br />
You should announce the punt including the distance before you initiate the unit warp command so those that do not want to get punted can abort that command (ctrl + space).<br />
<br />
Usually the Punter will abort the warp command himself so he does not land on the target with his unit. Make sure to not be aligned to the target when you do not want to get warped.<br />
<br />
=== Checklist for Punting ===<br />
<br />
- Punter is a unit leader in a fleet<br />
<br />
- Punter on grid with unit<br />
<br />
- Punter as well as unit > 150 km away from the target<br />
<br />
- Unit broke gate cloak<br />
<br />
- Unit informed of Punting beforehand<br />
<br />
=== Tips on Punting ===<br />
<br />
- Make sure to always cancel your warp (default CTRL + SPACE) once you punt. You do not want to land at zero on a target. <br />
<br />
- Add Control Towers to your ship filter (in the scanner menu). This will give you an indication whether the target might be inside a POS shield. If you do not do this, you might punt your whole unit in a POS shield where it dies a horrible death.<br />
<br />
- Quite often a punter will initiate two punts: The first punt will unit warp to zero to the target, the second punt will be at range (e.g. 50km). This will allow snipers, Ewar, Logistics and such to stay out of harms way. You should announce your intention for multiple punts before so people can prepare to abort the first punt if they want to land at range. Some may even want to abort the 2nd punt as well and warp in later at their preferred distance. It's often useful for only fast frigates and interceptors to take the first punt at zero to avoid slower fleet warps with larger ships that may alert the target to an incoming fleet. <br />
<br />
- As a lot of targets check Dscan regularly, it helps to move in your probes into the Dscan range of the target as late as possible. For example, if you intend to probe down a potential target, drop your probes at a location off d-scan range with the target. Quickly move your probes high above or well below the ecliptic plane and initiate scan. This will move your probes outside of all celestial d-scan range and give you valuable time to locate your target. Once you have a general location for the target from d-scan, prepare your fleet for punting and position your probes in the area you've located the target with the smallest scan range that effectively covers your targets estimated position. Have your fleet align towards the nearest celestial as you initiate scan. Give a countdown for the punt, and when the scan is finished quickly select your target and fleet/wing/squad warp for the punt. Give a second punt if required and quickly recall your probes or position them off d-scan as before.<br />
<br />
- Some ships are nearly impossible to scan down, e.g. some boosting T3 or ECCM'ed Guardians which have a low signature radius. Do not plan to punt your unit onto these targets, you will most likely not get a probing solution.<br />
<br />
- When the targets are kiting, Punting is of limited use unless you have long range or fast tackle or enough snipers. Even when your probes are on grid and your unit is ready to warp, you need a couple of seconds for your probes to get a solution and your unit needs a couple of seconds in warp. This is usually enough time for kiters to move 30 km or so away. One solution to kiting is to place the fleet members (wing or squad) that will be punted in-front of the kiting ship at a relatively close off-grid tactical. If the punt is fast enough and at range, there is a chance for tacklers to land just in-front of the kiting ship and potentially land a scram and web. This works best if the kiting ship still has other fleet members on-grid masking your intentions to intercept. NOTE: This is difficult and takes practice and cunning, if done incorrectly the scout may land some very vulnerable ships within perfect sniping range of the kiting target.<br />
<br />
- If you are combat probing, it sometimes helps to get a scan on your fleet first and ignore your fleet's results in your probing window. Note that the ship IDs change with the system so you need to do this for every system at least once. Repackaging a ship changes the ID of the ships as well. This will help to not confuse your fleet member's ships with the target's. <br />
<br />
- Punting is a good tactic vs. snipers and stationary targets. Punting is not so good vs. small targets as you will have a hard time getting a probing solution on those. Punting is also not great vs. fast moving targets as they are out of their initial warp to point once your unit lands. Plan accordingly.<br />
<br />
- In big fleet fights it can be nice to have a punt squad ready. It is very good vs. snipers and Falcons. In long fleet fights (POS bashes) it is not unlikely for people to disconnect. They will automatically warp to a random point within 1.000.000 km so they are within the 0.5 AU of your probes. Even though they might get their ship replaced by CCP when they loose it to a disconnect, it takes a ship out of the fight when a fast punt squad kills that ship.<br />
<br />
== Freedom and Rules ==<br />
<br />
There is some personal style that comes in here, as scouting can be a freer role than some others in fleet - personal judgements need to be made about what you're watching when. However, two things are important: If the FC tells you to be somewhere, get there, and if you see something that needs investigating and move off your last instruction, clearly inform the FC you're about to do that. The FC cannot make good decisions on faulty intel, make sure they understand the environment around them as best you can - that includes making sure they're not assuming you're somewhere you're not. <br />
<br />
I've personally found a combination of both command channel on TS and a text chat channel in game provides a good balance - if your FC + WCs + other scouts are in a text chat channel, low priority notes can go there without interrupting voice chat. I've also had a few fleets where the scouts have setup a channel amongst themselves only, to discuss where they are and what's happening - that can also be useful, think of it as squad chat for scouts. <br />
<br />
Well, that's pretty much it for now. Best thing to do is get out there in your scout ship and practice, set up bookmarks around gates and stations in your common hunting areas, and don't be afraid to volunteer to scout for fleets as they setup - everyone loves an extra scout. <br />
<br />
== Mistakes Made ==<br />
<br />
*'''Scanning down your bait ship or own fleet.''' It happens to the best of us starting out - always pay attention to the starmap and where your fleet is, and where other celestials are, when you're probing. In my case, our fleet had positioned a bait battlecruiser at the gate just inside a system while I was trying to probe down an enemy. I found a sig, narrowed down on it, getting progressively more excited, until I got a bookmark and warped in to find it was one of our fleet - the baitship.<br />
<br />
*'''Lost probes.''' Probes when launched last around an hour. It's very easy to forget this in the heat of scanning, and suddenly your probes are leaving the system one by one, and you find yourself having to uncloak and reload. Particularly painful if you have sisters probes at 1M ISK per probe.<br />
<br />
*'''Warp and don't move.''' Always, '''always''' move when you hit the end of your warp. Otherwise, someone else will warp in on top of you.<br />
<br />
*'''Location, location, location.''' While leading a fleet, if you have no bookmarks and the fleet is hot on your heels, do not warp to 100 on the next gate. Sure, it gives you a decent view of the gate, but you've then got to either slowboat the 100Km (approximately 3 and a half minutes), or bounce out and back (much faster, but still not fast enough to beat the fleet).<br />
<br />
== Linked resources ==<br />
<br />
A short list of all the things linked to from this page: <br />
<br />
*[[Installing the EVE University Overview]] <br />
*[http://www.ombeve.co.uk/ Ombey's maps ]<br />
*[http://evemaps.dotlan.net/ DotLan]<br />
*[http://www.evealtruist.com/2011/04/bookmarks-and-you.html The Altruist guide on bookmarking]<br />
*[http://forum.eveuniversity.org/viewtopic.php?t=15856 scanning and probing forum thread]<br />
*[[Scanning]]<br />
*[http://will.neoprimitive.net/grids/gridfumanual2.pdf Goons grid-fu manual]<br />
<br />
== Notes ==<br />
<references/><br />
<br />
[[Category:Fleets]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Scouting&diff=150883Scouting2020-02-17T15:35:13Z<p>Vorkan Dosja: /* A Quick Note on How to Not Die */</p>
<hr />
<div>{{cleanup|Tone and copyediting}}<br />
{{related class|Scouting 101}}{{tocright}}<br />
Scouts are the eyes and ears of a fleet. Without them, fleets would both easily get surprised by enemy forces, as well as have a more difficult time hunting down good fights.<br />
<br />
Some ships are better (or even essential) for particular types of scouting but for a basic fleet scout all that is needed are: <br />
* the ability to fly a ship<br />
* some fundamental scouting knowledge<br />
* the ability to use a few tools that are linked in this article.<br />
<br />
Since scouting is a fleet role, it's also important for prospective scouts to familiarize themselves with fleet operations beforehand. Read through the [[The_Rookie's_Guide_To_Fleet_Ops | Rookie's Guide to Fleet Ops]] to get started.<br />
<br />
==Scout Missions and Roles==<br />
===Missions===<br />
<br />
There are two basic types of scout missions: route security and hunting. Route security simply means making sure the fleet's planned travel route is free of hostile forces that should be avoided, as well as preventing anyone from surprising the fleet. Hunting means finding good fights for the fleet. All scouts provide route security, all the time, on every operation. If the fleet is looking for a fight, scouts are also responsible for hunting down a good fight for the fleet.<br />
<br />
With those two missions in mind, the following are the most common scout roles.<br />
<br />
===Basic Roles===<br />
<br />
The most basic scout roles are the 'picket' and the '+1'. In addition to these two roles, there is another add-on role called 'hero tackle'. 'Hero tackle' can be performed along with 'picket' or '+1'.<br />
<br />
====Picket====<br />
<br />
Pickets are the easiest of scout jobs, sometimes not considered scouting at all. The picket's job is usually to sit at a gate and report the specific types of ships coming into either the system his fleet is operating in or a nearby system. For example, incursion fleets use pickets to warn them of war targets. If you're a picket, and your only job is to watch for war targets, you can actually do this docked up safe in a station by keeping a careful eye on local. However, sitting 200 km + off a gate cloaked up is often better as it allows you to report the details of ships coming into system.<br />
<br />
====+1====<br />
<br />
The job of the +1 is to move one jump ahead of his fleet to provide intelligence to his FC. If the fleet is simply traveling to a destination, then the scout's job is route security (i.e., warning the FC of war targets, gate camps, and any other possible danger). In low-sec or null-sec space, individual ships may ask for a +1 to guide them into or out of dangerous areas.<br />
<br />
When jumping into a new system, keep cloaked and immediately check three things. First, check the grid on your overview for ships that might pose a threat to the fleet. Second, check local for war targets, flashy targets, criminals, etc. Finally, check D-Scan for ships sitting off grid. Report anything that might be a threat to the FC.<br />
<br />
If the mission is to find good fights and there are other pilots in local, then the +1 will check out mission sites and asteroid belts with D-Scan to see if there are appropriate targets available. <br />
<br />
Why move one jump ahead? If a fleet jumps into a system, it spikes local and everyone in the system will know a fleet has come in. That puts everyone on alert. The scout moves in alone so as to not alarm anyone in the system. The fleet doesn't move into the system until either the scout finds a good fight or the scout and FC determine that there is nothing interesting and the fleet will move through.<br />
<br />
Why not just roam? Why exactly 1 and only 1 system ahead? Even when looking for good fights, scouts are always performing a security role. A scout 1 system ahead prevents the fleet from being surprised. If you are two or more systems ahead and there is no +1, then another fleet can move in behind the scout and surprise the fleet when it jumps in.<br />
<br />
Good ships for the +1 role are tackle frigates, or usually even better, interceptors and covops ships.<br />
<br />
====The Hero Tackle====<br />
<br />
Hero tackle is an add-on role. Hero tackles are scouts already performing one of the other scout roles who find a target the FC wants to fight. With FC approval, and when the fleet is ready to jump into the scout's system, the hero tackle drops in on the target and tackles it in an attempt to hold it in place until the fleet can arrive to kill it. It is essential to communicate with the FC what is happening and to time the tackle to just before the fleet jumps into system. Have your fleet warp to you. Be mindful of the affects of mission sites; the fleet may have to warp to an acceleration gate first. Hero tackles often get blown up (hence the "hero" part), so interceptors and covops ships are not generally used for this purpose. Before you try to do this, [[Tackling_Guide | read up on tackling]] and practice a bit with a fellow corporation member.<br />
<br />
==Other Scouting Roles==<br />
<br />
There are three somewhat less common roles for scouts: the roaming scout, the -1, and finding war targets.<br />
<br />
'''Roaming scouts''' move several jumps ahead of a fleet to look for good fights. The fleet will have a +1 as well for route security. Large fleets may have two or more roaming scouts, in which case the +1 and roaming scouts may want their own channel so they can communicate without interrupting the FCs communications with the rest of the fleet. Roaming scouts generally should not try to take on the hero tackle role, although when the fleet is only one jump away that may be okay. Tackle frigates, interceptors, and covops ships are the standard for this role.<br />
<br />
'''-1s''' follow one jump behind a fleet to protect it from forces stalking the fleet and enemy scouts. -1s are only used when the FC suspects his fleet is being followed or there is a high danger of war targets attacking. -1s need to pay attention to local and notice any pilots who seem to be following the fleet. They generally don't report unless they find or suspect they have found someone following the fleet.<br />
<br />
'''Finding War Targets''': In any situation where a fleet can expect to encounter war targets or is actively looking for war targets, OOC scouts are very useful. They can move around freely without alerting enemy pilots that a war target is in system.<br />
<br />
==Basic Tools of the Trade==<br />
<br />
'''T1 Ships''': Each race has a T1 frigate with bonuses for speed and tackling. These are usually the best T1 ships for scouting. Amarr: [[Executioner]]. Caldari: [[Condor]]. Gallente: [[Atron]]. Minmatar: [[Slasher]].<br />
<br />
'''T2 Ships -- Interceptors''': Interceptors are T2 versions of the T1 tackle frigates. They keep the tackling bonus and are much faster. They are immune to bubbles, which is important in null-sec scouting. Each race has two versions of the interceptor, and one of them has additional tackling bonuses, which usually makes them the better scout interceptor. That said, interceptors are expensive, so you should think twice before using one as a hero tackle. Amarr: [[Malediction]]. Caldari: [[Crow]]. Gallente: [[Ares]]. Minmatar: [[Stiletto]].<br />
<br />
'''T2 Ships -- Covops''': Covert Operations ships are frigates that can fit a Covert Operations Cloaking Device, a T2 module that allows the ship full maneuverability while cloaked, including warping. Cloaked ships do not show up on D-Scan, which allows them to sneak up on other ships. In addition, each race has one version of a Covops ship which is the T2 version of their exploration frigate. These ships can use combat scanning probes to find ships and provide a warp-in to them. All of these abilities make the Covops ship an excellent choice for fleet scouts. However, Covops ships are somewhat fragile, so they should not be used for hero tackling.<br />
<br />
'''[[Directional_Scanner_Guide |D-Scan]]''': This is an absolutely essential tool for scouts. You will use this constantly to find ships that are not on grid, to hunt down ships, and to report fleet compositions to your FC. If you are just starting out in EVE or a new scout, take the time to read the linked article and practice on your own.<br />
<br />
'''[http://evemaps.dotlan.net/ Dotlan]''': This set of maps is essential for route-finding. If you use EVE in windowed mode, you can have this open in a browser and bring it up whenever you need it.<br />
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'''[https://adashboard.info/intel aDashboard]''': In either local or D-Scan, you can select all, copy, and then paste the data into aDashboard. It will analyze the data, give you a report, and give you a link you can post in fleet chat for your FC. This is a quick way to report fleet composition, war targets in local, etc.<br />
<br />
==So You Want to Be a Dedicated Scout==<br />
<br />
If you really enjoy scouting and want to get good at it, the best way is to do it often. In addition, you will want to start doing the following.<br />
<br />
'''Route Preparation''': Find out what routes FCs like to take and spend some time setting up [[Bookmarks]] in those systems. You will want bookmarks on gates, instadocks and undocks on the top and bottom stations, a location about 1 AU off the sun, and some safes. At first, a mid-safe between two gates will be enough, but having a deep safe out of D-Scan range of pretty much everything in the system will be very useful when the fleet needs to extract itself from a fight gone wrong. Set up some bookmarks that let you observe gates, mission sites, and asteroid belts from a reasonably safe distance. If you really want to be prepared, you might fit out some scout ships and leave them in stations along the route in case you get to play the hero tackle and need to reship. The more of this sort of thing you do, the more your FCs will love you.<br />
<br />
'''Ship Recognition''': The more you know about the various ships in EVE, the better intel you will give to your FC.<br />
<br />
==A Primer on Covops Scouting==<br />
<br />
Editor's Note: The following is an excellent primer on scouting in a Covert Operations ship written by another author. It also has some very good general advice on scouting. I will be going through and editing this to fit into the more comprehensive style of the current article as I have time.<br />
<br />
=== What does/doesn't this cover ===<br />
<br />
This page concentrates on covops scouting - that is with covops ships which are able to warp while cloaked (Tech 2 covops frigates and force recons with proper tech 2 covops cloaks. Those wanting to get a feel for scouting may start in frigates with tech 1 cloaks - these allow for sitting still cloaked and are OK for picketing gates (ie. sitting still watching a gate) but little beyond that, and this page does not really cover their use. Anything larger (recon ships, black ops, etc) is out of scope of this document. <br />
<br />
This page also covers high/low-sec scouting only - points in here may or may not apply to 0.0 or Wormhole space. Bubbles, lack of a "local" comms channel, and other things will change how you scout in 0.0 or Wormhole space, but we assume that you've had some experience in high and low sec before venturing into them. <br />
<br />
Finally, this page focuses on fleet scouting, and doesn't cover general intel, except in as much as intel crosses over with scouting.<br />
<br />
=== A Quick Note on How to Not Die ===<br />
<br />
If you've read this far you're probably a scout, or interested in scouting, and have or will soon have the covops cloaking device that is the signature tool of the scout. After you have read this guide, and '''before''' you take your CovOps ship out into a war zone, please take some time (preferably a lot of time) to go out in space and practice maneuvering while cloaked. The vast, vast majority of CovOps losses occur at the gate, right after you have first jumped into the system. Here are a few quick tips: <br />
<br />
*Practice the cloak timing! There is a brief lag delay between the time you take an action to break the "gate-cloak" you have upon jumping into a system, and the time when you can activate your covops cloak, and the time your ship completes cloaking. You NEED to be able to break gate-cloak and recloak within 0.2 to 0.5 seconds. Any slower and an interceptor will be able to lock you and prevent you from cloaking.<br />
<br />
*The safest thing to do is warp away. When you enter the system, simply pick a planet or safespot, press warp-to, and cloak. If you don't mess up the cloak timing, and don't get bumped (which is terribly unlucky) you will get away every time. This also gives you a chance to drop probes from the relative safety of a safespot.<br />
<br />
*Always warp away and come back at range to observe a gate that has hostile ships on it. It only takes a few seconds to do, and greatly increases your chances of survival. Dead scouts can't scout anything!<br />
<br />
*The "[[Cloak Trick|MWD/Cloak Trick]]" is unnecessary if you have a covops cloak fitted. The main purpose of this technique is to simulate a covops cloak for ships that cannot use them. However, it can be useful to quickly move out of a warp disruptor bubble in nullsec or wormhole space.<br />
<br />
*Practice your cloak timings, and remember to always warp away.<br />
<br />
== Fittings ==<br />
<br />
Fittings for covops frigates are generally fairly straight-forward. The highlights are: <br />
<br />
*Covops cloak - a tech 2 cloak so you can warp while cloaked. <br />
*Microwarpdrive - this is used for "bursting" in bubbles and getting back to a gate. <br />
*Expanded Probe Launcher - part of a scout's job is sometimes probing down the enemy, and these ships get bonuses to probing, so best to equip for it in case you need it. Bring combat and core scanner probes.<br />
*No guns. Covops ships don't fight - the first rule of scouting in a covops is "if you're not cloaked, you're doing it wrong". Note, there are some exceptions to this rule (as to any) and there are some tackling covops fits out there, specifically for gang action - but again, it is assumed that by the time you're flying something like that, you know what you're doing. <br />
*Lots of cap - the more cap you have, the further you can warp in a single jump. <br />
*Fast cap recharge - means you can jump again a little more quickly if you're bouncing around a system.<br />
<br />
Beyond that, the fit will be somewhat determined by your ship.<br />
<br />
== Tools of the Trade ==<br />
<br />
The items listed here should be setup prior to your going out to scout. <br />
<br />
=== Overview ===<br />
<br />
The overview requirements for a scout are different than for normal fliers. Your job is to see as much as possible, rather than only the enemies. First of all, switch brackets on - that gives you a clearer view of things like gate guns that are otherwise tricky to see. Include neutrals and war targets - neutral may be out of corp repairers or alt scouts. Take your corp mates out, but everything else should show. <br />
<br />
Create a second tab that just shows war targets also, so you can quickly and easily identify all war targets and get that information out to your FC, in case a fleet is travelling past you. <br />
<br />
[[Overview settings]] has more information on general overview settings and how to set things up as per above. <br />
<br />
You may also want to consider creating an overview profile per ship class (frigate, cruiser etc) to use with your directional scanner. This will allow you to select an overview profile with which to filter the scan results based on reliable intelligence as to what ship your target is flying; resulting in faster and more accurate deployment of probes.<br />
<br />
You should have one overview tab that shows everything that can decloak you: asteroids, corpses, cans, ships, everything.<br />
<br />
=== Local ===<br />
<br />
Your local window is one of the most important tools you work with as a scout - more on exactly how later. Before you're out scouting, however, you want to move your local window to one side of the screen, squash it width-wise as much as possible, pull the slider across to the left so you can see pilots and not chat, and stretch it length-wise as much as possible. Setting local to show compact member list helps as well. This is to allow for quick recognition of targets in local.<br />
<br />
=== External Tools ===<br />
<br />
==== Mumble ====<br />
<br />
[[Mumble]] is required for Uni fleet ops, but as a scout you have an extra requirement, to have [[Mumble#Setting_a_Command_Channel_push-to-talk|command channel push-to-talk key]] setup and functioning.<br />
<br />
<br> You may also want a [[Mumble#Global_Command|global command key]]. The difference between these two keys pertains to who will receive your command broadcast. <br />
<br />
'standard command key' will only broadcast to the Channel Commanders in YOUR current channel. <br />
<br />
'global command key' will broadcast to ALL Channel Commanders Server wide. <br />
<br />
<br> You use the '''global command channel as long as you are the only fleet''' out (so Intel can listen in and advise). <br />
<br />
With '''multiple fleets''' out not all fleet command communications can be broadcasted over global command. Use global command for '''strategic information''' (e.g. "global command, this is Sto Lo's fleet, we are now moving from Jita to Aldrat through Rancer lowsec" [but not "... we are jumping from Aldrat into Eygfe"] or "global command, this is Sto Lo's fleet, big pirate camp in Hagilur, 12 BS Amarr heavy, we need reinforcements" [but not "... flashy rifter 150 km up off the Evati gate"] and '''questions to Intel''' (e.g. "global command, NewbieCom1's fleet, Intel, we have two standard squads and the possibility to engage 12 flashy BS on the Evati gate. Any advise?"). Use your '''local command for tactical information''' regarding your fleet only (e.g. "local command, Sneaky1, I have a warpin on a flashy Drake at a safespot at 10" <br />
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When you talk on any command channel make sure to use the protocol: "Global/Local command", "Your name", ("recipient"), "Information". E.g.: "Global Command, Ubercado, primary is Veldspar". <br />
<br />
<br> <br />
<br />
*'''Each time you're fleeting up''' - when you enter the channel move yourself to the "command channel". Once you're done with the fleet remember to leave the channel, or you'll be assumed to be a spai.<br />
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<br><br />
<br />
==== Maps ====<br />
<br />
Scouting is much easier with a second monitor. If you don't have that, then best to set your client to play in windowed mode (for Mac users, &lt;apple&gt;-&lt;enter&gt; will do that I believe). <br />
<br />
For maps, I use <strike>Ombey's - http://www.ombeve.co.uk/ </strike> <span style="color:#768d31"> Note: As of 2013, Ombeve.co.uk is no longer active. See [https://forums.eveonline.com/default.aspx?g=posts&t=236592 this forum post] for more.</span> Be aware it is not 100% accurate - there are one or two strange little miss-linkages in there, but they're infrequent. Ombey's will let you at a glance see where you're going and what the layout is like near you - it's great for working out potential alternate paths, looking for nearby low-sec pockets, that sort of thing. <br />
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DotLan is also a useful tool - http://evemaps.dotlan.net/ This will show you the same information as Ombey's (although I prefer Ombey's format). This will also show you lots more useful stats about the systems you're headed to, like kills per hour, etc. <br />
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For practice, when travelling around unfleeted out of war, always check your route on those maps, and think about where you're headed and how you're getting there. I sometimes travel without autopilot set also, navigating by map to get more used to finding my way quickly. <br />
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If you have access to an A3 printer, you can download PDF versions of the maps and print them. These can be extremely handy for pencilling routes and quickly identifying alternate paths or escape routes, especially if you only have a single monitor.<br />
<br />
==== Dashboard ====<br />
https://adashboard.info/ is a quick and simple way to share intel with your fleet. You can do a quick dscan, copy the dscan results, and paste them to this site. It categorizes the results into an easily readable format.<br />
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==== ScreenShot Sharing ====<br />
Many people use screenshot sharing services like push or sharex to take screenshots of the enemy to share with their fleet.<br />
<br />
== I'm cloaked! ==<br />
<br />
Congratulations! First thing to note - undocking is dangerous to everyone, and especially dangerous when there are war targets in local. So the easy answer is never undock. If you're in a covops ship and intend to fly it repeatedly, consider logging out in space while cloaked. <br />
<br />
When you do this you get warped off to a semi-random place in the system. When you log back in you'll be de-cloaked, but will immediately warp back to where you were. During this warp you have time to re-engage your cloak. <br />
<br />
Suggested places to logout are mid-way through a warp to a safe spot, or at a safe spot. Don't do this near anything as you run the risk of fumbling and appearing uncloaked near someone who can see you. Doing this near a gate, for instance, also means that people may see you warp off, put two and two together, and scan you down in the grace period - so only ever do this from a safe spot. <br />
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One other point on this - when you logout, close anything non-essential. In particular do not leave a market window open, or any other window that takes a while to refresh. This is because you'll have a moment of frozen client while these refresh as you login and that's frankly terrifying.<br />
<br />
== I've been decloaked, what happened?! ==<br />
<br />
There are a number of ways you can be forcefully decloaked. <br />
<br />
*If you get within 2Km of anything you'll lose your cloak. This means don't get too close to other ships and don't hang around at a warp-in point (ed: one of my most terrifying moments was sitting on a 100Km warp-in on a gate and having a larger ship warp in exactly 3Km ahead of me).<br />
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*Stations have a range around them that's nominally 2Km, but can be deceptive due to "pointy bits", so be very careful near stations.<br />
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*Cargo cans will decloak you and are sometimes easily missed. Gate guns are extremely dangerous - they're very small, usually not in your overview, and scattered around the gates. Very easy to run into by accident - be aware of them. There are some notes on overview settings below.<br />
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*Passing ships can decloak you if they're coming out of warp near you. It's not something that happens often, but for safety's sake (and for general sneakiness) any time you warp in you want to move either up or down off the plane of movement, to be well out of the way of traffic.<br />
<br />
== Bookmarks ==<br />
<br />
Bookmarks are a significant part of what scouting and covops is about - at least in areas where you can bookmark. You'll slowly collect a large number of bookmarks around any system you frequent and they are your lifeblood - the difference between scouting a system with no bookmarks and scouting one you know your way around is immense, and will change how you operate. <br />
<br />
So, what to bookmark? There's a handful you'll want: <br />
<br />
==== Gate Warp-ins ====<br />
<br />
A bookmark at warp distance off a gate. You want a few bookmarks that are more than 150Km and less than grid size off each gate in each system you go through. You want to be further than 150Km because you want to be able to warp in and that's the minimum distance. Further away is better so long as you can still see ships coming through the gate. You'll spend a lot of your life at these bookmarks watching gate traffic. <br />
<br />
There's two ways to get these. The first is to warp to 100Km off a gate then turn in a random away-from-the-gate direction and move (while cloaked) until you're out far enough. This is a great thing to do if you're doing other things, like watching traffic through the gate, or talking with FC. <br />
<br />
Alternately, warp to 100, bookmark that, then warp to something else at 100 and bookmark that. Then warp back to your first bookmark _at 100_. Presto, you have a spot close to 200Km off the gate. If you do this still move a bit to be off the plane, and don't do your two warp-ins in-line with each other. Also, don't jump between gates to do this, as gates are the most likely place other people will warp from. <br />
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Incidentally, note that when you come through a gate you come out at 15Km away from the gate - 150Km is your minimum warp distance, so your bookmarks should ideally be more than 165Km away, 170Km+ to be safe. Some gates also have larger radii, so if you have time (before you rely on it) try warping back and forward to make sure each direction will allow a warp. Cut it too fine, and you'll end up not having the "warp to" option sometimes, which is dangerous if you're relying on it. <br />
<br />
Try to move off the plane once you have your spot - that's directly up or down - as that'll make you less likely to be found. <br />
<br />
'''Note, bookmarks are dropped when you hit the final "OK" after naming, not when you first hit the "bookmark" button.''' <br />
<br />
Note also, if you can, try and make sure that multiple bookmarks around a gate are far enough away from each other that you can warp between them - that makes hunting down an enemy for a warp-in point much faster (more on that below). If you're making multiple bookmarks, try and put some on the side, and some at the back - that will help you potentially warp from an angle to the side of the gate, bypassing any bubbles, then to the back where you can approach the gate from as far away from any potential gate camp as possible. <br />
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A small tip: If you hit "F10" and toggle the map to the local solar system view, you'll be able to see the layout of the celestial bodies. If you can get your bookmark on the "outside" of the gate (ie. put the gate between you and the sun), then your field of view should encompass many of the planets, moons, and stations. This will make working out where pilots are heading to when they warp away much easier.<br />
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==== Station Warp-ins ====<br />
<br />
Same rationale as the gate bookmarks, same basic practice - try and put them "behind" the station, so you can see people warp off. <br />
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==== Safe Spots ====<br />
<br />
You want these to be as non-obvious and non-easy-to-find as possible. Between objects (ie. inline from gate to station) is bad but better than nothing (and can have some uses as they're deceptive to an enemy watching you warp out, assuming you're not moving cloaked). Out at scanned down locations - cosmic anomalies and the like - can be good once they're empty. Use safe spots to generate new safe spots by dropping bookmarks mid-warp between them. Keep creating new safe spots - if you or any of your fleet members turn up in them uncloaked you may burn them and have to throw them away. <br />
<br />
Note, if you're closer than ship scanner range to other celestial objects you may be spotted (if uncloaked) by any ship using their shipboard scanner. This can happen very quickly so don't assume that just because the fleet stopped in your safe spot for only 60 seconds it hasn't been scanned down. Ship scanners have a range of 14.4AU, so that far from the nearest celestial would be great. <br />
<br />
==== Off-grid ====<br />
<br />
These are like the warp-ins for gates and stations, but just off-grid. Off-grid means far enough away from the location in question to not be able to see ships on the overview. These are useful for a couple of things - they're great hiding places and they're very close, so if you want to (for instance) setup an ambush, you can bring a fleet to the off-grid position then move yourself closer to watch the gate or station, get a warp-in point, and bring the fleet in quickly. See below for more info on getting warp-in points on targets. <br />
<br />
To get these, you can either warp and drop a bookmark while warping (this can get you out 1AU or so if you can time it right) or you can simply point away from the station and travel - if you do this at a gate, switch brackets on and watch the gate guns - when they disappear, you're off-grid for ships (which means you can't see ships and they can't see you, but you can still see the larger structures). A little further will take you off-grid for the gate itself. <br />
<br />
It may also be useful to have a warp-in point about 1AU off a station, if you're watching that system often, that you can warp to, drop probes, and warp away - this will allow for quick placement of a probe near a station for monitoring. <br />
<br />
Quick note on warping in - some bookmarks, particularly safe spots, you may want to warp to at 100 or 70 or similar every so often just so you're not always coming in at the same place. Some bookmarks this can be dangerous for - if you have a bookmark at 160Km on a station and you warp to it at 100Km from the other side of the station, you place yourself at 60Km from the station, which if it's camped may not be what you wanted. Always think about where the bookmarks are in the system - use the map (F10) to get a feel for this.<br />
<br />
== Bookmark Organisation ==<br />
<br />
As you build up your bookmarks, organisation of them will become important. You can leave them all in the main folder, but that folder will take longer and longer to load - and a delay on getting to your bookmarks may be an issue. <br />
<br />
A better approach is to create the following folders: stargates, stations, celestial objects, POSes, safe spots, people - that's six folders. Then, as you bookmark, move the bookmark into the relevant folder (I use the "people" folder for bookmarks near other people's warp-in points or supposed safe spots). That way, your right-click drop-down of bookmarks has a nice organisation and is easy to quickly get what you want - it will only ever present you bookmarks in your system anyway. This scheme also means that bookmarks you want to treat as temporary, you can just leave unfoldered and clean up later. <br />
<br />
Note, however, that while bookmarks are stored server-side, the folders are stored client-side. At some point during your career, you are very likely to lose your folders - at which point everything reverts to one big mess. So, in your naming scheme, include a marker for each type of bookmark - SS for safespot, SSD for safespots that are more then 15AU from celestials, SG for stargate, GO for gate observation, GOG for off-grid gate, STO and STOG for station observation, etc. That way, if/when you do lose your folders, you can re-create them. <br />
<br />
Incidentally, a folder per system looks appealing initially, but it suffers similar problems to not foldering at all - there's too many systems out there, your main folder ends up cluttered. Because the right-click drop-down menu already filters for you on system, it's also a bit redundant. <br />
<br />
Come up with a naming convention that suits you - something that makes it clear where the bookmark is and what it's for. Ideally also include some info about how far the bookmark is from other objects of interest. One example is "GO Eygfe High 200km", which would be a gate observation bookmark on the Eygfe stargate 200km above the gate. Keep your bookmark names to within 24 characters, for readability.<br />
<br />
Backup and protect your bookmark organization by doing a [[Client Preferences and Settings Backup]].<br />
<br />
== Moving around ==<br />
<br />
Obviously, your goal is always to stay cloaked, but to position yourself where you can see what's going on with your potential enemies or "neutrals". To that end, it's worth understanding how grids and on and off-grid positioning work - there's a nice write-up that goes through the more in-depth mechanics of "grid fu" at http://will.neoprimitive.net/grids/gridfumanual2.pdf - very useful to understand when you find yourself 100Km off a station but unable to see anyone. <br />
<br />
Moving through gates rates a mention - if you are fitted with MWD's, there's a sequence of "double click a direction, hit the cloak, hit the MWD" that gives you a short burst of speed while still cloaking. This can be useful for putting some space between you and the gate or any watchful eyes. If you use this, it's best to also change direction once you've triggered the cloak, just to be sure the prying eyes aren't able to work out where you've gone. Note, however, the caveat near the top on "how not to die" - this process is best for getting out of bubbles, not so necessary for high-sec or low-sec travel. I'd argue that it's good to practice for when you need it, but YMMV. <br />
<br />
While you're on fleet operations, sometimes your fleet commander may ask you to check stations to see if a war target is docked up. If they ask, tell them no. There's too much chance you'll dock, see a war target, they'll see you, undock with you, and pop you. It also gives you away as a scout. The FC can find a small fast cheap frigate to check stations.<br />
<br />
== Fleet Ops - X'ing up ==<br />
<br />
Uni policy is that scouts do not X up with the rest of the fleet. If you see a fleet forming, directly convo the FC and ask if they want a scout, Nine times out of ten, they will, and they'll drop you into a separate wing so you don't get ninja warped around with everyone else . Likewise, scouts don't get listed on AAR's. Secrecy is important to being a good scout - if people know your name, they'll notice you in local easily. <br />
<br />
If you're in a covops ship and a fleet is around, or you've logged in after fleet has formed, don't be afraid to convo the FC and ask if they'd like another scout - scouts are about the only type of pilots that can usefully join a fleet mid-op depending on where the fleet is and where you are. I figure it's better to offer and be turned down than not. <br />
<br />
== Scouting ==<br />
<br />
Most Uni fleets will look for a forward scout and a rear scout, and any number of floating scouts. Forward and floating should be covops ships, rear can be a prototype cloak ship in a pinch, but covops preferred. You may also see or hear reference to "+1" and "+2" scouts, and sometimes "-1" - these are just another way to refer to forward scouts (staying 1 or 2 jumps ahead of the fleet), or rear scouts (one jump behind). <br />
<br />
The forward scout's role is to check each gate before the fleet warps to it. As a forward scout, you want to be able to warp to a gate bookmark, check that the gate is clear and give the go-ahead, then warp to zero on the gate and jump through to check the other side. If you don't have bookmarks, this process gets tougher - you're reduced to either travelling uncloaked (bad), travelling cloaked to the gate (slow), or bouncing off a remote celestial to do a warp to zero when you want to go through the gate. So bookmarks are valuable here. <br />
<br />
Rear scouts watch the back of the fleet, to make sure no-one's following. They'll typically stay one jump behind the fleet, and need to watch for neutrals or suspicious behaviour. This is arguably tougher than forward scout, as you'll need to be watching not only for obvious war targets, but also for neutrals who "happen" to be following or showing up often. <br />
<br />
Floating scouts have a slightly freer job - depending on your FC, they'll either be carefully positioned by FC instruction to watch different gates and/or neighbouring systems, or they'll be free to move around and look for WT's. Floating and forward is pretty much interchangable depending on FC decisions. <br />
<br />
Reporting war target sightings - do this as calmly as possible, and as clearly as possible. Good reporting would be, "Command, Darius. I have one Cerberus on the Korsiki gate in Osmon, jumping through to you now". Bad reporting would be, "Hey guys, there's a war target coming at you!". TS discipline, in the uni at least, is always lead with the channel name (that's "command" in the above example) and your name so the FC knows who's talking where, then provide the ship type and location, optionally war target name and any other details you might have. <br />
<br />
A note on Mumble operation - as scout, you are perfectly within your rights to overtalk someone if something urgent comes up - typically you do that by saying "break break" in the command channel, people should then stop and listen. Obviously you would only use this for really urgent information, like a war target incoming to a fleet position.<br />
<br />
== What to Look For ==<br />
<br />
=== Local ===<br />
<br />
While you're scouting, you're looking for certain things. First of all, valid targets or threats - during war that's any of our War Targets, outside of war it's anyone who's "red flashy" (sec status below -5). You're also looking for high concentrations of a single corp (particularly if you're hunting pirates and see a bunch of one pirate corp in channel), and/or anyone that appears to be an out-of-corp alt for a target or potential target (that's neutral pilots following you or hanging around on gates looking suspicious). <br />
<br />
Your best tool is the local channel. Squash it width-wise, and extend it out length-wise on your screen - you usually don't care about what's said in local as much as you care about the list of people in there. <br />
<br />
Be aware that the symbols (red minuses etc) will sometimes not show up in the local list. Ideally, you need to be checking info on pilots in local as you travel. A quick hint: Don't use the right-click drop-down for "show info", as the "start conversation" option is right next door. Instead, double-click people in local - it goes to info by default and is less risky. <br />
<br />
Often you'll be asked to jump into a system and check what's there. Typically this will be jump in, move and cloak, and work your way through the people in local noting down any who are potential targets. Then report back the number of targets and whether you can actually see any or not (ie. are they all on the gate you just came through waiting&nbsp;;) Typically, if there's anything of interest you'll then be asked to try and track them down - get eyes on them. That's a mix of jumping around the stations, and probing - covered elsewhere in this doc. <br />
<br />
When you're looking through local, double-click on each member of local (if you can), and check their info. Typically you're looking at their sec status, their standing, their corp and/or alliance. You may also check their bio to see if they look like an idiot, and/or their employment history to check how old they are and whether they've recently left a war target corp. Any of this information will to toward your estimate of whether they're a threat or not. <br />
<br />
=== Directional Scanner and Overview ===<br />
<br />
Remember your directional scanner - it should be open and you should be using it when you come into a system if you think there may be bad guys near the gate but not on grid. Pulsing the directional scanner is a good habit to get into anyway. <br />
<br />
On overview, you're looking for enemies nearby, particularly flashy reds. You're also looking for cyno fields - they'll show up anywhere in the system, and are a high priority to check out. <br />
<br />
== Scanning down the opponent ==<br />
<br />
If you can fit an extended probe launcher, then it's well worth getting some practice at using probes. The Apocrypha scanning system makes one particular type of probing well worthwhile. It goes something like this: <br />
<br />
*Warp to a safe spot, decloak and launch 4 probes. Cloak up again.<br />
<br />
*Warp back to where you want to keep some eyes on. Be sure you're still cloaked - I've had issues with being decloaked as I warp off after launching probes.<br />
<br />
*Hit F10, switch all your probes down to 0.5AU, and move them to a nice neat small circle around whatever you're monitoring - typically a gate or station.<br />
<br />
The goal here is to provide enough scan strength in 0.5AU around the location to find any ships that have warped off-grid nearby. With half-decent skills, you should get a fix on anything cruiser and up pretty much straight away. So, you just keep hitting the scan button every so often. If you get a hit on something just away from your location, bookmark it, and warp to it at 100. You can then scope out the area, see if it's a worthwhile target, maybe get a warp-in point - all hopefully without your enemy knowing. <br />
<br />
Note, this also works for bookmarking people's insta-undocks, and their safe spots around gates. That also means that if you're helping an uncloaked fleet around, be aware that even just off-grid they may be visible to enemy scouts now. Also, be aware that your probes show up on people's ship scanners, so if they suspect you're out there, they may pop their ship scanner, see your probes, and run. <br />
<br />
There's an excellent guide to scanning generally at http://forum.eveuniversity.org/viewtopic.php?t=15856. There's also a wiki page on [[Scanning]] <br />
<br />
Be aware that if you're doing this, anyone clever (anyone using their ship scanners) will notice the probes and high-tail it out quickly. But if you can catch their warp-in or warp-out points, it may help you track them down next time they warp through the area. <br />
<br />
Probing like this may also be a distraction - I've had fleet commanders that specifically ask for the scout to probe down targets for them, and I've had fleet commanders that would rather keep you on the move, so it will depend on the type of fleet, purpose of fleet, and whim of the FC as to whether this is a serious part of your duties. It's worth getting some practice in on, imnsho, as it does get asked for, and some FC's will assume you are capable of doing this. <br />
<br />
Quick small note - if you're looking for a POS, remember that POSes must be on-grid with moons, so if you stay cloaked and warp from moon to moon, you may find POSes faster than if you try and scan for them (they'll show up in overview when you warp in) - assuming there's not too many moons in system. Beware of warping into the POS, though. <br />
<br />
When you try to probe down a ship, the ship ID you see on the probing interface stays the same for each ship within each system but changes with the system and after downtime (as well as repackaging the ship). E.g. Ubercado's Ibis has the ID ABC-123 in Aldrat and the ID FF-42 in Eygfe (even after docking or jumping out and in again); After downtime the IDs will change. So a common tactic is to get the ship ID when a target is at a known location (like undocking from a station) and then have an easier way to find that ID in open space (like in a mission area). Making a list with the ship IDs of your targets in each system helps when hunting WTs that keep flying around.<br />
<br />
== Warp-in Points ==<br />
<br />
You'll sometimes be asked by your FC to try and get a warp-in point on a target. This basically means staying cloaked, and maneuvering into a position that's a warp-in distance away from the target (ie. a number that appears on the "warp to at..." drop-down) and also in-line with somewhere the fleet can be. In other words, you ideally want something like this: <br />
<br />
Fleet ------- Target -- You <br />
<br />
Where the fleet is some distance away, out of sight, and you're about 50-100Km away on the other side of the target. Distance from enemy is at your discretion, you ideally want it to match up with the warp-in distances so the fleet can drop directly on top of the enemy (or at appropriate range - that bit's up to the FC to organise ). You don't want the fleet to have to warp through the target, is the only note here, as that gives the target time to see them and run. <br />
<br />
This is one of the trickier things to do, mainly because the target will often keep moving. One tip, if the target's warping in and out: Note the distance to the target, note your move speed, and double-click right near them to move toward them. If they warp out, keep moving - time yourself to try and position roughly where you want to be (remembering it's better to be too far away, than right on top of their warp-in point, otherwise they may decloak you). Drop lots of bookmarks while doing this, you can always go clean them up later, and they mean you can warp out and back and resume where you left off. <br />
<br />
If you do find an enemies' safe spot, or a warp-in point for a popular location for an enemy, make sure you've bookmarked it - they're valuable so long as the enemy doesn't realise you've got it. <br />
<br />
One other small note on this: If you're scouting for a sniper-heavy fleet, you may actually sit between the target and the fleet - the idea is if you're 30Km from the target toward the fleet, the fleet can then warp to you at 50Km and they're perfect sniping distance away. Depends a lot on the situation though, and not likely to be done in a Uni fleet. <br />
<br />
== Punting ==<br />
<br />
Punting is one of the terms used for a scout to warp his unit (e.g. wing warp) directly to the probing solution. <br />
<br />
=== Probing solution ===<br />
The Punter has be in a ship with an expanded probe launcher and needs a probing solution.<br />
<br />
=== Unit warp (aka Punt) ===<br />
As a Punter you will initiate a unit warp command (e.g. "warp wing"), so you need to be the commander of a unit (SC/WC/FC). You will only warp your unit (squad, wing, fleet). To issue a unit warp command, you need to be in a warpable distance to the target. This means you have to be at least 150 km away from the target. Only those of your unit that are in warpable distance to the target themselve will be warped by your unit warp, so they need to be at least 150 km away from the target as well. Only those of your unit members that are on grid with you will get the unit warp command. They must have broken their gate cloak. <br />
<br />
You should announce the punt including the distance before you initiate the unit warp command so those that do not want to get punted can abort that command (ctrl + space).<br />
<br />
Usually the Punter will abort the warp command himself so he does not land on the target with his unit. Make sure to not be aligned to the target when you do not want to get warped.<br />
<br />
=== Checklist for Punting ===<br />
<br />
- Punter is a unit leader in a fleet<br />
<br />
- Punter on grid with unit<br />
<br />
- Punter as well as unit > 150 km away from the target<br />
<br />
- Unit broke gate cloak<br />
<br />
- Unit informed of Punting beforehand<br />
<br />
=== Tips on Punting ===<br />
<br />
- Make sure to always cancel your warp (default CTRL + SPACE) once you punt. You do not want to land at zero on a target. <br />
<br />
- Add Control Towers to your ship filter (in the scanner menu). This will give you an indication whether the target might be inside a POS shield. If you do not do this, you might punt your whole unit in a POS shield where it dies a horrible death.<br />
<br />
- Quite often a punter will initiate two punts: The first punt will unit warp to zero to the target, the second punt will be at range (e.g. 50km). This will allow snipers, Ewar, Logistics and such to stay out of harms way. You should announce your intention for multiple punts before so people can prepare to abort the first punt if they want to land at range. Some may even want to abort the 2nd punt as well and warp in later at their preferred distance. It's often useful for only fast frigates and interceptors to take the first punt at zero to avoid slower fleet warps with larger ships that may alert the target to an incoming fleet. <br />
<br />
- As a lot of targets check Dscan regularly, it helps to move in your probes into the Dscan range of the target as late as possible. For example, if you intend to probe down a potential target, drop your probes at a location off d-scan range with the target. Quickly move your probes high above or well below the ecliptic plane and initiate scan. This will move your probes outside of all celestial d-scan range and give you valuable time to locate your target. Once you have a general location for the target from d-scan, prepare your fleet for punting and position your probes in the area you've located the target with the smallest scan range that effectively covers your targets estimated position. Have your fleet align towards the nearest celestial as you initiate scan. Give a countdown for the punt, and when the scan is finished quickly select your target and fleet/wing/squad warp for the punt. Give a second punt if required and quickly recall your probes or position them off d-scan as before.<br />
<br />
- Some ships are nearly impossible to scan down, e.g. some boosting T3 or ECCM'ed Guardians which have a low signature radius. Do not plan to punt your unit onto these targets, you will most likely not get a probing solution.<br />
<br />
- When the targets are kiting, Punting is of limited use unless you have long range or fast tackle or enough snipers. Even when your probes are on grid and your unit is ready to warp, you need a couple of seconds for your probes to get a solution and your unit needs a couple of seconds in warp. This is usually enough time for kiters to move 30 km or so away. One solution to kiting is to place the fleet members (wing or squad) that will be punted in-front of the kiting ship at a relatively close off-grid tactical. If the punt is fast enough and at range, there is a chance for tacklers to land just in-front of the kiting ship and potentially land a scram and web. This works best if the kiting ship still has other fleet members on-grid masking your intentions to intercept. NOTE: This is difficult and takes practice and cunning, if done incorrectly the scout may land some very vulnerable ships within perfect sniping range of the kiting target.<br />
<br />
- If you are combat probing, it sometimes helps to get a scan on your fleet first and ignore your fleet's results in your probing window. Note that the ship IDs change with the system so you need to do this for every system at least once. Repackaging a ship changes the ID of the ships as well. This will help to not confuse your fleet member's ships with the target's. <br />
<br />
- Punting is a good tactic vs. snipers and stationary targets. Punting is not so good vs. small targets as you will have a hard time getting a probing solution on those. Punting is also not great vs. fast moving targets as they are out of their initial warp to point once your unit lands. Plan accordingly.<br />
<br />
- In big fleet fights it can be nice to have a punt squad ready. It is very good vs. snipers and Falcons. In long fleet fights (POS bashes) it is not unlikely for people to disconnect. They will automatically warp to a random point within 1.000.000 km so they are within the 0.5 AU of your probes. Even though they might get their ship replaced by CCP when they loose it to a disconnect, it takes a ship out of the fight when a fast punt squad kills that ship.<br />
<br />
== Freedom and Rules ==<br />
<br />
There is some personal style that comes in here, as scouting can be a freer role than some others in fleet - personal judgements need to be made about what you're watching when. However, two things are important: If the FC tells you to be somewhere, get there, and if you see something that needs investigating and move off your last instruction, clearly inform the FC you're about to do that. The FC cannot make good decisions on faulty intel, make sure they understand the environment around them as best you can - that includes making sure they're not assuming you're somewhere you're not. <br />
<br />
I've personally found a combination of both command channel on TS and a text chat channel in game provides a good balance - if your FC + WCs + other scouts are in a text chat channel, low priority notes can go there without interrupting voice chat. I've also had a few fleets where the scouts have setup a channel amongst themselves only, to discuss where they are and what's happening - that can also be useful, think of it as squad chat for scouts. <br />
<br />
Well, that's pretty much it for now. Best thing to do is get out there in your scout ship and practice, set up bookmarks around gates and stations in your common hunting areas, and don't be afraid to volunteer to scout for fleets as they setup - everyone loves an extra scout. <br />
<br />
== Mistakes Made ==<br />
<br />
*'''Scanning down your bait ship or own fleet.''' It happens to the best of us starting out - always pay attention to the starmap and where your fleet is, and where other celestials are, when you're probing. In my case, our fleet had positioned a bait battlecruiser at the gate just inside a system while I was trying to probe down an enemy. I found a sig, narrowed down on it, getting progressively more excited, until I got a bookmark and warped in to find it was one of our fleet - the baitship.<br />
<br />
*'''Lost probes.''' Probes when launched last around an hour. It's very easy to forget this in the heat of scanning, and suddenly your probes are leaving the system one by one, and you find yourself having to uncloak and reload. Particularly painful if you have sisters probes at 1M ISK per probe.<br />
<br />
*'''Warp and don't move.''' Always, '''always''' move when you hit the end of your warp. Otherwise, someone else will warp in on top of you.<br />
<br />
*'''Location, location, location.''' While leading a fleet, if you have no bookmarks and the fleet is hot on your heels, do not warp to 100 on the next gate. Sure, it gives you a decent view of the gate, but you've then got to either slowboat the 100Km (approximately 3 and a half minutes), or bounce out and back (much faster, but still not fast enough to beat the fleet).<br />
<br />
== Linked resources ==<br />
<br />
A short list of all the things linked to from this page: <br />
<br />
*[[Installing the EVE University Overview]] <br />
*[http://www.ombeve.co.uk/ Ombey's maps ]<br />
*[http://evemaps.dotlan.net/ DotLan]<br />
*[http://www.evealtruist.com/2011/04/bookmarks-and-you.html The Altruist guide on bookmarking]<br />
*[http://forum.eveuniversity.org/viewtopic.php?t=15856 scanning and probing forum thread]<br />
*[[Scanning]]<br />
*[http://will.neoprimitive.net/grids/gridfumanual2.pdf Goons grid-fu manual]<br />
<br />
== Notes ==<br />
<references/><br />
<br />
[[Category:Fleets]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=Scouting&diff=150882Scouting2020-02-17T15:25:03Z<p>Vorkan Dosja: Leadership no longer provides bonuses by default</p>
<hr />
<div>{{cleanup|Tone and copyediting}}<br />
{{related class|Scouting 101}}{{tocright}}<br />
Scouts are the eyes and ears of a fleet. Without them, fleets would both easily get surprised by enemy forces, as well as have a more difficult time hunting down good fights.<br />
<br />
Some ships are better (or even essential) for particular types of scouting but for a basic fleet scout all that is needed are: <br />
* the ability to fly a ship<br />
* some fundamental scouting knowledge<br />
* the ability to use a few tools that are linked in this article.<br />
<br />
Since scouting is a fleet role, it's also important for prospective scouts to familiarize themselves with fleet operations beforehand. Read through the [[The_Rookie's_Guide_To_Fleet_Ops | Rookie's Guide to Fleet Ops]] to get started.<br />
<br />
==Scout Missions and Roles==<br />
===Missions===<br />
<br />
There are two basic types of scout missions: route security and hunting. Route security simply means making sure the fleet's planned travel route is free of hostile forces that should be avoided, as well as preventing anyone from surprising the fleet. Hunting means finding good fights for the fleet. All scouts provide route security, all the time, on every operation. If the fleet is looking for a fight, scouts are also responsible for hunting down a good fight for the fleet.<br />
<br />
With those two missions in mind, the following are the most common scout roles.<br />
<br />
===Basic Roles===<br />
<br />
The most basic scout roles are the 'picket' and the '+1'. In addition to these two roles, there is another add-on role called 'hero tackle'. 'Hero tackle' can be performed along with 'picket' or '+1'.<br />
<br />
====Picket====<br />
<br />
Pickets are the easiest of scout jobs, sometimes not considered scouting at all. The picket's job is usually to sit at a gate and report the specific types of ships coming into either the system his fleet is operating in or a nearby system. For example, incursion fleets use pickets to warn them of war targets. If you're a picket, and your only job is to watch for war targets, you can actually do this docked up safe in a station by keeping a careful eye on local. However, sitting 200 km + off a gate cloaked up is often better as it allows you to report the details of ships coming into system.<br />
<br />
====+1====<br />
<br />
The job of the +1 is to move one jump ahead of his fleet to provide intelligence to his FC. If the fleet is simply traveling to a destination, then the scout's job is route security (i.e., warning the FC of war targets, gate camps, and any other possible danger). In low-sec or null-sec space, individual ships may ask for a +1 to guide them into or out of dangerous areas.<br />
<br />
When jumping into a new system, keep cloaked and immediately check three things. First, check the grid on your overview for ships that might pose a threat to the fleet. Second, check local for war targets, flashy targets, criminals, etc. Finally, check D-Scan for ships sitting off grid. Report anything that might be a threat to the FC.<br />
<br />
If the mission is to find good fights and there are other pilots in local, then the +1 will check out mission sites and asteroid belts with D-Scan to see if there are appropriate targets available. <br />
<br />
Why move one jump ahead? If a fleet jumps into a system, it spikes local and everyone in the system will know a fleet has come in. That puts everyone on alert. The scout moves in alone so as to not alarm anyone in the system. The fleet doesn't move into the system until either the scout finds a good fight or the scout and FC determine that there is nothing interesting and the fleet will move through.<br />
<br />
Why not just roam? Why exactly 1 and only 1 system ahead? Even when looking for good fights, scouts are always performing a security role. A scout 1 system ahead prevents the fleet from being surprised. If you are two or more systems ahead and there is no +1, then another fleet can move in behind the scout and surprise the fleet when it jumps in.<br />
<br />
Good ships for the +1 role are tackle frigates, or usually even better, interceptors and covops ships.<br />
<br />
====The Hero Tackle====<br />
<br />
Hero tackle is an add-on role. Hero tackles are scouts already performing one of the other scout roles who find a target the FC wants to fight. With FC approval, and when the fleet is ready to jump into the scout's system, the hero tackle drops in on the target and tackles it in an attempt to hold it in place until the fleet can arrive to kill it. It is essential to communicate with the FC what is happening and to time the tackle to just before the fleet jumps into system. Have your fleet warp to you. Be mindful of the affects of mission sites; the fleet may have to warp to an acceleration gate first. Hero tackles often get blown up (hence the "hero" part), so interceptors and covops ships are not generally used for this purpose. Before you try to do this, [[Tackling_Guide | read up on tackling]] and practice a bit with a fellow corporation member.<br />
<br />
==Other Scouting Roles==<br />
<br />
There are three somewhat less common roles for scouts: the roaming scout, the -1, and finding war targets.<br />
<br />
'''Roaming scouts''' move several jumps ahead of a fleet to look for good fights. The fleet will have a +1 as well for route security. Large fleets may have two or more roaming scouts, in which case the +1 and roaming scouts may want their own channel so they can communicate without interrupting the FCs communications with the rest of the fleet. Roaming scouts generally should not try to take on the hero tackle role, although when the fleet is only one jump away that may be okay. Tackle frigates, interceptors, and covops ships are the standard for this role.<br />
<br />
'''-1s''' follow one jump behind a fleet to protect it from forces stalking the fleet and enemy scouts. -1s are only used when the FC suspects his fleet is being followed or there is a high danger of war targets attacking. -1s need to pay attention to local and notice any pilots who seem to be following the fleet. They generally don't report unless they find or suspect they have found someone following the fleet.<br />
<br />
'''Finding War Targets''': In any situation where a fleet can expect to encounter war targets or is actively looking for war targets, OOC scouts are very useful. They can move around freely without alerting enemy pilots that a war target is in system.<br />
<br />
==Basic Tools of the Trade==<br />
<br />
'''T1 Ships''': Each race has a T1 frigate with bonuses for speed and tackling. These are usually the best T1 ships for scouting. Amarr: [[Executioner]]. Caldari: [[Condor]]. Gallente: [[Atron]]. Minmatar: [[Slasher]].<br />
<br />
'''T2 Ships -- Interceptors''': Interceptors are T2 versions of the T1 tackle frigates. They keep the tackling bonus and are much faster. They are immune to bubbles, which is important in null-sec scouting. Each race has two versions of the interceptor, and one of them has additional tackling bonuses, which usually makes them the better scout interceptor. That said, interceptors are expensive, so you should think twice before using one as a hero tackle. Amarr: [[Malediction]]. Caldari: [[Crow]]. Gallente: [[Ares]]. Minmatar: [[Stiletto]].<br />
<br />
'''T2 Ships -- Covops''': Covert Operations ships are frigates that can fit a Covert Operations Cloaking Device, a T2 module that allows the ship full maneuverability while cloaked, including warping. Cloaked ships do not show up on D-Scan, which allows them to sneak up on other ships. In addition, each race has one version of a Covops ship which is the T2 version of their exploration frigate. These ships can use combat scanning probes to find ships and provide a warp-in to them. All of these abilities make the Covops ship an excellent choice for fleet scouts. However, Covops ships are somewhat fragile, so they should not be used for hero tackling.<br />
<br />
'''[[Directional_Scanner_Guide |D-Scan]]''': This is an absolutely essential tool for scouts. You will use this constantly to find ships that are not on grid, to hunt down ships, and to report fleet compositions to your FC. If you are just starting out in EVE or a new scout, take the time to read the linked article and practice on your own.<br />
<br />
'''[http://evemaps.dotlan.net/ Dotlan]''': This set of maps is essential for route-finding. If you use EVE in windowed mode, you can have this open in a browser and bring it up whenever you need it.<br />
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'''[https://adashboard.info/intel aDashboard]''': In either local or D-Scan, you can select all, copy, and then paste the data into aDashboard. It will analyze the data, give you a report, and give you a link you can post in fleet chat for your FC. This is a quick way to report fleet composition, war targets in local, etc.<br />
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==So You Want to Be a Dedicated Scout==<br />
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If you really enjoy scouting and want to get good at it, the best way is to do it often. In addition, you will want to start doing the following.<br />
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'''Route Preparation''': Find out what routes FCs like to take and spend some time setting up [[Bookmarks]] in those systems. You will want bookmarks on gates, instadocks and undocks on the top and bottom stations, a location about 1 AU off the sun, and some safes. At first, a mid-safe between two gates will be enough, but having a deep safe out of D-Scan range of pretty much everything in the system will be very useful when the fleet needs to extract itself from a fight gone wrong. Set up some bookmarks that let you observe gates, mission sites, and asteroid belts from a reasonably safe distance. If you really want to be prepared, you might fit out some scout ships and leave them in stations along the route in case you get to play the hero tackle and need to reship. The more of this sort of thing you do, the more your FCs will love you.<br />
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'''Ship Recognition''': The more you know about the various ships in EVE, the better intel you will give to your FC.<br />
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==A Primer on Covops Scouting==<br />
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Editor's Note: The following is an excellent primer on scouting in a Covert Operations ship written by another author. It also has some very good general advice on scouting. I will be going through and editing this to fit into the more comprehensive style of the current article as I have time.<br />
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=== What does/doesn't this cover ===<br />
<br />
This page concentrates on covops scouting - that is with covops ships which are able to warp while cloaked (Tech 2 covops frigates and force recons with proper tech 2 covops cloaks. Those wanting to get a feel for scouting may start in frigates with tech 1 cloaks - these allow for sitting still cloaked and are OK for picketing gates (ie. sitting still watching a gate) but little beyond that, and this page does not really cover their use. Anything larger (recon ships, black ops, etc) is out of scope of this document. <br />
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This page also covers high/low-sec scouting only - points in here may or may not apply to 0.0 or Wormhole space. Bubbles, lack of a "local" comms channel, and other things will change how you scout in 0.0 or Wormhole space, but we assume that you've had some experience in high and low sec before venturing into them. <br />
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Finally, this page focuses on fleet scouting, and doesn't cover general intel, except in as much as intel crosses over with scouting.<br />
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=== A Quick Note on How to Not Die ===<br />
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If you've read this far you're probably a scout, or interested in scouting, and have or will soon have the covops cloaking device that is the signature tool of the scout. After you have read this guide, and '''before''' you take your CovOps ship out into a war zone, please take some time (preferably a lot of time) to go out in space and practice maneuvering while cloaked. The vast, vast majority of CovOps losses occur at the gate, right after you have first jumped into the system. Here are a few quick tips: <br />
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*Practice the cloak timing! There is a brief lag delay between the time you take an action to break the "gate-cloak" you have upon jumping into a system, and the time when you can activate your covops cloak, and the time your ship completes cloaking. You NEED to be able to break gate-cloak and recloak within 0.2 to 0.5 seconds. Any slower and an interceptor will be able to lock you and prevent you from cloaking.<br />
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*The safest thing to do is warp away. When you enter the system, simply pick a planet or safespot, press warp-to, and cloak. If you don't mess up the cloak timing, and don't get bumped (which is terribly unlucky) you will get away every time. This also gives you a chance to drop probes from the relative safety of a safespot.<br />
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*Always warp away and come back at range to observe a gate that has hostile ships on it. It only takes a few seconds to do, and greatly increases your chances of survival. Dead scouts can't scout anything!<br />
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*The "[[Cloak Trick|MWD/Cloak Trick]]" you've probably heard about is <strike>not particularly useful</strike> completely pointless if you have a covops cloak fitted. Its main purpose is to simulate a covops cloak for ships that can't use them, but it may also be used to quickly move out of a warp disruptor bubble in nullsec or wormhole space. <br />
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So - practice, practice, practice those cloak timings, and remember to always warp away.<br />
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== Fittings ==<br />
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Fittings for covops frigates are generally fairly straight-forward. The highlights are: <br />
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*Covops cloak - a tech 2 cloak so you can warp while cloaked. <br />
*Microwarpdrive - this is used for "bursting" in bubbles and getting back to a gate. <br />
*Expanded Probe Launcher - part of a scout's job is sometimes probing down the enemy, and these ships get bonuses to probing, so best to equip for it in case you need it. Bring combat and core scanner probes.<br />
*No guns. Covops ships don't fight - the first rule of scouting in a covops is "if you're not cloaked, you're doing it wrong". Note, there are some exceptions to this rule (as to any) and there are some tackling covops fits out there, specifically for gang action - but again, it is assumed that by the time you're flying something like that, you know what you're doing. <br />
*Lots of cap - the more cap you have, the further you can warp in a single jump. <br />
*Fast cap recharge - means you can jump again a little more quickly if you're bouncing around a system.<br />
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Beyond that, the fit will be somewhat determined by your ship.<br />
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== Tools of the Trade ==<br />
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The items listed here should be setup prior to your going out to scout. <br />
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=== Overview ===<br />
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The overview requirements for a scout are different than for normal fliers. Your job is to see as much as possible, rather than only the enemies. First of all, switch brackets on - that gives you a clearer view of things like gate guns that are otherwise tricky to see. Include neutrals and war targets - neutral may be out of corp repairers or alt scouts. Take your corp mates out, but everything else should show. <br />
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Create a second tab that just shows war targets also, so you can quickly and easily identify all war targets and get that information out to your FC, in case a fleet is travelling past you. <br />
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[[Overview settings]] has more information on general overview settings and how to set things up as per above. <br />
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You may also want to consider creating an overview profile per ship class (frigate, cruiser etc) to use with your directional scanner. This will allow you to select an overview profile with which to filter the scan results based on reliable intelligence as to what ship your target is flying; resulting in faster and more accurate deployment of probes.<br />
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You should have one overview tab that shows everything that can decloak you: asteroids, corpses, cans, ships, everything.<br />
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=== Local ===<br />
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Your local window is one of the most important tools you work with as a scout - more on exactly how later. Before you're out scouting, however, you want to move your local window to one side of the screen, squash it width-wise as much as possible, pull the slider across to the left so you can see pilots and not chat, and stretch it length-wise as much as possible. Setting local to show compact member list helps as well. This is to allow for quick recognition of targets in local.<br />
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=== External Tools ===<br />
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==== Mumble ====<br />
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[[Mumble]] is required for Uni fleet ops, but as a scout you have an extra requirement, to have [[Mumble#Setting_a_Command_Channel_push-to-talk|command channel push-to-talk key]] setup and functioning.<br />
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<br> You may also want a [[Mumble#Global_Command|global command key]]. The difference between these two keys pertains to who will receive your command broadcast. <br />
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'standard command key' will only broadcast to the Channel Commanders in YOUR current channel. <br />
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'global command key' will broadcast to ALL Channel Commanders Server wide. <br />
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<br> You use the '''global command channel as long as you are the only fleet''' out (so Intel can listen in and advise). <br />
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With '''multiple fleets''' out not all fleet command communications can be broadcasted over global command. Use global command for '''strategic information''' (e.g. "global command, this is Sto Lo's fleet, we are now moving from Jita to Aldrat through Rancer lowsec" [but not "... we are jumping from Aldrat into Eygfe"] or "global command, this is Sto Lo's fleet, big pirate camp in Hagilur, 12 BS Amarr heavy, we need reinforcements" [but not "... flashy rifter 150 km up off the Evati gate"] and '''questions to Intel''' (e.g. "global command, NewbieCom1's fleet, Intel, we have two standard squads and the possibility to engage 12 flashy BS on the Evati gate. Any advise?"). Use your '''local command for tactical information''' regarding your fleet only (e.g. "local command, Sneaky1, I have a warpin on a flashy Drake at a safespot at 10" <br />
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When you talk on any command channel make sure to use the protocol: "Global/Local command", "Your name", ("recipient"), "Information". E.g.: "Global Command, Ubercado, primary is Veldspar". <br />
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<br> <br />
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*'''Each time you're fleeting up''' - when you enter the channel move yourself to the "command channel". Once you're done with the fleet remember to leave the channel, or you'll be assumed to be a spai.<br />
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==== Maps ====<br />
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Scouting is much easier with a second monitor. If you don't have that, then best to set your client to play in windowed mode (for Mac users, &lt;apple&gt;-&lt;enter&gt; will do that I believe). <br />
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For maps, I use <strike>Ombey's - http://www.ombeve.co.uk/ </strike> <span style="color:#768d31"> Note: As of 2013, Ombeve.co.uk is no longer active. See [https://forums.eveonline.com/default.aspx?g=posts&t=236592 this forum post] for more.</span> Be aware it is not 100% accurate - there are one or two strange little miss-linkages in there, but they're infrequent. Ombey's will let you at a glance see where you're going and what the layout is like near you - it's great for working out potential alternate paths, looking for nearby low-sec pockets, that sort of thing. <br />
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DotLan is also a useful tool - http://evemaps.dotlan.net/ This will show you the same information as Ombey's (although I prefer Ombey's format). This will also show you lots more useful stats about the systems you're headed to, like kills per hour, etc. <br />
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For practice, when travelling around unfleeted out of war, always check your route on those maps, and think about where you're headed and how you're getting there. I sometimes travel without autopilot set also, navigating by map to get more used to finding my way quickly. <br />
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If you have access to an A3 printer, you can download PDF versions of the maps and print them. These can be extremely handy for pencilling routes and quickly identifying alternate paths or escape routes, especially if you only have a single monitor.<br />
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==== Dashboard ====<br />
https://adashboard.info/ is a quick and simple way to share intel with your fleet. You can do a quick dscan, copy the dscan results, and paste them to this site. It categorizes the results into an easily readable format.<br />
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==== ScreenShot Sharing ====<br />
Many people use screenshot sharing services like push or sharex to take screenshots of the enemy to share with their fleet.<br />
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== I'm cloaked! ==<br />
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Congratulations! First thing to note - undocking is dangerous to everyone, and especially dangerous when there are war targets in local. So the easy answer is never undock. If you're in a covops ship and intend to fly it repeatedly, consider logging out in space while cloaked. <br />
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When you do this you get warped off to a semi-random place in the system. When you log back in you'll be de-cloaked, but will immediately warp back to where you were. During this warp you have time to re-engage your cloak. <br />
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Suggested places to logout are mid-way through a warp to a safe spot, or at a safe spot. Don't do this near anything as you run the risk of fumbling and appearing uncloaked near someone who can see you. Doing this near a gate, for instance, also means that people may see you warp off, put two and two together, and scan you down in the grace period - so only ever do this from a safe spot. <br />
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One other point on this - when you logout, close anything non-essential. In particular do not leave a market window open, or any other window that takes a while to refresh. This is because you'll have a moment of frozen client while these refresh as you login and that's frankly terrifying.<br />
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== I've been decloaked, what happened?! ==<br />
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There are a number of ways you can be forcefully decloaked. <br />
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*If you get within 2Km of anything you'll lose your cloak. This means don't get too close to other ships and don't hang around at a warp-in point (ed: one of my most terrifying moments was sitting on a 100Km warp-in on a gate and having a larger ship warp in exactly 3Km ahead of me).<br />
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*Stations have a range around them that's nominally 2Km, but can be deceptive due to "pointy bits", so be very careful near stations.<br />
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*Cargo cans will decloak you and are sometimes easily missed. Gate guns are extremely dangerous - they're very small, usually not in your overview, and scattered around the gates. Very easy to run into by accident - be aware of them. There are some notes on overview settings below.<br />
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*Passing ships can decloak you if they're coming out of warp near you. It's not something that happens often, but for safety's sake (and for general sneakiness) any time you warp in you want to move either up or down off the plane of movement, to be well out of the way of traffic.<br />
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== Bookmarks ==<br />
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Bookmarks are a significant part of what scouting and covops is about - at least in areas where you can bookmark. You'll slowly collect a large number of bookmarks around any system you frequent and they are your lifeblood - the difference between scouting a system with no bookmarks and scouting one you know your way around is immense, and will change how you operate. <br />
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So, what to bookmark? There's a handful you'll want: <br />
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==== Gate Warp-ins ====<br />
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A bookmark at warp distance off a gate. You want a few bookmarks that are more than 150Km and less than grid size off each gate in each system you go through. You want to be further than 150Km because you want to be able to warp in and that's the minimum distance. Further away is better so long as you can still see ships coming through the gate. You'll spend a lot of your life at these bookmarks watching gate traffic. <br />
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There's two ways to get these. The first is to warp to 100Km off a gate then turn in a random away-from-the-gate direction and move (while cloaked) until you're out far enough. This is a great thing to do if you're doing other things, like watching traffic through the gate, or talking with FC. <br />
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Alternately, warp to 100, bookmark that, then warp to something else at 100 and bookmark that. Then warp back to your first bookmark _at 100_. Presto, you have a spot close to 200Km off the gate. If you do this still move a bit to be off the plane, and don't do your two warp-ins in-line with each other. Also, don't jump between gates to do this, as gates are the most likely place other people will warp from. <br />
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Incidentally, note that when you come through a gate you come out at 15Km away from the gate - 150Km is your minimum warp distance, so your bookmarks should ideally be more than 165Km away, 170Km+ to be safe. Some gates also have larger radii, so if you have time (before you rely on it) try warping back and forward to make sure each direction will allow a warp. Cut it too fine, and you'll end up not having the "warp to" option sometimes, which is dangerous if you're relying on it. <br />
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Try to move off the plane once you have your spot - that's directly up or down - as that'll make you less likely to be found. <br />
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'''Note, bookmarks are dropped when you hit the final "OK" after naming, not when you first hit the "bookmark" button.''' <br />
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Note also, if you can, try and make sure that multiple bookmarks around a gate are far enough away from each other that you can warp between them - that makes hunting down an enemy for a warp-in point much faster (more on that below). If you're making multiple bookmarks, try and put some on the side, and some at the back - that will help you potentially warp from an angle to the side of the gate, bypassing any bubbles, then to the back where you can approach the gate from as far away from any potential gate camp as possible. <br />
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A small tip: If you hit "F10" and toggle the map to the local solar system view, you'll be able to see the layout of the celestial bodies. If you can get your bookmark on the "outside" of the gate (ie. put the gate between you and the sun), then your field of view should encompass many of the planets, moons, and stations. This will make working out where pilots are heading to when they warp away much easier.<br />
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==== Station Warp-ins ====<br />
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Same rationale as the gate bookmarks, same basic practice - try and put them "behind" the station, so you can see people warp off. <br />
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==== Safe Spots ====<br />
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You want these to be as non-obvious and non-easy-to-find as possible. Between objects (ie. inline from gate to station) is bad but better than nothing (and can have some uses as they're deceptive to an enemy watching you warp out, assuming you're not moving cloaked). Out at scanned down locations - cosmic anomalies and the like - can be good once they're empty. Use safe spots to generate new safe spots by dropping bookmarks mid-warp between them. Keep creating new safe spots - if you or any of your fleet members turn up in them uncloaked you may burn them and have to throw them away. <br />
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Note, if you're closer than ship scanner range to other celestial objects you may be spotted (if uncloaked) by any ship using their shipboard scanner. This can happen very quickly so don't assume that just because the fleet stopped in your safe spot for only 60 seconds it hasn't been scanned down. Ship scanners have a range of 14.4AU, so that far from the nearest celestial would be great. <br />
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==== Off-grid ====<br />
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These are like the warp-ins for gates and stations, but just off-grid. Off-grid means far enough away from the location in question to not be able to see ships on the overview. These are useful for a couple of things - they're great hiding places and they're very close, so if you want to (for instance) setup an ambush, you can bring a fleet to the off-grid position then move yourself closer to watch the gate or station, get a warp-in point, and bring the fleet in quickly. See below for more info on getting warp-in points on targets. <br />
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To get these, you can either warp and drop a bookmark while warping (this can get you out 1AU or so if you can time it right) or you can simply point away from the station and travel - if you do this at a gate, switch brackets on and watch the gate guns - when they disappear, you're off-grid for ships (which means you can't see ships and they can't see you, but you can still see the larger structures). A little further will take you off-grid for the gate itself. <br />
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It may also be useful to have a warp-in point about 1AU off a station, if you're watching that system often, that you can warp to, drop probes, and warp away - this will allow for quick placement of a probe near a station for monitoring. <br />
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Quick note on warping in - some bookmarks, particularly safe spots, you may want to warp to at 100 or 70 or similar every so often just so you're not always coming in at the same place. Some bookmarks this can be dangerous for - if you have a bookmark at 160Km on a station and you warp to it at 100Km from the other side of the station, you place yourself at 60Km from the station, which if it's camped may not be what you wanted. Always think about where the bookmarks are in the system - use the map (F10) to get a feel for this.<br />
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== Bookmark Organisation ==<br />
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As you build up your bookmarks, organisation of them will become important. You can leave them all in the main folder, but that folder will take longer and longer to load - and a delay on getting to your bookmarks may be an issue. <br />
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A better approach is to create the following folders: stargates, stations, celestial objects, POSes, safe spots, people - that's six folders. Then, as you bookmark, move the bookmark into the relevant folder (I use the "people" folder for bookmarks near other people's warp-in points or supposed safe spots). That way, your right-click drop-down of bookmarks has a nice organisation and is easy to quickly get what you want - it will only ever present you bookmarks in your system anyway. This scheme also means that bookmarks you want to treat as temporary, you can just leave unfoldered and clean up later. <br />
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Note, however, that while bookmarks are stored server-side, the folders are stored client-side. At some point during your career, you are very likely to lose your folders - at which point everything reverts to one big mess. So, in your naming scheme, include a marker for each type of bookmark - SS for safespot, SSD for safespots that are more then 15AU from celestials, SG for stargate, GO for gate observation, GOG for off-grid gate, STO and STOG for station observation, etc. That way, if/when you do lose your folders, you can re-create them. <br />
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Incidentally, a folder per system looks appealing initially, but it suffers similar problems to not foldering at all - there's too many systems out there, your main folder ends up cluttered. Because the right-click drop-down menu already filters for you on system, it's also a bit redundant. <br />
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Come up with a naming convention that suits you - something that makes it clear where the bookmark is and what it's for. Ideally also include some info about how far the bookmark is from other objects of interest. One example is "GO Eygfe High 200km", which would be a gate observation bookmark on the Eygfe stargate 200km above the gate. Keep your bookmark names to within 24 characters, for readability.<br />
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Backup and protect your bookmark organization by doing a [[Client Preferences and Settings Backup]].<br />
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== Moving around ==<br />
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Obviously, your goal is always to stay cloaked, but to position yourself where you can see what's going on with your potential enemies or "neutrals". To that end, it's worth understanding how grids and on and off-grid positioning work - there's a nice write-up that goes through the more in-depth mechanics of "grid fu" at http://will.neoprimitive.net/grids/gridfumanual2.pdf - very useful to understand when you find yourself 100Km off a station but unable to see anyone. <br />
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Moving through gates rates a mention - if you are fitted with MWD's, there's a sequence of "double click a direction, hit the cloak, hit the MWD" that gives you a short burst of speed while still cloaking. This can be useful for putting some space between you and the gate or any watchful eyes. If you use this, it's best to also change direction once you've triggered the cloak, just to be sure the prying eyes aren't able to work out where you've gone. Note, however, the caveat near the top on "how not to die" - this process is best for getting out of bubbles, not so necessary for high-sec or low-sec travel. I'd argue that it's good to practice for when you need it, but YMMV. <br />
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While you're on fleet operations, sometimes your fleet commander may ask you to check stations to see if a war target is docked up. If they ask, tell them no. There's too much chance you'll dock, see a war target, they'll see you, undock with you, and pop you. It also gives you away as a scout. The FC can find a small fast cheap frigate to check stations.<br />
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== Fleet Ops - X'ing up ==<br />
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Uni policy is that scouts do not X up with the rest of the fleet. If you see a fleet forming, directly convo the FC and ask if they want a scout, Nine times out of ten, they will, and they'll drop you into a separate wing so you don't get ninja warped around with everyone else . Likewise, scouts don't get listed on AAR's. Secrecy is important to being a good scout - if people know your name, they'll notice you in local easily. <br />
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If you're in a covops ship and a fleet is around, or you've logged in after fleet has formed, don't be afraid to convo the FC and ask if they'd like another scout - scouts are about the only type of pilots that can usefully join a fleet mid-op depending on where the fleet is and where you are. I figure it's better to offer and be turned down than not. <br />
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== Scouting ==<br />
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Most Uni fleets will look for a forward scout and a rear scout, and any number of floating scouts. Forward and floating should be covops ships, rear can be a prototype cloak ship in a pinch, but covops preferred. You may also see or hear reference to "+1" and "+2" scouts, and sometimes "-1" - these are just another way to refer to forward scouts (staying 1 or 2 jumps ahead of the fleet), or rear scouts (one jump behind). <br />
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The forward scout's role is to check each gate before the fleet warps to it. As a forward scout, you want to be able to warp to a gate bookmark, check that the gate is clear and give the go-ahead, then warp to zero on the gate and jump through to check the other side. If you don't have bookmarks, this process gets tougher - you're reduced to either travelling uncloaked (bad), travelling cloaked to the gate (slow), or bouncing off a remote celestial to do a warp to zero when you want to go through the gate. So bookmarks are valuable here. <br />
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Rear scouts watch the back of the fleet, to make sure no-one's following. They'll typically stay one jump behind the fleet, and need to watch for neutrals or suspicious behaviour. This is arguably tougher than forward scout, as you'll need to be watching not only for obvious war targets, but also for neutrals who "happen" to be following or showing up often. <br />
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Floating scouts have a slightly freer job - depending on your FC, they'll either be carefully positioned by FC instruction to watch different gates and/or neighbouring systems, or they'll be free to move around and look for WT's. Floating and forward is pretty much interchangable depending on FC decisions. <br />
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Reporting war target sightings - do this as calmly as possible, and as clearly as possible. Good reporting would be, "Command, Darius. I have one Cerberus on the Korsiki gate in Osmon, jumping through to you now". Bad reporting would be, "Hey guys, there's a war target coming at you!". TS discipline, in the uni at least, is always lead with the channel name (that's "command" in the above example) and your name so the FC knows who's talking where, then provide the ship type and location, optionally war target name and any other details you might have. <br />
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A note on Mumble operation - as scout, you are perfectly within your rights to overtalk someone if something urgent comes up - typically you do that by saying "break break" in the command channel, people should then stop and listen. Obviously you would only use this for really urgent information, like a war target incoming to a fleet position.<br />
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== What to Look For ==<br />
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=== Local ===<br />
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While you're scouting, you're looking for certain things. First of all, valid targets or threats - during war that's any of our War Targets, outside of war it's anyone who's "red flashy" (sec status below -5). You're also looking for high concentrations of a single corp (particularly if you're hunting pirates and see a bunch of one pirate corp in channel), and/or anyone that appears to be an out-of-corp alt for a target or potential target (that's neutral pilots following you or hanging around on gates looking suspicious). <br />
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Your best tool is the local channel. Squash it width-wise, and extend it out length-wise on your screen - you usually don't care about what's said in local as much as you care about the list of people in there. <br />
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Be aware that the symbols (red minuses etc) will sometimes not show up in the local list. Ideally, you need to be checking info on pilots in local as you travel. A quick hint: Don't use the right-click drop-down for "show info", as the "start conversation" option is right next door. Instead, double-click people in local - it goes to info by default and is less risky. <br />
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Often you'll be asked to jump into a system and check what's there. Typically this will be jump in, move and cloak, and work your way through the people in local noting down any who are potential targets. Then report back the number of targets and whether you can actually see any or not (ie. are they all on the gate you just came through waiting&nbsp;;) Typically, if there's anything of interest you'll then be asked to try and track them down - get eyes on them. That's a mix of jumping around the stations, and probing - covered elsewhere in this doc. <br />
<br />
When you're looking through local, double-click on each member of local (if you can), and check their info. Typically you're looking at their sec status, their standing, their corp and/or alliance. You may also check their bio to see if they look like an idiot, and/or their employment history to check how old they are and whether they've recently left a war target corp. Any of this information will to toward your estimate of whether they're a threat or not. <br />
<br />
=== Directional Scanner and Overview ===<br />
<br />
Remember your directional scanner - it should be open and you should be using it when you come into a system if you think there may be bad guys near the gate but not on grid. Pulsing the directional scanner is a good habit to get into anyway. <br />
<br />
On overview, you're looking for enemies nearby, particularly flashy reds. You're also looking for cyno fields - they'll show up anywhere in the system, and are a high priority to check out. <br />
<br />
== Scanning down the opponent ==<br />
<br />
If you can fit an extended probe launcher, then it's well worth getting some practice at using probes. The Apocrypha scanning system makes one particular type of probing well worthwhile. It goes something like this: <br />
<br />
*Warp to a safe spot, decloak and launch 4 probes. Cloak up again.<br />
<br />
*Warp back to where you want to keep some eyes on. Be sure you're still cloaked - I've had issues with being decloaked as I warp off after launching probes.<br />
<br />
*Hit F10, switch all your probes down to 0.5AU, and move them to a nice neat small circle around whatever you're monitoring - typically a gate or station.<br />
<br />
The goal here is to provide enough scan strength in 0.5AU around the location to find any ships that have warped off-grid nearby. With half-decent skills, you should get a fix on anything cruiser and up pretty much straight away. So, you just keep hitting the scan button every so often. If you get a hit on something just away from your location, bookmark it, and warp to it at 100. You can then scope out the area, see if it's a worthwhile target, maybe get a warp-in point - all hopefully without your enemy knowing. <br />
<br />
Note, this also works for bookmarking people's insta-undocks, and their safe spots around gates. That also means that if you're helping an uncloaked fleet around, be aware that even just off-grid they may be visible to enemy scouts now. Also, be aware that your probes show up on people's ship scanners, so if they suspect you're out there, they may pop their ship scanner, see your probes, and run. <br />
<br />
There's an excellent guide to scanning generally at http://forum.eveuniversity.org/viewtopic.php?t=15856. There's also a wiki page on [[Scanning]] <br />
<br />
Be aware that if you're doing this, anyone clever (anyone using their ship scanners) will notice the probes and high-tail it out quickly. But if you can catch their warp-in or warp-out points, it may help you track them down next time they warp through the area. <br />
<br />
Probing like this may also be a distraction - I've had fleet commanders that specifically ask for the scout to probe down targets for them, and I've had fleet commanders that would rather keep you on the move, so it will depend on the type of fleet, purpose of fleet, and whim of the FC as to whether this is a serious part of your duties. It's worth getting some practice in on, imnsho, as it does get asked for, and some FC's will assume you are capable of doing this. <br />
<br />
Quick small note - if you're looking for a POS, remember that POSes must be on-grid with moons, so if you stay cloaked and warp from moon to moon, you may find POSes faster than if you try and scan for them (they'll show up in overview when you warp in) - assuming there's not too many moons in system. Beware of warping into the POS, though. <br />
<br />
When you try to probe down a ship, the ship ID you see on the probing interface stays the same for each ship within each system but changes with the system and after downtime (as well as repackaging the ship). E.g. Ubercado's Ibis has the ID ABC-123 in Aldrat and the ID FF-42 in Eygfe (even after docking or jumping out and in again); After downtime the IDs will change. So a common tactic is to get the ship ID when a target is at a known location (like undocking from a station) and then have an easier way to find that ID in open space (like in a mission area). Making a list with the ship IDs of your targets in each system helps when hunting WTs that keep flying around.<br />
<br />
== Warp-in Points ==<br />
<br />
You'll sometimes be asked by your FC to try and get a warp-in point on a target. This basically means staying cloaked, and maneuvering into a position that's a warp-in distance away from the target (ie. a number that appears on the "warp to at..." drop-down) and also in-line with somewhere the fleet can be. In other words, you ideally want something like this: <br />
<br />
Fleet ------- Target -- You <br />
<br />
Where the fleet is some distance away, out of sight, and you're about 50-100Km away on the other side of the target. Distance from enemy is at your discretion, you ideally want it to match up with the warp-in distances so the fleet can drop directly on top of the enemy (or at appropriate range - that bit's up to the FC to organise ). You don't want the fleet to have to warp through the target, is the only note here, as that gives the target time to see them and run. <br />
<br />
This is one of the trickier things to do, mainly because the target will often keep moving. One tip, if the target's warping in and out: Note the distance to the target, note your move speed, and double-click right near them to move toward them. If they warp out, keep moving - time yourself to try and position roughly where you want to be (remembering it's better to be too far away, than right on top of their warp-in point, otherwise they may decloak you). Drop lots of bookmarks while doing this, you can always go clean them up later, and they mean you can warp out and back and resume where you left off. <br />
<br />
If you do find an enemies' safe spot, or a warp-in point for a popular location for an enemy, make sure you've bookmarked it - they're valuable so long as the enemy doesn't realise you've got it. <br />
<br />
One other small note on this: If you're scouting for a sniper-heavy fleet, you may actually sit between the target and the fleet - the idea is if you're 30Km from the target toward the fleet, the fleet can then warp to you at 50Km and they're perfect sniping distance away. Depends a lot on the situation though, and not likely to be done in a Uni fleet. <br />
<br />
== Punting ==<br />
<br />
Punting is one of the terms used for a scout to warp his unit (e.g. wing warp) directly to the probing solution. <br />
<br />
=== Probing solution ===<br />
The Punter has be in a ship with an expanded probe launcher and needs a probing solution.<br />
<br />
=== Unit warp (aka Punt) ===<br />
As a Punter you will initiate a unit warp command (e.g. "warp wing"), so you need to be the commander of a unit (SC/WC/FC). You will only warp your unit (squad, wing, fleet). To issue a unit warp command, you need to be in a warpable distance to the target. This means you have to be at least 150 km away from the target. Only those of your unit that are in warpable distance to the target themselve will be warped by your unit warp, so they need to be at least 150 km away from the target as well. Only those of your unit members that are on grid with you will get the unit warp command. They must have broken their gate cloak. <br />
<br />
You should announce the punt including the distance before you initiate the unit warp command so those that do not want to get punted can abort that command (ctrl + space).<br />
<br />
Usually the Punter will abort the warp command himself so he does not land on the target with his unit. Make sure to not be aligned to the target when you do not want to get warped.<br />
<br />
=== Checklist for Punting ===<br />
<br />
- Punter is a unit leader in a fleet<br />
<br />
- Punter on grid with unit<br />
<br />
- Punter as well as unit > 150 km away from the target<br />
<br />
- Unit broke gate cloak<br />
<br />
- Unit informed of Punting beforehand<br />
<br />
=== Tips on Punting ===<br />
<br />
- Make sure to always cancel your warp (default CTRL + SPACE) once you punt. You do not want to land at zero on a target. <br />
<br />
- Add Control Towers to your ship filter (in the scanner menu). This will give you an indication whether the target might be inside a POS shield. If you do not do this, you might punt your whole unit in a POS shield where it dies a horrible death.<br />
<br />
- Quite often a punter will initiate two punts: The first punt will unit warp to zero to the target, the second punt will be at range (e.g. 50km). This will allow snipers, Ewar, Logistics and such to stay out of harms way. You should announce your intention for multiple punts before so people can prepare to abort the first punt if they want to land at range. Some may even want to abort the 2nd punt as well and warp in later at their preferred distance. It's often useful for only fast frigates and interceptors to take the first punt at zero to avoid slower fleet warps with larger ships that may alert the target to an incoming fleet. <br />
<br />
- As a lot of targets check Dscan regularly, it helps to move in your probes into the Dscan range of the target as late as possible. For example, if you intend to probe down a potential target, drop your probes at a location off d-scan range with the target. Quickly move your probes high above or well below the ecliptic plane and initiate scan. This will move your probes outside of all celestial d-scan range and give you valuable time to locate your target. Once you have a general location for the target from d-scan, prepare your fleet for punting and position your probes in the area you've located the target with the smallest scan range that effectively covers your targets estimated position. Have your fleet align towards the nearest celestial as you initiate scan. Give a countdown for the punt, and when the scan is finished quickly select your target and fleet/wing/squad warp for the punt. Give a second punt if required and quickly recall your probes or position them off d-scan as before.<br />
<br />
- Some ships are nearly impossible to scan down, e.g. some boosting T3 or ECCM'ed Guardians which have a low signature radius. Do not plan to punt your unit onto these targets, you will most likely not get a probing solution.<br />
<br />
- When the targets are kiting, Punting is of limited use unless you have long range or fast tackle or enough snipers. Even when your probes are on grid and your unit is ready to warp, you need a couple of seconds for your probes to get a solution and your unit needs a couple of seconds in warp. This is usually enough time for kiters to move 30 km or so away. One solution to kiting is to place the fleet members (wing or squad) that will be punted in-front of the kiting ship at a relatively close off-grid tactical. If the punt is fast enough and at range, there is a chance for tacklers to land just in-front of the kiting ship and potentially land a scram and web. This works best if the kiting ship still has other fleet members on-grid masking your intentions to intercept. NOTE: This is difficult and takes practice and cunning, if done incorrectly the scout may land some very vulnerable ships within perfect sniping range of the kiting target.<br />
<br />
- If you are combat probing, it sometimes helps to get a scan on your fleet first and ignore your fleet's results in your probing window. Note that the ship IDs change with the system so you need to do this for every system at least once. Repackaging a ship changes the ID of the ships as well. This will help to not confuse your fleet member's ships with the target's. <br />
<br />
- Punting is a good tactic vs. snipers and stationary targets. Punting is not so good vs. small targets as you will have a hard time getting a probing solution on those. Punting is also not great vs. fast moving targets as they are out of their initial warp to point once your unit lands. Plan accordingly.<br />
<br />
- In big fleet fights it can be nice to have a punt squad ready. It is very good vs. snipers and Falcons. In long fleet fights (POS bashes) it is not unlikely for people to disconnect. They will automatically warp to a random point within 1.000.000 km so they are within the 0.5 AU of your probes. Even though they might get their ship replaced by CCP when they loose it to a disconnect, it takes a ship out of the fight when a fast punt squad kills that ship.<br />
<br />
== Freedom and Rules ==<br />
<br />
There is some personal style that comes in here, as scouting can be a freer role than some others in fleet - personal judgements need to be made about what you're watching when. However, two things are important: If the FC tells you to be somewhere, get there, and if you see something that needs investigating and move off your last instruction, clearly inform the FC you're about to do that. The FC cannot make good decisions on faulty intel, make sure they understand the environment around them as best you can - that includes making sure they're not assuming you're somewhere you're not. <br />
<br />
I've personally found a combination of both command channel on TS and a text chat channel in game provides a good balance - if your FC + WCs + other scouts are in a text chat channel, low priority notes can go there without interrupting voice chat. I've also had a few fleets where the scouts have setup a channel amongst themselves only, to discuss where they are and what's happening - that can also be useful, think of it as squad chat for scouts. <br />
<br />
Well, that's pretty much it for now. Best thing to do is get out there in your scout ship and practice, set up bookmarks around gates and stations in your common hunting areas, and don't be afraid to volunteer to scout for fleets as they setup - everyone loves an extra scout. <br />
<br />
== Mistakes Made ==<br />
<br />
*'''Scanning down your bait ship or own fleet.''' It happens to the best of us starting out - always pay attention to the starmap and where your fleet is, and where other celestials are, when you're probing. In my case, our fleet had positioned a bait battlecruiser at the gate just inside a system while I was trying to probe down an enemy. I found a sig, narrowed down on it, getting progressively more excited, until I got a bookmark and warped in to find it was one of our fleet - the baitship.<br />
<br />
*'''Lost probes.''' Probes when launched last around an hour. It's very easy to forget this in the heat of scanning, and suddenly your probes are leaving the system one by one, and you find yourself having to uncloak and reload. Particularly painful if you have sisters probes at 1M ISK per probe.<br />
<br />
*'''Warp and don't move.''' Always, '''always''' move when you hit the end of your warp. Otherwise, someone else will warp in on top of you.<br />
<br />
*'''Location, location, location.''' While leading a fleet, if you have no bookmarks and the fleet is hot on your heels, do not warp to 100 on the next gate. Sure, it gives you a decent view of the gate, but you've then got to either slowboat the 100Km (approximately 3 and a half minutes), or bounce out and back (much faster, but still not fast enough to beat the fleet).<br />
<br />
== Linked resources ==<br />
<br />
A short list of all the things linked to from this page: <br />
<br />
*[[Installing the EVE University Overview]] <br />
*[http://www.ombeve.co.uk/ Ombey's maps ]<br />
*[http://evemaps.dotlan.net/ DotLan]<br />
*[http://www.evealtruist.com/2011/04/bookmarks-and-you.html The Altruist guide on bookmarking]<br />
*[http://forum.eveuniversity.org/viewtopic.php?t=15856 scanning and probing forum thread]<br />
*[[Scanning]]<br />
*[http://will.neoprimitive.net/grids/gridfumanual2.pdf Goons grid-fu manual]<br />
<br />
== Notes ==<br />
<references/><br />
<br />
[[Category:Fleets]]</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=User:Vorkan_Dosja/Old_user_page&diff=95091User:Vorkan Dosja/Old user page2016-05-19T15:08:37Z<p>Vorkan Dosja: </p>
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2. [http://wiki.eveuniversity.org/Making_a_Difference_in_the_UNI| Making a Difference in the UNI] 2016.05.19</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=User:Vorkan_Dosja/Old_user_page&diff=95090User:Vorkan Dosja/Old user page2016-05-19T15:08:15Z<p>Vorkan Dosja: </p>
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2. [[http://wiki.eveuniversity.org/Making_a_Difference_in_the_UNI| Making a Difference in the UNI]] 2016.05.19</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=User:Vorkan_Dosja/Old_user_page&diff=95089User:Vorkan Dosja/Old user page2016-05-19T15:07:49Z<p>Vorkan Dosja: </p>
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2. [[http://wiki.eveuniversity.org/Making_a_Difference_in_the_UNI|Making a Difference in the UNI]] 2016.05.19</div>Vorkan Dosjahttps://wiki.eveuniversity.org/index.php?title=User:Vorkan_Dosja/Old_user_page&diff=94814User:Vorkan Dosja/Old user page2016-05-04T17:05:01Z<p>Vorkan Dosja: Created page with "'''CLASSES ATTENDED LIVE''' '''CLASSES AUDITED IN LIBRARY''' Introduction to EVE University 2016.05.04"</p>
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[[Introduction_to_EVE_University|Introduction to EVE University]] 2016.05.04</div>Vorkan Dosja