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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. | 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. | ||
== Overview | == Overview == | ||
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 corpmates out, but everything else should show. | 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 corpmates out, but everything else should show. | ||