Difference between revisions of "Scouting"

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{{related class|Scouting (Class)}}{{tocright}}
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The scout is the eyes and ears of a fleet. Without them, fleets would get surprised and destroyed by enemy forces much more often, and they would have a hard time hunting down a good fight.
 
  
Anyone can scout. Your first day in EVE, you can undock a frigate and scout for a fleet. There are ships which are better, or even essential, for some particular kinds of scouting, such as interceptors or covops ships, but for basic fleet scouting, all you need is the ability to fly a ship, some basic know-how, and the ability to use a few tools linked in this article.
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'''Scouting''' in EVE involves gathering information around or ahead of the current location of a group of other players, to help the group succeed in their goals. Often a scout ship is also equipped to [[Tackling|tackle]] targets and start fights. Almost all PvP fleets and gangs in EVE have at least one scout, and some PvE fleets also use scouts.
  
Since scouts are a fleet role, it is important to familiarize yourself with fleet operations beforehand. Read through the [[The_Rookie's_Guide_To_Fleet_Ops | Rookie's Guide to Fleet Ops]] and that will get you started.
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Scouting can be demanding and dangerous, but basic scouting requires minimal player experience or character skills, and can offer a lot of satisfaction in helping fellow players succeed. The role has a high ceiling for skilled play and good scouts are a welcome asset in many player corporations.
  
==Scout Missions and Roles==
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The skills and knowledge developed in scouting cover many aspects of PvP, and therefore synergize extremely well with both solo PvP and fleet command.
===Missions===
 
  
There are two basic types of scout mission: route security and hunting. Route security simply means making sure the fleet's planned route of travel is free of hostile forces that should be avoided and 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.
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Since scouting is by its very nature a gang/fleet role, very new players should also consult the [[the Rookie's Guide to Fleet Ops]]. They should not, though, hold back from trying scouting out if they are curious! Scouting is one role where even a novice player can make a big difference, and some of the ships used have relatively low SP requirements.
  
With those two missions in mind, the following are the most common scout roles.
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== Scout roles ==
  
===Basic Roles===
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Some scouting is purely defensive: a group of players is doing something or travelling somewhere, and need one or more scouts to check how safe the space around the group is, and to warn of incoming threats.
  
The most basic scout roles are the picket, the +1, and the hero tackle.
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Some scouting is defensive ''and'' offensive: a fleet needs one or more scouts to warn of threats, but also to locate weaker or even opponents. In some cases, offensive scouting will also involve tackling a target ship to hold it down and start a fight.
  
====Picket====
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The ships and tactics used can vary a lot depending on which of these goals a scout has, and which kind of space they're flying in.
  
Pickets are the simplest (and most boring) of scout jobs, and some pilots do not consider it scouting at all. The picket's job is usually to sit at a gate and report specific types of ships coming into the system a fleet is operating in, or a nearby system. For example, incursion fleets use pickets to warn them of war targets. If all you are watching for is war targets, you can actually do this docked up safe in a station, since you can see them enter local. However, sitting 200 km + off a gate cloaked up is good, and allows you to report the details of ships coming into system.
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=== Picket ===
  
====+1====
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Picket scouts watch and wait in one location: one system, and often just one point in space, such as a gate or wormhole. Some example uses for picket scouts:
  
+1s move one jump ahead of a the fleet to provide intel to the FC. If the fleet is simply traveling to a destination, then the scout's job is route security. You fly one jump ahead and warn the FC of war targets, gate camps, and any other possible dangers. In low-sec or null-sec space, individual ships may ask for a +1 to guide them into or out of dangerous areas.
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* a group of players in high sec run [[missions]] during wartime in a pocket of systems, with a picket scout on a chokepoint gate leading to their location to spot incoming enemies
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* the residents of a [[wormhole]] system keep a cloaked ship on-grid with each wormhole in their home so that they can see any interlopers
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* a [[Jump Freighters|jump freighter]] pilot has friends watching movements in a low-sec transit system that is on their jump route, so that they can pick a safe moment to move their freighter through
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* a small nullsec alliance has a picket scout in their local rivals' home system, so they can tell when their rivals are running black ops fleets
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* the FC team of a major coalition keep cloaked alts in the staging systems of their opponents, so that they can track capital and supercapital movements
  
When jumping into a new system, hold your cloak and immediately check three things. Check the grid on your overview for ships that might pose a threat to the fleet. 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.
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Medium- or long-term picket scouting is often provided by alts. In high security space an alt in an NPC corporation can sit in a system or on a gate safely in a [[corvette]]; in other types of space, even a basic Tech 1 frigate with a prototype cloak works perfectly well, and requires minimal skill training investment. In nullsec, an [[interdictor]] with a prototype cloak makes a surprisingly good picket scout for a gate, as it can rapidly uncloak, warp to the gate, and drop a bubble to close the way.
  
If the mission is finding 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.
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=== +1/-1 ===
  
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 the scout finds a good fight or the scout and FC determine that there is nothing interesting and the fleet will move through.
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Travelling fleets are very often preceded by an advance scout moving one system ahead of the main fleet, commonly called a "+1" or "plus one".
  
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.
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Jumping through a gate is one of the most vulnerable moments in a fleet's journey, as the jump mechanics scatter fleet members physically around their in-gate whenever they spawn into a new system. Having a +1 scout should at minimum guarantee that the fleet doesn't slam into a hostile gang without warning. In space with an automatically-populated Local Chat member list, a +1 also makes for a much less obvious presence than the whole fleet appearing in Local at once.
  
Good ships for the +1 role are tackle frigates. When you can fly them, interceptors and covops ships are usually better.
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For PvP fleets, a +1 also often needs to hunt, and a typical sequence of actions on system entry for a hunting PvP +1 scout might run as follows:
  
====The Hero Tackle====
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# check that grid around the in-gate is clear
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# check numbers in Local and note any important players (e.g. war targets in high security space)
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# check the directional scanner at full 360 degrees and maximum range around the in-gate
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# report immediate status of the in-gate, Local, and first d-scan to the FC
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# warp to any other parts of the system not covered by the initial d-scan, while assessing the corps of the people present in Local
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# if nothing else is discovered, proceed to the out-gate, report out-gate status to FC, and move on
  
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 corpmate.
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A "-1" or "minus one" scout performs essentially the same role, but secures the system behind a fleet instead.
  
==Other Scouting Roles==
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Interceptors and covert ops frigates make excellent +1 ships, and interceptors in particular are ideal for the hunting +1 role. A Tech 1 tackling frigate can do quite well. Moreover, any ship can be pressed into service as a +1 scout in an emergency, and an FC who has lost all their scouts should pick an experienced pilot with a working mic in the fastest and most agile ship available.
  
There are three somewhat less common roles for scouts: the roaming scout, the -1, and finding war targets.
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In wormhole space, which prioritises stealth and probing more than known space, covert ops frigates and covert-configuration strategic cruisers can offer advantages over other options.
  
'''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.
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[[Interdictors]] can work well as -1 scouts, because this role synergizes well with their ability to slow down pursuers by bubbling gates.
  
'''-1s''' follow one jump behind a fleet to protect it from forces stalking the fleet and enemy scouts. -1s are not commonly used, but there are cases when the FC suspects the 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. -1s generally do not report unless they find or suspect they have found someone following the fleet.
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=== Roaming hunter ===
  
'''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.
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A PvP fleet can field one or more roaming hunter scouts, who will move with more freedom of initiative through systems on or near the fleet's route, seeking incautious pilots in vulnerable PvE ships or hostile gangs.
  
==Basic Tools of the Trade==
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Although roaming scouts provide additional security and can warn of approaching threats, their actions tend to be more purely focused on finding and developing fights. The distance which they can roam away from their core fleet depends on the fleet's speed, travel direction, and purpose: some fleets will pause on a journey for incidental targets of opportunity but will not chase fights, while other fleets might be in space solely to find PvP.
  
'''T1 Ships''': Each race has a T1 frigate bonused for speed and tackling. These are usually the best T1 ships for scouting. Amarr: [[Executioner]]. Caldari: [[Condor]]. Gallente: [[Atron]]. Minmatar: [[Slasher]].
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Roaming scouts typically report less detailed information to their FC, to keep comms clearer and avoid information overload. PvP threats and targets definitely deserve mention; that you are transiting an entirely empty system that doesn't lie on the fleet's route is probably not useful info. An FC and any roaming scouts must both work to make sure they understand how far the scouts might roam, to make sure they share a sense for what kinds of PvP opportunities the fleet will take, and to make sure that the FC has a working knowledge of roughly where the roaming scouts are.
  
'''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 yours as a hero tackle. Amarr: [[Malediction]]. Caldari: [[Crow]]. Gallente: [[Ares]]. Minmatar: [[Stiletto]].
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Interceptors are ideal ships for roaming scouts in known space, as their high warp speed and short align times let them cover a great deal of ground, while their high survivability compared to other frigates gives them a better chance of holding a target or keeping a hostile gang interested until allies can get to the scene. Strategic cruisers have more limited range, as they warp more slowly, but they can use stealth to their advantage, can probe, and can fit reasonable tanks, so they can also have their uses. In wormhole space, cloaking ships of all kinds see more use.
  
'''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 you should avoid using them for hero tackling.
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=== Cyno hunter ===
  
'''[[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.
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Almost all ships which can fit a covert ops cloak can also fit a covert cynosural field ("cyno") generator, which lets a [[Black Ops]] Tech 2 battleship bridge and teleport other stealthy ships into battle while circumventing the normal gate network. Force [[Recon Ships|recon]] ships and Black Ops battleships can fit a normal or "hard" cyno generator, which lets a Titan bridge ''any'' ships into battle. Some industrial ships can light an industrial cyno, and Black Ops battleships can bridge to these too. Specialized scouts can fly these ships not for a nearby fleet, but for a fleet "staged" and ready to bridge to a cyno.
  
'''[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.
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Scouting as a cyno ship uses many of the same skills as other "hunting" roles, but can often emphasize cunning and stealth over raw speed. Force recons and covert-configured strategic cruisers can fit reasonable tanks and can have special abilities which make them very powerful cyno hunters: the Minmatar [[Loki]] and [[Rapier]], for instance, can use very long-ranged webs to pin a target in place as their allies arrive. Other ships, such as the [[Venture]] and [[Prospect]], offer attractively cheap "throwaway" options which might look less threatening if opponents spot them at gate transitions. [[Stealth Bombers]] have the unique ability to begin target-locking immediately on uncloaking, though this must be weighed against their paper-thin tanks.
  
'''[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.
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== Typical ships ==
  
==So You Want to Be a Dedicated Scout==
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=== T1 tackle frigates ===
  
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.
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Each of the four main factions has one Tech 1 frigate with a high base speed and a role bonus which cuts the capacitor use of tackle modules by 80%. They all also have a higher base warp speed (8 AU/s) than other frigate hulls (normally 5 AU/s).
  
'''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.
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* Amarr: [[Executioner]]
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* Caldari: [[Condor]]
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* Gallente: [[Atron]]
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* Minmatar: [[Slasher]]
  
'''Ship Recognition''': The more you know about the various ships in EVE, the better intel you will give to your FC.
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These ships lack the survivability of the true interceptors, but they are nevertheless very viable as basic scouting and tackling ships for newer characters, able to move swiftly through systems, point a target for crucial seconds, and move around fast on a combat grid to create warp-ins.
  
==A Primer on Covops Scouting==
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=== Fleet interceptors ===
  
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.
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[[Interceptors]] are Tech 2 versions of the Tech 1 tackle frigates. They keep the tackle capacitor consumption reduction and high warp speed from their Tech 1 base hulls, but are much faster and do not have their signature radii bloomed nearly as much by using a [[Propulsion equipment#Afterburners and microwarpdrives|microwarpdrive]]. ''Fleet'' interceptors get additional bonuses to the ''range'' of tackle modules, making them ideal tacklers.
  
=== What does/doesn't this cover  ===
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Fleet interceptors can also be fitted with an interdiction nullifier which can make them temporarily immune to [[Tackling#Warp disruption fields|bubbles]], at the cost of a permanent halving of their targeting range. This loss of targeting range is a significant trade-off, and many fleet interceptor fits do not use a nullifier so as to have better tackling abilities.
  
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.
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The fleet interceptors are:
  
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.
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* Amarr: [[Malediction]]
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* Caldari: [[Crow]]
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* Gallente: [[Ares]]
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* Minmatar: [[Stiletto]]
  
Finally, this page focuses on fleet scouting, and doesn't cover general intel, except in as much as intel crosses over with scouting.
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Fleet interceptors are very popular as +1/-1 scouts and roaming hunters in known space.
  
=== A Quick Note on How to Not Die  ===
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The other four interceptors, combat interceptors, are not as good as pure tacklers, but they get huge bonuses to the effects of [[overheating]] propulsion modules, which can make them handy for catching and killing other small ships, and for burning new bookmarks or warp-ins very quickly.
  
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:
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=== Tactical destroyers ===
  
*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.
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Tech 3 [[Tactical Destroyers]] ("T3Ds") are small, fast, highly flexible ships which can align like an interceptor, and can fit an expanded probe launcher, tackle modules, and a meaningful tank all at once. These qualities make them popular tools for probing down and catching targets which are at safe spots or are in mission sites, because a T3D can probe like a covops frigate and then immediately warp to the target and go for tackle. A T3D can also punt (see below) very effectively, landing both itself and one or more other scouts on top of the target at once.
  
*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.
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However, T3Ds ''cannot'' fit a covert ops cloak like a covert ops ship, and nor can they warp as fast as an interceptor or tackle at extra-long ranges as an interceptor can, so they are less ideally suited as +1 scouts or general hunters. Often a T3D pilot will travel with the fleet core, only following a +1 or roaming interceptor into a system when it becomes clear that a target must be probed.
  
*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!
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The T3Ds are:
  
*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.
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* Amarr: [[Confessor]]
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* Caldari: [[Jackdaw]]
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* Gallente: [[Hecate]]
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* Minmatar: [[Svipul]]
  
So - practice, practice, practice those cloak timings, and remember to always warp away.
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=== Covert ships ===
  
== Fittings  ==
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A striking variety of ships in EVE can fit a covert ops [[Cloaking|cloak]] and warp while cloaked. This extremely powerful ability means they can be anywhere in a system watching while unseen, though the pilot will be present in Local chat's member list if they are in known space; they only have to break cloak and become visible on-grid and on the directional scanner when they enter a system and transition from post-jump gate cloak to covert ops cloak.
  
Fittings for covops frigates are generally fairly straight-forward. The highlights are:
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Covert ships make excellent picket scouts. They are also extremely popular scouts in wormhole space, where the shifting geography, the lack of automatic Local chat memberlists, and the need to probe most places of interest down all emphasize stealth, cunning, and the ability to probe over the high-speed surprise tactics used by interceptor pilots.
  
*Covops cloak - a tech 2 cloak so you can warp while cloaked.
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'''[[Covert Ops|Covert ops frigates]]''' ("covops") warp at 8 AU/s like interceptors and have strong probing bonuses, making them excellent for rapidly assessing systems, and for scanning down targets or wormholes. The [[Buzzard]] and [[Anathema]] have bonuses for precise probing, while the [[Cheetah]] and [[Helios]] have bonuses which let them move faster on-grid when cloaked, which is handy for getting good warp-ins. All covops frigates have very weak defenses and cannot fit strong tanks: they can function as tacklers if they absolutely must, but they will not survive long against a target with any kind of damage capacity.
*Microwarpdrive - this is used for "bursting" in bubbles and getting back to a gate. 
 
*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.
 
*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.
 
*Lots of cap - the more cap you have, the further you can warp in a single jump.
 
*Fast cap recharge - means you can jump again a little more quickly if you're bouncing around a system.
 
  
Beyond that, the fit will be somewhat determined by your ship.
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'''[[Stealth Bombers]]''' have the unique ability to lock up a target immediately after uncloaking, which gives them a niche role—besides their main purpose as grouped damage-dealers—as surprise tacklers. They, too, do not tank well and cannot be asked to survive long in direct combat. They are also slower to align and slower in warp than covops frigates.
  
== Tools of the Trade  ==
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'''[[Strategic Cruisers]]''' ("T3Cs") can be configured to use a covert ops cloak and bonused scanner probes, while also having decent tanks and dealing meaningful damage on their own account. They therefore make powerful probing scouts, and can take initial tackle and stand a decent chance of surviving in combat until allies arrive, or even of defeating weaker targets solo. Since they are slower to align than frigates and warp at half the speed of interceptors and covops frigates, they are slower to get to target locations and have smaller functional roaming ranges. They are also more expensive and, being slower, more vulnerable to gatecamps.
  
The items listed here should be setup prior to your going out to scout.  
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'''Force [[Recon Ships|Recons]]''' are the smallest and cheapest ships which can light a normal or "hard" cyno, to which a Titan can bridge any ship. As such, they are a popular option for hunting with a hard cyno. They can fit meaningful tanks, and most of them have powerful abilities which can help them survive: the [[Pilgrim]] has strong [[capacitor warfare]], the [[Arazu]] can tackle from long ranges, and the [[Rapier]] can hold a target still with very long-ranged webs. Compared to T3Cs, Recons have only limited DPS capacity, but this matters less for scouts anyway. Their main drawbacks are that they are relatively expensive, that they travel and lock more slowly than smaller ships, and that opponents may assume a hard cyno and pre-emptively escalate if they spot a force recon travelling or hunting.
  
=== Overview  ===
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Some other ships can use covert ops cloaks and have niche uses as scouts: the [[Prospect]] can work well as a BLOPS cyno hunter, and it would be possible, if wasteful, to scout defensively in a [[Blockade Runners|blockade runner]].
  
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.
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=== Other ships ===
  
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.  
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In some circumstances, other ships can be useful scouts, or can be used as scouts in the absence of anything better.
  
[[Installing the EVE University Overview]] has more information on general overview settings and how to set things up as per above.  
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As noted above, almost any ship equipped with just a prototype cloak can be an adequate picket ship for an expendable alt character. In warfare in high security space, where gathering intel while blending into busy systems can be useful, an out-of-corp alt in a PvE, mining, or trade ship typical of the local area can do good work. If a roaming PvP fleet loses all of its designated scouts, the smallest, fastest ships present can be pressed into service as +1 scouts.
  
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.
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== Tools ==
  
You should have one overview tab that shows everything that can decloak you: asteroids, corpses, cans, ships, everything.
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=== Local ===
  
=== Local ===
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In high-sec, low-sec, and known null-sec space, the Local chat window lists everyone present in the system. Pilots still appear in Local even if they are docked up or cloaked. This makes Local a vital intelligence tool for making the most basic assessment of a system: "Is anyone else in here with me?"
  
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.
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Make sure that your Local chat member list is visible at all times. Many players like to stretch it from the top to the bottom of one side of their screen.
  
=== External Tools  ===
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If you are flying as +1 you will typically report Local's status as one of the first pieces of information you send back to the FC. If a system is empty or only has blue-standings pilots in it, you will say something like "Oicx [or, better for clarity, ''Oscar India Charlie''] is empty / Oicx is blue / We own Oicx". If there are others present, give the number of members listed in Local chat, minus one for yourself: "Oicx, seven in Local, in-gate clear, initial d-scan clear".
  
==== Mumble  ====
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If Local has other people in it but only a few then, while moving around a system checking for targets or threats, you can also be assessing who those people are, by double-clicking on them in Local's member list and checking their corporations, alliances, and employment histories. If there are five other people in local, three combat ships on scan, and three of the five people in Local are in the same alliance, this is obviously significant information to pass on!
  
[[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.
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If the rest of the fleet is not immediately busy in combat, you can ask to have someone run one or more characters from Local through [https://zkillboard.com/ zKill] and report back on whether they are primarily PvE or PvP pilots, what types of ships they regularly fly, and even details of recent ship fits. Drag the character name from Local into the fleet chat window to create a link your fleetmates can use, then add the request on comms ("Can someone run zKill on this guy, please?"). An organized hunting fleet sometimes designates a player for this purpose, and in a large fleet the scouts and FC might use a separate intel text channel to deal with this.
  
<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.  
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Potential threats or targets will probably, of course, ''also'' be watching Local, and are likely to spot ''you'', which is one good reason to be as fast and efficient in checking a system as possible.
  
'standard command key' will only broadcast to the Channel Commanders in YOUR current channel.  
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In [[Pochven]] and [[wormhole]] space, Local only lists members when they say something in Local that you see. Naturally, people do not normally say anything in Local in these systems, and so Local will not normally have anyone in it and can be ignored. On the plus side, this means that people won't necessarily know that you are in-system, either.
  
'global command key' will broadcast to ALL Channel Commanders Server wide.
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=== D-scan ===
  
<br> You use the '''global command channel as long as you are the only fleet''' out (so Intel can listen in and advise).
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{{main|Directional scanning}}
  
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"
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The basic mechanics of d-scan are covered well in this wiki's [[directional scanning]] article. EVE University also runs d-scan classes, and YouTube hosts numerous useful videos showing helpful techniques.
  
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".  
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Once you have grasped the basics of how d-scan works, the key to getting better is simply lots and lots and lots of practice.
  
<br>
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=== Maps ===
  
*'''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.
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Having a map open, on a second screen if possible, hugely enhances your ability to do basic navigation.
  
<br>
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In known space and Pochven, this is likely to be [https://evemaps.dotlan.net/ Dotlan] or another third-party mapping site. Use your map to spot chokepoints, pockets, and pipes which might present opportunities or dangers for your fleet. Your FC will be making similar judgments and in a small- or mid-sized fleet you can confer with them and with any other scouts about potential places to hunt or check. Dotlan can present various types of data, of which the most important a lot of the time are:
  
==== Maps  ====
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* NPC delta, the change in the number of NPC kills recently: this helps you spot areas where potential targets might be doing PvE.
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* Ship/pod kills: this lets you see where combat has recently been happening.
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* Jumps: this lets you quickly see where people are travelling, and it helps to highlight well-travelled chokepoints.
  
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).  
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Refresh Dotlan to make sure you catch data updates. The in-game map is less clear, and will take up part or all of your main screen, but does have more up-to-date data, so it is also worth checking intermittently.
  
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.
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In wormhole space, you will likely be flying with your group's chosen wormhole mapping tool. The EVE University [[Wormhole Community]] uses Pathfinder; other groups might be using other tools, such as Tripwire. Whatever tool you're using, pay close attention to any information recorded such as:
  
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.  
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* Hole size: this has implications for what kinds of threats and backup can get to you.
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* Hole age
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* Hole status: holes disrupted by traffic indicate, obviously, that there has been traffic.
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* System bonuses/penalties
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* Recent kills in a system
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* Any information recorded about structures and residents
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* K-space connections: for example, high-sec holes near Jita often have high traffic and attract j-space campers.
  
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.
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=== Bookmarks ===
  
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.
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{{main|Bookmarks}}
  
==== Dashboard ====
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Bookmarks are an extremely powerful tool. If you spend any significant amount of time scouting in an area, you will want to make yourself some bookmarks in the local systems. If you are roaming in unfamiliar territory, you might want to bookmark as you go, whenever opportunities come up.
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.
 
  
==== ScreenShot Sharing ====
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==== Off-grid bookmarks ====
Many people use screenshot sharing services like push or sharex to take screenshots of the enemy to share with their fleet.
 
  
== I'm cloaked!  ==
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Your FC may ask you to quickly create a [[Safe spots|safe]] at which a fleet can gather after fleeing a combat grid. It is good if such a rapid safe is at least not on an obvious gate-to-gate route, but in a hot system an imperfect mid-safe which exists ''now'' can be much more valuable than a "true" safe spot not on a line between any two celestials which exists in two minutes' time.
  
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.  
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Your FC might want to have a [[Safe spots#Rolling safe spots|rolling safe]] in which you keep burning at high speed in one direction and the fleet warps to you whenever you travel more than 150km away. This makes it significantly harder to get a good warp-in on the fleet by probing it down. Your role in a rolling safe is very simple: just burn at top speed in a consistent direction. Check with the FC whether they would like that direction to be aligned towards anything in particular.
  
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.  
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Finally, bookmarks can play a role in short-term trickery. If you are hunting PvE ships, for example, and one gives you the slip<sup>[unclear what "giving the slip" means]</sup>, you might find it useful to bookmark where the target ''was'', which might mean bookmarking an [[Mobile structures#Mobile Tractor Unit|MTU]] or an asteroid. If you return to the system after a short pause (5 or 10 minutes), you can try warping straight to this bookmark; sometimes unwary targets let themselves get caught this way.
  
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.
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==== On-grid bookmarks ====
  
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.
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In nullsec, wormholes, and Pochven, where [[Tackling#Warp_disruption_fields|bubbles]] can be used to suck people out of warp near their destination, "ping" bookmarks come in very handy. These are bookmarks on grid with key travel points such as gates, but far enough away that it's safe to warp to them, avoiding any catch or drag bubbles set up at the location. If roaming in an area where the group doesn't have these set up, you might be asked to create new ones using your high speed on grid. These are particularly important near any gate or other point of interest (e.g. a wormhole) which has nothing else within d-scan range, as without pings or off-grid scanning bookmarks it's impossible to get close to such a place and check whether it is dangerous.
  
== I've been decloaked, what happened?!  ==
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In any area where you spend any significant amount of time, having at least a few "tactical" on-grid bookmarks near everything of interest—gates, stations, hostile structures and friendly structures—makes a huge difference.
  
There are a number of ways you can be forcefully decloaked.  
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For picket scouts, non-aligned bookmarks on grid with but at a nice long distance from whatever you want to picket are very helpful.  
  
*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).
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Remember, re: bookmarks around gates, that people spawn about 15 km around a gate, measured from the edge of the gate rather than its centre, and that some gate models are themselves quite large. If a tactical is too close to the gate from the point of view of someone who spawns on the relevant side, it might not be much use.
  
*Stations have a range around them that's nominally 2Km, but can be deceptive due to "pointy bits", so be very careful near stations.
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In combat, the fleet might need you to burn new bookmarks rapidly on the battle grid. This topic crosses over with that of warp-ins, and is covered further below.
  
*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.
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=== Ship and weapon recognition ===
  
*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.
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You do ''not'' need a strong grasp of the current combat meta to begin scouting, so don't let that hold you back. Your piloting and your grasp of what intel to prioritize will, though, improve as your knowledge of typical PvP ships and their typical fits improves. There is no easy shortcut to this knowledge, but some things which can help are:
  
== Bookmarks  ==
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* reading ship entries on the wiki
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* watching (up-to-date) PvP videos on YouTube
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* asking questions and talking to more experienced pilots
  
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.  
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Experience is the greatest teacher, and getting out there and involved in PvP fleets will do the most to teach you. With time, you will be able to guess how many PvP gangs are likely to fight on-grid as soon as you see their ship composition on d-scan.
  
So, what to bookmark? There's a handful you'll want:
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''Weapon'' recognition presents a more rarefied challenge. The different weapons in EVE have different models. When you are on-grid with an enemy ship, it is possible to right-click on it, select "look at", and zoom in to see the models. Very experienced PvPers are sometimes able to recognise what kind of weapon a ship has fitted by doing this, and this is of course very helpful tactical info which can help you and the FC assess whether your fleet can take a given fight, and what kind of flying will be needed to snatch victory.
  
==== Gate Warp-ins  ====
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Again, new players need not feel a pressure to develop weapon recognition skills immediately. If you enjoy scouting, though, it might be something to study in the medium term.
  
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.
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=== Paste services ===
  
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.  
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Tools such as [https://dscan.info/ dscan.info] and [https://localthreat.xyz/ localthreat] can process the contents of parts of your EVE client when copied from your computer's clipboard.
  
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.  
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dscan.info will add up and summarize the ships and classes found in a d-scan return. This can save you a lot of time recalling and reporting ships. localthreat will sum up the affiliations and PvP records of every member of Local chat.
  
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.  
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Both services provide outputs which you can then link in in-game chat.
  
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.
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== Techniques ==
  
'''Note, bookmarks are dropped when you hit the final "OK" after naming, not when you first hit the "bookmark" button.'''
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=== Warp-ins ===
  
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.  
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Scouts are often used as warp-in points, as members of the fleet can warp to you.
  
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.
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In its simplest form, this happens when you're close to a target and people warp at 0 to you.
  
==== Station Warp-ins  ====
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You can do subtler things by keeping at roughly the right range from a target with the target on a straight line between you and the fleet's location, and calling for the fleet to warp to you at that range.
  
Same rationale as the gate bookmarks, same basic practice - try and put them "behind" the station, so you can see people warp off.  
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It is extremely important that you communicate clearly about what range the fleet should warp at. There is a big difference between being at 0 from an enemy and being 70 km from them.
  
==== Safe Spots  ====
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You can give a fleet warp-ins within the same grid, if they're more than 150 km away from you.
  
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.  
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If a fleet warps to you at 100 and you are 155 km away from them, they will only warp 55 km. Sometimes this trick can be used to surprise enemies with very short on-grid warps. For example, if there are enemies sitting 80 km off a gate, and you get to a position about 180 or 190 km off the gate and behind the enemy in turn, your gang or fleet can come through the gate, warp to you at 100, and stand a decent chance of landing near the enemy.
  
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.  
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Remember that it is not possible to warp to fleet members in [[deadspace]], either from outside the deadspace area or from within it.
  
==== Off-grid  ====
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=== Probing ===
  
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.
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{{main|Probe scanning}}
  
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.  
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When a target is at a safespot, in a mission, or at a place which would need to be probed down (e.g., a wormhole, an exploration site), it is necessary to probe down their location. Probes can also be used to set up on-grid warp-ins.
  
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.  
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The basic mechanics of combat-scanning for targets as a scout are very similar to scanning for sites in exploration. However, time presses much more acutely, as a target might see the probes on their own directional scan and then flee.
  
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.
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You can work something about the right area of the system in which to probe by using your own directional scanner. If you're in a cloaked ship and the target is not yet likely to have been spooked by, for example, your ally in an interceptor appearing on scan, you can warp to different locations and triangulate. If the system is large enough, you can then
  
== Bookmark Organisation  ==
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# warp to a location out of d-scan range of the target
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# uncloak and drop your probes there, where they can't see you on d-scan
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# (optionally: cloak and head back towards something nearer the target, so as to be near for the warp on top of them)
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# run a probe scan centred on the target's location
  
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.  
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With good luck and precise judgment of the target's location, you can pull off a single-cycle scan. A soon as you have the signature resolved, pull your probes, so as to give only the minimum time for the target to spot them on d-scan.
  
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.  
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If you're working with another scout who entered the system before you, ask them to convey what they can work out from their own d-scan about the target's place in space. You can then work from that information to try to single-cycle the target. If you and another scout are at different places and have the target on d-scan, you can communicate triangulation with them. If you have allies in system, beware of the risk of probing them down too. Stay alert to their likely locations and remember their ship types.
  
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.  
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If your FC asks for an on-grid probed warp-in on an enemy gang which is over 150km away, drop probes, click the button which centres them on your location, and run a cycle at minimum range. This should resolve 100% signatures on the enemy ships. You can use ship type to be sure that you have the right target.
  
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.
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=== Punting ===
  
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.
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A pilot in a command position in a fleet can initiate warp for every pilot who is below them in the fleet hierarchy, A common use for this ability is to have a scout who has probed down a target warp themselves ''and'' other fleet members onto the target. This is "punting".
  
Backup and protect your bookmark organization by doing a [[Client Preferences and Settings Backup]].
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To punt, you must be above the pilots you wish to send into warp in the fleet hierarchy. A typical solution to this problem is to make a fleet's probing scout the nominal fleet commander in the in-game fleet hierarchy, so that they can warp anyone around if they wish to.
  
== Moving around  ==
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==== Punt checklist ====
  
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.
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# Punter is above punted pilots in fleet hierarchy
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# Punter is on grid with punted pilots
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# Punter and punted pilots are both more than 150 km away from warp target
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# Pilots to be punted are not invulnerable from, e.g., gate cloak, post-warp or post-undock invulnerability, or [[Tethering|tether]]
  
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.
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==== Punting advice ====
  
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.
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Make sure that the other pilots you wish to punt are on grid with you. Call for them to warp to you (at range, if you are cloaked) if they aren't. While finishing the probe scan, give the members to be punted the best instructions you can about where in the system they should be aligned to. If in doubt about whether the FC wants you to punt immediately on probe completion, speak up and clarify ''while'' the probes are running, not when they finish.
  
== Fleet Ops - X'ing up  ==
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If you are punting in a cloaked covert ops frigate, you probably don't want to arrive at 0 on the target yourself. Make sure you're ''not'' aligned towards the target signature, initiate the punt warp, and then press {{button|ctrl}} - {{button|space}} to cancel your own warp. You can then warp to the signature at range if you want to. If you are punting in a scouting T3D, you probably ''do'' want to arrive at 0 on the target ship, to tackle it. You can roughly align, initiate the punt warp and go along for the ride.
  
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.  
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Sometimes an FC will ask you to punt just other scouts and tacklers. You want to send them to the target at 0. If you are punting the whole fleet, you might be asked to initiate two punts, starting with an "at-zero" punt for tackle and any close-range damage ships, and following it up with an "at-range" punt for [[EWAR]] ships, [[logistics]], and ranged damage-dealers. Your fellow pilots will have to stay alert and cancel the first warp if they want to arrive at range. The desired range for an at-range punt varies, though 50 is common.
  
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.  
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Whatever type of punt you are engaged in, clear communication with both the FC and the pilots you are going to punt is essential. Don't be afraid to repeat questions and seek clear confirmation for key details.
  
== Scouting  ==
+
== Communication ==
  
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).
+
=== What to say ===
  
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.
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==== During fleet movement ====
  
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.  
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As a +1 scout, the FC should at minimum be hearing from you about the status of the next system's Local, d-scan evidence, and in-gate / out-gate grids.
  
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.  
+
As a roaming scout, personal judgements need to be made about what you're watching when, and what you pass on up to the FC.
  
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.
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However, two things are key:
  
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.
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# 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'''.
  
== What to Look For  ==
+
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.
  
=== Local  ===
+
==== When tackling ====
  
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).  
+
When going in for [[Tackling|tackle]] on a target, call "point" as soon as you have the target pointed, or "scram" if you are using a warp scrambler. You should be on everyone's watchlist, but it doesn't hurt to type "www" in fleet chat so people know who to warp to.
  
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.  
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If the fleet will have to take one or more acceleration gates to get to you, say so on comms. If the fleet will be coming in from a system next-door, it is useful to let the FC and fleet know roughly what length of warp they must do to get to you ("20 AU warp"). If the fleet is going to have to travel from several systems away, it can be helpful to drag the system name from the top left of your screen into fleet chat, so members can right-click on it and set it as destination.
  
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.  
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If the target presents a threat to you then, while waiting for the fleet to arrive, communicate with your FC and any other scouts about whether they want to cling on and if necessary sacrifice your ship, or whether they want you to get out if you are in serious danger. This depends on many factors, including the fleet's travel time to you, the value of the target, and how easy it will be for you to re-ship. If the target is hurting you, ask fleet members to indicate when they have secondary tackle ("Please call secondaries when you land"), which will let you know when you no longer have to keep the target tackled.
  
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.
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==== In combat ====
  
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.  
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If you decide on your own initiative to go in for a scram pass<sup>[unclear what "scram pass" means]</sup>, announce the fact; if you hear the FC call for a scram pass, attempt it, and call if it succeeds.
  
=== Directional Scanner and Overview  ===
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In a mobile gang-versus-gang fight, you might find yourself flying a "screening" role between the two gangs. If so, communicate clearly when you see something coming in ("ramming") towards your own gang, and call if or when you scram it to hold it off and, potentially, to hold it down while your allies kill it.
  
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.  
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In a gang-versus-gang brawl, the FC might ask pilots to spread tackle. With the mobility of a scouting ship, and potentially the very long tackle range of an interceptor, if you're flying an interceptor, you might find it useful to stay in the fight and consistently point one type of target in the target-calling sequence ("FC, Stiletto will be pointing secondary targets as you call them").
  
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.  
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You might decide to, or be asked to, burn new tactical warp positions on the grid. If so, communicate clearly when you are at a desired tactical warp position. You can, again, put "www" in fleet chat.
  
== Scanning down the opponent  ==
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You might also decide to, or be asked to, return to the intel-gathering part of scouting. If so, move out of the fight or even totally off-grid, and return to using d-scan and Local to monitor the surrounding space. Combat comms can be busy, so triage the information you pass on to the FC: a new gang spiking Local is significant and must be reported; a single newly-arriving damage-dealing ship at or below the size class of the existing enemies might not be crucial if the FC is busy communicating a tactical move; a single potential hard cyno definitely requires a call-out ("FC, hostile Pilgrim just jumped in from Agoze").
  
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:
+
==== After combat ====
  
*Warp to a safe spot, decloak and launch 4 probes. Cloak up again.
+
The moments after a fight, whether victorious, disastrous, or somewhere in between, are often some of the most dangerous in a fleet's life. Stay calm, look at d-scan, Local, and the map, and communicate with the FC about your next steps, whether those are hunting, extraction, or something else.
  
*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.
+
=== How to say it ===
  
*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.
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In almost all fleets, scouts have a near-total license to speak up and talk over people when they have intel to report: this is one of the privileges of the role. You are the eyes of the fleet: feel able to cut in if necessary. If cutting in, say "break-break" or "check-check" at the start of your report to get everyone else to shut up.
  
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.  
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Voices on voice comms do not always come with labels: different programs have different overlay options, and inevitably some people can't get their overlay to work. If there is any chance of ambiguity about who you are, refer to yourself in the third person.
  
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.  
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Corporations and alliances in EVE often have members with very different accents; some people will be communicating in a second language, and variation among first-language speakers can also be a problem (differences between British and US accents, for instance, can be quite confusing!). You can use the [[Voice procedure#Phonetics|NATO phonetic alphabet]] to spell out any crucial information which might otherwise be hard to grasp. System names, for instance, can be stated naturally and then phonetically: "Local spike in ''emm aitch see'', seven new neuts in ''Mike Hotel Charlie''."
  
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]]  
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Stay alert to easily-confused words. The [[Ares]] and the [[Eris]], for instance, sound very similar in many accents: an FC needs to know about both ships, but they present different tactical problems. It helps to say "An Ares, interceptor" or "An Eris, bubbler".
  
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.  
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In larger fleets, in EVE Uni or elsewhere, there will probably be multiple nested voice channels, so be careful about your use of whisper/shout keys. In larger fleets with many moving parts and multiple scouts, a private conversation channel shared between scouts, or shared between scouts and FC, can be an excellent halfway house space, where info which is valuable but not immediately pressing can be linked or typed.
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In such fleets communication must become more formalised.
  
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.  
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Different groups have different protocols but one formalised way to report information on comms is to name the sub-channel to which you're talking, then name yourself, then deliver your information: "Command [=name of sub-channel], Uryence [=name of speaker], Uniform-Mike-Tac thirty-six in local, Caracal gang with logi sitting on Mike-Hotel-Charlie gate, d-scan linked in intel chat [=information]."
  
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.
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== Further reading ==
  
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.
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* [[The Rookie's Guide to Fleet Ops]]
 
+
* [[Tackling]]
== Warp-in Points  ==
+
* [[Directional scanning]]
 
+
* [[Bookmarks]]
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:
+
* [[Safe spots]]
 
+
* [[Probe scanning]]
Fleet ------- Target -- You
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* [[Cloaking]]
 
+
* [[Manual piloting]] and [[Advanced piloting techniques]]
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.
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* [[Wormhole Community Scouting Guide]]
 
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* [[Jump drives]]
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.
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* [[Topology]]
 
 
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.
 
 
 
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.
 
 
 
== Punting  ==
 
 
 
Punting is one of the terms used for a scout to warp his unit (e.g. wing warp) directly to the probing solution.
 
 
 
=== Probing solution ===
 
The Punter has be in a ship with an expanded probe launcher and needs a probing solution.
 
 
 
=== Unit warp (aka Punt) ===
 
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.
 
 
 
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).
 
 
 
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.
 
 
 
=== Checklist for Punting ===
 
 
 
- Punter is a unit leader in a fleet
 
 
 
- Punter on grid with unit
 
 
 
- Punter as well as unit > 150 km away from the target
 
 
 
- Unit broke gate cloak
 
 
 
- Unit informed of Punting beforehand
 
 
 
=== Tips on Punting ===
 
 
 
- Make sure to always cancel your warp (default CTRL + SPACE) once you punt.  You do not want to land at zero on a target. 
 
 
 
- 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.
 
 
 
- 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. 
 
 
 
- 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.
 
 
 
- 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.
 
 
 
- 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.
 
 
 
- 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.
 
 
 
- If you want to punt regularly it helps to have at least Leadership 5 to pass bonuses to your squad.
 
 
 
- 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.
 
 
 
- 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.
 
 
 
== Freedom and Rules  ==
 
 
 
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.
 
 
 
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.
 
 
 
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.
 
 
 
== Mistakes Made  ==
 
 
 
*'''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.
 
 
 
*'''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.
 
 
 
*'''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.
 
 
 
*'''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).
 
 
 
== External Resources  ==
 
 
 
A short list of all the things linked to from this page:
 
 
 
*[[Varius Arcturus' Overview Guide]]  
 
*[http://www.ombeve.co.uk/ Ombey's maps ]
 
*[http://evemaps.dotlan.net/ DotLan]
 
*[http://www.evealtruist.com/2011/04/bookmarks-and-you.html The Altruist guide on bookmarking]
 
*[http://forum.eveuniversity.org/viewtopic.php?t=15856 scanning and probing forum thread]
 
*[[Scanning]]
 
*[http://will.neoprimitive.net/grids/gridfumanual2.pdf Goons grid-fu manual]
 
 
 
== Notes ==
 
<references/>
 
  
 
[[Category:Fleets]]
 
[[Category:Fleets]]
 +
[[Category:PvP]]
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[[Category:Guides]]

Latest revision as of 08:22, 29 November 2023

Crimson Harvest Spooky Eagle Logo.png EVE University offers
a class on:

Scouting in EVE involves gathering information around or ahead of the current location of a group of other players, to help the group succeed in their goals. Often a scout ship is also equipped to tackle targets and start fights. Almost all PvP fleets and gangs in EVE have at least one scout, and some PvE fleets also use scouts.

Scouting can be demanding and dangerous, but basic scouting requires minimal player experience or character skills, and can offer a lot of satisfaction in helping fellow players succeed. The role has a high ceiling for skilled play and good scouts are a welcome asset in many player corporations.

The skills and knowledge developed in scouting cover many aspects of PvP, and therefore synergize extremely well with both solo PvP and fleet command.

Since scouting is by its very nature a gang/fleet role, very new players should also consult the the Rookie's Guide to Fleet Ops. They should not, though, hold back from trying scouting out if they are curious! Scouting is one role where even a novice player can make a big difference, and some of the ships used have relatively low SP requirements.

Scout roles

Some scouting is purely defensive: a group of players is doing something or travelling somewhere, and need one or more scouts to check how safe the space around the group is, and to warn of incoming threats.

Some scouting is defensive and offensive: a fleet needs one or more scouts to warn of threats, but also to locate weaker or even opponents. In some cases, offensive scouting will also involve tackling a target ship to hold it down and start a fight.

The ships and tactics used can vary a lot depending on which of these goals a scout has, and which kind of space they're flying in.

Picket

Picket scouts watch and wait in one location: one system, and often just one point in space, such as a gate or wormhole. Some example uses for picket scouts:

  • a group of players in high sec run missions during wartime in a pocket of systems, with a picket scout on a chokepoint gate leading to their location to spot incoming enemies
  • the residents of a wormhole system keep a cloaked ship on-grid with each wormhole in their home so that they can see any interlopers
  • a jump freighter pilot has friends watching movements in a low-sec transit system that is on their jump route, so that they can pick a safe moment to move their freighter through
  • a small nullsec alliance has a picket scout in their local rivals' home system, so they can tell when their rivals are running black ops fleets
  • the FC team of a major coalition keep cloaked alts in the staging systems of their opponents, so that they can track capital and supercapital movements

Medium- or long-term picket scouting is often provided by alts. In high security space an alt in an NPC corporation can sit in a system or on a gate safely in a corvette; in other types of space, even a basic Tech 1 frigate with a prototype cloak works perfectly well, and requires minimal skill training investment. In nullsec, an interdictor with a prototype cloak makes a surprisingly good picket scout for a gate, as it can rapidly uncloak, warp to the gate, and drop a bubble to close the way.

+1/-1

Travelling fleets are very often preceded by an advance scout moving one system ahead of the main fleet, commonly called a "+1" or "plus one".

Jumping through a gate is one of the most vulnerable moments in a fleet's journey, as the jump mechanics scatter fleet members physically around their in-gate whenever they spawn into a new system. Having a +1 scout should at minimum guarantee that the fleet doesn't slam into a hostile gang without warning. In space with an automatically-populated Local Chat member list, a +1 also makes for a much less obvious presence than the whole fleet appearing in Local at once.

For PvP fleets, a +1 also often needs to hunt, and a typical sequence of actions on system entry for a hunting PvP +1 scout might run as follows:

  1. check that grid around the in-gate is clear
  2. check numbers in Local and note any important players (e.g. war targets in high security space)
  3. check the directional scanner at full 360 degrees and maximum range around the in-gate
  4. report immediate status of the in-gate, Local, and first d-scan to the FC
  5. warp to any other parts of the system not covered by the initial d-scan, while assessing the corps of the people present in Local
  6. if nothing else is discovered, proceed to the out-gate, report out-gate status to FC, and move on

A "-1" or "minus one" scout performs essentially the same role, but secures the system behind a fleet instead.

Interceptors and covert ops frigates make excellent +1 ships, and interceptors in particular are ideal for the hunting +1 role. A Tech 1 tackling frigate can do quite well. Moreover, any ship can be pressed into service as a +1 scout in an emergency, and an FC who has lost all their scouts should pick an experienced pilot with a working mic in the fastest and most agile ship available.

In wormhole space, which prioritises stealth and probing more than known space, covert ops frigates and covert-configuration strategic cruisers can offer advantages over other options.

Interdictors can work well as -1 scouts, because this role synergizes well with their ability to slow down pursuers by bubbling gates.

Roaming hunter

A PvP fleet can field one or more roaming hunter scouts, who will move with more freedom of initiative through systems on or near the fleet's route, seeking incautious pilots in vulnerable PvE ships or hostile gangs.

Although roaming scouts provide additional security and can warn of approaching threats, their actions tend to be more purely focused on finding and developing fights. The distance which they can roam away from their core fleet depends on the fleet's speed, travel direction, and purpose: some fleets will pause on a journey for incidental targets of opportunity but will not chase fights, while other fleets might be in space solely to find PvP.

Roaming scouts typically report less detailed information to their FC, to keep comms clearer and avoid information overload. PvP threats and targets definitely deserve mention; that you are transiting an entirely empty system that doesn't lie on the fleet's route is probably not useful info. An FC and any roaming scouts must both work to make sure they understand how far the scouts might roam, to make sure they share a sense for what kinds of PvP opportunities the fleet will take, and to make sure that the FC has a working knowledge of roughly where the roaming scouts are.

Interceptors are ideal ships for roaming scouts in known space, as their high warp speed and short align times let them cover a great deal of ground, while their high survivability compared to other frigates gives them a better chance of holding a target or keeping a hostile gang interested until allies can get to the scene. Strategic cruisers have more limited range, as they warp more slowly, but they can use stealth to their advantage, can probe, and can fit reasonable tanks, so they can also have their uses. In wormhole space, cloaking ships of all kinds see more use.

Cyno hunter

Almost all ships which can fit a covert ops cloak can also fit a covert cynosural field ("cyno") generator, which lets a Black Ops Tech 2 battleship bridge and teleport other stealthy ships into battle while circumventing the normal gate network. Force recon ships and Black Ops battleships can fit a normal or "hard" cyno generator, which lets a Titan bridge any ships into battle. Some industrial ships can light an industrial cyno, and Black Ops battleships can bridge to these too. Specialized scouts can fly these ships not for a nearby fleet, but for a fleet "staged" and ready to bridge to a cyno.

Scouting as a cyno ship uses many of the same skills as other "hunting" roles, but can often emphasize cunning and stealth over raw speed. Force recons and covert-configured strategic cruisers can fit reasonable tanks and can have special abilities which make them very powerful cyno hunters: the Minmatar Loki and Rapier, for instance, can use very long-ranged webs to pin a target in place as their allies arrive. Other ships, such as the Venture and Prospect, offer attractively cheap "throwaway" options which might look less threatening if opponents spot them at gate transitions. Stealth Bombers have the unique ability to begin target-locking immediately on uncloaking, though this must be weighed against their paper-thin tanks.

Typical ships

T1 tackle frigates

Each of the four main factions has one Tech 1 frigate with a high base speed and a role bonus which cuts the capacitor use of tackle modules by 80%. They all also have a higher base warp speed (8 AU/s) than other frigate hulls (normally 5 AU/s).

These ships lack the survivability of the true interceptors, but they are nevertheless very viable as basic scouting and tackling ships for newer characters, able to move swiftly through systems, point a target for crucial seconds, and move around fast on a combat grid to create warp-ins.

Fleet interceptors

Interceptors are Tech 2 versions of the Tech 1 tackle frigates. They keep the tackle capacitor consumption reduction and high warp speed from their Tech 1 base hulls, but are much faster and do not have their signature radii bloomed nearly as much by using a microwarpdrive. Fleet interceptors get additional bonuses to the range of tackle modules, making them ideal tacklers.

Fleet interceptors can also be fitted with an interdiction nullifier which can make them temporarily immune to bubbles, at the cost of a permanent halving of their targeting range. This loss of targeting range is a significant trade-off, and many fleet interceptor fits do not use a nullifier so as to have better tackling abilities.

The fleet interceptors are:

Fleet interceptors are very popular as +1/-1 scouts and roaming hunters in known space.

The other four interceptors, combat interceptors, are not as good as pure tacklers, but they get huge bonuses to the effects of overheating propulsion modules, which can make them handy for catching and killing other small ships, and for burning new bookmarks or warp-ins very quickly.

Tactical destroyers

Tech 3 Tactical Destroyers ("T3Ds") are small, fast, highly flexible ships which can align like an interceptor, and can fit an expanded probe launcher, tackle modules, and a meaningful tank all at once. These qualities make them popular tools for probing down and catching targets which are at safe spots or are in mission sites, because a T3D can probe like a covops frigate and then immediately warp to the target and go for tackle. A T3D can also punt (see below) very effectively, landing both itself and one or more other scouts on top of the target at once.

However, T3Ds cannot fit a covert ops cloak like a covert ops ship, and nor can they warp as fast as an interceptor or tackle at extra-long ranges as an interceptor can, so they are less ideally suited as +1 scouts or general hunters. Often a T3D pilot will travel with the fleet core, only following a +1 or roaming interceptor into a system when it becomes clear that a target must be probed.

The T3Ds are:

Covert ships

A striking variety of ships in EVE can fit a covert ops cloak and warp while cloaked. This extremely powerful ability means they can be anywhere in a system watching while unseen, though the pilot will be present in Local chat's member list if they are in known space; they only have to break cloak and become visible on-grid and on the directional scanner when they enter a system and transition from post-jump gate cloak to covert ops cloak.

Covert ships make excellent picket scouts. They are also extremely popular scouts in wormhole space, where the shifting geography, the lack of automatic Local chat memberlists, and the need to probe most places of interest down all emphasize stealth, cunning, and the ability to probe over the high-speed surprise tactics used by interceptor pilots.

Covert ops frigates ("covops") warp at 8 AU/s like interceptors and have strong probing bonuses, making them excellent for rapidly assessing systems, and for scanning down targets or wormholes. The Buzzard and Anathema have bonuses for precise probing, while the Cheetah and Helios have bonuses which let them move faster on-grid when cloaked, which is handy for getting good warp-ins. All covops frigates have very weak defenses and cannot fit strong tanks: they can function as tacklers if they absolutely must, but they will not survive long against a target with any kind of damage capacity.

Stealth Bombers have the unique ability to lock up a target immediately after uncloaking, which gives them a niche role—besides their main purpose as grouped damage-dealers—as surprise tacklers. They, too, do not tank well and cannot be asked to survive long in direct combat. They are also slower to align and slower in warp than covops frigates.

Strategic Cruisers ("T3Cs") can be configured to use a covert ops cloak and bonused scanner probes, while also having decent tanks and dealing meaningful damage on their own account. They therefore make powerful probing scouts, and can take initial tackle and stand a decent chance of surviving in combat until allies arrive, or even of defeating weaker targets solo. Since they are slower to align than frigates and warp at half the speed of interceptors and covops frigates, they are slower to get to target locations and have smaller functional roaming ranges. They are also more expensive and, being slower, more vulnerable to gatecamps.

Force Recons are the smallest and cheapest ships which can light a normal or "hard" cyno, to which a Titan can bridge any ship. As such, they are a popular option for hunting with a hard cyno. They can fit meaningful tanks, and most of them have powerful abilities which can help them survive: the Pilgrim has strong capacitor warfare, the Arazu can tackle from long ranges, and the Rapier can hold a target still with very long-ranged webs. Compared to T3Cs, Recons have only limited DPS capacity, but this matters less for scouts anyway. Their main drawbacks are that they are relatively expensive, that they travel and lock more slowly than smaller ships, and that opponents may assume a hard cyno and pre-emptively escalate if they spot a force recon travelling or hunting.

Some other ships can use covert ops cloaks and have niche uses as scouts: the Prospect can work well as a BLOPS cyno hunter, and it would be possible, if wasteful, to scout defensively in a blockade runner.

Other ships

In some circumstances, other ships can be useful scouts, or can be used as scouts in the absence of anything better.

As noted above, almost any ship equipped with just a prototype cloak can be an adequate picket ship for an expendable alt character. In warfare in high security space, where gathering intel while blending into busy systems can be useful, an out-of-corp alt in a PvE, mining, or trade ship typical of the local area can do good work. If a roaming PvP fleet loses all of its designated scouts, the smallest, fastest ships present can be pressed into service as +1 scouts.

Tools

Local

In high-sec, low-sec, and known null-sec space, the Local chat window lists everyone present in the system. Pilots still appear in Local even if they are docked up or cloaked. This makes Local a vital intelligence tool for making the most basic assessment of a system: "Is anyone else in here with me?"

Make sure that your Local chat member list is visible at all times. Many players like to stretch it from the top to the bottom of one side of their screen.

If you are flying as +1 you will typically report Local's status as one of the first pieces of information you send back to the FC. If a system is empty or only has blue-standings pilots in it, you will say something like "Oicx [or, better for clarity, Oscar India Charlie] is empty / Oicx is blue / We own Oicx". If there are others present, give the number of members listed in Local chat, minus one for yourself: "Oicx, seven in Local, in-gate clear, initial d-scan clear".

If Local has other people in it but only a few then, while moving around a system checking for targets or threats, you can also be assessing who those people are, by double-clicking on them in Local's member list and checking their corporations, alliances, and employment histories. If there are five other people in local, three combat ships on scan, and three of the five people in Local are in the same alliance, this is obviously significant information to pass on!

If the rest of the fleet is not immediately busy in combat, you can ask to have someone run one or more characters from Local through zKill and report back on whether they are primarily PvE or PvP pilots, what types of ships they regularly fly, and even details of recent ship fits. Drag the character name from Local into the fleet chat window to create a link your fleetmates can use, then add the request on comms ("Can someone run zKill on this guy, please?"). An organized hunting fleet sometimes designates a player for this purpose, and in a large fleet the scouts and FC might use a separate intel text channel to deal with this.

Potential threats or targets will probably, of course, also be watching Local, and are likely to spot you, which is one good reason to be as fast and efficient in checking a system as possible.

In Pochven and wormhole space, Local only lists members when they say something in Local that you see. Naturally, people do not normally say anything in Local in these systems, and so Local will not normally have anyone in it and can be ignored. On the plus side, this means that people won't necessarily know that you are in-system, either.

D-scan

Main article: Directional scanning

The basic mechanics of d-scan are covered well in this wiki's directional scanning article. EVE University also runs d-scan classes, and YouTube hosts numerous useful videos showing helpful techniques.

Once you have grasped the basics of how d-scan works, the key to getting better is simply lots and lots and lots of practice.

Maps

Having a map open, on a second screen if possible, hugely enhances your ability to do basic navigation.

In known space and Pochven, this is likely to be Dotlan or another third-party mapping site. Use your map to spot chokepoints, pockets, and pipes which might present opportunities or dangers for your fleet. Your FC will be making similar judgments and in a small- or mid-sized fleet you can confer with them and with any other scouts about potential places to hunt or check. Dotlan can present various types of data, of which the most important a lot of the time are:

  • NPC delta, the change in the number of NPC kills recently: this helps you spot areas where potential targets might be doing PvE.
  • Ship/pod kills: this lets you see where combat has recently been happening.
  • Jumps: this lets you quickly see where people are travelling, and it helps to highlight well-travelled chokepoints.

Refresh Dotlan to make sure you catch data updates. The in-game map is less clear, and will take up part or all of your main screen, but does have more up-to-date data, so it is also worth checking intermittently.

In wormhole space, you will likely be flying with your group's chosen wormhole mapping tool. The EVE University Wormhole Community uses Pathfinder; other groups might be using other tools, such as Tripwire. Whatever tool you're using, pay close attention to any information recorded such as:

  • Hole size: this has implications for what kinds of threats and backup can get to you.
  • Hole age
  • Hole status: holes disrupted by traffic indicate, obviously, that there has been traffic.
  • System bonuses/penalties
  • Recent kills in a system
  • Any information recorded about structures and residents
  • K-space connections: for example, high-sec holes near Jita often have high traffic and attract j-space campers.

Bookmarks

Main article: Bookmarks

Bookmarks are an extremely powerful tool. If you spend any significant amount of time scouting in an area, you will want to make yourself some bookmarks in the local systems. If you are roaming in unfamiliar territory, you might want to bookmark as you go, whenever opportunities come up.

Off-grid bookmarks

Your FC may ask you to quickly create a safe at which a fleet can gather after fleeing a combat grid. It is good if such a rapid safe is at least not on an obvious gate-to-gate route, but in a hot system an imperfect mid-safe which exists now can be much more valuable than a "true" safe spot not on a line between any two celestials which exists in two minutes' time.

Your FC might want to have a rolling safe in which you keep burning at high speed in one direction and the fleet warps to you whenever you travel more than 150km away. This makes it significantly harder to get a good warp-in on the fleet by probing it down. Your role in a rolling safe is very simple: just burn at top speed in a consistent direction. Check with the FC whether they would like that direction to be aligned towards anything in particular.

Finally, bookmarks can play a role in short-term trickery. If you are hunting PvE ships, for example, and one gives you the slip[unclear what "giving the slip" means], you might find it useful to bookmark where the target was, which might mean bookmarking an MTU or an asteroid. If you return to the system after a short pause (5 or 10 minutes), you can try warping straight to this bookmark; sometimes unwary targets let themselves get caught this way.

On-grid bookmarks

In nullsec, wormholes, and Pochven, where bubbles can be used to suck people out of warp near their destination, "ping" bookmarks come in very handy. These are bookmarks on grid with key travel points such as gates, but far enough away that it's safe to warp to them, avoiding any catch or drag bubbles set up at the location. If roaming in an area where the group doesn't have these set up, you might be asked to create new ones using your high speed on grid. These are particularly important near any gate or other point of interest (e.g. a wormhole) which has nothing else within d-scan range, as without pings or off-grid scanning bookmarks it's impossible to get close to such a place and check whether it is dangerous.

In any area where you spend any significant amount of time, having at least a few "tactical" on-grid bookmarks near everything of interest—gates, stations, hostile structures and friendly structures—makes a huge difference.

For picket scouts, non-aligned bookmarks on grid with but at a nice long distance from whatever you want to picket are very helpful.

Remember, re: bookmarks around gates, that people spawn about 15 km around a gate, measured from the edge of the gate rather than its centre, and that some gate models are themselves quite large. If a tactical is too close to the gate from the point of view of someone who spawns on the relevant side, it might not be much use.

In combat, the fleet might need you to burn new bookmarks rapidly on the battle grid. This topic crosses over with that of warp-ins, and is covered further below.

Ship and weapon recognition

You do not need a strong grasp of the current combat meta to begin scouting, so don't let that hold you back. Your piloting and your grasp of what intel to prioritize will, though, improve as your knowledge of typical PvP ships and their typical fits improves. There is no easy shortcut to this knowledge, but some things which can help are:

  • reading ship entries on the wiki
  • watching (up-to-date) PvP videos on YouTube
  • asking questions and talking to more experienced pilots

Experience is the greatest teacher, and getting out there and involved in PvP fleets will do the most to teach you. With time, you will be able to guess how many PvP gangs are likely to fight on-grid as soon as you see their ship composition on d-scan.

Weapon recognition presents a more rarefied challenge. The different weapons in EVE have different models. When you are on-grid with an enemy ship, it is possible to right-click on it, select "look at", and zoom in to see the models. Very experienced PvPers are sometimes able to recognise what kind of weapon a ship has fitted by doing this, and this is of course very helpful tactical info which can help you and the FC assess whether your fleet can take a given fight, and what kind of flying will be needed to snatch victory.

Again, new players need not feel a pressure to develop weapon recognition skills immediately. If you enjoy scouting, though, it might be something to study in the medium term.

Paste services

Tools such as dscan.info and localthreat can process the contents of parts of your EVE client when copied from your computer's clipboard.

dscan.info will add up and summarize the ships and classes found in a d-scan return. This can save you a lot of time recalling and reporting ships. localthreat will sum up the affiliations and PvP records of every member of Local chat.

Both services provide outputs which you can then link in in-game chat.

Techniques

Warp-ins

Scouts are often used as warp-in points, as members of the fleet can warp to you.

In its simplest form, this happens when you're close to a target and people warp at 0 to you.

You can do subtler things by keeping at roughly the right range from a target with the target on a straight line between you and the fleet's location, and calling for the fleet to warp to you at that range.

It is extremely important that you communicate clearly about what range the fleet should warp at. There is a big difference between being at 0 from an enemy and being 70 km from them.

You can give a fleet warp-ins within the same grid, if they're more than 150 km away from you.

If a fleet warps to you at 100 and you are 155 km away from them, they will only warp 55 km. Sometimes this trick can be used to surprise enemies with very short on-grid warps. For example, if there are enemies sitting 80 km off a gate, and you get to a position about 180 or 190 km off the gate and behind the enemy in turn, your gang or fleet can come through the gate, warp to you at 100, and stand a decent chance of landing near the enemy.

Remember that it is not possible to warp to fleet members in deadspace, either from outside the deadspace area or from within it.

Probing

Main article: Probe scanning

When a target is at a safespot, in a mission, or at a place which would need to be probed down (e.g., a wormhole, an exploration site), it is necessary to probe down their location. Probes can also be used to set up on-grid warp-ins.

The basic mechanics of combat-scanning for targets as a scout are very similar to scanning for sites in exploration. However, time presses much more acutely, as a target might see the probes on their own directional scan and then flee.

You can work something about the right area of the system in which to probe by using your own directional scanner. If you're in a cloaked ship and the target is not yet likely to have been spooked by, for example, your ally in an interceptor appearing on scan, you can warp to different locations and triangulate. If the system is large enough, you can then

  1. warp to a location out of d-scan range of the target
  2. uncloak and drop your probes there, where they can't see you on d-scan
  3. (optionally: cloak and head back towards something nearer the target, so as to be near for the warp on top of them)
  4. run a probe scan centred on the target's location

With good luck and precise judgment of the target's location, you can pull off a single-cycle scan. A soon as you have the signature resolved, pull your probes, so as to give only the minimum time for the target to spot them on d-scan.

If you're working with another scout who entered the system before you, ask them to convey what they can work out from their own d-scan about the target's place in space. You can then work from that information to try to single-cycle the target. If you and another scout are at different places and have the target on d-scan, you can communicate triangulation with them. If you have allies in system, beware of the risk of probing them down too. Stay alert to their likely locations and remember their ship types.

If your FC asks for an on-grid probed warp-in on an enemy gang which is over 150km away, drop probes, click the button which centres them on your location, and run a cycle at minimum range. This should resolve 100% signatures on the enemy ships. You can use ship type to be sure that you have the right target.

Punting

A pilot in a command position in a fleet can initiate warp for every pilot who is below them in the fleet hierarchy, A common use for this ability is to have a scout who has probed down a target warp themselves and other fleet members onto the target. This is "punting".

To punt, you must be above the pilots you wish to send into warp in the fleet hierarchy. A typical solution to this problem is to make a fleet's probing scout the nominal fleet commander in the in-game fleet hierarchy, so that they can warp anyone around if they wish to.

Punt checklist

  1. Punter is above punted pilots in fleet hierarchy
  2. Punter is on grid with punted pilots
  3. Punter and punted pilots are both more than 150 km away from warp target
  4. Pilots to be punted are not invulnerable from, e.g., gate cloak, post-warp or post-undock invulnerability, or tether

Punting advice

Make sure that the other pilots you wish to punt are on grid with you. Call for them to warp to you (at range, if you are cloaked) if they aren't. While finishing the probe scan, give the members to be punted the best instructions you can about where in the system they should be aligned to. If in doubt about whether the FC wants you to punt immediately on probe completion, speak up and clarify while the probes are running, not when they finish.

If you are punting in a cloaked covert ops frigate, you probably don't want to arrive at 0 on the target yourself. Make sure you're not aligned towards the target signature, initiate the punt warp, and then press ctrl - space to cancel your own warp. You can then warp to the signature at range if you want to. If you are punting in a scouting T3D, you probably do want to arrive at 0 on the target ship, to tackle it. You can roughly align, initiate the punt warp and go along for the ride.

Sometimes an FC will ask you to punt just other scouts and tacklers. You want to send them to the target at 0. If you are punting the whole fleet, you might be asked to initiate two punts, starting with an "at-zero" punt for tackle and any close-range damage ships, and following it up with an "at-range" punt for EWAR ships, logistics, and ranged damage-dealers. Your fellow pilots will have to stay alert and cancel the first warp if they want to arrive at range. The desired range for an at-range punt varies, though 50 is common.

Whatever type of punt you are engaged in, clear communication with both the FC and the pilots you are going to punt is essential. Don't be afraid to repeat questions and seek clear confirmation for key details.

Communication

What to say

During fleet movement

As a +1 scout, the FC should at minimum be hearing from you about the status of the next system's Local, d-scan evidence, and in-gate / out-gate grids.

As a roaming scout, personal judgements need to be made about what you're watching when, and what you pass on up to the FC.

However, two things are key:

  1. if the FC tells you to be somewhere, get there; and
  2. if you see something that needs investigating and move off your last instruction, clearly inform the FC.

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.

When tackling

When going in for tackle on a target, call "point" as soon as you have the target pointed, or "scram" if you are using a warp scrambler. You should be on everyone's watchlist, but it doesn't hurt to type "www" in fleet chat so people know who to warp to.

If the fleet will have to take one or more acceleration gates to get to you, say so on comms. If the fleet will be coming in from a system next-door, it is useful to let the FC and fleet know roughly what length of warp they must do to get to you ("20 AU warp"). If the fleet is going to have to travel from several systems away, it can be helpful to drag the system name from the top left of your screen into fleet chat, so members can right-click on it and set it as destination.

If the target presents a threat to you then, while waiting for the fleet to arrive, communicate with your FC and any other scouts about whether they want to cling on and if necessary sacrifice your ship, or whether they want you to get out if you are in serious danger. This depends on many factors, including the fleet's travel time to you, the value of the target, and how easy it will be for you to re-ship. If the target is hurting you, ask fleet members to indicate when they have secondary tackle ("Please call secondaries when you land"), which will let you know when you no longer have to keep the target tackled.

In combat

If you decide on your own initiative to go in for a scram pass[unclear what "scram pass" means], announce the fact; if you hear the FC call for a scram pass, attempt it, and call if it succeeds.

In a mobile gang-versus-gang fight, you might find yourself flying a "screening" role between the two gangs. If so, communicate clearly when you see something coming in ("ramming") towards your own gang, and call if or when you scram it to hold it off and, potentially, to hold it down while your allies kill it.

In a gang-versus-gang brawl, the FC might ask pilots to spread tackle. With the mobility of a scouting ship, and potentially the very long tackle range of an interceptor, if you're flying an interceptor, you might find it useful to stay in the fight and consistently point one type of target in the target-calling sequence ("FC, Stiletto will be pointing secondary targets as you call them").

You might decide to, or be asked to, burn new tactical warp positions on the grid. If so, communicate clearly when you are at a desired tactical warp position. You can, again, put "www" in fleet chat.

You might also decide to, or be asked to, return to the intel-gathering part of scouting. If so, move out of the fight or even totally off-grid, and return to using d-scan and Local to monitor the surrounding space. Combat comms can be busy, so triage the information you pass on to the FC: a new gang spiking Local is significant and must be reported; a single newly-arriving damage-dealing ship at or below the size class of the existing enemies might not be crucial if the FC is busy communicating a tactical move; a single potential hard cyno definitely requires a call-out ("FC, hostile Pilgrim just jumped in from Agoze").

After combat

The moments after a fight, whether victorious, disastrous, or somewhere in between, are often some of the most dangerous in a fleet's life. Stay calm, look at d-scan, Local, and the map, and communicate with the FC about your next steps, whether those are hunting, extraction, or something else.

How to say it

In almost all fleets, scouts have a near-total license to speak up and talk over people when they have intel to report: this is one of the privileges of the role. You are the eyes of the fleet: feel able to cut in if necessary. If cutting in, say "break-break" or "check-check" at the start of your report to get everyone else to shut up.

Voices on voice comms do not always come with labels: different programs have different overlay options, and inevitably some people can't get their overlay to work. If there is any chance of ambiguity about who you are, refer to yourself in the third person.

Corporations and alliances in EVE often have members with very different accents; some people will be communicating in a second language, and variation among first-language speakers can also be a problem (differences between British and US accents, for instance, can be quite confusing!). You can use the NATO phonetic alphabet to spell out any crucial information which might otherwise be hard to grasp. System names, for instance, can be stated naturally and then phonetically: "Local spike in emm aitch see, seven new neuts in Mike Hotel Charlie."

Stay alert to easily-confused words. The Ares and the Eris, for instance, sound very similar in many accents: an FC needs to know about both ships, but they present different tactical problems. It helps to say "An Ares, interceptor" or "An Eris, bubbler".

In larger fleets, in EVE Uni or elsewhere, there will probably be multiple nested voice channels, so be careful about your use of whisper/shout keys. In larger fleets with many moving parts and multiple scouts, a private conversation channel shared between scouts, or shared between scouts and FC, can be an excellent halfway house space, where info which is valuable but not immediately pressing can be linked or typed. In such fleets communication must become more formalised.

Different groups have different protocols but one formalised way to report information on comms is to name the sub-channel to which you're talking, then name yourself, then deliver your information: "Command [=name of sub-channel], Uryence [=name of speaker], Uniform-Mike-Tac thirty-six in local, Caracal gang with logi sitting on Mike-Hotel-Charlie gate, d-scan linked in intel chat [=information]."

Further reading