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Scouting: Difference between revisions

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=== Picket ===
=== 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:
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:


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=== +1/-1 ===
=== +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".
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".


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=== Roaming hunter ===
=== 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.
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.


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=== Cyno hunter ===
=== 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|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.
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.


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=== T1 tackle frigates ===
=== 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).
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).
* Amarr: [[Executioner]]
* Amarr: [[Executioner]]
* Caldari: [[Condor]]
* Caldari: [[Condor]]
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=== Fleet interceptors ===
=== 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 [[Propulsion equipment#Afterburners and microwarpdrives|microwarpdrive]]. ''Fleet'' interceptors get additional bonuses to the ''range'' of tackle modules, making them ideal tacklers.
[[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.


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The fleet interceptors are:
The fleet interceptors are:
* Amarr: [[Malediction]]
* Amarr: [[Malediction]]
* Caldari: [[Crow]]
* Caldari: [[Crow]]
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=== Tactical destroyers ===
=== 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.
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.


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The T3Ds are:
The T3Ds are:
* Amarr: [[Confessor]]
* Amarr: [[Confessor]]
* Caldari: [[Jackdaw]]
* Caldari: [[Jackdaw]]
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=== Covert ships ===
=== Covert ships ===
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.
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.


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


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=== Local ===
=== 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?"
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?"


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=== D-scan ===
=== D-scan ===
{{main|Directional scanning}}
{{main|Directional scanning}}


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


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=== Bookmarks ===
=== Bookmarks ===
 
{{main|Bookmark}}
{{main|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.
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 ====
==== Off-grid bookmarks ====
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.
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.


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.
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.


Finally, bookmarks can play a role in short-term trickery. If you are hunting PvE ships, for example, and one gives you the slip, 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.
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 [[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 ====
==== On-grid bookmarks ====
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.
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.


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=== Ship and weapon recognition ===
=== 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:
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:


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=== Paste services ===
=== Paste services ===
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.
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.


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


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=== Probing ===
=== Probing ===
{{main|Probe scanning}}
{{main|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.
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.


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=== Punting ===
=== 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".
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".


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==== Punt checklist ====
==== Punt checklist ====
# Punter is above punted pilots in fleet hierarchy
# Punter is above punted pilots in fleet hierarchy
# Punter is on grid with punted pilots
# Punter is on grid with punted pilots
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==== Punting advice ====
==== 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.
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.
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.


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.
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.
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==== During fleet movement ====
==== 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 +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.


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==== When tackling ====
==== When tackling ====
 
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.
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 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.
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==== In combat ====
==== In combat ====
 
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.
If you decide on your own initiative to go in for a scram pass, 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 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.
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==== After combat ====
==== 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.
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.


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== Further reading ==
== Further reading ==
* [[The Rookie's Guide to Fleet Ops]]
* [[The Rookie's Guide to Fleet Ops]]
* [[Tackling]]
* [[Tackling]]