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* Your own probes - if you're launching probes, keep a close eye on your cloak, as your probes can decloak you while you're moving them around - very easy mistake to make, and very easy to be looking at the map view reorganising your probes and not realise it. | * Your own probes - if you're launching probes, keep a close eye on your cloak, as your probes can decloak you while you're moving them around - very easy mistake to make, and very easy to be looking at the map view reorganising your probes and not realise it. | ||
== Overview == | |||
The overview requirements for a scout are different than for normal fliers. Your job is to see as much as possible, rather than only the enemies. First of all, switch brackets on - that gives you a clearer view of things like gate guns that are otherwise tricky to see. Include neutrals and war targets - neutral may be out of corp repairers or alt scouts. Take your corpmates out, but everything else should show. | |||
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. | |||
[[Varius_Arcturus'_Overview_Guide]] has more information on general overview settings and how to set things up as per above | |||
== Bookmarks == | == Bookmarks == | ||
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. | 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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One other small note on this: If you're scouting for a sniper-heavy fleet, you may actually sit between the target and the fleet - the idea is if you're 30Km from the target toward the fleet, the fleet can then warp to you at 50Km and they're perfect sniping distance away. Depends a lot on the situation though, and not likely to be done in a Uni fleet. | One other small note on this: If you're scouting for a sniper-heavy fleet, you may actually sit between the target and the fleet - the idea is if you're 30Km from the target toward the fleet, the fleet can then warp to you at 50Km and they're perfect sniping distance away. Depends a lot on the situation though, and not likely to be done in a Uni fleet. | ||
== Fleet Ops - X'ing up == | == Fleet Ops - X'ing up == | ||
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. | 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. | ||