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User:Uryence/Scouting: Difference between revisions

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==== In combat ====
==== In combat ====


[brief discussion of comms for scram passes, screening (brief because tackling page should cover); discussion of d-scan and local watching]
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 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").


=== How to say it ===
=== How to say it ===