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====+1==== | ====+1==== | ||
The objective of the +1 is to move one jump ahead of his fleet to provide intelligence to his FC. If the fleet is simply traveling to a destination, then the scout's job is route security (i.e., warning the FC of war targets, gate camps, and any other possible danger). In low-sec or null-sec space, individual ships may ask for a +1 to guide them into or out of dangerous areas. | The objective of the +1 is to move one jump ahead of his fleet to provide intelligence to his FC. If the fleet is simply traveling to a destination, then the scout's job is route security (i.e., warning the FC of war targets, gate camps, and any other possible danger). In low-sec or null-sec space, individual ships may ask for a +1 to guide them into or out of dangerous areas. | ||
When jumping into a new system, keep cloak and immediately check three things. First, check the grid on your overview for ships that might pose a threat to the fleet. Second, 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. If the objective is to find 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. | When jumping into a new system, keep cloak and immediately check three things. First, check the grid on your overview for ships that might pose a threat to the fleet. Second, 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. If the objective is to find 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. | ||
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. A scout moving in alone does not alarm anyone significantly in a system. The fleet does not move into the system until either the scout finds a good fight, or the FC determines that there is nothing interesting and decides to move on. | 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. A scout moving in alone does not alarm anyone significantly in a system. The fleet does not move into the system until either the scout finds a good fight, or the FC determines that there is nothing interesting and decides to move on. | ||
Why not just roam? Why exactly one and only one system ahead? Even when looking for good fights, scouts are always performing a fleet safety role. A scout one 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. | |||
Good ships for the +1 role are tackle frigates, but the best ships are interceptors and covops ships. | |||
====-1s==== | |||
The -1s objective is like the +1s, except they follow one jump behind a fleet to protect it from forces stalking the fleet and enemy scouts. -1s are only used when the FC suspects his 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. They generally do not report unless they find or suspect they have found someone following the fleet or a target has presented itself for a good fight. | |||
====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. | |||
====The Hero Tackle==== | ====The Hero Tackle==== | ||
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Hero tackle is an add-on role. Hero tackles are scouts who find a target the FC wants to fight. The FC will get the fleet into position on the gate leading into the scout’s system. At the FC’s signal, the scout will engage the target, tackle it, and attempt to hold tackle until the fleet can arrive to finish the fight. | Hero tackle is an add-on role. Hero tackles are scouts who find a target the FC wants to fight. The FC will get the fleet into position on the gate leading into the scout’s system. At the FC’s signal, the scout will engage the target, tackle it, and attempt to hold tackle until the fleet can arrive to finish the fight. | ||
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 gated sites; the fleet may have to warp through an acceleration gate first to reach you. Hero tackles frequently do not survive (hence the "hero" part), so interceptors and | 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 gated sites; the fleet may have to warp through an acceleration gate first to reach you. Hero tackles frequently do not survive (hence the "hero" part), so interceptors and covops ships are generally too expensive for hero tackling. Before attempting this [[Tackling_Guide | read up on tackling]], and practice a bit with a fellow corporation member. | ||
====Finding War Targets==== | |||
In any situation where a fleet can expect to encounter war targets or is actively looking for war targets, Out of Corp (OOC) scouts are very useful. They can move around freely without alerting enemy pilots that a war target is in system. | |||
==Basic Tools of the Trade== | ==Basic Tools of the Trade== | ||