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====Finding War Targets==== | ====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. | 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. | ||
== Tools of the Trade == | == Tools of the Trade == | ||
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==== ScreenShot Sharing ==== | ==== ScreenShot Sharing ==== | ||
Many people use screenshot sharing services like push or sharex to take screenshots of the enemy to share with their fleet. | Many people use screenshot sharing services like push or sharex to take screenshots of the enemy to share with their fleet. | ||
==So You Want to Be a Dedicated Scout== | |||
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. | |||
'''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. | |||
'''Ship Recognition''': The more you know about the various ships in EVE, the better intel you will give to your FC. | |||
==A Primer on Covops Scouting== | |||
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. | |||
=== What does/doesn't this cover === | |||
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. | |||
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. | |||
Finally, this page focuses on fleet scouting, and doesn't cover general intel, except in as much as intel crosses over with scouting. | |||
=== A Quick Note on How to Not Die === | |||
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: | |||
*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. | |||
*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. | |||
*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! | |||
*The "[[Cloak Trick|MWD/Cloak Trick]]" is unnecessary if you have a covops cloak fitted. The main purpose of this technique is to simulate a covops cloak for ships that cannot use them. However, it can be useful to quickly move out of a warp disruptor bubble in nullsec or wormhole space. | |||
*Practice your cloak timings, and remember to always warp away. | |||
== Fittings == | |||
Fittings for covops frigates are generally fairly straight-forward. The highlights are: | |||
*Covops cloak - a tech 2 cloak so you can warp while cloaked. | |||
*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. | |||
== I'm cloaked! == | == I'm cloaked! == | ||