More actions
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* Microwarpdrive - this is used for "bursting" - getting some speed up before cloaking. | * Microwarpdrive - this is used for "bursting" - getting some speed up before cloaking. | ||
* Probes - 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. | * Probes - 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. | ||
* 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. ( ''' | * 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. ( '''During wartime, tackling Covops fits are only allowed in the uni if you have clearance from the intel department''' ) | ||
* 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. For example fits, see (these are just the best from battleclinic for each ship at point of writing): | Beyond that, the fit will be somewhat determined by your ship. For example fits, see (these are just the best from battleclinic for each ship at point of writing): | ||