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User:Uryence/Scouting: Difference between revisions

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=== Punting ===
=== Punting ===
A pilot in a command position in a fleet can initiate warp for every pilot who is (1) below them in the fleet hierarchy, (2) on grid, and (3) able to warp (e.g. not tackled, not less than 150 km from the warp destination). A common use for this ability is to have a scout who has probed down a target warp themselves ''and'' other fleet members onto the target. This is "punting".
To punt, you must be above the pilots you wish to send into warp in the fleet hierarchy. A typical solution to this problem is to make a fleet's probing scout the nominal fleet commander in the in-game fleet hierarchy, so that they can warp anyone around if they wish to.
[details about punting go here]
Make sure that the other pilots you wish to punt are on grid with you. Call for them to warp to you (at range, if you are cloaked) if they aren't. While finishing the probe scan, give the members to be punted the best instructions you can about where in the system they should be aligned to.


If in doubt about whether the FC wants you to punt immediately on probe completion, speak up and clarify ''while'' the probes are running, not when they finish.
If in doubt about whether the FC wants you to punt immediately on probe completion, speak up and clarify ''while'' the probes are running, not when they finish.
If you are punting in a cloaked covert ops frigate, you probably don't want to arrive at 0 on the target yourself. Make sure you're ''not'' aligned towards the target signature, initiate the punt warp, and then press ctrl-space to cancel your own warp. You can then warp to the signature at range if you want to.
If you are punting in a scouting T3D, you probably ''do'' want to arrive at 0 on the target ship, to tackle it. You can roughly align, initiate the punt warp and go along for the ride.


=== On-grid warps ===
=== On-grid warps ===