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User:Uryence/Scouting: Difference between revisions

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=== Cyno hunter ===
=== Cyno hunter ===


Almost all ships which can fit a covert ops cloak can also fit a covert cynosural field ("cyno") generator, which lets a [[Black Ops]] Tech 2 battleship bridge and teleport other stealthy ships into battle while circumventing the normal gate network. Force [[Recon Ships|recon]] ships and Black Ops battleships can fit a normal or "hard" cyno generator, which lets a Titan bridge ''any'' ships into battle. Some industrial ships can light an industrial cyno, and Black Ops battleships can bridge to these too. Specialized scouts can fly these ships not for a nearby fleet, but for a fleet "staged" and ready to bridge to a cyno.  
Almost all ships which can fit a covert ops cloak can also fit a covert cynosural field ("cyno") generator, which lets a [[Black Ops]] Tech 2 battleship bridge and teleport other stealthy ships into battle while circumventing the normal gate network. Force [[Recon Ships|recon]] ships and Black Ops battleships can fit a normal or "hard" cyno generator, which lets a Titan bridge ''any'' ships into battle. Some industrial ships can light an industrial cyno, and Black Ops battleships can bridge to these too. Specialized scouts can fly these ships not for a nearby fleet, but for a fleet "staged" and ready to bridge to a cyno.


Scouting as a cyno ship uses many of the same skills as other "hunting" roles, but can often emphasize cunning and stealth over raw speed. Force recons and covert-configured strategic cruisers can fit reasonable tanks and can have special abilities which make them very powerful cyno hunters: the Minmatar [[Loki]] and [[Rapier]], for instance, can use very long-ranged webs to pin a target in place as their allies arrive. Other ships, such as the [[Venture]] and [[Prospect]], offer attractively cheap "throwaway" options which might look less threatening if opponents spot them at gate transitions. [[Stealth Bombers]] have the unique ability to begin target-locking immediately on uncloaking, though this must be weighed against their paper-thin tanks.
Scouting as a cyno ship uses many of the same skills as other "hunting" roles, but can often emphasize cunning and stealth over raw speed. Force recons and covert-configured strategic cruisers can fit reasonable tanks and can have special abilities which make them very powerful cyno hunters: the Minmatar [[Loki]] and [[Rapier]], for instance, can use very long-ranged webs to pin a target in place as their allies arrive. Other ships, such as the [[Venture]] and [[Prospect]], offer attractively cheap "throwaway" options which might look less threatening if opponents spot them at gate transitions. [[Stealth Bombers]] have the unique ability to begin target-locking immediately on uncloaking, though this must be weighed against their paper-thin tanks.
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=== Fleet interceptors ===
=== Fleet interceptors ===


[[Interceptors]] are Tech 2 versions of the Tech 1 tackle frigates. They keep the tackle capacitor consumption reduction and high warp speed from their Tech 1 base hulls, but are much faster and do not have their signature radii bloomed nearly as much by using a [[Propulsion_equipment#Afterburners_and_microwarpdrives|microwarpdrive]]. ''Fleet'' interceptors get additional bonuses to the ''range'' of tackle modules, making them ideal tacklers.
[[Interceptors]] are Tech 2 versions of the Tech 1 tackle frigates. They keep the tackle capacitor consumption reduction and high warp speed from their Tech 1 base hulls, but are much faster and do not have their signature radii bloomed nearly as much by using a [[Propulsion equipment#Afterburners and microwarpdrives|microwarpdrive]]. ''Fleet'' interceptors get additional bonuses to the ''range'' of tackle modules, making them ideal tacklers.


Fleet interceptors can also be fitted with an interdiction nullifier which can make them temporarily immune to [[Tackling#Warp_disruption_fields|bubbles]], at the cost of a permanent halving of their targeting range. This loss of targeting range is a significant trade-off, and many fleet interceptor fits do not use a nullifier so as to have better tackling abilities.
Fleet interceptors can also be fitted with an interdiction nullifier which can make them temporarily immune to [[Tackling#Warp disruption fields|bubbles]], at the cost of a permanent halving of their targeting range. This loss of targeting range is a significant trade-off, and many fleet interceptor fits do not use a nullifier so as to have better tackling abilities.


The fleet interceptors are:
The fleet interceptors are:
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Refresh Dotlan to make sure you catch data updates. The in-game map is less clear, and will take up part or all of your main screen, but does have more up-to-date data, so it is also worth checking intermittently.
Refresh Dotlan to make sure you catch data updates. The in-game map is less clear, and will take up part or all of your main screen, but does have more up-to-date data, so it is also worth checking intermittently.


In wormhole space, you will likely be flying with your group's chosen wormhole mapping tool. The EVE University [[Wormhole Campus]] uses Pathfinder; other groups might be using other tools, such as Tripwire. Whatever tool you're using, pay close attention to any information recorded such as:
In wormhole space, you will likely be flying with your group's chosen wormhole mapping tool. The EVE University [[Wormhole Community]] uses Pathfinder; other groups might be using other tools, such as Tripwire. Whatever tool you're using, pay close attention to any information recorded such as:


* Hole size: this has implications for what kinds of threats and backup can get to you.
* Hole size: this has implications for what kinds of threats and backup can get to you.
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[safes, [[safe spots]].
[safes, [[safe spots]].


Your FC may ask you to quickly create a safe at which a fleet can gather after fleeing a combat grid. It is good if such a rapid safe is at least not on an obvious gate-to-gate route, but in a hot system an imperfect mid-safe which exists ''now'' can be much more valuable than a "true" safe spot not on a line between any two celestials which exists in two minutes' time.  
Your FC may ask you to quickly create a safe at which a fleet can gather after fleeing a combat grid. It is good if such a rapid safe is at least not on an obvious gate-to-gate route, but in a hot system an imperfect mid-safe which exists ''now'' can be much more valuable than a "true" safe spot not on a line between any two celestials which exists in two minutes' time.


Your FC might want to have a [[Safe_spots#Rolling_safe_spots|rolling safe]] in which you keep burning at high speed in one direction and the fleet warps to you whenever you travel more than 150km away. This makes it significantly harder to get a good warp-in on the fleet by probing it down. Your role in a rolling safe is very simple: just burn at top speed in a consistent direction. Check with the FC whether they would like that direction to be aligned towards anything in particular.
Your FC might want to have a [[Safe spots#Rolling safe spots|rolling safe]] in which you keep burning at high speed in one direction and the fleet warps to you whenever you travel more than 150km away. This makes it significantly harder to get a good warp-in on the fleet by probing it down. Your role in a rolling safe is very simple: just burn at top speed in a consistent direction. Check with the FC whether they would like that direction to be aligned towards anything in particular.


pounces,  
pounces,


scan-points,  
scan-points,


Finally, bookmarks can play a role in short-term trickery. If you are hunting PvE ships, for example, and one gives you the slip, you might find it useful to bookmark where the target ''was'', which might mean bookmarking an [[Mobile_structures#Mobile_Tractor_Unit |MTU]] or an asteroid. If you return to the system after a short pause (5 or 10 minutes), you can try warping straight to this bookmark; sometimes unwary targets let themselves get caught this way.
Finally, bookmarks can play a role in short-term trickery. If you are hunting PvE ships, for example, and one gives you the slip, you might find it useful to bookmark where the target ''was'', which might mean bookmarking an [[Mobile structures#Mobile Tractor Unit|MTU]] or an asteroid. If you return to the system after a short pause (5 or 10 minutes), you can try warping straight to this bookmark; sometimes unwary targets let themselves get caught this way.


==== On-grid bookmarks ====
==== On-grid bookmarks ====
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# uncloak and drop your probes there, where they can't see you on d-scan
# uncloak and drop your probes there, where they can't see you on d-scan
# (optionally: cloak and head back towards something nearer the target, so as to be near for the warp on top of them)
# (optionally: cloak and head back towards something nearer the target, so as to be near for the warp on top of them)
# run a probe scan centred on the target's location  
# run a probe scan centred on the target's location


With good luck and precise judgment of the target's location, you can pull off a single-cycle scan. A soon as you have the signature resolved, pull your probes, so as to give only the minimum time for the target to spot them on d-scan.
With good luck and precise judgment of the target's location, you can pull off a single-cycle scan. A soon as you have the signature resolved, pull your probes, so as to give only the minimum time for the target to spot them on d-scan.
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If you're working with another scout who entered the system before you, ask them to convey what they can work out from their own d-scan about the target's place in space. You can then work from that information to try to single-cycle the target. If you and another scout are at different places and have the target on d-scan, you can communicate triangulation with them. If you have allies in system, beware of the risk of probing them down too. Stay alert to their likely locations and remember their ship types.
If you're working with another scout who entered the system before you, ask them to convey what they can work out from their own d-scan about the target's place in space. You can then work from that information to try to single-cycle the target. If you and another scout are at different places and have the target on d-scan, you can communicate triangulation with them. If you have allies in system, beware of the risk of probing them down too. Stay alert to their likely locations and remember their ship types.


If your FC asks for an on-grid probed warp-in on an enemy gang which is over 150km away, drop probes, click the button which centres them on your location, and run a cycle at minimum range. This should resolve 100% signatures on the enemy ships. You can use ship type to be sure that you have the right target.  
If your FC asks for an on-grid probed warp-in on an enemy gang which is over 150km away, drop probes, click the button which centres them on your location, and run a cycle at minimum range. This should resolve 100% signatures on the enemy ships. You can use ship type to be sure that you have the right target.


=== Punting ===
=== Punting ===
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==== In combat ====
==== In combat ====


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.  
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 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").  
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 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.
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Voices on voice comms do not always come with labels: different programs have different overlay options, and inevitably some people can't get their overlay to work. If there is any chance of ambiguity about who you are, refer to yourself in the third person.
Voices on voice comms do not always come with labels: different programs have different overlay options, and inevitably some people can't get their overlay to work. If there is any chance of ambiguity about who you are, refer to yourself in the third person.


Corporations and alliances in EVE often have members with very different accents; some people will be communicating in a second language, and variation among first-language speakers can also be a problem (differences between British and US accents, for instance, can be quite confusing!). You can use the [[Voice_procedure#Phonetics|NATO phonetic alphabet]] to spell out any crucial information which might otherwise be hard to grasp. System names, for instance, can be stated naturally and then phonetically: "Local spike in ''emm aitch see'', seven new neuts in ''Mike Hotel Charlie''."
Corporations and alliances in EVE often have members with very different accents; some people will be communicating in a second language, and variation among first-language speakers can also be a problem (differences between British and US accents, for instance, can be quite confusing!). You can use the [[Voice procedure#Phonetics|NATO phonetic alphabet]] to spell out any crucial information which might otherwise be hard to grasp. System names, for instance, can be stated naturally and then phonetically: "Local spike in ''emm aitch see'', seven new neuts in ''Mike Hotel Charlie''."


Stay alert to easily-confused words. The [[Ares]] and the [[Eris]], for instance, sound very similar in many accents: an FC needs to know about both ships, but they present different tactical problems. It helps to say "An Ares, interceptor" or "An Eris, bubbler".
Stay alert to easily-confused words. The [[Ares]] and the [[Eris]], for instance, sound very similar in many accents: an FC needs to know about both ships, but they present different tactical problems. It helps to say "An Ares, interceptor" or "An Eris, bubbler".
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* [[Cloaking]]
* [[Cloaking]]
* [[Manual piloting]] and [[Advanced piloting techniques]]
* [[Manual piloting]] and [[Advanced piloting techniques]]
* [[Wormhole Campus Scouting Guide]]
* [[Wormhole Community Scouting Guide]]
* [[Jump drives]]
* [[Jump drives]]
* [[Topology]]
* [[Topology]]