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Scouting: Difference between revisions

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=== Tips on Punting ===
=== Tips on Punting ===
- Make sure to always cancel your warp (default CTRL + SPACE) once you punt.  You do not want to land at zero on a target. 


- Add Control Towers to your ship filter (in the scanner menu). This will give you an indication whether the target might be inside a POS shield. If you do not do this, you might punt your whole unit in a POS shield where it dies a horrible death.
- Add Control Towers to your ship filter (in the scanner menu). This will give you an indication whether the target might be inside a POS shield. If you do not do this, you might punt your whole unit in a POS shield where it dies a horrible death.


- Quite often a punter will initiate two punts: The first punt will unit warp to zero to the target, the second punt will be at range (e.g. 50km). This will allow snipers, Ewar, Logistics and such to stay out of harms way. You should announce your intention for multiple punts before so people can prepare to abort the first punt if they want to land at range. Some may even want to abort the 2nd punt as well and warp in later at their preferred distance.  
- Quite often a punter will initiate two punts: The first punt will unit warp to zero to the target, the second punt will be at range (e.g. 50km). This will allow snipers, Ewar, Logistics and such to stay out of harms way. You should announce your intention for multiple punts before so people can prepare to abort the first punt if they want to land at range. Some may even want to abort the 2nd punt as well and warp in later at their preferred distance. It's often useful for only fast frigates and interceptors to take the first punt at zero to avoid slower fleet warps with larger ships that may alert the target to an incoming fleet. 


- As a lot of targets check Dscan regularly, it helps to move in your probes into the Dscan range of the target as late as possible.
- As a lot of targets check Dscan regularly, it helps to move in your probes into the Dscan range of the target as late as possible.  For example, if you intend to probe down a potential target, drop your probes at a location off d-scan range with the target.  Quickly move your probes high above or well below the ecliptic plane and initiate scan. This will move your probes outside of all celestial d-scan range and give you valuable time to locate your target.  Once you have a general location for the target from d-scan, prepare your fleet for punting and position your probes in the area you've located the target with the smallest scan range that effectively covers your targets estimated position.  Have your fleet align towards the nearest celestial as you initiate scan.  Give a countdown for the punt, and when the scan is finished quickly select your target and fleet/wing/squad warp for the punt.  Give a second punt if required and quickly recall your probes or position them off d-scan as before.


- Some ships are nearly impossible to scan down, e.g. some boosting T3 or ECCM'ed Guardians which have a low signature radius. Do not plan to punt your unit onto these targets, you will most likely not get a probing solution.
- Some ships are nearly impossible to scan down, e.g. some boosting T3 or ECCM'ed Guardians which have a low signature radius. Do not plan to punt your unit onto these targets, you will most likely not get a probing solution.


- When the targets are kiting, Punting is of limited use unless you have long range or fast tackle or enough snipers. Even when your probes are on grid and your unit is ready to warp, you need a couple of seconds for your probes to get a solution and your unit needs a couple of seconds in warp. This is usually enough time for kiters to move 30 km or so away.  
- When the targets are kiting, Punting is of limited use unless you have long range or fast tackle or enough snipers. Even when your probes are on grid and your unit is ready to warp, you need a couple of seconds for your probes to get a solution and your unit needs a couple of seconds in warp. This is usually enough time for kiters to move 30 km or so away. One solution to kiting is to place the fleet members (wing or squad) that will be punted in-front of the kiting ship at a relatively close off-grid tactical.  If the punt is fast enough and at range, there is a chance for tacklers to land just in-front of the kiting ship and potentially land a scram and web.  This works best if the kiting ship still has other fleet members on-grid masking your intentions to intercept.  NOTE: This is difficult and takes practice and cunning, if done incorrectly the scout may land some very vulnerable ships within perfect sniping range of the kiting target.


- If you are combat probing, it sometimes helps to get a scan on your fleet first and ignore your fleet's results in your probing window. Note that the ship IDs change with the system so you need to do this for every system at least once. Repackaging a ship changes the ID of the ships as well. This will help to not confuse your fleet member's ships with the target's.  
- If you are combat probing, it sometimes helps to get a scan on your fleet first and ignore your fleet's results in your probing window. Note that the ship IDs change with the system so you need to do this for every system at least once. Repackaging a ship changes the ID of the ships as well. This will help to not confuse your fleet member's ships with the target's.