https://wiki.agony-unleashed.com/api.php?action=feedcontributions&user=XiMascia&feedformat=atomAgony Unleashed - User contributions [en]2024-03-29T01:47:20ZUser contributionsMediaWiki 1.25.2https://wiki.agony-unleashed.com/index.php?title=File:Tetrahedron_Probe_Layout.jpg&diff=20350File:Tetrahedron Probe Layout.jpg2013-04-14T05:51:35Z<p>XiMascia: Blanked the page</p>
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<div></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=File:Tetrahedron_Probe_Layout_Side_View.jpg&diff=20349File:Tetrahedron Probe Layout Side View.jpg2013-04-14T05:50:49Z<p>XiMascia: Blanked the page</p>
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<div></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=File:Square_Probe_Layout.jpg&diff=20348File:Square Probe Layout.jpg2013-04-14T05:46:58Z<p>XiMascia: uploaded a new version of &quot;File:Square Probe Layout.jpg&quot;</p>
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<div>[[Category:PVP_University/COVOPS]]</div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Category:PVP_University/COVOPS&diff=20347Category:PVP University/COVOPS2013-04-14T05:44:55Z<p>XiMascia: /* Preparation */</p>
<hr />
<div>==Introduction==<br />
<br />
A fleet is a devastating vehicle of war which will strike fear into those who come across it. A fleet which has eyes and ears in systems many jumps away, co-ordinating it's attacks and allowing it to land on top of its targets with deadly accuracy is something to be truly feared by any pilot in New Eden. The people who allow the fleet to operate in this way are the [[:Category:Covert Ops|CovOps]] pilots, observing and feeding intelligence to the Fleet Commander. They need to be able to move without being seen or targeted, take up positions where they can observe the enemy and call in the Wolfpack when the precise moment for organized mayhem has arrived.<br />
<br />
The course will teach you the advantages and disadvantages of the various [[:Category:Covert Ops|Covert Operations frigates]] along with advice on fitting your ship to make the best of its abilities. You will learn how to move without being seen and how to perform evasive manoeuvres should you be trapped by the enemy. The course will also teach you how to take up positions where you can safely observe the enemy in such a way as to be able to supply all the information a Fleet Commander will ever need to know. Specific sniper training is done to enable you to bring down the enemy lurking at long range.<br />
<br />
The AU PvP CovOps course is an advanced level course with a number of pre-requisites. It requires the knowledge accumulated over both the [[:Category:PVP_University/BASIC|PVP-BASIC]] and [[:Category:PVP_University/WOLFPACKS|PVP-WOLFPACKS]] courses. If you do not have the pre-req skills or courses then please do not sign up.<br />
<br />
DISCLAIMER: Due to the high cost of the ships and modules used in this course, by signing up you are accepting that there is a level of risk where your ship and modules may be lost. The aim of the course is to minimize this risk and losses are not expected. However, neither Agony Unleashed nor its instructors can be held responsible for the loss of ships or equipment for the duration of the course. Students may decline to take part in any part of the course they wish.<br />
<br />
== Prerequisites ==<br />
The instructor will assume that you have '''studied''' the articles relevant to the class prior to attending class. You can find those relevant articles listed below in the index for your convenience. Please pay special attention to the naming conventions for bookmarks as these seem to trip up a lot of students. There is nothing wrong with having the bookmarks article open during class and referring to it when needed. If you merely skim or read the articles and do not study them in advance you could end up lost very fast. Remember that in PvP University classes, it is your responsibility to do the learning. We can only provide the information, you have to decide to learn it.<br />
<br />
===Courses===<br />
#[[:Category:PVP_University/BASIC|PVP-BASIC]]<br />
#[[:Category:PVP_University/WOLFPACKS|PVP-WOLFPACKS]]<br />
===Skills===<br />
#Electronics Upgrades 5<br />
#Caldari, Amarr, Gallente or Minmatar Frigate 5<br />
#Covert Ops 4 (preferably 5)<br />
#Electronics 5<br />
#Cloaking 4+<br />
#Warp Drive Operation 4+<br />
#Evasive Maneuvering 4+<br />
#Navigation 4+<br />
#Astrometrics 4+<br />
#Astrometric Rangefinding 3+<br />
#Astrometric Pinpointing 3+<br />
#Astrometric Acquisition 3+<br />
<br />
===Preparation===<br />
It will be assumed by the instructor that all of the following preparation has been done prior to the start of the course. The instructor will assume you have read all articles and wont rehash them completely. Furthermore, the instructor will not make the entire class wait if you are not present or don't have your headset working.<br />
#Study the [[Agony Empire Rules of Engagement]].<br />
#Read all course materials below and have your overview setup accordingly<br />
#Review all course materials in [[:Category:PVP_University/BASIC|PVP-BASIC]] category<br />
#Bookmarks are the lifeblood of Covert Ops pilots as such make sure you are familiar with making aligned and unaligned bookmarks<br />
#Review all course materials in [[:Category:PVP_University/WOLFPACKS|PVP-WOLFPACKS]] category<br />
#Buy and fit 1 ship as per the Required Reading and have this at the course location prior to the start time<br />
#Come on voicecoms before the course to verify that your microphone and headset are working</div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Category:PVP_University/COVOPS&diff=20346Category:PVP University/COVOPS2013-04-14T05:44:39Z<p>XiMascia: /* Preparation */</p>
<hr />
<div>==Introduction==<br />
<br />
A fleet is a devastating vehicle of war which will strike fear into those who come across it. A fleet which has eyes and ears in systems many jumps away, co-ordinating it's attacks and allowing it to land on top of its targets with deadly accuracy is something to be truly feared by any pilot in New Eden. The people who allow the fleet to operate in this way are the [[:Category:Covert Ops|CovOps]] pilots, observing and feeding intelligence to the Fleet Commander. They need to be able to move without being seen or targeted, take up positions where they can observe the enemy and call in the Wolfpack when the precise moment for organized mayhem has arrived.<br />
<br />
The course will teach you the advantages and disadvantages of the various [[:Category:Covert Ops|Covert Operations frigates]] along with advice on fitting your ship to make the best of its abilities. You will learn how to move without being seen and how to perform evasive manoeuvres should you be trapped by the enemy. The course will also teach you how to take up positions where you can safely observe the enemy in such a way as to be able to supply all the information a Fleet Commander will ever need to know. Specific sniper training is done to enable you to bring down the enemy lurking at long range.<br />
<br />
The AU PvP CovOps course is an advanced level course with a number of pre-requisites. It requires the knowledge accumulated over both the [[:Category:PVP_University/BASIC|PVP-BASIC]] and [[:Category:PVP_University/WOLFPACKS|PVP-WOLFPACKS]] courses. If you do not have the pre-req skills or courses then please do not sign up.<br />
<br />
DISCLAIMER: Due to the high cost of the ships and modules used in this course, by signing up you are accepting that there is a level of risk where your ship and modules may be lost. The aim of the course is to minimize this risk and losses are not expected. However, neither Agony Unleashed nor its instructors can be held responsible for the loss of ships or equipment for the duration of the course. Students may decline to take part in any part of the course they wish.<br />
<br />
== Prerequisites ==<br />
The instructor will assume that you have '''studied''' the articles relevant to the class prior to attending class. You can find those relevant articles listed below in the index for your convenience. Please pay special attention to the naming conventions for bookmarks as these seem to trip up a lot of students. There is nothing wrong with having the bookmarks article open during class and referring to it when needed. If you merely skim or read the articles and do not study them in advance you could end up lost very fast. Remember that in PvP University classes, it is your responsibility to do the learning. We can only provide the information, you have to decide to learn it.<br />
<br />
===Courses===<br />
#[[:Category:PVP_University/BASIC|PVP-BASIC]]<br />
#[[:Category:PVP_University/WOLFPACKS|PVP-WOLFPACKS]]<br />
===Skills===<br />
#Electronics Upgrades 5<br />
#Caldari, Amarr, Gallente or Minmatar Frigate 5<br />
#Covert Ops 4 (preferably 5)<br />
#Electronics 5<br />
#Cloaking 4+<br />
#Warp Drive Operation 4+<br />
#Evasive Maneuvering 4+<br />
#Navigation 4+<br />
#Astrometrics 4+<br />
#Astrometric Rangefinding 3+<br />
#Astrometric Pinpointing 3+<br />
#Astrometric Acquisition 3+<br />
<br />
===Preparation===<br />
It will be assumed by the instructor that all of the following preparation has been done prior to the start of the course. The instructor will assume you have read all articles and wont rehash them completely. Furthermore, the instructor will not make the entire class wait if you are not present or don't have your headset working.<br />
#Study the [[Agony Empire Rules of Engagement]].<br />
#Read all course materials below and have your overview setup accordingly<br />
#Review all course materials in [[:Category:PVP_University/BASIC|PVP-BASIC]] category<br />
#Bookmarks are the lifeblood of Covert Ops pilots as such make sure you are familiar with making aligned and unaligned bookmarks<br />
#Review all course materials in [[:Category:PVP_University/WOLFPACKS|PVP-WOLFPACKS]] category<br />
#Buy and fit 1 ship as per the Required Reading and have this at the course location prior to the start time<br />
#Come on voicecoms before the course to verify that your microphone and headset are working<br />
#Bookmarks will be given out at the start of the course. There are not many of them and copies do not need to be made as we change the BMs for every course</div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20345Combat Probing2013-04-14T02:35:07Z<p>XiMascia: /* Probing Tips */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by Matt Andrews, January 2009<br/><br />
Updated and extended by Nick A'dim, Baka Lakadaka, Al'ar Darkwind, Aether, dzu vadqua.<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
===Viewing Probes===<br />
<br />
*For changing viewing angle double click on probe NAME to re-center view on that probe<br />
*Hold down left mouse key and pan to rotate view around probes (probes stationary in view)<br />
*Hold down right mouse key and pan to move entire field of view<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits not chance based - if a legitimate target is in range of one of your probes, you will get a result. You will need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit). By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Additional probes (up to the 8 maximum) can provide additional signal strength, depending on their geometry relative to the other probes.<br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the target's signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum radius will give a lower signal strength. Narrowing down the radius will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric Rangefinding skill<br />
*Gravity Capacitor Upgrade rigs<br />
*Implants <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target signature radius or target sensor strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
<br />
'''Square + 2:''' One of the more common probe deployments. This arrangement provides additional scan strength from the 5th and 6th probes but takes slightly longer to deploy. Start out with four probes arranged in a square, then add one probe on top and one on bottom. <br><br />
<br />
<br />
'''Square + 3:''' This arrangement gives additional scan strength from the 7th probe in the middle of the array. Some CovOps pilots and FCs frown on this arrangement out of concern that the target may be more likely to observe probes in space with the 7th (middle) probe relatively nearby compared with the first 6 probes. Takes slightly longer to deploy than the Square + 2 arrangement. <br><br />
<br />
===Probing Tips===<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
In general when probing, focus first on getting a single pinpoint location for your target (rather than a red sphere or circle), THEN start reducing the radius of the probes in order to get a 100% hit.<br />
<br />
Use the probing filter function to narrow down targets more quickly. For example, have a filter set up for Battleships only. When you are chasing a mixed BS and smaller gang, use the BS filter to get an easy hit on the biggest ships in the fleet. Also use the filter to exclude non-interesting targets, and provide information about what kind of ship you're getting a hit on very early in the probing process.<br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions. Agony's PVP-U has this video to help you review d-scan skills: http://www.youtube.com/watch?v=WydGHvTH7NA<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using the ship's directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or hop through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often CovOps pilots will find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan for drones and therefore gain access to the location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes. There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20344Combat Probing2013-04-14T02:34:34Z<p>XiMascia: /* Probing Tips */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by Matt Andrews, January 2009<br/><br />
Updated and extended by Nick A'dim, Baka Lakadaka, Al'ar Darkwind, Aether, dzu vadqua.<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
===Viewing Probes===<br />
<br />
*For changing viewing angle double click on probe NAME to re-center view on that probe<br />
*Hold down left mouse key and pan to rotate view around probes (probes stationary in view)<br />
*Hold down right mouse key and pan to move entire field of view<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits not chance based - if a legitimate target is in range of one of your probes, you will get a result. You will need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit). By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Additional probes (up to the 8 maximum) can provide additional signal strength, depending on their geometry relative to the other probes.<br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the target's signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum radius will give a lower signal strength. Narrowing down the radius will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric Rangefinding skill<br />
*Gravity Capacitor Upgrade rigs<br />
*Implants <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target signature radius or target sensor strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
<br />
'''Square + 2:''' One of the more common probe deployments. This arrangement provides additional scan strength from the 5th and 6th probes but takes slightly longer to deploy. Start out with four probes arranged in a square, then add one probe on top and one on bottom. <br><br />
<br />
<br />
'''Square + 3:''' This arrangement gives additional scan strength from the 7th probe in the middle of the array. Some CovOps pilots and FCs frown on this arrangement out of concern that the target may be more likely to observe probes in space with the 7th (middle) probe relatively nearby compared with the first 6 probes. Takes slightly longer to deploy than the Square + 2 arrangement. <br><br />
<br />
===Probing Tips===<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
In general when probing, focus first on getting a single pinpoint location for your target (rather than a red sphere or circle), THEN start reducing the radius of the probes in order to get a 100% hit.<br />
<br />
Use the probing filter function to narrow down targets more quickly. For example, have a filter set up for Battleships only. When you are chasing a mixed BS and smaller gang, use the BS filter to get an easy hit on the biggest ships in the fleet. Also use the filter to exclude non-interesting targets, and provide information about what kind of ship you're getting a hit on very early in the probing process.<br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions. Agony's PVP-U has this video to help you review d-scan skills: http://www.youtube.com/watch?v=WydGHvTH7NA<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using the ship's directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or hop through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often CovOps pilots will find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan for drones and therefore gain access to the location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20343Combat Probing2013-04-14T02:34:06Z<p>XiMascia: /* Probing Tips */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by Matt Andrews, January 2009<br/><br />
Updated and extended by Nick A'dim, Baka Lakadaka, Al'ar Darkwind, Aether, dzu vadqua.<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
===Viewing Probes===<br />
<br />
*For changing viewing angle double click on probe NAME to re-center view on that probe<br />
*Hold down left mouse key and pan to rotate view around probes (probes stationary in view)<br />
*Hold down right mouse key and pan to move entire field of view<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits not chance based - if a legitimate target is in range of one of your probes, you will get a result. You will need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit). By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Additional probes (up to the 8 maximum) can provide additional signal strength, depending on their geometry relative to the other probes.<br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the target's signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum radius will give a lower signal strength. Narrowing down the radius will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric Rangefinding skill<br />
*Gravity Capacitor Upgrade rigs<br />
*Implants <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target signature radius or target sensor strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
<br />
'''Square + 2:''' One of the more common probe deployments. This arrangement provides additional scan strength from the 5th and 6th probes but takes slightly longer to deploy. Start out with four probes arranged in a square, then add one probe on top and one on bottom. <br><br />
<br />
<br />
'''Square + 3:''' This arrangement gives additional scan strength from the 7th probe in the middle of the array. Some CovOps pilots and FCs frown on this arrangement out of concern that the target may be more likely to observe probes in space with the 7th (middle) probe relatively nearby compared with the first 6 probes. Takes slightly longer to deploy than the Square + 2 arrangement. <br><br />
<br />
===Probing Tips===<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
In general when probing, focus first on getting a single pinpoint location for your target (rather than a red sphere or circle), THEN start reducing the radius of the probes in order to get a 100% hit.<br />
<br />
Use the probing filter function to narrow down targets more quickly. For example, have a filter set up for Battleships only. When you are chasing a mixed BS and smaller gang, use the BS filter to get a hit on the biggest ships in the fleet. Also use the filter to exclude non-interesting targets, and provide information about what kind of ship you're getting a hit on very early in the probing process.<br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions. Agony's PVP-U has this video to help you review d-scan skills: http://www.youtube.com/watch?v=WydGHvTH7NA<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using the ship's directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or hop through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often CovOps pilots will find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan for drones and therefore gain access to the location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20342Combat Probing2013-04-14T02:33:30Z<p>XiMascia: /* Probing Tips */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by Matt Andrews, January 2009<br/><br />
Updated and extended by Nick A'dim, Baka Lakadaka, Al'ar Darkwind, Aether, dzu vadqua.<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
===Viewing Probes===<br />
<br />
*For changing viewing angle double click on probe NAME to re-center view on that probe<br />
*Hold down left mouse key and pan to rotate view around probes (probes stationary in view)<br />
*Hold down right mouse key and pan to move entire field of view<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits not chance based - if a legitimate target is in range of one of your probes, you will get a result. You will need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit). By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Additional probes (up to the 8 maximum) can provide additional signal strength, depending on their geometry relative to the other probes.<br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the target's signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum radius will give a lower signal strength. Narrowing down the radius will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric Rangefinding skill<br />
*Gravity Capacitor Upgrade rigs<br />
*Implants <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target signature radius or target sensor strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
<br />
'''Square + 2:''' One of the more common probe deployments. This arrangement provides additional scan strength from the 5th and 6th probes but takes slightly longer to deploy. Start out with four probes arranged in a square, then add one probe on top and one on bottom. <br><br />
<br />
<br />
'''Square + 3:''' This arrangement gives additional scan strength from the 7th probe in the middle of the array. Some CovOps pilots and FCs frown on this arrangement out of concern that the target may be more likely to observe probes in space with the 7th (middle) probe relatively nearby compared with the first 6 probes. Takes slightly longer to deploy than the Square + 2 arrangement. <br><br />
<br />
===Probing Tips===<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
In general when probing, focus first on getting a single pinpoint location for your target (rather than a red sphere or circle), THEN start reducing the radius of the probes in order to get a 100% hit.<br />
<br />
Use the probe scan's filter function to narrow down targets more quickly. For example, have a filter set up for Battleships only. When you are chasing a mixed BS and smaller gang, use the BS filter to get a hit on the biggest ships in the fleet. Also use the filter to exclude non-interesting targets, and provide information about what kind of ship you're getting a hit on very early in the probing process.<br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions. Agony's PVP-U has this video to help you review d-scan skills: http://www.youtube.com/watch?v=WydGHvTH7NA<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using the ship's directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or hop through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often CovOps pilots will find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan for drones and therefore gain access to the location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20341Combat Probing2013-04-14T02:29:37Z<p>XiMascia: /* Probing Tips */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by Matt Andrews, January 2009<br/><br />
Updated and extended by Nick A'dim, Baka Lakadaka, Al'ar Darkwind, Aether, dzu vadqua.<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
===Viewing Probes===<br />
<br />
*For changing viewing angle double click on probe NAME to re-center view on that probe<br />
*Hold down left mouse key and pan to rotate view around probes (probes stationary in view)<br />
*Hold down right mouse key and pan to move entire field of view<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits not chance based - if a legitimate target is in range of one of your probes, you will get a result. You will need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit). By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Additional probes (up to the 8 maximum) can provide additional signal strength, depending on their geometry relative to the other probes.<br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the target's signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum radius will give a lower signal strength. Narrowing down the radius will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric Rangefinding skill<br />
*Gravity Capacitor Upgrade rigs<br />
*Implants <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target signature radius or target sensor strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
<br />
'''Square + 2:''' One of the more common probe deployments. This arrangement provides additional scan strength from the 5th and 6th probes but takes slightly longer to deploy. Start out with four probes arranged in a square, then add one probe on top and one on bottom. <br><br />
<br />
<br />
'''Square + 3:''' This arrangement gives additional scan strength from the 7th probe in the middle of the array. Some CovOps pilots and FCs frown on this arrangement out of concern that the target may be more likely to observe probes in space with the 7th (middle) probe relatively nearby compared with the first 6 probes. Takes slightly longer to deploy than the Square + 2 arrangement. <br><br />
<br />
===Probing Tips===<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
In general when probing, focus first on getting a single pinpoint location for your target (rather than a red sphere or circle), THEN start reducing the radius of the probes in order to get a 100% hit.<br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions. Agony's PVP-U has this video to help you review d-scan skills: http://www.youtube.com/watch?v=WydGHvTH7NA<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using the ship's directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or hop through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often covert ops pilots might find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan his drones and therefore gain access to his location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20340Combat Probing2013-04-14T02:27:36Z<p>XiMascia: /* Probing Tips */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by Matt Andrews, January 2009<br/><br />
Updated and extended by Nick A'dim, Baka Lakadaka, Al'ar Darkwind, Aether, dzu vadqua.<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
===Viewing Probes===<br />
<br />
*For changing viewing angle double click on probe NAME to re-center view on that probe<br />
*Hold down left mouse key and pan to rotate view around probes (probes stationary in view)<br />
*Hold down right mouse key and pan to move entire field of view<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits not chance based - if a legitimate target is in range of one of your probes, you will get a result. You will need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit). By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Additional probes (up to the 8 maximum) can provide additional signal strength, depending on their geometry relative to the other probes.<br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the target's signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum radius will give a lower signal strength. Narrowing down the radius will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric Rangefinding skill<br />
*Gravity Capacitor Upgrade rigs<br />
*Implants <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target signature radius or target sensor strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
<br />
'''Square + 2:''' One of the more common probe deployments. This arrangement provides additional scan strength from the 5th and 6th probes but takes slightly longer to deploy. Start out with four probes arranged in a square, then add one probe on top and one on bottom. <br><br />
<br />
<br />
'''Square + 3:''' This arrangement gives additional scan strength from the 7th probe in the middle of the array. Some CovOps pilots and FCs frown on this arrangement out of concern that the target may be more likely to observe probes in space with the 7th (middle) probe relatively nearby compared with the first 6 probes. Takes slightly longer to deploy than the Square + 2 arrangement. <br><br />
<br />
===Probing Tips===<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions. Agony's PVP-U has this video to help you review d-scan skills: http://www.youtube.com/watch?v=WydGHvTH7NA<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using his directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or jump through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often covert ops pilots might find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan his drones and therefore gain access to his location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20339Combat Probing2013-04-14T02:27:13Z<p>XiMascia: /* Scanning */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by Matt Andrews, January 2009<br/><br />
Updated and extended by Nick A'dim, Baka Lakadaka, Al'ar Darkwind, Aether, dzu vadqua.<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
===Viewing Probes===<br />
<br />
*For changing viewing angle double click on probe NAME to re-center view on that probe<br />
*Hold down left mouse key and pan to rotate view around probes (probes stationary in view)<br />
*Hold down right mouse key and pan to move entire field of view<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits not chance based - if a legitimate target is in range of one of your probes, you will get a result. You will need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit). By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Additional probes (up to the 8 maximum) can provide additional signal strength, depending on their geometry relative to the other probes.<br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the target's signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum radius will give a lower signal strength. Narrowing down the radius will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric Rangefinding skill<br />
*Gravity Capacitor Upgrade rigs<br />
*Implants <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target signature radius or target sensor strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
<br />
'''Square + 2:''' One of the more common probe deployments. This arrangement provides additional scan strength from the 5th and 6th probes but takes slightly longer to deploy. Start out with four probes arranged in a square, then add one probe on top and one on bottom. <br><br />
<br />
<br />
'''Square + 3:''' This arrangement gives additional scan strength from the 7th probe in the middle of the array. Some CovOps pilots and FCs frown on this arrangement out of concern that the target may be more likely to observe probes in space with the 7th (middle) probe relatively nearby compared with the first 6 probes. Takes slightly longer to deploy than the Square + 2 arrangement. <br><br />
<br />
==Probing Tips==<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions. Agony's PVP-U has this video to help you review d-scan skills: http://www.youtube.com/watch?v=WydGHvTH7NA<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using his directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or jump through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often covert ops pilots might find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan his drones and therefore gain access to his location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20338Combat Probing2013-04-14T02:26:44Z<p>XiMascia: /* Probing Tips */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by Matt Andrews, January 2009<br/><br />
Updated and extended by Nick A'dim, Baka Lakadaka, Al'ar Darkwind, Aether, dzu vadqua.<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
===Viewing Probes===<br />
<br />
*For changing viewing angle double click on probe NAME to re-center view on that probe<br />
*Hold down left mouse key and pan to rotate view around probes (probes stationary in view)<br />
*Hold down right mouse key and pan to move entire field of view<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits not chance based - if a legitimate target is in range of one of your probes, you will get a result. You will need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit). By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Additional probes (up to the 8 maximum) can provide additional signal strength, depending on their geometry relative to the other probes.<br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the target's signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum radius will give a lower signal strength. Narrowing down the radius will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric Rangefinding skill<br />
*Gravity Capacitor Upgrade rigs<br />
*Implants <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target signature radius or target sensor strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
<br />
'''Square + 2:''' One of the more common probe deployments. This arrangement provides additional scan strength from the 5th and 6th probes but takes slightly longer to deploy. Start out with four probes arranged in a square, then add one probe on top and one on bottom. <br><br />
<br />
<br />
'''Square + 3:''' This arrangement gives additional scan strength from the 7th probe in the middle of the array. Some CovOps pilots and FCs frown on this arrangement out of concern that the target may be more likely to observe probes in space with the 7th (middle) probe relatively nearby compared with the first 6 probes. Takes slightly longer to deploy than the Square + 2 arrangement. <br><br />
<br />
==Scanning==<br />
To scan a target down first you must have a target! There are several ways to go about this depending on the situation and what you are trying to find and for each one you must keep several things in mind while finding them.<br />
<br />
'''Enemy ships:''' There are two general situations where you will be scanning down enemy ships. The first of which is when you know where the enemy is, such as on or very close to a gate, and you are trying to get a drop on them. In this situation you can deploy your probes at a 0.5 AU range in one of the configurations above around the object and get drops almost instantly. For added stealth deploy your probes before you are in scan range and then warp near the grid before hitting “Analyze” so your enemies have little warning that they are being scanned down.<br />
<br />
The second situation that happens when scanning down an enemy ship is when you know an enemy is in system but are not sure where. When this happens you can maximize the size of your probes as well as spreading them out to cover as much of the system as you can per scan or you can use your directional scanner to find his general location then work in from a smaller probe size. In either situation once you have his general location you will need to put your probes into a scanning layout as shown in the pictures above and start scanning, resizing, and repositioning your probes as needed until you get a 100% hit. <br />
<br />
'''Exploration sites and Wormholes:''' Sometimes you will need to scan down exploration sites and other objects for various reasons, one of which can be an enemy in a combat exploration site but you only have Core probes or it is easier to scan down the site than to scan his ship. In both of these situations you will want to do a large scan of as much of the system as you can cover with your probes in the same manner as finding a safe spotted enemy ship and then once a target is found, using your probes in formation to scan it down. <br />
<br />
==Probing Tips==<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions. Agony's PVP-U has this video to help you review d-scan skills: http://www.youtube.com/watch?v=WydGHvTH7NA<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using his directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or jump through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often covert ops pilots might find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan his drones and therefore gain access to his location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20337Combat Probing2013-04-14T02:25:55Z<p>XiMascia: /* Probing Tips */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by Matt Andrews, January 2009<br/><br />
Updated and extended by Nick A'dim, Baka Lakadaka, Al'ar Darkwind, Aether, dzu vadqua.<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
===Viewing Probes===<br />
<br />
*For changing viewing angle double click on probe NAME to re-center view on that probe<br />
*Hold down left mouse key and pan to rotate view around probes (probes stationary in view)<br />
*Hold down right mouse key and pan to move entire field of view<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits not chance based - if a legitimate target is in range of one of your probes, you will get a result. You will need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit). By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Additional probes (up to the 8 maximum) can provide additional signal strength, depending on their geometry relative to the other probes.<br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the target's signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum radius will give a lower signal strength. Narrowing down the radius will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric Rangefinding skill<br />
*Gravity Capacitor Upgrade rigs<br />
*Implants <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target signature radius or target sensor strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
<br />
'''Square + 2:''' One of the more common probe deployments. This arrangement provides additional scan strength from the 5th and 6th probes but takes slightly longer to deploy. Start out with four probes arranged in a square, then add one probe on top and one on bottom. <br><br />
<br />
<br />
'''Square + 3:''' This arrangement gives additional scan strength from the 7th probe in the middle of the array. Some CovOps pilots and FCs frown on this arrangement out of concern that the target may be more likely to observe probes in space with the 7th (middle) probe relatively nearby compared with the first 6 probes. Takes slightly longer to deploy than the Square + 2 arrangement. <br><br />
<br />
==Scanning==<br />
To scan a target down first you must have a target! There are several ways to go about this depending on the situation and what you are trying to find and for each one you must keep several things in mind while finding them.<br />
<br />
'''Enemy ships:''' There are two general situations where you will be scanning down enemy ships. The first of which is when you know where the enemy is, such as on or very close to a gate, and you are trying to get a drop on them. In this situation you can deploy your probes at a 0.5 AU range in one of the configurations above around the object and get drops almost instantly. For added stealth deploy your probes before you are in scan range and then warp near the grid before hitting “Analyze” so your enemies have little warning that they are being scanned down.<br />
<br />
The second situation that happens when scanning down an enemy ship is when you know an enemy is in system but are not sure where. When this happens you can maximize the size of your probes as well as spreading them out to cover as much of the system as you can per scan or you can use your directional scanner to find his general location then work in from a smaller probe size. In either situation once you have his general location you will need to put your probes into a scanning layout as shown in the pictures above and start scanning, resizing, and repositioning your probes as needed until you get a 100% hit. <br />
<br />
'''Exploration sites and Wormholes:''' Sometimes you will need to scan down exploration sites and other objects for various reasons, one of which can be an enemy in a combat exploration site but you only have Core probes or it is easier to scan down the site than to scan his ship. In both of these situations you will want to do a large scan of as much of the system as you can cover with your probes in the same manner as finding a safe spotted enemy ship and then once a target is found, using your probes in formation to scan it down. <br />
<br />
==Probing Tips==<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions. Agony's PVP-U has this video to help you review d-scan skills: <iframe width="640" height="360" src="http://www.youtube.com/embed/WydGHvTH7NA?feature=player_detailpage" frameborder="0" allowfullscreen></iframe><br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using his directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or jump through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often covert ops pilots might find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan his drones and therefore gain access to his location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Covert_Operations&diff=20336Covert Operations2013-04-14T02:19:38Z<p>XiMascia: /* Further References */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small>Original text by Stein Voorhees, February 2007<br/>Updated and extended by Carenthor Loon, Ecatherina W, Baka Lakadaka, Aether, dzu vadqua.<br/>Copyright Agony Unleashed</small></p><br />
<br />
<br />
==Background==<br />
<br />
'''CovOps''': “Recon.” <br/><br />
'''FC''': “Go recon.”<br/><br />
'''CovOps''': “This is cr8r in RMOC on the Hemin gate. Eight in local. Nothing on grid, 5-ship armor HAC gang on scan. They're not at a POS or a celestial, looks like they're at a safe. FC: want a drop on them?”<br/><br />
'''FC''': “Yes. Get your probes out and get me that drop. Let me know when you've got it. Fleet: hold on RMOC gate.”<br/><br />
'''CovOps''': “Anchor in place. Warp to cr8r at 20.”<br/><br />
'''FC''': “Fleet: jump jump. Cold warping fleet to CovOps.”<br />
<br />
<br />
Agony Unleashed operates primarily in well organized wolfpack style fleets which tend to be smaller gangs which can deliver tremendous firepower and travel extremely quickly. In order to best deliver this firepower, the Fleet Commander (FC) needs to have knowledge of the enemy immediately to hand. A good CovOps pilot is a force multiplier to a fleet – greatly expanding the fleet's ability to kill opponents and reducing the chance of the fleet being trapped by overwhelming opposition. Despite rumors to the contrary, flying a CovOps ship for a fleet can be tremendously exciting. And (as an added bonus) your fleet mates will thank you for it.<br />
<br />
<br />
'''Capabilities of a CovOps pilot'''<br />
<br />
A CovOps ship's specialty is fitting the Covert Ops Cloaking Device, which allows you to warp cloaked. Once your CovOps ship is in system and cloaked you can range around the system at will, invisible to the overview, scans, and probes (if flown correctly). You can maneuver in close proximity to other ships undetected for spying and for getting drops on potential victims for the rest of the fleet. In addition, your CovOps ship has a frigate's speed and agility for rapid exploration, can re-cloak very quickly, and, most importantly, gets a bonus for probes. <br />
<br />
Given the abilities mentioned above, what are you expected to be able to do as the CovOps pilot in a fleet op, and how can you contribute to fleet kills? You will be expected to perform two primary tasks: Provide reconnaissance about ships/fleets while roaming or stationed ahead of the fleet, and pin down the specific location of targets within a system. And you'll be expected to be able to do these tasks while avoiding getting your fragile frigate hull blown up. <br />
<br />
<br />
'''Who and where is my enemy? What's my enemy's capability?'''<br />
<br />
Reconnaissance is the bulk of a CovOps pilot's work. Reconnaissance consists of providing intelligence about ships and fleets in systems removed from the main fleet's location, its purpose is to let the FC and fleet know of opportunities ahead and threats that may be coming down the pipe. In order to provide the best reconnaissance you should be familiar with the composition, strengths, and weaknesses of your own fleet, in order to identify which information is important to pass onto the FC.<br />
<br />
Ideally, you'll talk with the FC about his/her expectations before the operation, in order to get an understanding of how far out the FC would like you to range, discuss if there are any systems in particular that the FC would like recon from, and find out if there are any types of targets that he/she is especially interested in. FC experience can help a CovOps pilot gain judgment about how and when to pass on information to the fleet. <br />
<br />
A CovOps pilot generally provides fleet forward eyes by ranging through systems +2 to +6 from the fleet, poking a head into side systems to see if there are any good targets while moving ahead toward the FC's destination. In order to travel safely a CovOps pilot relies heavily on TAC bookmarks near gates and stations, and in order to observe hostile forces you'll need an additional set of Recon bookmarks. Also, in order to avoid decloaking and to find targets efficiently, you'll need a couple of overview tabs dedicated to CovOps tasks. Recon bookmarks and Overview tabs are covered in more depth below and in class. <br />
<br />
As a CovOps pilot, you'll be relatively independent from the fleet and will make your own decisions – within the bounds of what you had discussed with the FC – about when and where to move while tirelessly hunting, hunting for information. Alternatively, a CovOps pilot can provide passive eyes – sitting invisible in a single system and tracking local and d-scan. Often times a lightly-tended alt running on a second client can provide passive eyes. <br />
<br />
Once you find anything of interest, you'll provide a recon report to the FC and the fleet. Recon reports should be given as frequently as necessary to provide a flow of *relevant* information to the FC. The recon reports should be as concise and clear as possible – giving the FC information in a easily digestible and familiar format, so that he/she can put the information to immediate use and doesn't have to waste time figuring out what the CovOps pilot is seeing. The recon format is discussed below and in class. <br />
<br />
<br />
'''How can I kill my enemy?'''<br />
<br />
Beyond general recon, your second task is finding targets and getting the drop. In order to be the most effective force multiplier possible, you should be actively looking for opportunities for kills for your fleet and getting drops on those potential targets (in addition to providing information to keep your fleet safe). How to go about this? Your first tool for finding targets is out-of-game: Dotlan (http://evemaps.dotlan.net/). A skilled CovOps pilot will have Dotlan open for the entire op anyway for navigation purposes, but Dotlan also helps you look for opportunities. Dotlan provides statistics for individual systems regarding number of recent jumps (for general system activity), NPC ships killed (by ratters and mission runners, potential targets) and number of player ship/pod kills. While ranging as forward eyes, a skilled CovOps pilot will be checking Dotlan stats for surrounding systems to get an idea of which direction may be most fruitful. <br />
<br />
After checking Dotlan, coming into a system you'll always want to immediately check the number of pilots in local and hit a 360-degree 14.4au directional scan. At times you'll need to do this while evading capture by gate campers. If your fleet is nearby (e.g., -1 or -2 from you) you'll want to provide a general situation recon report to let the FC know what he/she can expect if the fleet comes this way. Then, if the system looks promising you can start searching for targets. <br />
<br />
The tools that you'll use to find and get a drop on targets will depend on their location relative to you: targets will be either 1) on-grid with you; 2) off grid, but on scan at a celestial; 3) off grid, on scan at a safespot; or 4) off scan, on probe. You can find and get drops on these targets using either laddering (for #1 above), dscan (for #2 above), or probes (for #1, #3, and #4 above). These techniques are covered in depth in class and in the other reading material. <br />
<br />
<br />
<br />
In addition to performing these tasks adequately, you'll be expected – above all – to not get blown up. Fortunately, a well-piloted CovOps ship is difficult to destroy. Of course, the reason that it's hard to destroy is NOT because of its EHP! CovOps ships are flimsy – if you get any incoming DPS at all, you are most likely a dead CovOps pilot. CovOps ships rely on stealth tank: while flying your Cheetah, Anathema, Buzzard, or Helios you need to keep your cloak up (pretty much) at all times. An experienced CovOps pilot continually but unconsciously checks that green glow on the Covert Ops Cloaking device to make sure that it's running – the glow is your only safety. As long as your cloak is running you cannot be seen on the overview, scan, or probe, and you cannot be targeted. However, there are a few times when you will have to drop cloak – this is the CovOps ship's Achilles heel. You'll have brief moments of visibility while traveling through a gate, while dropping/reloading probes, and while leaving a station. Other sections of the reading will discuss techniques for evasion and stealth in more depth. <br />
<br />
As a wrap-up to this introduction, what are you NOT expected to do as a CovOps pilot? A CovOps pilot should never show up on a killmail. Period. That means that you'll need to avoid getting killed, but also that you will not use any offensive weaponry, including guns, EWAR, and tackle. A CovOps ship is an expensive loss for the fleet, it's very fragile, and it has the highly-limited offensive capability of a T1 probing frigate. You and your ship are much more valuable to your fleet as a force multiplier than as DPS, EWAR, or tackle. <br />
<br />
===Objectives of Intelligence Gathering===<br />
Within EVE, there are a number of crucial pieces of information which a combat commander requires when setting out on an operation. These can be summarized as:<br />
<br />
#Location of the enemy.<br />
#Ship types and alliance of the enemy.<br />
#Enemy fleet activities.<br />
#Destination of the enemy.<br />
#Position of Warp Bubbles and Interdiction Spheres<br />
#The Inertia of the enemy fleet - is it a fast moving frigate gang, or a lumbering BS gang with incredible firepower<br />
<br />
In order to effectively deliver decisive force, the FC needs to have this information prior to any engagement and work it into a cohesive plan. Indeed, without this information it may be impossible to engage at all. In order to supply the above information on mobile fleets, active scouting and reconnaissance is required. At times, a CovOps pilot may also be needed to provide a warp in point on a sniper or to track down and/or shadow an enemy fleet.<br />
<br />
The [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course will take you through how best to deliver this key information to the FC without being seen or engaged by the enemy. By its nature, [[:Category:Covert Ops|CovOps]] Recon may not involve any direct offensive tactics. The ships are expensive and very fragile. A good [[:Category:Covert Ops|CovOps]] pilot will most likely never engage a weapon while in his ship. However, there are a number of advanced [[:Category:Covert Ops|CovOps]] tactics where a more offensive attitude may be warranted. This document covers the preliminary information you will require to attend the course.<br />
<br />
==Skills and Implants==<br />
The skills required by [[:Category:Covert Ops|Covert Ops]] pilots are primarily those already needed to fly in Agony wolfpacks. However, there are a number of skills which need to be increased above this basic level to ensure that pilots have the speed and agility to avoid engagements. Also, in order to effectively use cloaking technology there are some significant skills that need investing in.<br />
===Covert Ops Recon Skills===<br />
====Base skills====<br />
*Covert Ops 4+ (preferably 5)<br />
*Cloaking 4+<br />
*Electronics 5<br />
*Electronics Upgrades 5<br />
*Evasive Maneuvering 4+<br />
*Navigation 4+<br />
*Warp Drive Operation 4+<br />
*Racial Frigate 5<br />
*Acceleration Control 4+<br />
*High Speed Maneuvering 4+<br />
*Fuel Conservation 4+<br />
*Electronic Warfare 3+<br />
*Energy Management 4+<br />
*Weapon Upgrades 3+<br />
*Engineering 4+<br />
*Spaceship Command 4+<br />
<br />
====Additional skills for probing====<br />
*Science 3<br />
*Astrometrics 4+ (preferably 5)<br />
*Astrometric Acquisition 3+<br />
*Astrometric Pinpointing 3+<br />
*Astrometric Rangefinding 3+<br />
<br />
===Implants===<br />
The following implants are useful for [[:Category:Covert Ops|Covert Ops]] pilots:<br />
*Poteque 'Prospector' Astrometric Pinpointing AP-6XX (slot 06, reduces probe signal deviation)<br />
*Poteque 'Prospector' Astrometric Acquisition AQ-7XX (slot 07, reduces probe scan time)<br />
*Poteque 'Prospector' Astrometric Rangefinding AR-8XX (slot 08, improves probe scan strength)<br />
*Eifyr and Co. 'Rogue' Warp Drive Speed WS-5XX (slot 5, increases warp velocity)<br />
*Eifyr and Co. 'Rogue' Acceleration Control AC-6XX (slot 6, increases speed while using MWDs and afterburners)<br />
*Eifyr and Co. 'Rogue' Navigation NN-6XX (slot 6, increases ship velocity)<br />
*Eifyr and Co. 'Rogue' Evasive Maneuvering EM-7XX (slot 7, improves ship agility)<br />
<br />
Or, if you have the isk, the low-grade virtue implants gives substantial scan strength bonus; the whole set gives 33.83% bonus to strength of scan probes.<br />
<br />
*Low-grade Virtue Alpha — 1% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Beta — 2% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Gamma — 3% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Delta — 4% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Epsilon — 5% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Omega — 1.25x set bonus.<br />
<br />
==Ships==<br />
In order to effectively perform reconnaissance in Eve, you must not only be able to observe without being seen, you must also be able to get into position without being seen. As such, for a [[:Category:Covert Ops|Covert Operations frigate]] using a CovOps cloak is a must.<br />
<br />
All students must attend the [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course with a Covert Ops frigate equipped with a CovOps Cloak II and an Expanded Probe Launcher. Additional fittings are described below and will be discussed during the course.<br />
<br />
One thing to bear in mind with CovOps frigates is that they will pop very easily. They generally travel solo and can be very easily picked off if engaged by virtually any enemy. As such, their general fitting needs to be based around speed, maneuverability and stealth, NOT around a tank or gank.<br />
<br />
Another consideration with these ships is that they have a relatively high total cost. A CovOps frigate costs approximately 15-25 million ISK while the CovOps Cloak adds another 8-10 million to the bill, not to mention rigs, implants, and fittings. As such, we must be careful when flying these ships, as their loss could have a large negative effect on the ISK efficiency of an entire session of an otherwise T1 wolfpack (since one of Agony Unleashed's primary objectives in the field is to cause significantly more damage than it takes). To win the ISK war, we must take care with our ship and only put it into a situation of danger when the gains outweigh the losses. This course will cover how to keep your ship in one piece.<br />
<br />
===Basic Fitting Principles===<br />
The basics of CovOps ship fitting include an Expanded Probe Launcher and a Covert ops cloak in the high slots, MWD in the mid slots, and overdrives or nanofibers in the low slots. The cloak and probe launcher enable you to warp around cloaked and perform scans of the area. Microwarpdrive will enable CovOps ship to quickly cover certain distance across the grid when there is no danger of getting targeted (example: if you're creating bookmarks in an otherwise empty system). Overdrives and nanofibers will boost the ship's cloaked velocity allowing you quicker to move into warp-in positions for your gang; nanofibers will also increase CovOps ship's agility allowing it to enter warp and turn faster.<br />
<br />
Once the above modules have been fitted, a CovOps ship will have several open high and mid slots. Open mid-slots should be fitted next. They are used for defensive EWAR modules with the aim of helping the frigate escape if cornered. Popular choices are Remote Sensor Dampeners that can cut locking range of an interceptor, freeing the CovOps frigate from its tackle, as well as ECM modules and ECM burst. Keep in mind that the strength of ECM modules is quite low on non-bonused ships so chances of a jam are relatively low. ECM burst modules have an area of effect of only 6,000m. They will also require approximately 250 units of capacitor to activate for one cycle, while unbonused capacitor sized of CovOps frigates range from 187 units for Cheetah up to 250 units for Anathema. This means that to activate an ECM burst CovOps frigate must have nearly full capacitor and it can only be activated for one cycle. ECM burst modules are very cap intensive, so the ship setup that includes this module should also include a cap battery or recharger which can also help in making long warps.<br />
<br />
===Covert Ops Frigates: Suggested Fittings===<br />
====Buzzard====<br />
The Caldari [[Buzzard]] is the second slowest CovOps frigate, and therefore is not ideal for fleet work. For combat CovOps, not covered in this class, the Buzzard's high grid and CPU making it the easiest ship to fit for agression. It is also has 5 mid-slots which enable it to pack a very hard EWAR punch.<br />
<br />
Example of a Buzzard setup:<br><br />
[Buzzard, class] <br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
Phased Monopropellant I Hydrazine Boosters<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
====Cheetah====<br />
The Minmatar [[Cheetah]] is the fastest CovOps frigate. It is extremely useful for situations when you need to move across the grid without warping, for example, when getting into position on a sniper. It is however the hardest CovOps to fit.<br />
<br />
Example of a Cheetah setup:<br><br />
[Cheetah, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Monopropellant I Hydrazine Boosters<br><br />
Phased Muon Sensor Disruptor I<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
This setup has a base speed of over 611 m/s. It only has an remote sensor damp to defend itself, so will rely on stealth and speed to evade enemy ships.<br />
<br />
====Helios====<br />
The Gallente [[Helios]] treads a path between the Buzzard and Cheetah. It is easier to fit that a Cheetah and is somewhat faster than a Buzzard.<br />
<br />
[Helios, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
1MN MicroWarpdrive I<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
<br />
This gives the same defensive EWAR as the Buzzard, but has a higher speed under cloak.<br />
<br />
====Anathema====<br />
The Amarr [[Anathema]] is historically regarded to be the worst CovOps frigate due to it having the lowest base speed. However, it has the highest base capacitor of any of the CovOps frigs, and with its third low slot can now actually be fit to be faster than a Buzzard.<br />
<br />
Example of an Anathema setup:<br><br />
[Anathema, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Cap Recharger II<br><br />
1MN MicroWarpdrive II<br><br />
Phased Muon Sensor Disruptor I<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
[empty high slot]<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
Anathema also has the furthest warp duration and best capacitor regen of any of the suggested setups.<br />
<br />
====Rigs====<br />
The rigs most commonly fitted to CovOps frigates are two Small Gravity Capacitor Upgrade I, which increase scan probe strength by 10% each. Although the corresponding T2 rigs give 15% bonus, a CovOps ship can fit only one of these, so most pilots opt to fit two T1 rigs for a total 20% bonus to scan strength. These rigs are very inexpensive (<100,000 ISK).<br />
<br />
Other rigs that may be somewhat beneficial to a CovOps frigate are the Auxiliary Thruster I, which increases the ship's base speed, and the Low Friction Nozzle Joint I, which boosts the ship's agility.<br />
<br />
==Cloaking and Covert Operations==<br />
The Covert Ops Cloak II enables a ship to disappear from both the visual display and overview and also, for the time being, keep it hidden from scan probes. You are still listed in local, but if you're at a safe spot with the cloak operational you are almost completely safe.<br />
<br />
A Covert Ops cloak II fitted on a [[:Category:Covert Ops|CovOps]] frigate has no base speed penalty when cloaked and a 5-10 second target delay with no resolution penalty.<br />
<br />
When using the cloak you cannot use any other modules (including afterburners or MWDs) so you are very much in watching mode. If you come within 2000 meters of any uncloaked objects then the cloak will deactivate and you will not be able to activate it until you are at least 2000 m away from everything and wait out a recloak timer. This means that if you jump into a busy gate camp with plenty of debris around and get caught by a warp bubble, you will most likely not be able to activate your cloak and you will probably die.<br />
<br />
The most important quality of the Covert Ops cloak is that it lets you warp with the cloak active. This means you can arrive on grid with nobody knowing about it, which can obviously be very useful.<br />
<br />
==Overview Settings==<br />
When doing [[:Category:Covert Ops|CovOps]] work, it is helpful to use three different saved overview settings. Using tabs, it is easy to switch between the three settings.<br />
<br />
===Standard===<br />
When you are in position to observe, you need to ensure you see all. It is important that a Covert Ops pilot is fully aware of every single item around him, to avoid going within 2000 m of another object.<br />
<br />
To do this, in the Overview Settings - Filters - Types tab, make sure everything is selected. Also, on the Overview Settings - Filters - States tab, make sure everything is selected.<br />
<br />
===Moving===<br />
When moving by either warping, jumping or normal propulsion the pilot should be very aware of what is coming up in front the ship. When moving normally around a gate or target the pilot should use the CovOps - Standard setting. However, the major disadvantage of the CovOps - Standard is that it can cause significant lag during session changes.<br />
<br />
When jumping through gates, where the other side is unknown, the pilot should use a different overview setting which covers the most important objects, but reduces lag;<br />
<br />
In the Overview Settings - Filters - Types tab select the following;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Agent in space<br />
** Audit Log Secure Container<br />
** Beacon<br />
** Biomass<br />
** Cargo Container<br />
** Freight Container<br />
** Global Warp Disruptor<br />
** Large Collidable Object<br />
** Mobile Sentry Gun<br />
** Secure Cargo Container<br />
** Star Gate<br />
** Warp Gate<br />
** Wreck<br />
* Drone<br />
** All<br />
* NPC<br />
** All<br />
* Entity<br />
** Billboard<br />
** Large Collidable Ship<br />
** Large Collidable Structure<br />
** Protective Sentry Gun<br />
** Sentry Gun<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** None<br />
<br />
===Scanning===<br />
It is useful to have another overview setting used for Scanning. This setting changes a lot depending on what you are looking for. However, when trying to scan the immediate area, saving time and eliminating clutter is essential. As such, use the following when scanning using overview settings;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Asteroid Belt<br />
** Moon<br />
** Planet<br />
** Warp gate<br />
** Star Gate<br />
* Drone<br />
** Combat Drone<br />
* NPC<br />
** None<br />
* Entity<br />
** None<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** Control Tower<br />
** Force Field (to show if a tower is active or not)<br />
<br />
These settings allow for a quick scan, which reveals key points in the solar system plus any ships in the scan radius. All other clutter is kept out. Be sure to check that "Use Overview Settings" is enabled, then once a scan can be narrowed down you can disable it so that everything in the narrow search can be seen.<br />
<br />
Bear in mind that it is not possible to include some types of object on your overview, the most important of which is the warp disrupt probe launched by an interdictor. It is therefore very important, particularly when scanning a gate or a station, to make sure that "Use Overview Settings" is NOT enabled before reporting the scan as clear or warping onto grid.<br />
<br />
All of these settings should also include showing the ship type and Corporation ticker as these give vital information on the enemy. Remember to add the settings to different tabs so you just need to switch between tabs to get a different overview setting while on the go.<br />
<br />
A useful tip is that you can reduce lag a lot by minimizing overview (by pressing TAB) when jumping into a system. This can be a lifesaver when entering a very busy system (you can use your map to determine if the system ahead is likely to be very busy). Once the system has loaded, you can maximize overview and get the intel you need.<br />
<br />
==Further References==<br />
* [[PVP COVOPS Probing]]<br />
* http://www.agony-unleashed.com/wiki/index.php?title=Recon_Reporting</div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20335Combat Probing2013-04-14T02:14:33Z<p>XiMascia: </p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by Matt Andrews, January 2009<br/><br />
Updated and extended by Nick A'dim, Baka Lakadaka, Al'ar Darkwind, Aether, dzu vadqua.<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
===Viewing Probes===<br />
<br />
*For changing viewing angle double click on probe NAME to re-center view on that probe<br />
*Hold down left mouse key and pan to rotate view around probes (probes stationary in view)<br />
*Hold down right mouse key and pan to move entire field of view<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits not chance based - if a legitimate target is in range of one of your probes, you will get a result. You will need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit). By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Additional probes (up to the 8 maximum) can provide additional signal strength, depending on their geometry relative to the other probes.<br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the target's signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum radius will give a lower signal strength. Narrowing down the radius will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric Rangefinding skill<br />
*Gravity Capacitor Upgrade rigs<br />
*Implants <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target signature radius or target sensor strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
<br />
'''Square + 2:''' One of the more common probe deployments. This arrangement provides additional scan strength from the 5th and 6th probes but takes slightly longer to deploy. Start out with four probes arranged in a square, then add one probe on top and one on bottom. <br><br />
<br />
<br />
'''Square + 3:''' This arrangement gives additional scan strength from the 7th probe in the middle of the array. Some CovOps pilots and FCs frown on this arrangement out of concern that the target may be more likely to observe probes in space with the 7th (middle) probe relatively nearby compared with the first 6 probes. Takes slightly longer to deploy than the Square + 2 arrangement. <br><br />
<br />
==Scanning==<br />
To scan a target down first you must have a target! There are several ways to go about this depending on the situation and what you are trying to find and for each one you must keep several things in mind while finding them.<br />
<br />
'''Enemy ships:''' There are two general situations where you will be scanning down enemy ships. The first of which is when you know where the enemy is, such as on or very close to a gate, and you are trying to get a drop on them. In this situation you can deploy your probes at a 0.5 AU range in one of the configurations above around the object and get drops almost instantly. For added stealth deploy your probes before you are in scan range and then warp near the grid before hitting “Analyze” so your enemies have little warning that they are being scanned down.<br />
<br />
The second situation that happens when scanning down an enemy ship is when you know an enemy is in system but are not sure where. When this happens you can maximize the size of your probes as well as spreading them out to cover as much of the system as you can per scan or you can use your directional scanner to find his general location then work in from a smaller probe size. In either situation once you have his general location you will need to put your probes into a scanning layout as shown in the pictures above and start scanning, resizing, and repositioning your probes as needed until you get a 100% hit. <br />
<br />
'''Exploration sites and Wormholes:''' Sometimes you will need to scan down exploration sites and other objects for various reasons, one of which can be an enemy in a combat exploration site but you only have Core probes or it is easier to scan down the site than to scan his ship. In both of these situations you will want to do a large scan of as much of the system as you can cover with your probes in the same manner as finding a safe spotted enemy ship and then once a target is found, using your probes in formation to scan it down. <br />
<br />
==Probing Tips==<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions.<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using his directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or jump through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often covert ops pilots might find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan his drones and therefore gain access to his location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Covert_Operations&diff=20334Covert Operations2013-04-14T02:13:22Z<p>XiMascia: </p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small>Original text by Stein Voorhees, February 2007<br/>Updated and extended by Carenthor Loon, Ecatherina W, Baka Lakadaka, Aether, dzu vadqua.<br/>Copyright Agony Unleashed</small></p><br />
<br />
<br />
==Background==<br />
<br />
'''CovOps''': “Recon.” <br/><br />
'''FC''': “Go recon.”<br/><br />
'''CovOps''': “This is cr8r in RMOC on the Hemin gate. Eight in local. Nothing on grid, 5-ship armor HAC gang on scan. They're not at a POS or a celestial, looks like they're at a safe. FC: want a drop on them?”<br/><br />
'''FC''': “Yes. Get your probes out and get me that drop. Let me know when you've got it. Fleet: hold on RMOC gate.”<br/><br />
'''CovOps''': “Anchor in place. Warp to cr8r at 20.”<br/><br />
'''FC''': “Fleet: jump jump. Cold warping fleet to CovOps.”<br />
<br />
<br />
Agony Unleashed operates primarily in well organized wolfpack style fleets which tend to be smaller gangs which can deliver tremendous firepower and travel extremely quickly. In order to best deliver this firepower, the Fleet Commander (FC) needs to have knowledge of the enemy immediately to hand. A good CovOps pilot is a force multiplier to a fleet – greatly expanding the fleet's ability to kill opponents and reducing the chance of the fleet being trapped by overwhelming opposition. Despite rumors to the contrary, flying a CovOps ship for a fleet can be tremendously exciting. And (as an added bonus) your fleet mates will thank you for it.<br />
<br />
<br />
'''Capabilities of a CovOps pilot'''<br />
<br />
A CovOps ship's specialty is fitting the Covert Ops Cloaking Device, which allows you to warp cloaked. Once your CovOps ship is in system and cloaked you can range around the system at will, invisible to the overview, scans, and probes (if flown correctly). You can maneuver in close proximity to other ships undetected for spying and for getting drops on potential victims for the rest of the fleet. In addition, your CovOps ship has a frigate's speed and agility for rapid exploration, can re-cloak very quickly, and, most importantly, gets a bonus for probes. <br />
<br />
Given the abilities mentioned above, what are you expected to be able to do as the CovOps pilot in a fleet op, and how can you contribute to fleet kills? You will be expected to perform two primary tasks: Provide reconnaissance about ships/fleets while roaming or stationed ahead of the fleet, and pin down the specific location of targets within a system. And you'll be expected to be able to do these tasks while avoiding getting your fragile frigate hull blown up. <br />
<br />
<br />
'''Who and where is my enemy? What's my enemy's capability?'''<br />
<br />
Reconnaissance is the bulk of a CovOps pilot's work. Reconnaissance consists of providing intelligence about ships and fleets in systems removed from the main fleet's location, its purpose is to let the FC and fleet know of opportunities ahead and threats that may be coming down the pipe. In order to provide the best reconnaissance you should be familiar with the composition, strengths, and weaknesses of your own fleet, in order to identify which information is important to pass onto the FC.<br />
<br />
Ideally, you'll talk with the FC about his/her expectations before the operation, in order to get an understanding of how far out the FC would like you to range, discuss if there are any systems in particular that the FC would like recon from, and find out if there are any types of targets that he/she is especially interested in. FC experience can help a CovOps pilot gain judgment about how and when to pass on information to the fleet. <br />
<br />
A CovOps pilot generally provides fleet forward eyes by ranging through systems +2 to +6 from the fleet, poking a head into side systems to see if there are any good targets while moving ahead toward the FC's destination. In order to travel safely a CovOps pilot relies heavily on TAC bookmarks near gates and stations, and in order to observe hostile forces you'll need an additional set of Recon bookmarks. Also, in order to avoid decloaking and to find targets efficiently, you'll need a couple of overview tabs dedicated to CovOps tasks. Recon bookmarks and Overview tabs are covered in more depth below and in class. <br />
<br />
As a CovOps pilot, you'll be relatively independent from the fleet and will make your own decisions – within the bounds of what you had discussed with the FC – about when and where to move while tirelessly hunting, hunting for information. Alternatively, a CovOps pilot can provide passive eyes – sitting invisible in a single system and tracking local and d-scan. Often times a lightly-tended alt running on a second client can provide passive eyes. <br />
<br />
Once you find anything of interest, you'll provide a recon report to the FC and the fleet. Recon reports should be given as frequently as necessary to provide a flow of *relevant* information to the FC. The recon reports should be as concise and clear as possible – giving the FC information in a easily digestible and familiar format, so that he/she can put the information to immediate use and doesn't have to waste time figuring out what the CovOps pilot is seeing. The recon format is discussed below and in class. <br />
<br />
<br />
'''How can I kill my enemy?'''<br />
<br />
Beyond general recon, your second task is finding targets and getting the drop. In order to be the most effective force multiplier possible, you should be actively looking for opportunities for kills for your fleet and getting drops on those potential targets (in addition to providing information to keep your fleet safe). How to go about this? Your first tool for finding targets is out-of-game: Dotlan (http://evemaps.dotlan.net/). A skilled CovOps pilot will have Dotlan open for the entire op anyway for navigation purposes, but Dotlan also helps you look for opportunities. Dotlan provides statistics for individual systems regarding number of recent jumps (for general system activity), NPC ships killed (by ratters and mission runners, potential targets) and number of player ship/pod kills. While ranging as forward eyes, a skilled CovOps pilot will be checking Dotlan stats for surrounding systems to get an idea of which direction may be most fruitful. <br />
<br />
After checking Dotlan, coming into a system you'll always want to immediately check the number of pilots in local and hit a 360-degree 14.4au directional scan. At times you'll need to do this while evading capture by gate campers. If your fleet is nearby (e.g., -1 or -2 from you) you'll want to provide a general situation recon report to let the FC know what he/she can expect if the fleet comes this way. Then, if the system looks promising you can start searching for targets. <br />
<br />
The tools that you'll use to find and get a drop on targets will depend on their location relative to you: targets will be either 1) on-grid with you; 2) off grid, but on scan at a celestial; 3) off grid, on scan at a safespot; or 4) off scan, on probe. You can find and get drops on these targets using either laddering (for #1 above), dscan (for #2 above), or probes (for #1, #3, and #4 above). These techniques are covered in depth in class and in the other reading material. <br />
<br />
<br />
<br />
In addition to performing these tasks adequately, you'll be expected – above all – to not get blown up. Fortunately, a well-piloted CovOps ship is difficult to destroy. Of course, the reason that it's hard to destroy is NOT because of its EHP! CovOps ships are flimsy – if you get any incoming DPS at all, you are most likely a dead CovOps pilot. CovOps ships rely on stealth tank: while flying your Cheetah, Anathema, Buzzard, or Helios you need to keep your cloak up (pretty much) at all times. An experienced CovOps pilot continually but unconsciously checks that green glow on the Covert Ops Cloaking device to make sure that it's running – the glow is your only safety. As long as your cloak is running you cannot be seen on the overview, scan, or probe, and you cannot be targeted. However, there are a few times when you will have to drop cloak – this is the CovOps ship's Achilles heel. You'll have brief moments of visibility while traveling through a gate, while dropping/reloading probes, and while leaving a station. Other sections of the reading will discuss techniques for evasion and stealth in more depth. <br />
<br />
As a wrap-up to this introduction, what are you NOT expected to do as a CovOps pilot? A CovOps pilot should never show up on a killmail. Period. That means that you'll need to avoid getting killed, but also that you will not use any offensive weaponry, including guns, EWAR, and tackle. A CovOps ship is an expensive loss for the fleet, it's very fragile, and it has the highly-limited offensive capability of a T1 probing frigate. You and your ship are much more valuable to your fleet as a force multiplier than as DPS, EWAR, or tackle. <br />
<br />
===Objectives of Intelligence Gathering===<br />
Within EVE, there are a number of crucial pieces of information which a combat commander requires when setting out on an operation. These can be summarized as:<br />
<br />
#Location of the enemy.<br />
#Ship types and alliance of the enemy.<br />
#Enemy fleet activities.<br />
#Destination of the enemy.<br />
#Position of Warp Bubbles and Interdiction Spheres<br />
#The Inertia of the enemy fleet - is it a fast moving frigate gang, or a lumbering BS gang with incredible firepower<br />
<br />
In order to effectively deliver decisive force, the FC needs to have this information prior to any engagement and work it into a cohesive plan. Indeed, without this information it may be impossible to engage at all. In order to supply the above information on mobile fleets, active scouting and reconnaissance is required. At times, a CovOps pilot may also be needed to provide a warp in point on a sniper or to track down and/or shadow an enemy fleet.<br />
<br />
The [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course will take you through how best to deliver this key information to the FC without being seen or engaged by the enemy. By its nature, [[:Category:Covert Ops|CovOps]] Recon may not involve any direct offensive tactics. The ships are expensive and very fragile. A good [[:Category:Covert Ops|CovOps]] pilot will most likely never engage a weapon while in his ship. However, there are a number of advanced [[:Category:Covert Ops|CovOps]] tactics where a more offensive attitude may be warranted. This document covers the preliminary information you will require to attend the course.<br />
<br />
==Skills and Implants==<br />
The skills required by [[:Category:Covert Ops|Covert Ops]] pilots are primarily those already needed to fly in Agony wolfpacks. However, there are a number of skills which need to be increased above this basic level to ensure that pilots have the speed and agility to avoid engagements. Also, in order to effectively use cloaking technology there are some significant skills that need investing in.<br />
===Covert Ops Recon Skills===<br />
====Base skills====<br />
*Covert Ops 4+ (preferably 5)<br />
*Cloaking 4+<br />
*Electronics 5<br />
*Electronics Upgrades 5<br />
*Evasive Maneuvering 4+<br />
*Navigation 4+<br />
*Warp Drive Operation 4+<br />
*Racial Frigate 5<br />
*Acceleration Control 4+<br />
*High Speed Maneuvering 4+<br />
*Fuel Conservation 4+<br />
*Electronic Warfare 3+<br />
*Energy Management 4+<br />
*Weapon Upgrades 3+<br />
*Engineering 4+<br />
*Spaceship Command 4+<br />
<br />
====Additional skills for probing====<br />
*Science 3<br />
*Astrometrics 4+ (preferably 5)<br />
*Astrometric Acquisition 3+<br />
*Astrometric Pinpointing 3+<br />
*Astrometric Rangefinding 3+<br />
<br />
===Implants===<br />
The following implants are useful for [[:Category:Covert Ops|Covert Ops]] pilots:<br />
*Poteque 'Prospector' Astrometric Pinpointing AP-6XX (slot 06, reduces probe signal deviation)<br />
*Poteque 'Prospector' Astrometric Acquisition AQ-7XX (slot 07, reduces probe scan time)<br />
*Poteque 'Prospector' Astrometric Rangefinding AR-8XX (slot 08, improves probe scan strength)<br />
*Eifyr and Co. 'Rogue' Warp Drive Speed WS-5XX (slot 5, increases warp velocity)<br />
*Eifyr and Co. 'Rogue' Acceleration Control AC-6XX (slot 6, increases speed while using MWDs and afterburners)<br />
*Eifyr and Co. 'Rogue' Navigation NN-6XX (slot 6, increases ship velocity)<br />
*Eifyr and Co. 'Rogue' Evasive Maneuvering EM-7XX (slot 7, improves ship agility)<br />
<br />
Or, if you have the isk, the low-grade virtue implants gives substantial scan strength bonus; the whole set gives 33.83% bonus to strength of scan probes.<br />
<br />
*Low-grade Virtue Alpha — 1% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Beta — 2% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Gamma — 3% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Delta — 4% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Epsilon — 5% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Omega — 1.25x set bonus.<br />
<br />
==Ships==<br />
In order to effectively perform reconnaissance in Eve, you must not only be able to observe without being seen, you must also be able to get into position without being seen. As such, for a [[:Category:Covert Ops|Covert Operations frigate]] using a CovOps cloak is a must.<br />
<br />
All students must attend the [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course with a Covert Ops frigate equipped with a CovOps Cloak II and an Expanded Probe Launcher. Additional fittings are described below and will be discussed during the course.<br />
<br />
One thing to bear in mind with CovOps frigates is that they will pop very easily. They generally travel solo and can be very easily picked off if engaged by virtually any enemy. As such, their general fitting needs to be based around speed, maneuverability and stealth, NOT around a tank or gank.<br />
<br />
Another consideration with these ships is that they have a relatively high total cost. A CovOps frigate costs approximately 15-25 million ISK while the CovOps Cloak adds another 8-10 million to the bill, not to mention rigs, implants, and fittings. As such, we must be careful when flying these ships, as their loss could have a large negative effect on the ISK efficiency of an entire session of an otherwise T1 wolfpack (since one of Agony Unleashed's primary objectives in the field is to cause significantly more damage than it takes). To win the ISK war, we must take care with our ship and only put it into a situation of danger when the gains outweigh the losses. This course will cover how to keep your ship in one piece.<br />
<br />
===Basic Fitting Principles===<br />
The basics of CovOps ship fitting include an Expanded Probe Launcher and a Covert ops cloak in the high slots, MWD in the mid slots, and overdrives or nanofibers in the low slots. The cloak and probe launcher enable you to warp around cloaked and perform scans of the area. Microwarpdrive will enable CovOps ship to quickly cover certain distance across the grid when there is no danger of getting targeted (example: if you're creating bookmarks in an otherwise empty system). Overdrives and nanofibers will boost the ship's cloaked velocity allowing you quicker to move into warp-in positions for your gang; nanofibers will also increase CovOps ship's agility allowing it to enter warp and turn faster.<br />
<br />
Once the above modules have been fitted, a CovOps ship will have several open high and mid slots. Open mid-slots should be fitted next. They are used for defensive EWAR modules with the aim of helping the frigate escape if cornered. Popular choices are Remote Sensor Dampeners that can cut locking range of an interceptor, freeing the CovOps frigate from its tackle, as well as ECM modules and ECM burst. Keep in mind that the strength of ECM modules is quite low on non-bonused ships so chances of a jam are relatively low. ECM burst modules have an area of effect of only 6,000m. They will also require approximately 250 units of capacitor to activate for one cycle, while unbonused capacitor sized of CovOps frigates range from 187 units for Cheetah up to 250 units for Anathema. This means that to activate an ECM burst CovOps frigate must have nearly full capacitor and it can only be activated for one cycle. ECM burst modules are very cap intensive, so the ship setup that includes this module should also include a cap battery or recharger which can also help in making long warps.<br />
<br />
===Covert Ops Frigates: Suggested Fittings===<br />
====Buzzard====<br />
The Caldari [[Buzzard]] is the second slowest CovOps frigate, and therefore is not ideal for fleet work. For combat CovOps, not covered in this class, the Buzzard's high grid and CPU making it the easiest ship to fit for agression. It is also has 5 mid-slots which enable it to pack a very hard EWAR punch.<br />
<br />
Example of a Buzzard setup:<br><br />
[Buzzard, class] <br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
Phased Monopropellant I Hydrazine Boosters<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
====Cheetah====<br />
The Minmatar [[Cheetah]] is the fastest CovOps frigate. It is extremely useful for situations when you need to move across the grid without warping, for example, when getting into position on a sniper. It is however the hardest CovOps to fit.<br />
<br />
Example of a Cheetah setup:<br><br />
[Cheetah, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Monopropellant I Hydrazine Boosters<br><br />
Phased Muon Sensor Disruptor I<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
This setup has a base speed of over 611 m/s. It only has an remote sensor damp to defend itself, so will rely on stealth and speed to evade enemy ships.<br />
<br />
====Helios====<br />
The Gallente [[Helios]] treads a path between the Buzzard and Cheetah. It is easier to fit that a Cheetah and is somewhat faster than a Buzzard.<br />
<br />
[Helios, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
1MN MicroWarpdrive I<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
<br />
This gives the same defensive EWAR as the Buzzard, but has a higher speed under cloak.<br />
<br />
====Anathema====<br />
The Amarr [[Anathema]] is historically regarded to be the worst CovOps frigate due to it having the lowest base speed. However, it has the highest base capacitor of any of the CovOps frigs, and with its third low slot can now actually be fit to be faster than a Buzzard.<br />
<br />
Example of an Anathema setup:<br><br />
[Anathema, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Cap Recharger II<br><br />
1MN MicroWarpdrive II<br><br />
Phased Muon Sensor Disruptor I<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
[empty high slot]<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
Anathema also has the furthest warp duration and best capacitor regen of any of the suggested setups.<br />
<br />
====Rigs====<br />
The rigs most commonly fitted to CovOps frigates are two Small Gravity Capacitor Upgrade I, which increase scan probe strength by 10% each. Although the corresponding T2 rigs give 15% bonus, a CovOps ship can fit only one of these, so most pilots opt to fit two T1 rigs for a total 20% bonus to scan strength. These rigs are very inexpensive (<100,000 ISK).<br />
<br />
Other rigs that may be somewhat beneficial to a CovOps frigate are the Auxiliary Thruster I, which increases the ship's base speed, and the Low Friction Nozzle Joint I, which boosts the ship's agility.<br />
<br />
==Cloaking and Covert Operations==<br />
The Covert Ops Cloak II enables a ship to disappear from both the visual display and overview and also, for the time being, keep it hidden from scan probes. You are still listed in local, but if you're at a safe spot with the cloak operational you are almost completely safe.<br />
<br />
A Covert Ops cloak II fitted on a [[:Category:Covert Ops|CovOps]] frigate has no base speed penalty when cloaked and a 5-10 second target delay with no resolution penalty.<br />
<br />
When using the cloak you cannot use any other modules (including afterburners or MWDs) so you are very much in watching mode. If you come within 2000 meters of any uncloaked objects then the cloak will deactivate and you will not be able to activate it until you are at least 2000 m away from everything and wait out a recloak timer. This means that if you jump into a busy gate camp with plenty of debris around and get caught by a warp bubble, you will most likely not be able to activate your cloak and you will probably die.<br />
<br />
The most important quality of the Covert Ops cloak is that it lets you warp with the cloak active. This means you can arrive on grid with nobody knowing about it, which can obviously be very useful.<br />
<br />
==Overview Settings==<br />
When doing [[:Category:Covert Ops|CovOps]] work, it is helpful to use three different saved overview settings. Using tabs, it is easy to switch between the three settings.<br />
<br />
===Standard===<br />
When you are in position to observe, you need to ensure you see all. It is important that a Covert Ops pilot is fully aware of every single item around him, to avoid going within 2000 m of another object.<br />
<br />
To do this, in the Overview Settings - Filters - Types tab, make sure everything is selected. Also, on the Overview Settings - Filters - States tab, make sure everything is selected.<br />
<br />
===Moving===<br />
When moving by either warping, jumping or normal propulsion the pilot should be very aware of what is coming up in front the ship. When moving normally around a gate or target the pilot should use the CovOps - Standard setting. However, the major disadvantage of the CovOps - Standard is that it can cause significant lag during session changes.<br />
<br />
When jumping through gates, where the other side is unknown, the pilot should use a different overview setting which covers the most important objects, but reduces lag;<br />
<br />
In the Overview Settings - Filters - Types tab select the following;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Agent in space<br />
** Audit Log Secure Container<br />
** Beacon<br />
** Biomass<br />
** Cargo Container<br />
** Freight Container<br />
** Global Warp Disruptor<br />
** Large Collidable Object<br />
** Mobile Sentry Gun<br />
** Secure Cargo Container<br />
** Star Gate<br />
** Warp Gate<br />
** Wreck<br />
* Drone<br />
** All<br />
* NPC<br />
** All<br />
* Entity<br />
** Billboard<br />
** Large Collidable Ship<br />
** Large Collidable Structure<br />
** Protective Sentry Gun<br />
** Sentry Gun<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** None<br />
<br />
===Scanning===<br />
It is useful to have another overview setting used for Scanning. This setting changes a lot depending on what you are looking for. However, when trying to scan the immediate area, saving time and eliminating clutter is essential. As such, use the following when scanning using overview settings;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Asteroid Belt<br />
** Moon<br />
** Planet<br />
** Warp gate<br />
** Star Gate<br />
* Drone<br />
** Combat Drone<br />
* NPC<br />
** None<br />
* Entity<br />
** None<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** Control Tower<br />
** Force Field (to show if a tower is active or not)<br />
<br />
These settings allow for a quick scan, which reveals key points in the solar system plus any ships in the scan radius. All other clutter is kept out. Be sure to check that "Use Overview Settings" is enabled, then once a scan can be narrowed down you can disable it so that everything in the narrow search can be seen.<br />
<br />
Bear in mind that it is not possible to include some types of object on your overview, the most important of which is the warp disrupt probe launched by an interdictor. It is therefore very important, particularly when scanning a gate or a station, to make sure that "Use Overview Settings" is NOT enabled before reporting the scan as clear or warping onto grid.<br />
<br />
All of these settings should also include showing the ship type and Corporation ticker as these give vital information on the enemy. Remember to add the settings to different tabs so you just need to switch between tabs to get a different overview setting while on the go.<br />
<br />
A useful tip is that you can reduce lag a lot by minimizing overview (by pressing TAB) when jumping into a system. This can be a lifesaver when entering a very busy system (you can use your map to determine if the system ahead is likely to be very busy). Once the system has loaded, you can maximize overview and get the intel you need.<br />
<br />
==Further References==<br />
* [[PVP COVOPS Probing]]</div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Covert_Operations&diff=20333Covert Operations2013-04-14T02:13:05Z<p>XiMascia: </p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small>Original text by Stein Voorhees, February 2007<br/>Updated and extended by Carenthor Loo], Ecatherina W, Baka Lakadaka, Aether, dzu vadqua.<br/>Copyright Agony Unleashed</small></p><br />
<br />
<br />
==Background==<br />
<br />
'''CovOps''': “Recon.” <br/><br />
'''FC''': “Go recon.”<br/><br />
'''CovOps''': “This is cr8r in RMOC on the Hemin gate. Eight in local. Nothing on grid, 5-ship armor HAC gang on scan. They're not at a POS or a celestial, looks like they're at a safe. FC: want a drop on them?”<br/><br />
'''FC''': “Yes. Get your probes out and get me that drop. Let me know when you've got it. Fleet: hold on RMOC gate.”<br/><br />
'''CovOps''': “Anchor in place. Warp to cr8r at 20.”<br/><br />
'''FC''': “Fleet: jump jump. Cold warping fleet to CovOps.”<br />
<br />
<br />
Agony Unleashed operates primarily in well organized wolfpack style fleets which tend to be smaller gangs which can deliver tremendous firepower and travel extremely quickly. In order to best deliver this firepower, the Fleet Commander (FC) needs to have knowledge of the enemy immediately to hand. A good CovOps pilot is a force multiplier to a fleet – greatly expanding the fleet's ability to kill opponents and reducing the chance of the fleet being trapped by overwhelming opposition. Despite rumors to the contrary, flying a CovOps ship for a fleet can be tremendously exciting. And (as an added bonus) your fleet mates will thank you for it.<br />
<br />
<br />
'''Capabilities of a CovOps pilot'''<br />
<br />
A CovOps ship's specialty is fitting the Covert Ops Cloaking Device, which allows you to warp cloaked. Once your CovOps ship is in system and cloaked you can range around the system at will, invisible to the overview, scans, and probes (if flown correctly). You can maneuver in close proximity to other ships undetected for spying and for getting drops on potential victims for the rest of the fleet. In addition, your CovOps ship has a frigate's speed and agility for rapid exploration, can re-cloak very quickly, and, most importantly, gets a bonus for probes. <br />
<br />
Given the abilities mentioned above, what are you expected to be able to do as the CovOps pilot in a fleet op, and how can you contribute to fleet kills? You will be expected to perform two primary tasks: Provide reconnaissance about ships/fleets while roaming or stationed ahead of the fleet, and pin down the specific location of targets within a system. And you'll be expected to be able to do these tasks while avoiding getting your fragile frigate hull blown up. <br />
<br />
<br />
'''Who and where is my enemy? What's my enemy's capability?'''<br />
<br />
Reconnaissance is the bulk of a CovOps pilot's work. Reconnaissance consists of providing intelligence about ships and fleets in systems removed from the main fleet's location, its purpose is to let the FC and fleet know of opportunities ahead and threats that may be coming down the pipe. In order to provide the best reconnaissance you should be familiar with the composition, strengths, and weaknesses of your own fleet, in order to identify which information is important to pass onto the FC.<br />
<br />
Ideally, you'll talk with the FC about his/her expectations before the operation, in order to get an understanding of how far out the FC would like you to range, discuss if there are any systems in particular that the FC would like recon from, and find out if there are any types of targets that he/she is especially interested in. FC experience can help a CovOps pilot gain judgment about how and when to pass on information to the fleet. <br />
<br />
A CovOps pilot generally provides fleet forward eyes by ranging through systems +2 to +6 from the fleet, poking a head into side systems to see if there are any good targets while moving ahead toward the FC's destination. In order to travel safely a CovOps pilot relies heavily on TAC bookmarks near gates and stations, and in order to observe hostile forces you'll need an additional set of Recon bookmarks. Also, in order to avoid decloaking and to find targets efficiently, you'll need a couple of overview tabs dedicated to CovOps tasks. Recon bookmarks and Overview tabs are covered in more depth below and in class. <br />
<br />
As a CovOps pilot, you'll be relatively independent from the fleet and will make your own decisions – within the bounds of what you had discussed with the FC – about when and where to move while tirelessly hunting, hunting for information. Alternatively, a CovOps pilot can provide passive eyes – sitting invisible in a single system and tracking local and d-scan. Often times a lightly-tended alt running on a second client can provide passive eyes. <br />
<br />
Once you find anything of interest, you'll provide a recon report to the FC and the fleet. Recon reports should be given as frequently as necessary to provide a flow of *relevant* information to the FC. The recon reports should be as concise and clear as possible – giving the FC information in a easily digestible and familiar format, so that he/she can put the information to immediate use and doesn't have to waste time figuring out what the CovOps pilot is seeing. The recon format is discussed below and in class. <br />
<br />
<br />
'''How can I kill my enemy?'''<br />
<br />
Beyond general recon, your second task is finding targets and getting the drop. In order to be the most effective force multiplier possible, you should be actively looking for opportunities for kills for your fleet and getting drops on those potential targets (in addition to providing information to keep your fleet safe). How to go about this? Your first tool for finding targets is out-of-game: Dotlan (http://evemaps.dotlan.net/). A skilled CovOps pilot will have Dotlan open for the entire op anyway for navigation purposes, but Dotlan also helps you look for opportunities. Dotlan provides statistics for individual systems regarding number of recent jumps (for general system activity), NPC ships killed (by ratters and mission runners, potential targets) and number of player ship/pod kills. While ranging as forward eyes, a skilled CovOps pilot will be checking Dotlan stats for surrounding systems to get an idea of which direction may be most fruitful. <br />
<br />
After checking Dotlan, coming into a system you'll always want to immediately check the number of pilots in local and hit a 360-degree 14.4au directional scan. At times you'll need to do this while evading capture by gate campers. If your fleet is nearby (e.g., -1 or -2 from you) you'll want to provide a general situation recon report to let the FC know what he/she can expect if the fleet comes this way. Then, if the system looks promising you can start searching for targets. <br />
<br />
The tools that you'll use to find and get a drop on targets will depend on their location relative to you: targets will be either 1) on-grid with you; 2) off grid, but on scan at a celestial; 3) off grid, on scan at a safespot; or 4) off scan, on probe. You can find and get drops on these targets using either laddering (for #1 above), dscan (for #2 above), or probes (for #1, #3, and #4 above). These techniques are covered in depth in class and in the other reading material. <br />
<br />
<br />
<br />
In addition to performing these tasks adequately, you'll be expected – above all – to not get blown up. Fortunately, a well-piloted CovOps ship is difficult to destroy. Of course, the reason that it's hard to destroy is NOT because of its EHP! CovOps ships are flimsy – if you get any incoming DPS at all, you are most likely a dead CovOps pilot. CovOps ships rely on stealth tank: while flying your Cheetah, Anathema, Buzzard, or Helios you need to keep your cloak up (pretty much) at all times. An experienced CovOps pilot continually but unconsciously checks that green glow on the Covert Ops Cloaking device to make sure that it's running – the glow is your only safety. As long as your cloak is running you cannot be seen on the overview, scan, or probe, and you cannot be targeted. However, there are a few times when you will have to drop cloak – this is the CovOps ship's Achilles heel. You'll have brief moments of visibility while traveling through a gate, while dropping/reloading probes, and while leaving a station. Other sections of the reading will discuss techniques for evasion and stealth in more depth. <br />
<br />
As a wrap-up to this introduction, what are you NOT expected to do as a CovOps pilot? A CovOps pilot should never show up on a killmail. Period. That means that you'll need to avoid getting killed, but also that you will not use any offensive weaponry, including guns, EWAR, and tackle. A CovOps ship is an expensive loss for the fleet, it's very fragile, and it has the highly-limited offensive capability of a T1 probing frigate. You and your ship are much more valuable to your fleet as a force multiplier than as DPS, EWAR, or tackle. <br />
<br />
===Objectives of Intelligence Gathering===<br />
Within EVE, there are a number of crucial pieces of information which a combat commander requires when setting out on an operation. These can be summarized as:<br />
<br />
#Location of the enemy.<br />
#Ship types and alliance of the enemy.<br />
#Enemy fleet activities.<br />
#Destination of the enemy.<br />
#Position of Warp Bubbles and Interdiction Spheres<br />
#The Inertia of the enemy fleet - is it a fast moving frigate gang, or a lumbering BS gang with incredible firepower<br />
<br />
In order to effectively deliver decisive force, the FC needs to have this information prior to any engagement and work it into a cohesive plan. Indeed, without this information it may be impossible to engage at all. In order to supply the above information on mobile fleets, active scouting and reconnaissance is required. At times, a CovOps pilot may also be needed to provide a warp in point on a sniper or to track down and/or shadow an enemy fleet.<br />
<br />
The [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course will take you through how best to deliver this key information to the FC without being seen or engaged by the enemy. By its nature, [[:Category:Covert Ops|CovOps]] Recon may not involve any direct offensive tactics. The ships are expensive and very fragile. A good [[:Category:Covert Ops|CovOps]] pilot will most likely never engage a weapon while in his ship. However, there are a number of advanced [[:Category:Covert Ops|CovOps]] tactics where a more offensive attitude may be warranted. This document covers the preliminary information you will require to attend the course.<br />
<br />
==Skills and Implants==<br />
The skills required by [[:Category:Covert Ops|Covert Ops]] pilots are primarily those already needed to fly in Agony wolfpacks. However, there are a number of skills which need to be increased above this basic level to ensure that pilots have the speed and agility to avoid engagements. Also, in order to effectively use cloaking technology there are some significant skills that need investing in.<br />
===Covert Ops Recon Skills===<br />
====Base skills====<br />
*Covert Ops 4+ (preferably 5)<br />
*Cloaking 4+<br />
*Electronics 5<br />
*Electronics Upgrades 5<br />
*Evasive Maneuvering 4+<br />
*Navigation 4+<br />
*Warp Drive Operation 4+<br />
*Racial Frigate 5<br />
*Acceleration Control 4+<br />
*High Speed Maneuvering 4+<br />
*Fuel Conservation 4+<br />
*Electronic Warfare 3+<br />
*Energy Management 4+<br />
*Weapon Upgrades 3+<br />
*Engineering 4+<br />
*Spaceship Command 4+<br />
<br />
====Additional skills for probing====<br />
*Science 3<br />
*Astrometrics 4+ (preferably 5)<br />
*Astrometric Acquisition 3+<br />
*Astrometric Pinpointing 3+<br />
*Astrometric Rangefinding 3+<br />
<br />
===Implants===<br />
The following implants are useful for [[:Category:Covert Ops|Covert Ops]] pilots:<br />
*Poteque 'Prospector' Astrometric Pinpointing AP-6XX (slot 06, reduces probe signal deviation)<br />
*Poteque 'Prospector' Astrometric Acquisition AQ-7XX (slot 07, reduces probe scan time)<br />
*Poteque 'Prospector' Astrometric Rangefinding AR-8XX (slot 08, improves probe scan strength)<br />
*Eifyr and Co. 'Rogue' Warp Drive Speed WS-5XX (slot 5, increases warp velocity)<br />
*Eifyr and Co. 'Rogue' Acceleration Control AC-6XX (slot 6, increases speed while using MWDs and afterburners)<br />
*Eifyr and Co. 'Rogue' Navigation NN-6XX (slot 6, increases ship velocity)<br />
*Eifyr and Co. 'Rogue' Evasive Maneuvering EM-7XX (slot 7, improves ship agility)<br />
<br />
Or, if you have the isk, the low-grade virtue implants gives substantial scan strength bonus; the whole set gives 33.83% bonus to strength of scan probes.<br />
<br />
*Low-grade Virtue Alpha — 1% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Beta — 2% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Gamma — 3% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Delta — 4% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Epsilon — 5% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Omega — 1.25x set bonus.<br />
<br />
==Ships==<br />
In order to effectively perform reconnaissance in Eve, you must not only be able to observe without being seen, you must also be able to get into position without being seen. As such, for a [[:Category:Covert Ops|Covert Operations frigate]] using a CovOps cloak is a must.<br />
<br />
All students must attend the [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course with a Covert Ops frigate equipped with a CovOps Cloak II and an Expanded Probe Launcher. Additional fittings are described below and will be discussed during the course.<br />
<br />
One thing to bear in mind with CovOps frigates is that they will pop very easily. They generally travel solo and can be very easily picked off if engaged by virtually any enemy. As such, their general fitting needs to be based around speed, maneuverability and stealth, NOT around a tank or gank.<br />
<br />
Another consideration with these ships is that they have a relatively high total cost. A CovOps frigate costs approximately 15-25 million ISK while the CovOps Cloak adds another 8-10 million to the bill, not to mention rigs, implants, and fittings. As such, we must be careful when flying these ships, as their loss could have a large negative effect on the ISK efficiency of an entire session of an otherwise T1 wolfpack (since one of Agony Unleashed's primary objectives in the field is to cause significantly more damage than it takes). To win the ISK war, we must take care with our ship and only put it into a situation of danger when the gains outweigh the losses. This course will cover how to keep your ship in one piece.<br />
<br />
===Basic Fitting Principles===<br />
The basics of CovOps ship fitting include an Expanded Probe Launcher and a Covert ops cloak in the high slots, MWD in the mid slots, and overdrives or nanofibers in the low slots. The cloak and probe launcher enable you to warp around cloaked and perform scans of the area. Microwarpdrive will enable CovOps ship to quickly cover certain distance across the grid when there is no danger of getting targeted (example: if you're creating bookmarks in an otherwise empty system). Overdrives and nanofibers will boost the ship's cloaked velocity allowing you quicker to move into warp-in positions for your gang; nanofibers will also increase CovOps ship's agility allowing it to enter warp and turn faster.<br />
<br />
Once the above modules have been fitted, a CovOps ship will have several open high and mid slots. Open mid-slots should be fitted next. They are used for defensive EWAR modules with the aim of helping the frigate escape if cornered. Popular choices are Remote Sensor Dampeners that can cut locking range of an interceptor, freeing the CovOps frigate from its tackle, as well as ECM modules and ECM burst. Keep in mind that the strength of ECM modules is quite low on non-bonused ships so chances of a jam are relatively low. ECM burst modules have an area of effect of only 6,000m. They will also require approximately 250 units of capacitor to activate for one cycle, while unbonused capacitor sized of CovOps frigates range from 187 units for Cheetah up to 250 units for Anathema. This means that to activate an ECM burst CovOps frigate must have nearly full capacitor and it can only be activated for one cycle. ECM burst modules are very cap intensive, so the ship setup that includes this module should also include a cap battery or recharger which can also help in making long warps.<br />
<br />
===Covert Ops Frigates: Suggested Fittings===<br />
====Buzzard====<br />
The Caldari [[Buzzard]] is the second slowest CovOps frigate, and therefore is not ideal for fleet work. For combat CovOps, not covered in this class, the Buzzard's high grid and CPU making it the easiest ship to fit for agression. It is also has 5 mid-slots which enable it to pack a very hard EWAR punch.<br />
<br />
Example of a Buzzard setup:<br><br />
[Buzzard, class] <br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
Phased Monopropellant I Hydrazine Boosters<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
====Cheetah====<br />
The Minmatar [[Cheetah]] is the fastest CovOps frigate. It is extremely useful for situations when you need to move across the grid without warping, for example, when getting into position on a sniper. It is however the hardest CovOps to fit.<br />
<br />
Example of a Cheetah setup:<br><br />
[Cheetah, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Monopropellant I Hydrazine Boosters<br><br />
Phased Muon Sensor Disruptor I<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
This setup has a base speed of over 611 m/s. It only has an remote sensor damp to defend itself, so will rely on stealth and speed to evade enemy ships.<br />
<br />
====Helios====<br />
The Gallente [[Helios]] treads a path between the Buzzard and Cheetah. It is easier to fit that a Cheetah and is somewhat faster than a Buzzard.<br />
<br />
[Helios, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
1MN MicroWarpdrive I<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
<br />
This gives the same defensive EWAR as the Buzzard, but has a higher speed under cloak.<br />
<br />
====Anathema====<br />
The Amarr [[Anathema]] is historically regarded to be the worst CovOps frigate due to it having the lowest base speed. However, it has the highest base capacitor of any of the CovOps frigs, and with its third low slot can now actually be fit to be faster than a Buzzard.<br />
<br />
Example of an Anathema setup:<br><br />
[Anathema, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Cap Recharger II<br><br />
1MN MicroWarpdrive II<br><br />
Phased Muon Sensor Disruptor I<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
[empty high slot]<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
Anathema also has the furthest warp duration and best capacitor regen of any of the suggested setups.<br />
<br />
====Rigs====<br />
The rigs most commonly fitted to CovOps frigates are two Small Gravity Capacitor Upgrade I, which increase scan probe strength by 10% each. Although the corresponding T2 rigs give 15% bonus, a CovOps ship can fit only one of these, so most pilots opt to fit two T1 rigs for a total 20% bonus to scan strength. These rigs are very inexpensive (<100,000 ISK).<br />
<br />
Other rigs that may be somewhat beneficial to a CovOps frigate are the Auxiliary Thruster I, which increases the ship's base speed, and the Low Friction Nozzle Joint I, which boosts the ship's agility.<br />
<br />
==Cloaking and Covert Operations==<br />
The Covert Ops Cloak II enables a ship to disappear from both the visual display and overview and also, for the time being, keep it hidden from scan probes. You are still listed in local, but if you're at a safe spot with the cloak operational you are almost completely safe.<br />
<br />
A Covert Ops cloak II fitted on a [[:Category:Covert Ops|CovOps]] frigate has no base speed penalty when cloaked and a 5-10 second target delay with no resolution penalty.<br />
<br />
When using the cloak you cannot use any other modules (including afterburners or MWDs) so you are very much in watching mode. If you come within 2000 meters of any uncloaked objects then the cloak will deactivate and you will not be able to activate it until you are at least 2000 m away from everything and wait out a recloak timer. This means that if you jump into a busy gate camp with plenty of debris around and get caught by a warp bubble, you will most likely not be able to activate your cloak and you will probably die.<br />
<br />
The most important quality of the Covert Ops cloak is that it lets you warp with the cloak active. This means you can arrive on grid with nobody knowing about it, which can obviously be very useful.<br />
<br />
==Overview Settings==<br />
When doing [[:Category:Covert Ops|CovOps]] work, it is helpful to use three different saved overview settings. Using tabs, it is easy to switch between the three settings.<br />
<br />
===Standard===<br />
When you are in position to observe, you need to ensure you see all. It is important that a Covert Ops pilot is fully aware of every single item around him, to avoid going within 2000 m of another object.<br />
<br />
To do this, in the Overview Settings - Filters - Types tab, make sure everything is selected. Also, on the Overview Settings - Filters - States tab, make sure everything is selected.<br />
<br />
===Moving===<br />
When moving by either warping, jumping or normal propulsion the pilot should be very aware of what is coming up in front the ship. When moving normally around a gate or target the pilot should use the CovOps - Standard setting. However, the major disadvantage of the CovOps - Standard is that it can cause significant lag during session changes.<br />
<br />
When jumping through gates, where the other side is unknown, the pilot should use a different overview setting which covers the most important objects, but reduces lag;<br />
<br />
In the Overview Settings - Filters - Types tab select the following;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Agent in space<br />
** Audit Log Secure Container<br />
** Beacon<br />
** Biomass<br />
** Cargo Container<br />
** Freight Container<br />
** Global Warp Disruptor<br />
** Large Collidable Object<br />
** Mobile Sentry Gun<br />
** Secure Cargo Container<br />
** Star Gate<br />
** Warp Gate<br />
** Wreck<br />
* Drone<br />
** All<br />
* NPC<br />
** All<br />
* Entity<br />
** Billboard<br />
** Large Collidable Ship<br />
** Large Collidable Structure<br />
** Protective Sentry Gun<br />
** Sentry Gun<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** None<br />
<br />
===Scanning===<br />
It is useful to have another overview setting used for Scanning. This setting changes a lot depending on what you are looking for. However, when trying to scan the immediate area, saving time and eliminating clutter is essential. As such, use the following when scanning using overview settings;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Asteroid Belt<br />
** Moon<br />
** Planet<br />
** Warp gate<br />
** Star Gate<br />
* Drone<br />
** Combat Drone<br />
* NPC<br />
** None<br />
* Entity<br />
** None<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** Control Tower<br />
** Force Field (to show if a tower is active or not)<br />
<br />
These settings allow for a quick scan, which reveals key points in the solar system plus any ships in the scan radius. All other clutter is kept out. Be sure to check that "Use Overview Settings" is enabled, then once a scan can be narrowed down you can disable it so that everything in the narrow search can be seen.<br />
<br />
Bear in mind that it is not possible to include some types of object on your overview, the most important of which is the warp disrupt probe launched by an interdictor. It is therefore very important, particularly when scanning a gate or a station, to make sure that "Use Overview Settings" is NOT enabled before reporting the scan as clear or warping onto grid.<br />
<br />
All of these settings should also include showing the ship type and Corporation ticker as these give vital information on the enemy. Remember to add the settings to different tabs so you just need to switch between tabs to get a different overview setting while on the go.<br />
<br />
A useful tip is that you can reduce lag a lot by minimizing overview (by pressing TAB) when jumping into a system. This can be a lifesaver when entering a very busy system (you can use your map to determine if the system ahead is likely to be very busy). Once the system has loaded, you can maximize overview and get the intel you need.<br />
<br />
==Further References==<br />
* [[PVP COVOPS Probing]]</div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Covert_Operations&diff=20332Covert Operations2013-04-14T02:12:06Z<p>XiMascia: </p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small>Original text by [http://www.agony-unleashed.com/user.php?id.8 Stein Voorhees], February 2007<br/>Updated and extended by [http://www.agony-unleashed.com/user.php?id.18 Carenthor Loon],[http://www.agony-unleashed.com/user.php?id.797 Ecatherina W], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.3335 Aether], dzu.<br/>Copyright Agony Unleashed</small></p><br />
<br />
<br />
==Background==<br />
<br />
'''CovOps''': “Recon.” <br/><br />
'''FC''': “Go recon.”<br/><br />
'''CovOps''': “This is cr8r in RMOC on the Hemin gate. Eight in local. Nothing on grid, 5-ship armor HAC gang on scan. They're not at a POS or a celestial, looks like they're at a safe. FC: want a drop on them?”<br/><br />
'''FC''': “Yes. Get your probes out and get me that drop. Let me know when you've got it. Fleet: hold on RMOC gate.”<br/><br />
'''CovOps''': “Anchor in place. Warp to cr8r at 20.”<br/><br />
'''FC''': “Fleet: jump jump. Cold warping fleet to CovOps.”<br />
<br />
<br />
Agony Unleashed operates primarily in well organized wolfpack style fleets which tend to be smaller gangs which can deliver tremendous firepower and travel extremely quickly. In order to best deliver this firepower, the Fleet Commander (FC) needs to have knowledge of the enemy immediately to hand. A good CovOps pilot is a force multiplier to a fleet – greatly expanding the fleet's ability to kill opponents and reducing the chance of the fleet being trapped by overwhelming opposition. Despite rumors to the contrary, flying a CovOps ship for a fleet can be tremendously exciting. And (as an added bonus) your fleet mates will thank you for it.<br />
<br />
<br />
'''Capabilities of a CovOps pilot'''<br />
<br />
A CovOps ship's specialty is fitting the Covert Ops Cloaking Device, which allows you to warp cloaked. Once your CovOps ship is in system and cloaked you can range around the system at will, invisible to the overview, scans, and probes (if flown correctly). You can maneuver in close proximity to other ships undetected for spying and for getting drops on potential victims for the rest of the fleet. In addition, your CovOps ship has a frigate's speed and agility for rapid exploration, can re-cloak very quickly, and, most importantly, gets a bonus for probes. <br />
<br />
Given the abilities mentioned above, what are you expected to be able to do as the CovOps pilot in a fleet op, and how can you contribute to fleet kills? You will be expected to perform two primary tasks: Provide reconnaissance about ships/fleets while roaming or stationed ahead of the fleet, and pin down the specific location of targets within a system. And you'll be expected to be able to do these tasks while avoiding getting your fragile frigate hull blown up. <br />
<br />
<br />
'''Who and where is my enemy? What's my enemy's capability?'''<br />
<br />
Reconnaissance is the bulk of a CovOps pilot's work. Reconnaissance consists of providing intelligence about ships and fleets in systems removed from the main fleet's location, its purpose is to let the FC and fleet know of opportunities ahead and threats that may be coming down the pipe. In order to provide the best reconnaissance you should be familiar with the composition, strengths, and weaknesses of your own fleet, in order to identify which information is important to pass onto the FC.<br />
<br />
Ideally, you'll talk with the FC about his/her expectations before the operation, in order to get an understanding of how far out the FC would like you to range, discuss if there are any systems in particular that the FC would like recon from, and find out if there are any types of targets that he/she is especially interested in. FC experience can help a CovOps pilot gain judgment about how and when to pass on information to the fleet. <br />
<br />
A CovOps pilot generally provides fleet forward eyes by ranging through systems +2 to +6 from the fleet, poking a head into side systems to see if there are any good targets while moving ahead toward the FC's destination. In order to travel safely a CovOps pilot relies heavily on TAC bookmarks near gates and stations, and in order to observe hostile forces you'll need an additional set of Recon bookmarks. Also, in order to avoid decloaking and to find targets efficiently, you'll need a couple of overview tabs dedicated to CovOps tasks. Recon bookmarks and Overview tabs are covered in more depth below and in class. <br />
<br />
As a CovOps pilot, you'll be relatively independent from the fleet and will make your own decisions – within the bounds of what you had discussed with the FC – about when and where to move while tirelessly hunting, hunting for information. Alternatively, a CovOps pilot can provide passive eyes – sitting invisible in a single system and tracking local and d-scan. Often times a lightly-tended alt running on a second client can provide passive eyes. <br />
<br />
Once you find anything of interest, you'll provide a recon report to the FC and the fleet. Recon reports should be given as frequently as necessary to provide a flow of *relevant* information to the FC. The recon reports should be as concise and clear as possible – giving the FC information in a easily digestible and familiar format, so that he/she can put the information to immediate use and doesn't have to waste time figuring out what the CovOps pilot is seeing. The recon format is discussed below and in class. <br />
<br />
<br />
'''How can I kill my enemy?'''<br />
<br />
Beyond general recon, your second task is finding targets and getting the drop. In order to be the most effective force multiplier possible, you should be actively looking for opportunities for kills for your fleet and getting drops on those potential targets (in addition to providing information to keep your fleet safe). How to go about this? Your first tool for finding targets is out-of-game: Dotlan (http://evemaps.dotlan.net/). A skilled CovOps pilot will have Dotlan open for the entire op anyway for navigation purposes, but Dotlan also helps you look for opportunities. Dotlan provides statistics for individual systems regarding number of recent jumps (for general system activity), NPC ships killed (by ratters and mission runners, potential targets) and number of player ship/pod kills. While ranging as forward eyes, a skilled CovOps pilot will be checking Dotlan stats for surrounding systems to get an idea of which direction may be most fruitful. <br />
<br />
After checking Dotlan, coming into a system you'll always want to immediately check the number of pilots in local and hit a 360-degree 14.4au directional scan. At times you'll need to do this while evading capture by gate campers. If your fleet is nearby (e.g., -1 or -2 from you) you'll want to provide a general situation recon report to let the FC know what he/she can expect if the fleet comes this way. Then, if the system looks promising you can start searching for targets. <br />
<br />
The tools that you'll use to find and get a drop on targets will depend on their location relative to you: targets will be either 1) on-grid with you; 2) off grid, but on scan at a celestial; 3) off grid, on scan at a safespot; or 4) off scan, on probe. You can find and get drops on these targets using either laddering (for #1 above), dscan (for #2 above), or probes (for #1, #3, and #4 above). These techniques are covered in depth in class and in the other reading material. <br />
<br />
<br />
<br />
In addition to performing these tasks adequately, you'll be expected – above all – to not get blown up. Fortunately, a well-piloted CovOps ship is difficult to destroy. Of course, the reason that it's hard to destroy is NOT because of its EHP! CovOps ships are flimsy – if you get any incoming DPS at all, you are most likely a dead CovOps pilot. CovOps ships rely on stealth tank: while flying your Cheetah, Anathema, Buzzard, or Helios you need to keep your cloak up (pretty much) at all times. An experienced CovOps pilot continually but unconsciously checks that green glow on the Covert Ops Cloaking device to make sure that it's running – the glow is your only safety. As long as your cloak is running you cannot be seen on the overview, scan, or probe, and you cannot be targeted. However, there are a few times when you will have to drop cloak – this is the CovOps ship's Achilles heel. You'll have brief moments of visibility while traveling through a gate, while dropping/reloading probes, and while leaving a station. Other sections of the reading will discuss techniques for evasion and stealth in more depth. <br />
<br />
As a wrap-up to this introduction, what are you NOT expected to do as a CovOps pilot? A CovOps pilot should never show up on a killmail. Period. That means that you'll need to avoid getting killed, but also that you will not use any offensive weaponry, including guns, EWAR, and tackle. A CovOps ship is an expensive loss for the fleet, it's very fragile, and it has the highly-limited offensive capability of a T1 probing frigate. You and your ship are much more valuable to your fleet as a force multiplier than as DPS, EWAR, or tackle. <br />
<br />
===Objectives of Intelligence Gathering===<br />
Within EVE, there are a number of crucial pieces of information which a combat commander requires when setting out on an operation. These can be summarized as:<br />
<br />
#Location of the enemy.<br />
#Ship types and alliance of the enemy.<br />
#Enemy fleet activities.<br />
#Destination of the enemy.<br />
#Position of Warp Bubbles and Interdiction Spheres<br />
#The Inertia of the enemy fleet - is it a fast moving frigate gang, or a lumbering BS gang with incredible firepower<br />
<br />
In order to effectively deliver decisive force, the FC needs to have this information prior to any engagement and work it into a cohesive plan. Indeed, without this information it may be impossible to engage at all. In order to supply the above information on mobile fleets, active scouting and reconnaissance is required. At times, a CovOps pilot may also be needed to provide a warp in point on a sniper or to track down and/or shadow an enemy fleet.<br />
<br />
The [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course will take you through how best to deliver this key information to the FC without being seen or engaged by the enemy. By its nature, [[:Category:Covert Ops|CovOps]] Recon may not involve any direct offensive tactics. The ships are expensive and very fragile. A good [[:Category:Covert Ops|CovOps]] pilot will most likely never engage a weapon while in his ship. However, there are a number of advanced [[:Category:Covert Ops|CovOps]] tactics where a more offensive attitude may be warranted. This document covers the preliminary information you will require to attend the course.<br />
<br />
==Skills and Implants==<br />
The skills required by [[:Category:Covert Ops|Covert Ops]] pilots are primarily those already needed to fly in Agony wolfpacks. However, there are a number of skills which need to be increased above this basic level to ensure that pilots have the speed and agility to avoid engagements. Also, in order to effectively use cloaking technology there are some significant skills that need investing in.<br />
===Covert Ops Recon Skills===<br />
====Base skills====<br />
*Covert Ops 4+ (preferably 5)<br />
*Cloaking 4+<br />
*Electronics 5<br />
*Electronics Upgrades 5<br />
*Evasive Maneuvering 4+<br />
*Navigation 4+<br />
*Warp Drive Operation 4+<br />
*Racial Frigate 5<br />
*Acceleration Control 4+<br />
*High Speed Maneuvering 4+<br />
*Fuel Conservation 4+<br />
*Electronic Warfare 3+<br />
*Energy Management 4+<br />
*Weapon Upgrades 3+<br />
*Engineering 4+<br />
*Spaceship Command 4+<br />
<br />
====Additional skills for probing====<br />
*Science 3<br />
*Astrometrics 4+ (preferably 5)<br />
*Astrometric Acquisition 3+<br />
*Astrometric Pinpointing 3+<br />
*Astrometric Rangefinding 3+<br />
<br />
===Implants===<br />
The following implants are useful for [[:Category:Covert Ops|Covert Ops]] pilots:<br />
*Poteque 'Prospector' Astrometric Pinpointing AP-6XX (slot 06, reduces probe signal deviation)<br />
*Poteque 'Prospector' Astrometric Acquisition AQ-7XX (slot 07, reduces probe scan time)<br />
*Poteque 'Prospector' Astrometric Rangefinding AR-8XX (slot 08, improves probe scan strength)<br />
*Eifyr and Co. 'Rogue' Warp Drive Speed WS-5XX (slot 5, increases warp velocity)<br />
*Eifyr and Co. 'Rogue' Acceleration Control AC-6XX (slot 6, increases speed while using MWDs and afterburners)<br />
*Eifyr and Co. 'Rogue' Navigation NN-6XX (slot 6, increases ship velocity)<br />
*Eifyr and Co. 'Rogue' Evasive Maneuvering EM-7XX (slot 7, improves ship agility)<br />
<br />
Or, if you have the isk, the low-grade virtue implants gives substantial scan strength bonus; the whole set gives 33.83% bonus to strength of scan probes.<br />
<br />
*Low-grade Virtue Alpha — 1% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Beta — 2% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Gamma — 3% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Delta — 4% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Epsilon — 5% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Omega — 1.25x set bonus.<br />
<br />
==Ships==<br />
In order to effectively perform reconnaissance in Eve, you must not only be able to observe without being seen, you must also be able to get into position without being seen. As such, for a [[:Category:Covert Ops|Covert Operations frigate]] using a CovOps cloak is a must.<br />
<br />
All students must attend the [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course with a Covert Ops frigate equipped with a CovOps Cloak II and an Expanded Probe Launcher. Additional fittings are described below and will be discussed during the course.<br />
<br />
One thing to bear in mind with CovOps frigates is that they will pop very easily. They generally travel solo and can be very easily picked off if engaged by virtually any enemy. As such, their general fitting needs to be based around speed, maneuverability and stealth, NOT around a tank or gank.<br />
<br />
Another consideration with these ships is that they have a relatively high total cost. A CovOps frigate costs approximately 15-25 million ISK while the CovOps Cloak adds another 8-10 million to the bill, not to mention rigs, implants, and fittings. As such, we must be careful when flying these ships, as their loss could have a large negative effect on the ISK efficiency of an entire session of an otherwise T1 wolfpack (since one of Agony Unleashed's primary objectives in the field is to cause significantly more damage than it takes). To win the ISK war, we must take care with our ship and only put it into a situation of danger when the gains outweigh the losses. This course will cover how to keep your ship in one piece.<br />
<br />
===Basic Fitting Principles===<br />
The basics of CovOps ship fitting include an Expanded Probe Launcher and a Covert ops cloak in the high slots, MWD in the mid slots, and overdrives or nanofibers in the low slots. The cloak and probe launcher enable you to warp around cloaked and perform scans of the area. Microwarpdrive will enable CovOps ship to quickly cover certain distance across the grid when there is no danger of getting targeted (example: if you're creating bookmarks in an otherwise empty system). Overdrives and nanofibers will boost the ship's cloaked velocity allowing you quicker to move into warp-in positions for your gang; nanofibers will also increase CovOps ship's agility allowing it to enter warp and turn faster.<br />
<br />
Once the above modules have been fitted, a CovOps ship will have several open high and mid slots. Open mid-slots should be fitted next. They are used for defensive EWAR modules with the aim of helping the frigate escape if cornered. Popular choices are Remote Sensor Dampeners that can cut locking range of an interceptor, freeing the CovOps frigate from its tackle, as well as ECM modules and ECM burst. Keep in mind that the strength of ECM modules is quite low on non-bonused ships so chances of a jam are relatively low. ECM burst modules have an area of effect of only 6,000m. They will also require approximately 250 units of capacitor to activate for one cycle, while unbonused capacitor sized of CovOps frigates range from 187 units for Cheetah up to 250 units for Anathema. This means that to activate an ECM burst CovOps frigate must have nearly full capacitor and it can only be activated for one cycle. ECM burst modules are very cap intensive, so the ship setup that includes this module should also include a cap battery or recharger which can also help in making long warps.<br />
<br />
===Covert Ops Frigates: Suggested Fittings===<br />
====Buzzard====<br />
The Caldari [[Buzzard]] is the second slowest CovOps frigate, and therefore is not ideal for fleet work. For combat CovOps, not covered in this class, the Buzzard's high grid and CPU making it the easiest ship to fit for agression. It is also has 5 mid-slots which enable it to pack a very hard EWAR punch.<br />
<br />
Example of a Buzzard setup:<br><br />
[Buzzard, class] <br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
Phased Monopropellant I Hydrazine Boosters<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
====Cheetah====<br />
The Minmatar [[Cheetah]] is the fastest CovOps frigate. It is extremely useful for situations when you need to move across the grid without warping, for example, when getting into position on a sniper. It is however the hardest CovOps to fit.<br />
<br />
Example of a Cheetah setup:<br><br />
[Cheetah, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Monopropellant I Hydrazine Boosters<br><br />
Phased Muon Sensor Disruptor I<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
This setup has a base speed of over 611 m/s. It only has an remote sensor damp to defend itself, so will rely on stealth and speed to evade enemy ships.<br />
<br />
====Helios====<br />
The Gallente [[Helios]] treads a path between the Buzzard and Cheetah. It is easier to fit that a Cheetah and is somewhat faster than a Buzzard.<br />
<br />
[Helios, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
1MN MicroWarpdrive I<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
<br />
This gives the same defensive EWAR as the Buzzard, but has a higher speed under cloak.<br />
<br />
====Anathema====<br />
The Amarr [[Anathema]] is historically regarded to be the worst CovOps frigate due to it having the lowest base speed. However, it has the highest base capacitor of any of the CovOps frigs, and with its third low slot can now actually be fit to be faster than a Buzzard.<br />
<br />
Example of an Anathema setup:<br><br />
[Anathema, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Cap Recharger II<br><br />
1MN MicroWarpdrive II<br><br />
Phased Muon Sensor Disruptor I<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
[empty high slot]<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
Anathema also has the furthest warp duration and best capacitor regen of any of the suggested setups.<br />
<br />
====Rigs====<br />
The rigs most commonly fitted to CovOps frigates are two Small Gravity Capacitor Upgrade I, which increase scan probe strength by 10% each. Although the corresponding T2 rigs give 15% bonus, a CovOps ship can fit only one of these, so most pilots opt to fit two T1 rigs for a total 20% bonus to scan strength. These rigs are very inexpensive (<100,000 ISK).<br />
<br />
Other rigs that may be somewhat beneficial to a CovOps frigate are the Auxiliary Thruster I, which increases the ship's base speed, and the Low Friction Nozzle Joint I, which boosts the ship's agility.<br />
<br />
==Cloaking and Covert Operations==<br />
The Covert Ops Cloak II enables a ship to disappear from both the visual display and overview and also, for the time being, keep it hidden from scan probes. You are still listed in local, but if you're at a safe spot with the cloak operational you are almost completely safe.<br />
<br />
A Covert Ops cloak II fitted on a [[:Category:Covert Ops|CovOps]] frigate has no base speed penalty when cloaked and a 5-10 second target delay with no resolution penalty.<br />
<br />
When using the cloak you cannot use any other modules (including afterburners or MWDs) so you are very much in watching mode. If you come within 2000 meters of any uncloaked objects then the cloak will deactivate and you will not be able to activate it until you are at least 2000 m away from everything and wait out a recloak timer. This means that if you jump into a busy gate camp with plenty of debris around and get caught by a warp bubble, you will most likely not be able to activate your cloak and you will probably die.<br />
<br />
The most important quality of the Covert Ops cloak is that it lets you warp with the cloak active. This means you can arrive on grid with nobody knowing about it, which can obviously be very useful.<br />
<br />
==Overview Settings==<br />
When doing [[:Category:Covert Ops|CovOps]] work, it is helpful to use three different saved overview settings. Using tabs, it is easy to switch between the three settings.<br />
<br />
===Standard===<br />
When you are in position to observe, you need to ensure you see all. It is important that a Covert Ops pilot is fully aware of every single item around him, to avoid going within 2000 m of another object.<br />
<br />
To do this, in the Overview Settings - Filters - Types tab, make sure everything is selected. Also, on the Overview Settings - Filters - States tab, make sure everything is selected.<br />
<br />
===Moving===<br />
When moving by either warping, jumping or normal propulsion the pilot should be very aware of what is coming up in front the ship. When moving normally around a gate or target the pilot should use the CovOps - Standard setting. However, the major disadvantage of the CovOps - Standard is that it can cause significant lag during session changes.<br />
<br />
When jumping through gates, where the other side is unknown, the pilot should use a different overview setting which covers the most important objects, but reduces lag;<br />
<br />
In the Overview Settings - Filters - Types tab select the following;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Agent in space<br />
** Audit Log Secure Container<br />
** Beacon<br />
** Biomass<br />
** Cargo Container<br />
** Freight Container<br />
** Global Warp Disruptor<br />
** Large Collidable Object<br />
** Mobile Sentry Gun<br />
** Secure Cargo Container<br />
** Star Gate<br />
** Warp Gate<br />
** Wreck<br />
* Drone<br />
** All<br />
* NPC<br />
** All<br />
* Entity<br />
** Billboard<br />
** Large Collidable Ship<br />
** Large Collidable Structure<br />
** Protective Sentry Gun<br />
** Sentry Gun<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** None<br />
<br />
===Scanning===<br />
It is useful to have another overview setting used for Scanning. This setting changes a lot depending on what you are looking for. However, when trying to scan the immediate area, saving time and eliminating clutter is essential. As such, use the following when scanning using overview settings;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Asteroid Belt<br />
** Moon<br />
** Planet<br />
** Warp gate<br />
** Star Gate<br />
* Drone<br />
** Combat Drone<br />
* NPC<br />
** None<br />
* Entity<br />
** None<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** Control Tower<br />
** Force Field (to show if a tower is active or not)<br />
<br />
These settings allow for a quick scan, which reveals key points in the solar system plus any ships in the scan radius. All other clutter is kept out. Be sure to check that "Use Overview Settings" is enabled, then once a scan can be narrowed down you can disable it so that everything in the narrow search can be seen.<br />
<br />
Bear in mind that it is not possible to include some types of object on your overview, the most important of which is the warp disrupt probe launched by an interdictor. It is therefore very important, particularly when scanning a gate or a station, to make sure that "Use Overview Settings" is NOT enabled before reporting the scan as clear or warping onto grid.<br />
<br />
All of these settings should also include showing the ship type and Corporation ticker as these give vital information on the enemy. Remember to add the settings to different tabs so you just need to switch between tabs to get a different overview setting while on the go.<br />
<br />
A useful tip is that you can reduce lag a lot by minimizing overview (by pressing TAB) when jumping into a system. This can be a lifesaver when entering a very busy system (you can use your map to determine if the system ahead is likely to be very busy). Once the system has loaded, you can maximize overview and get the intel you need.<br />
<br />
==Further References==<br />
* [[PVP COVOPS Probing]]</div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Covert_Operations&diff=20331Covert Operations2013-04-14T02:11:07Z<p>XiMascia: </p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small>Original text by [http://www.agony-unleashed.com/user.php?id.8 Stein Voorhees], February 2007<br/>Updated and extended by [http://www.agony-unleashed.com/user.php?id.18 Carenthor Loon],[http://www.agony-unleashed.com/user.php?id.797 Ecatherina W], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/>Copyright Agony Unleashed</small></p><br />
<br />
<br />
==Background==<br />
<br />
'''CovOps''': “Recon.” <br/><br />
'''FC''': “Go recon.”<br/><br />
'''CovOps''': “This is cr8r in RMOC on the Hemin gate. Eight in local. Nothing on grid, 5-ship armor HAC gang on scan. They're not at a POS or a celestial, looks like they're at a safe. FC: want a drop on them?”<br/><br />
'''FC''': “Yes. Get your probes out and get me that drop. Let me know when you've got it. Fleet: hold on RMOC gate.”<br/><br />
'''CovOps''': “Anchor in place. Warp to cr8r at 20.”<br/><br />
'''FC''': “Fleet: jump jump. Cold warping fleet to CovOps.”<br />
<br />
<br />
Agony Unleashed operates primarily in well organized wolfpack style fleets which tend to be smaller gangs which can deliver tremendous firepower and travel extremely quickly. In order to best deliver this firepower, the Fleet Commander (FC) needs to have knowledge of the enemy immediately to hand. A good CovOps pilot is a force multiplier to a fleet – greatly expanding the fleet's ability to kill opponents and reducing the chance of the fleet being trapped by overwhelming opposition. Despite rumors to the contrary, flying a CovOps ship for a fleet can be tremendously exciting. And (as an added bonus) your fleet mates will thank you for it.<br />
<br />
<br />
'''Capabilities of a CovOps pilot'''<br />
<br />
A CovOps ship's specialty is fitting the Covert Ops Cloaking Device, which allows you to warp cloaked. Once your CovOps ship is in system and cloaked you can range around the system at will, invisible to the overview, scans, and probes (if flown correctly). You can maneuver in close proximity to other ships undetected for spying and for getting drops on potential victims for the rest of the fleet. In addition, your CovOps ship has a frigate's speed and agility for rapid exploration, can re-cloak very quickly, and, most importantly, gets a bonus for probes. <br />
<br />
Given the abilities mentioned above, what are you expected to be able to do as the CovOps pilot in a fleet op, and how can you contribute to fleet kills? You will be expected to perform two primary tasks: Provide reconnaissance about ships/fleets while roaming or stationed ahead of the fleet, and pin down the specific location of targets within a system. And you'll be expected to be able to do these tasks while avoiding getting your fragile frigate hull blown up. <br />
<br />
<br />
'''Who and where is my enemy? What's my enemy's capability?'''<br />
<br />
Reconnaissance is the bulk of a CovOps pilot's work. Reconnaissance consists of providing intelligence about ships and fleets in systems removed from the main fleet's location, its purpose is to let the FC and fleet know of opportunities ahead and threats that may be coming down the pipe. In order to provide the best reconnaissance you should be familiar with the composition, strengths, and weaknesses of your own fleet, in order to identify which information is important to pass onto the FC.<br />
<br />
Ideally, you'll talk with the FC about his/her expectations before the operation, in order to get an understanding of how far out the FC would like you to range, discuss if there are any systems in particular that the FC would like recon from, and find out if there are any types of targets that he/she is especially interested in. FC experience can help a CovOps pilot gain judgment about how and when to pass on information to the fleet. <br />
<br />
A CovOps pilot generally provides fleet forward eyes by ranging through systems +2 to +6 from the fleet, poking a head into side systems to see if there are any good targets while moving ahead toward the FC's destination. In order to travel safely a CovOps pilot relies heavily on TAC bookmarks near gates and stations, and in order to observe hostile forces you'll need an additional set of Recon bookmarks. Also, in order to avoid decloaking and to find targets efficiently, you'll need a couple of overview tabs dedicated to CovOps tasks. Recon bookmarks and Overview tabs are covered in more depth below and in class. <br />
<br />
As a CovOps pilot, you'll be relatively independent from the fleet and will make your own decisions – within the bounds of what you had discussed with the FC – about when and where to move while tirelessly hunting, hunting for information. Alternatively, a CovOps pilot can provide passive eyes – sitting invisible in a single system and tracking local and d-scan. Often times a lightly-tended alt running on a second client can provide passive eyes. <br />
<br />
Once you find anything of interest, you'll provide a recon report to the FC and the fleet. Recon reports should be given as frequently as necessary to provide a flow of *relevant* information to the FC. The recon reports should be as concise and clear as possible – giving the FC information in a easily digestible and familiar format, so that he/she can put the information to immediate use and doesn't have to waste time figuring out what the CovOps pilot is seeing. The recon format is discussed below and in class. <br />
<br />
<br />
'''How can I kill my enemy?'''<br />
<br />
Beyond general recon, your second task is finding targets and getting the drop. In order to be the most effective force multiplier possible, you should be actively looking for opportunities for kills for your fleet and getting drops on those potential targets (in addition to providing information to keep your fleet safe). How to go about this? Your first tool for finding targets is out-of-game: Dotlan (http://evemaps.dotlan.net/). A skilled CovOps pilot will have Dotlan open for the entire op anyway for navigation purposes, but Dotlan also helps you look for opportunities. Dotlan provides statistics for individual systems regarding number of recent jumps (for general system activity), NPC ships killed (by ratters and mission runners, potential targets) and number of player ship/pod kills. While ranging as forward eyes, a skilled CovOps pilot will be checking Dotlan stats for surrounding systems to get an idea of which direction may be most fruitful. <br />
<br />
After checking Dotlan, coming into a system you'll always want to immediately check the number of pilots in local and hit a 360-degree 14.4au directional scan. At times you'll need to do this while evading capture by gate campers. If your fleet is nearby (e.g., -1 or -2 from you) you'll want to provide a general situation recon report to let the FC know what he/she can expect if the fleet comes this way. Then, if the system looks promising you can start searching for targets. <br />
<br />
The tools that you'll use to find and get a drop on targets will depend on their location relative to you: targets will be either 1) on-grid with you; 2) off grid, but on scan at a celestial; 3) off grid, on scan at a safespot; or 4) off scan, on probe. You can find and get drops on these targets using either laddering (for #1 above), dscan (for #2 above), or probes (for #1, #3, and #4 above). These techniques are covered in depth in class and in the other reading material. <br />
<br />
<br />
<br />
In addition to performing these tasks adequately, you'll be expected – above all – to not get blown up. Fortunately, a well-piloted CovOps ship is difficult to destroy. Of course, the reason that it's hard to destroy is NOT because of its EHP! CovOps ships are flimsy – if you get any incoming DPS at all, you are most likely a dead CovOps pilot. CovOps ships rely on stealth tank: while flying your Cheetah, Anathema, Buzzard, or Helios you need to keep your cloak up (pretty much) at all times. An experienced CovOps pilot continually but unconsciously checks that green glow on the Covert Ops Cloaking device to make sure that it's running – the glow is your only safety. As long as your cloak is running you cannot be seen on the overview, scan, or probe, and you cannot be targeted. However, there are a few times when you will have to drop cloak – this is the CovOps ship's Achilles heel. You'll have brief moments of visibility while traveling through a gate, while dropping/reloading probes, and while leaving a station. Other sections of the reading will discuss techniques for evasion and stealth in more depth. <br />
<br />
As a wrap-up to this introduction, what are you NOT expected to do as a CovOps pilot? A CovOps pilot should never show up on a killmail. Period. That means that you'll need to avoid getting killed, but also that you will not use any offensive weaponry, including guns, EWAR, and tackle. A CovOps ship is an expensive loss for the fleet, it's very fragile, and it has the highly-limited offensive capability of a T1 probing frigate. You and your ship are much more valuable to your fleet as a force multiplier than as DPS, EWAR, or tackle. <br />
<br />
===Objectives of Intelligence Gathering===<br />
Within EVE, there are a number of crucial pieces of information which a combat commander requires when setting out on an operation. These can be summarized as:<br />
<br />
#Location of the enemy.<br />
#Ship types and alliance of the enemy.<br />
#Enemy fleet activities.<br />
#Destination of the enemy.<br />
#Position of Warp Bubbles and Interdiction Spheres<br />
#The Inertia of the enemy fleet - is it a fast moving frigate gang, or a lumbering BS gang with incredible firepower<br />
<br />
In order to effectively deliver decisive force, the FC needs to have this information prior to any engagement and work it into a cohesive plan. Indeed, without this information it may be impossible to engage at all. In order to supply the above information on mobile fleets, active scouting and reconnaissance is required. At times, a CovOps pilot may also be needed to provide a warp in point on a sniper or to track down and/or shadow an enemy fleet.<br />
<br />
The [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course will take you through how best to deliver this key information to the FC without being seen or engaged by the enemy. By its nature, [[:Category:Covert Ops|CovOps]] Recon may not involve any direct offensive tactics. The ships are expensive and very fragile. A good [[:Category:Covert Ops|CovOps]] pilot will most likely never engage a weapon while in his ship. However, there are a number of advanced [[:Category:Covert Ops|CovOps]] tactics where a more offensive attitude may be warranted. This document covers the preliminary information you will require to attend the course.<br />
<br />
==Skills and Implants==<br />
The skills required by [[:Category:Covert Ops|Covert Ops]] pilots are primarily those already needed to fly in Agony wolfpacks. However, there are a number of skills which need to be increased above this basic level to ensure that pilots have the speed and agility to avoid engagements. Also, in order to effectively use cloaking technology there are some significant skills that need investing in.<br />
===Covert Ops Recon Skills===<br />
====Base skills====<br />
*Covert Ops 4+ (preferably 5)<br />
*Cloaking 4+<br />
*Electronics 5<br />
*Electronics Upgrades 5<br />
*Evasive Maneuvering 4+<br />
*Navigation 4+<br />
*Warp Drive Operation 4+<br />
*Racial Frigate 5<br />
*Acceleration Control 4+<br />
*High Speed Maneuvering 4+<br />
*Fuel Conservation 4+<br />
*Electronic Warfare 3+<br />
*Energy Management 4+<br />
*Weapon Upgrades 3+<br />
*Engineering 4+<br />
*Spaceship Command 4+<br />
<br />
====Additional skills for probing====<br />
*Science 3<br />
*Astrometrics 4+ (preferably 5)<br />
*Astrometric Acquisition 3+<br />
*Astrometric Pinpointing 3+<br />
*Astrometric Rangefinding 3+<br />
<br />
===Implants===<br />
The following implants are useful for [[:Category:Covert Ops|Covert Ops]] pilots:<br />
*Poteque 'Prospector' Astrometric Pinpointing AP-6XX (slot 06, reduces probe signal deviation)<br />
*Poteque 'Prospector' Astrometric Acquisition AQ-7XX (slot 07, reduces probe scan time)<br />
*Poteque 'Prospector' Astrometric Rangefinding AR-8XX (slot 08, improves probe scan strength)<br />
*Eifyr and Co. 'Rogue' Warp Drive Speed WS-5XX (slot 5, increases warp velocity)<br />
*Eifyr and Co. 'Rogue' Acceleration Control AC-6XX (slot 6, increases speed while using MWDs and afterburners)<br />
*Eifyr and Co. 'Rogue' Navigation NN-6XX (slot 6, increases ship velocity)<br />
*Eifyr and Co. 'Rogue' Evasive Maneuvering EM-7XX (slot 7, improves ship agility)<br />
<br />
Or, if you have the isk, the low-grade virtue implants gives substantial scan strength bonus; the whole set gives 33.83% bonus to strength of scan probes.<br />
<br />
*Low-grade Virtue Alpha — 1% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Beta — 2% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Gamma — 3% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Delta — 4% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Epsilon — 5% bonus and 1.1x set bonus.<br />
*Low-grade Virtue Omega — 1.25x set bonus.<br />
<br />
==Ships==<br />
In order to effectively perform reconnaissance in Eve, you must not only be able to observe without being seen, you must also be able to get into position without being seen. As such, for a [[:Category:Covert Ops|Covert Operations frigate]] using a CovOps cloak is a must.<br />
<br />
All students must attend the [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course with a Covert Ops frigate equipped with a CovOps Cloak II and an Expanded Probe Launcher. Additional fittings are described below and will be discussed during the course.<br />
<br />
One thing to bear in mind with CovOps frigates is that they will pop very easily. They generally travel solo and can be very easily picked off if engaged by virtually any enemy. As such, their general fitting needs to be based around speed, maneuverability and stealth, NOT around a tank or gank.<br />
<br />
Another consideration with these ships is that they have a relatively high total cost. A CovOps frigate costs approximately 15-25 million ISK while the CovOps Cloak adds another 8-10 million to the bill, not to mention rigs, implants, and fittings. As such, we must be careful when flying these ships, as their loss could have a large negative effect on the ISK efficiency of an entire session of an otherwise T1 wolfpack (since one of Agony Unleashed's primary objectives in the field is to cause significantly more damage than it takes). To win the ISK war, we must take care with our ship and only put it into a situation of danger when the gains outweigh the losses. This course will cover how to keep your ship in one piece.<br />
<br />
===Basic Fitting Principles===<br />
The basics of CovOps ship fitting include an Expanded Probe Launcher and a Covert ops cloak in the high slots, MWD in the mid slots, and overdrives or nanofibers in the low slots. The cloak and probe launcher enable you to warp around cloaked and perform scans of the area. Microwarpdrive will enable CovOps ship to quickly cover certain distance across the grid when there is no danger of getting targeted (example: if you're creating bookmarks in an otherwise empty system). Overdrives and nanofibers will boost the ship's cloaked velocity allowing you quicker to move into warp-in positions for your gang; nanofibers will also increase CovOps ship's agility allowing it to enter warp and turn faster.<br />
<br />
Once the above modules have been fitted, a CovOps ship will have several open high and mid slots. Open mid-slots should be fitted next. They are used for defensive EWAR modules with the aim of helping the frigate escape if cornered. Popular choices are Remote Sensor Dampeners that can cut locking range of an interceptor, freeing the CovOps frigate from its tackle, as well as ECM modules and ECM burst. Keep in mind that the strength of ECM modules is quite low on non-bonused ships so chances of a jam are relatively low. ECM burst modules have an area of effect of only 6,000m. They will also require approximately 250 units of capacitor to activate for one cycle, while unbonused capacitor sized of CovOps frigates range from 187 units for Cheetah up to 250 units for Anathema. This means that to activate an ECM burst CovOps frigate must have nearly full capacitor and it can only be activated for one cycle. ECM burst modules are very cap intensive, so the ship setup that includes this module should also include a cap battery or recharger which can also help in making long warps.<br />
<br />
===Covert Ops Frigates: Suggested Fittings===<br />
====Buzzard====<br />
The Caldari [[Buzzard]] is the second slowest CovOps frigate, and therefore is not ideal for fleet work. For combat CovOps, not covered in this class, the Buzzard's high grid and CPU making it the easiest ship to fit for agression. It is also has 5 mid-slots which enable it to pack a very hard EWAR punch.<br />
<br />
Example of a Buzzard setup:<br><br />
[Buzzard, class] <br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
Phased Monopropellant I Hydrazine Boosters<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
====Cheetah====<br />
The Minmatar [[Cheetah]] is the fastest CovOps frigate. It is extremely useful for situations when you need to move across the grid without warping, for example, when getting into position on a sniper. It is however the hardest CovOps to fit.<br />
<br />
Example of a Cheetah setup:<br><br />
[Cheetah, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Monopropellant I Hydrazine Boosters<br><br />
Phased Muon Sensor Disruptor I<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
This setup has a base speed of over 611 m/s. It only has an remote sensor damp to defend itself, so will rely on stealth and speed to evade enemy ships.<br />
<br />
====Helios====<br />
The Gallente [[Helios]] treads a path between the Buzzard and Cheetah. It is easier to fit that a Cheetah and is somewhat faster than a Buzzard.<br />
<br />
[Helios, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
1MN MicroWarpdrive I<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
<br />
This gives the same defensive EWAR as the Buzzard, but has a higher speed under cloak.<br />
<br />
====Anathema====<br />
The Amarr [[Anathema]] is historically regarded to be the worst CovOps frigate due to it having the lowest base speed. However, it has the highest base capacitor of any of the CovOps frigs, and with its third low slot can now actually be fit to be faster than a Buzzard.<br />
<br />
Example of an Anathema setup:<br><br />
[Anathema, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Cap Recharger II<br><br />
1MN MicroWarpdrive II<br><br />
Phased Muon Sensor Disruptor I<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
[empty high slot]<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
Anathema also has the furthest warp duration and best capacitor regen of any of the suggested setups.<br />
<br />
====Rigs====<br />
The rigs most commonly fitted to CovOps frigates are two Small Gravity Capacitor Upgrade I, which increase scan probe strength by 10% each. Although the corresponding T2 rigs give 15% bonus, a CovOps ship can fit only one of these, so most pilots opt to fit two T1 rigs for a total 20% bonus to scan strength. These rigs are very inexpensive (<100,000 ISK).<br />
<br />
Other rigs that may be somewhat beneficial to a CovOps frigate are the Auxiliary Thruster I, which increases the ship's base speed, and the Low Friction Nozzle Joint I, which boosts the ship's agility.<br />
<br />
==Cloaking and Covert Operations==<br />
The Covert Ops Cloak II enables a ship to disappear from both the visual display and overview and also, for the time being, keep it hidden from scan probes. You are still listed in local, but if you're at a safe spot with the cloak operational you are almost completely safe.<br />
<br />
A Covert Ops cloak II fitted on a [[:Category:Covert Ops|CovOps]] frigate has no base speed penalty when cloaked and a 5-10 second target delay with no resolution penalty.<br />
<br />
When using the cloak you cannot use any other modules (including afterburners or MWDs) so you are very much in watching mode. If you come within 2000 meters of any uncloaked objects then the cloak will deactivate and you will not be able to activate it until you are at least 2000 m away from everything and wait out a recloak timer. This means that if you jump into a busy gate camp with plenty of debris around and get caught by a warp bubble, you will most likely not be able to activate your cloak and you will probably die.<br />
<br />
The most important quality of the Covert Ops cloak is that it lets you warp with the cloak active. This means you can arrive on grid with nobody knowing about it, which can obviously be very useful.<br />
<br />
==Overview Settings==<br />
When doing [[:Category:Covert Ops|CovOps]] work, it is helpful to use three different saved overview settings. Using tabs, it is easy to switch between the three settings.<br />
<br />
===Standard===<br />
When you are in position to observe, you need to ensure you see all. It is important that a Covert Ops pilot is fully aware of every single item around him, to avoid going within 2000 m of another object.<br />
<br />
To do this, in the Overview Settings - Filters - Types tab, make sure everything is selected. Also, on the Overview Settings - Filters - States tab, make sure everything is selected.<br />
<br />
===Moving===<br />
When moving by either warping, jumping or normal propulsion the pilot should be very aware of what is coming up in front the ship. When moving normally around a gate or target the pilot should use the CovOps - Standard setting. However, the major disadvantage of the CovOps - Standard is that it can cause significant lag during session changes.<br />
<br />
When jumping through gates, where the other side is unknown, the pilot should use a different overview setting which covers the most important objects, but reduces lag;<br />
<br />
In the Overview Settings - Filters - Types tab select the following;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Agent in space<br />
** Audit Log Secure Container<br />
** Beacon<br />
** Biomass<br />
** Cargo Container<br />
** Freight Container<br />
** Global Warp Disruptor<br />
** Large Collidable Object<br />
** Mobile Sentry Gun<br />
** Secure Cargo Container<br />
** Star Gate<br />
** Warp Gate<br />
** Wreck<br />
* Drone<br />
** All<br />
* NPC<br />
** All<br />
* Entity<br />
** Billboard<br />
** Large Collidable Ship<br />
** Large Collidable Structure<br />
** Protective Sentry Gun<br />
** Sentry Gun<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** None<br />
<br />
===Scanning===<br />
It is useful to have another overview setting used for Scanning. This setting changes a lot depending on what you are looking for. However, when trying to scan the immediate area, saving time and eliminating clutter is essential. As such, use the following when scanning using overview settings;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Asteroid Belt<br />
** Moon<br />
** Planet<br />
** Warp gate<br />
** Star Gate<br />
* Drone<br />
** Combat Drone<br />
* NPC<br />
** None<br />
* Entity<br />
** None<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** Control Tower<br />
** Force Field (to show if a tower is active or not)<br />
<br />
These settings allow for a quick scan, which reveals key points in the solar system plus any ships in the scan radius. All other clutter is kept out. Be sure to check that "Use Overview Settings" is enabled, then once a scan can be narrowed down you can disable it so that everything in the narrow search can be seen.<br />
<br />
Bear in mind that it is not possible to include some types of object on your overview, the most important of which is the warp disrupt probe launched by an interdictor. It is therefore very important, particularly when scanning a gate or a station, to make sure that "Use Overview Settings" is NOT enabled before reporting the scan as clear or warping onto grid.<br />
<br />
All of these settings should also include showing the ship type and Corporation ticker as these give vital information on the enemy. Remember to add the settings to different tabs so you just need to switch between tabs to get a different overview setting while on the go.<br />
<br />
A useful tip is that you can reduce lag a lot by minimizing overview (by pressing TAB) when jumping into a system. This can be a lifesaver when entering a very busy system (you can use your map to determine if the system ahead is likely to be very busy). Once the system has loaded, you can maximize overview and get the intel you need.<br />
<br />
==Further References==<br />
* [[PVP COVOPS Probing]]</div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20330Combat Probing2013-04-14T02:05:32Z<p>XiMascia: /* Examples of Probe Deployments */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by [http://www.agony-unleashed.com/user.php?id.2195 Matt Andrews], January 2009<br/><br />
Updated and extended by [http://www.agony-unleashed.com/user.php?id.3282 Nick A'dim], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.4024 Al'ar Darkwind], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
===Viewing Probes===<br />
<br />
*For changing viewing angle double click on probe NAME to re-center view on that probe<br />
*Hold down left mouse key and pan to rotate view around probes (probes stationary in view)<br />
*Hold down right mouse key and pan to move entire field of view<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits not chance based - if a legitimate target is in range of one of your probes, you will get a result. You will need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit). By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Additional probes (up to the 8 maximum) can provide additional signal strength, depending on their geometry relative to the other probes.<br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the target's signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum radius will give a lower signal strength. Narrowing down the radius will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric Rangefinding skill<br />
*Gravity Capacitor Upgrade rigs<br />
*Implants <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target signature radius or target sensor strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
<br />
'''Square + 2:''' One of the more common probe deployments. This arrangement provides additional scan strength from the 5th and 6th probes but takes slightly longer to deploy. Start out with four probes arranged in a square, then add one probe on top and one on bottom. <br><br />
<br />
<br />
'''Square + 3:''' This arrangement gives additional scan strength from the 7th probe in the middle of the array. Some CovOps pilots and FCs frown on this arrangement out of concern that the target may be more likely to observe probes in space with the 7th (middle) probe relatively nearby compared with the first 6 probes. Takes slightly longer to deploy than the Square + 2 arrangement. <br><br />
<br />
==Scanning==<br />
To scan a target down first you must have a target! There are several ways to go about this depending on the situation and what you are trying to find and for each one you must keep several things in mind while finding them.<br />
<br />
'''Enemy ships:''' There are two general situations where you will be scanning down enemy ships. The first of which is when you know where the enemy is, such as on or very close to a gate, and you are trying to get a drop on them. In this situation you can deploy your probes at a 0.5 AU range in one of the configurations above around the object and get drops almost instantly. For added stealth deploy your probes before you are in scan range and then warp near the grid before hitting “Analyze” so your enemies have little warning that they are being scanned down.<br />
<br />
The second situation that happens when scanning down an enemy ship is when you know an enemy is in system but are not sure where. When this happens you can maximize the size of your probes as well as spreading them out to cover as much of the system as you can per scan or you can use your directional scanner to find his general location then work in from a smaller probe size. In either situation once you have his general location you will need to put your probes into a scanning layout as shown in the pictures above and start scanning, resizing, and repositioning your probes as needed until you get a 100% hit. <br />
<br />
'''Exploration sites and Wormholes:''' Sometimes you will need to scan down exploration sites and other objects for various reasons, one of which can be an enemy in a combat exploration site but you only have Core probes or it is easier to scan down the site than to scan his ship. In both of these situations you will want to do a large scan of as much of the system as you can cover with your probes in the same manner as finding a safe spotted enemy ship and then once a target is found, using your probes in formation to scan it down. <br />
<br />
==Probing Tips==<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions.<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using his directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or jump through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often covert ops pilots might find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan his drones and therefore gain access to his location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20329Combat Probing2013-04-14T02:03:30Z<p>XiMascia: /* Examples of Probe Deployments */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by [http://www.agony-unleashed.com/user.php?id.2195 Matt Andrews], January 2009<br/><br />
Updated and extended by [http://www.agony-unleashed.com/user.php?id.3282 Nick A'dim], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.4024 Al'ar Darkwind], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
===Viewing Probes===<br />
<br />
*For changing viewing angle double click on probe NAME to re-center view on that probe<br />
*Hold down left mouse key and pan to rotate view around probes (probes stationary in view)<br />
*Hold down right mouse key and pan to move entire field of view<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits not chance based - if a legitimate target is in range of one of your probes, you will get a result. You will need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit). By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Additional probes (up to the 8 maximum) can provide additional signal strength, depending on their geometry relative to the other probes.<br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the target's signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum radius will give a lower signal strength. Narrowing down the radius will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric Rangefinding skill<br />
*Gravity Capacitor Upgrade rigs<br />
*Implants <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target signature radius or target sensor strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
<br />
'''Square + 2:''' One of the more common probe deployments. It is fairly fast and easy to setup and can be scaled to accommodate up six probes easily by adding probes to the bottom and pyramid base. It provides additional scan strength from the 5th and 6th probes but takes slightly longer to deploy. Start out with four probes arranged in a square, then add one probe on top and one on bottom. <br><br />
<br />
<br />
'''Square + 3:''' This arrangement gives additional scan strength from the 7th probe in the middle of the array. Some CovOps pilots and FCs frown on this arrangement out of concern that the target may be more likely to observe probes in space with the 7th (middle) probe relatively nearby compared with the first 6 probes. Takes slightly longer to deploy than the Square + 2 arrangement. <br><br />
<br />
==Scanning==<br />
To scan a target down first you must have a target! There are several ways to go about this depending on the situation and what you are trying to find and for each one you must keep several things in mind while finding them.<br />
<br />
'''Enemy ships:''' There are two general situations where you will be scanning down enemy ships. The first of which is when you know where the enemy is, such as on or very close to a gate, and you are trying to get a drop on them. In this situation you can deploy your probes at a 0.5 AU range in one of the configurations above around the object and get drops almost instantly. For added stealth deploy your probes before you are in scan range and then warp near the grid before hitting “Analyze” so your enemies have little warning that they are being scanned down.<br />
<br />
The second situation that happens when scanning down an enemy ship is when you know an enemy is in system but are not sure where. When this happens you can maximize the size of your probes as well as spreading them out to cover as much of the system as you can per scan or you can use your directional scanner to find his general location then work in from a smaller probe size. In either situation once you have his general location you will need to put your probes into a scanning layout as shown in the pictures above and start scanning, resizing, and repositioning your probes as needed until you get a 100% hit. <br />
<br />
'''Exploration sites and Wormholes:''' Sometimes you will need to scan down exploration sites and other objects for various reasons, one of which can be an enemy in a combat exploration site but you only have Core probes or it is easier to scan down the site than to scan his ship. In both of these situations you will want to do a large scan of as much of the system as you can cover with your probes in the same manner as finding a safe spotted enemy ship and then once a target is found, using your probes in formation to scan it down. <br />
<br />
==Probing Tips==<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions.<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using his directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or jump through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often covert ops pilots might find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan his drones and therefore gain access to his location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20328Combat Probing2013-04-14T02:03:03Z<p>XiMascia: /* Examples of Probe Deployments */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by [http://www.agony-unleashed.com/user.php?id.2195 Matt Andrews], January 2009<br/><br />
Updated and extended by [http://www.agony-unleashed.com/user.php?id.3282 Nick A'dim], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.4024 Al'ar Darkwind], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
===Viewing Probes===<br />
<br />
*For changing viewing angle double click on probe NAME to re-center view on that probe<br />
*Hold down left mouse key and pan to rotate view around probes (probes stationary in view)<br />
*Hold down right mouse key and pan to move entire field of view<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits not chance based - if a legitimate target is in range of one of your probes, you will get a result. You will need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit). By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Additional probes (up to the 8 maximum) can provide additional signal strength, depending on their geometry relative to the other probes.<br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the target's signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum radius will give a lower signal strength. Narrowing down the radius will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric Rangefinding skill<br />
*Gravity Capacitor Upgrade rigs<br />
*Implants <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target signature radius or target sensor strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br<br />
<br />
<br />
'''Square + 2:''' One of the more common probe deployments. It is fairly fast and easy to setup and can be scaled to accommodate up six probes easily by adding probes to the bottom and pyramid base. It provides additional scan strength from the 5th and 6th probes but takes slightly longer to deploy. Start out with four probes arranged in a square, then add one probe on top and one on bottom. <br><br />
<br />
<br />
'''Square + 3:''' This arrangement gives additional scan strength from the 7th probe in the middle of the array. Some CovOps pilots and FCs frown on this arrangement out of concern that the target may be more likely to observe probes in space with the 7th (middle) probe relatively nearby compared with the first 6 probes. Takes slightly longer to deploy than the Square + 2 arrangement. <br><br />
<br />
==Scanning==<br />
To scan a target down first you must have a target! There are several ways to go about this depending on the situation and what you are trying to find and for each one you must keep several things in mind while finding them.<br />
<br />
'''Enemy ships:''' There are two general situations where you will be scanning down enemy ships. The first of which is when you know where the enemy is, such as on or very close to a gate, and you are trying to get a drop on them. In this situation you can deploy your probes at a 0.5 AU range in one of the configurations above around the object and get drops almost instantly. For added stealth deploy your probes before you are in scan range and then warp near the grid before hitting “Analyze” so your enemies have little warning that they are being scanned down.<br />
<br />
The second situation that happens when scanning down an enemy ship is when you know an enemy is in system but are not sure where. When this happens you can maximize the size of your probes as well as spreading them out to cover as much of the system as you can per scan or you can use your directional scanner to find his general location then work in from a smaller probe size. In either situation once you have his general location you will need to put your probes into a scanning layout as shown in the pictures above and start scanning, resizing, and repositioning your probes as needed until you get a 100% hit. <br />
<br />
'''Exploration sites and Wormholes:''' Sometimes you will need to scan down exploration sites and other objects for various reasons, one of which can be an enemy in a combat exploration site but you only have Core probes or it is easier to scan down the site than to scan his ship. In both of these situations you will want to do a large scan of as much of the system as you can cover with your probes in the same manner as finding a safe spotted enemy ship and then once a target is found, using your probes in formation to scan it down. <br />
<br />
==Probing Tips==<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions.<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using his directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or jump through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often covert ops pilots might find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan his drones and therefore gain access to his location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20327Combat Probing2013-04-14T01:55:50Z<p>XiMascia: /* A note on Signal Strength */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by [http://www.agony-unleashed.com/user.php?id.2195 Matt Andrews], January 2009<br/><br />
Updated and extended by [http://www.agony-unleashed.com/user.php?id.3282 Nick A'dim], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.4024 Al'ar Darkwind], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
===Viewing Probes===<br />
<br />
*For changing viewing angle double click on probe NAME to re-center view on that probe<br />
*Hold down left mouse key and pan to rotate view around probes (probes stationary in view)<br />
*Hold down right mouse key and pan to move entire field of view<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits not chance based - if a legitimate target is in range of one of your probes, you will get a result. You will need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit). By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Additional probes (up to the 8 maximum) can provide additional signal strength, depending on their geometry relative to the other probes.<br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the target's signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum radius will give a lower signal strength. Narrowing down the radius will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric Rangefinding skill<br />
*Gravity Capacitor Upgrade rigs<br />
*Implants <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target signature radius or target sensor strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
[[Image:Square_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Triangular Pyramid:''' One of the more common probe deployments. It is fairly fast and easy to setup and can be scaled to accommodate up to six probes easily by adding probes to the bottom and pyramid base. Start out with three probes arranged in a triangle around and slightly below your target and then put a probe on top to complete the pyramid. <br><br />
<br />
[[Image:Trianglular_Pyramid_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Tetrahedron:''' The most difficult to setup and move, this layout maximizes your probing area on the target and is especially useful for hard scans. To setup place two probes on a vertical axis to each other on one side of the target and place two more on the other side in a straight line perpendicular to the vertical probe line. <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout.jpg|center]] <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout_Side_View.jpg|center]]<br />
<br />
==Scanning==<br />
To scan a target down first you must have a target! There are several ways to go about this depending on the situation and what you are trying to find and for each one you must keep several things in mind while finding them.<br />
<br />
'''Enemy ships:''' There are two general situations where you will be scanning down enemy ships. The first of which is when you know where the enemy is, such as on or very close to a gate, and you are trying to get a drop on them. In this situation you can deploy your probes at a 0.5 AU range in one of the configurations above around the object and get drops almost instantly. For added stealth deploy your probes before you are in scan range and then warp near the grid before hitting “Analyze” so your enemies have little warning that they are being scanned down.<br />
<br />
The second situation that happens when scanning down an enemy ship is when you know an enemy is in system but are not sure where. When this happens you can maximize the size of your probes as well as spreading them out to cover as much of the system as you can per scan or you can use your directional scanner to find his general location then work in from a smaller probe size. In either situation once you have his general location you will need to put your probes into a scanning layout as shown in the pictures above and start scanning, resizing, and repositioning your probes as needed until you get a 100% hit. <br />
<br />
'''Exploration sites and Wormholes:''' Sometimes you will need to scan down exploration sites and other objects for various reasons, one of which can be an enemy in a combat exploration site but you only have Core probes or it is easier to scan down the site than to scan his ship. In both of these situations you will want to do a large scan of as much of the system as you can cover with your probes in the same manner as finding a safe spotted enemy ship and then once a target is found, using your probes in formation to scan it down. <br />
<br />
==Probing Tips==<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions.<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using his directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or jump through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often covert ops pilots might find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan his drones and therefore gain access to his location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20326Combat Probing2013-04-14T01:54:58Z<p>XiMascia: /* A note on Signal Strength */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by [http://www.agony-unleashed.com/user.php?id.2195 Matt Andrews], January 2009<br/><br />
Updated and extended by [http://www.agony-unleashed.com/user.php?id.3282 Nick A'dim], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.4024 Al'ar Darkwind], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
===Viewing Probes===<br />
<br />
*For changing viewing angle double click on probe NAME to re-center view on that probe<br />
*Hold down left mouse key and pan to rotate view around probes (probes stationary in view)<br />
*Hold down right mouse key and pan to move entire field of view<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits not chance based - if a legitimate target is in range of one of your probes, you will get a result. You will need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit). By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Additional probes (up to the 8 maximum) can provide additional signal strength, depending on their geometry relative to the other probes.<br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the target's signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum radius will give a lower signal strength. Narrowing down the radius will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric Rangefinding skill<br />
*Gravity capacitor rigs<br />
*Implants <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target Signature Radius or Target Sensor Strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
[[Image:Square_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Triangular Pyramid:''' One of the more common probe deployments. It is fairly fast and easy to setup and can be scaled to accommodate up to six probes easily by adding probes to the bottom and pyramid base. Start out with three probes arranged in a triangle around and slightly below your target and then put a probe on top to complete the pyramid. <br><br />
<br />
[[Image:Trianglular_Pyramid_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Tetrahedron:''' The most difficult to setup and move, this layout maximizes your probing area on the target and is especially useful for hard scans. To setup place two probes on a vertical axis to each other on one side of the target and place two more on the other side in a straight line perpendicular to the vertical probe line. <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout.jpg|center]] <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout_Side_View.jpg|center]]<br />
<br />
==Scanning==<br />
To scan a target down first you must have a target! There are several ways to go about this depending on the situation and what you are trying to find and for each one you must keep several things in mind while finding them.<br />
<br />
'''Enemy ships:''' There are two general situations where you will be scanning down enemy ships. The first of which is when you know where the enemy is, such as on or very close to a gate, and you are trying to get a drop on them. In this situation you can deploy your probes at a 0.5 AU range in one of the configurations above around the object and get drops almost instantly. For added stealth deploy your probes before you are in scan range and then warp near the grid before hitting “Analyze” so your enemies have little warning that they are being scanned down.<br />
<br />
The second situation that happens when scanning down an enemy ship is when you know an enemy is in system but are not sure where. When this happens you can maximize the size of your probes as well as spreading them out to cover as much of the system as you can per scan or you can use your directional scanner to find his general location then work in from a smaller probe size. In either situation once you have his general location you will need to put your probes into a scanning layout as shown in the pictures above and start scanning, resizing, and repositioning your probes as needed until you get a 100% hit. <br />
<br />
'''Exploration sites and Wormholes:''' Sometimes you will need to scan down exploration sites and other objects for various reasons, one of which can be an enemy in a combat exploration site but you only have Core probes or it is easier to scan down the site than to scan his ship. In both of these situations you will want to do a large scan of as much of the system as you can cover with your probes in the same manner as finding a safe spotted enemy ship and then once a target is found, using your probes in formation to scan it down. <br />
<br />
==Probing Tips==<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions.<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using his directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or jump through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often covert ops pilots might find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan his drones and therefore gain access to his location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20325Combat Probing2013-04-14T01:53:55Z<p>XiMascia: /* A note on Signal Strength */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by [http://www.agony-unleashed.com/user.php?id.2195 Matt Andrews], January 2009<br/><br />
Updated and extended by [http://www.agony-unleashed.com/user.php?id.3282 Nick A'dim], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.4024 Al'ar Darkwind], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
===Viewing Probes===<br />
<br />
*For changing viewing angle double click on probe NAME to re-center view on that probe<br />
*Hold down left mouse key and pan to rotate view around probes (probes stationary in view)<br />
*Hold down right mouse key and pan to move entire field of view<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits not chance based - if a legitimate target is in range of one of your probes, you will get a result. You will need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit). By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Additional probes (up to the 8 maximum) can provide additional signal strength, depending on their geometry relative to the other probes.<br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the target's signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum radius will give a lower signal strength. Narrowing down the radius will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric skills <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target Signature Radius or Target Sensor Strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
[[Image:Square_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Triangular Pyramid:''' One of the more common probe deployments. It is fairly fast and easy to setup and can be scaled to accommodate up to six probes easily by adding probes to the bottom and pyramid base. Start out with three probes arranged in a triangle around and slightly below your target and then put a probe on top to complete the pyramid. <br><br />
<br />
[[Image:Trianglular_Pyramid_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Tetrahedron:''' The most difficult to setup and move, this layout maximizes your probing area on the target and is especially useful for hard scans. To setup place two probes on a vertical axis to each other on one side of the target and place two more on the other side in a straight line perpendicular to the vertical probe line. <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout.jpg|center]] <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout_Side_View.jpg|center]]<br />
<br />
==Scanning==<br />
To scan a target down first you must have a target! There are several ways to go about this depending on the situation and what you are trying to find and for each one you must keep several things in mind while finding them.<br />
<br />
'''Enemy ships:''' There are two general situations where you will be scanning down enemy ships. The first of which is when you know where the enemy is, such as on or very close to a gate, and you are trying to get a drop on them. In this situation you can deploy your probes at a 0.5 AU range in one of the configurations above around the object and get drops almost instantly. For added stealth deploy your probes before you are in scan range and then warp near the grid before hitting “Analyze” so your enemies have little warning that they are being scanned down.<br />
<br />
The second situation that happens when scanning down an enemy ship is when you know an enemy is in system but are not sure where. When this happens you can maximize the size of your probes as well as spreading them out to cover as much of the system as you can per scan or you can use your directional scanner to find his general location then work in from a smaller probe size. In either situation once you have his general location you will need to put your probes into a scanning layout as shown in the pictures above and start scanning, resizing, and repositioning your probes as needed until you get a 100% hit. <br />
<br />
'''Exploration sites and Wormholes:''' Sometimes you will need to scan down exploration sites and other objects for various reasons, one of which can be an enemy in a combat exploration site but you only have Core probes or it is easier to scan down the site than to scan his ship. In both of these situations you will want to do a large scan of as much of the system as you can cover with your probes in the same manner as finding a safe spotted enemy ship and then once a target is found, using your probes in formation to scan it down. <br />
<br />
==Probing Tips==<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions.<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using his directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or jump through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often covert ops pilots might find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan his drones and therefore gain access to his location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20324Combat Probing2013-04-14T01:53:30Z<p>XiMascia: /* A note on Signal Strength */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by [http://www.agony-unleashed.com/user.php?id.2195 Matt Andrews], January 2009<br/><br />
Updated and extended by [http://www.agony-unleashed.com/user.php?id.3282 Nick A'dim], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.4024 Al'ar Darkwind], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
===Viewing Probes===<br />
<br />
*For changing viewing angle double click on probe NAME to re-center view on that probe<br />
*Hold down left mouse key and pan to rotate view around probes (probes stationary in view)<br />
*Hold down right mouse key and pan to move entire field of view<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits not chance based - if a legitimate target is in range of one of your probes, you will get a result. You will need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit). By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Additional probes (up to the 8 maximum) can provide additional signal strength, depending on their geometry relative to the other probes.<br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the target's signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum range will give a lower signal strength. Narrowing down the range will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric skills <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target Signature Radius or Target Sensor Strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
[[Image:Square_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Triangular Pyramid:''' One of the more common probe deployments. It is fairly fast and easy to setup and can be scaled to accommodate up to six probes easily by adding probes to the bottom and pyramid base. Start out with three probes arranged in a triangle around and slightly below your target and then put a probe on top to complete the pyramid. <br><br />
<br />
[[Image:Trianglular_Pyramid_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Tetrahedron:''' The most difficult to setup and move, this layout maximizes your probing area on the target and is especially useful for hard scans. To setup place two probes on a vertical axis to each other on one side of the target and place two more on the other side in a straight line perpendicular to the vertical probe line. <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout.jpg|center]] <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout_Side_View.jpg|center]]<br />
<br />
==Scanning==<br />
To scan a target down first you must have a target! There are several ways to go about this depending on the situation and what you are trying to find and for each one you must keep several things in mind while finding them.<br />
<br />
'''Enemy ships:''' There are two general situations where you will be scanning down enemy ships. The first of which is when you know where the enemy is, such as on or very close to a gate, and you are trying to get a drop on them. In this situation you can deploy your probes at a 0.5 AU range in one of the configurations above around the object and get drops almost instantly. For added stealth deploy your probes before you are in scan range and then warp near the grid before hitting “Analyze” so your enemies have little warning that they are being scanned down.<br />
<br />
The second situation that happens when scanning down an enemy ship is when you know an enemy is in system but are not sure where. When this happens you can maximize the size of your probes as well as spreading them out to cover as much of the system as you can per scan or you can use your directional scanner to find his general location then work in from a smaller probe size. In either situation once you have his general location you will need to put your probes into a scanning layout as shown in the pictures above and start scanning, resizing, and repositioning your probes as needed until you get a 100% hit. <br />
<br />
'''Exploration sites and Wormholes:''' Sometimes you will need to scan down exploration sites and other objects for various reasons, one of which can be an enemy in a combat exploration site but you only have Core probes or it is easier to scan down the site than to scan his ship. In both of these situations you will want to do a large scan of as much of the system as you can cover with your probes in the same manner as finding a safe spotted enemy ship and then once a target is found, using your probes in formation to scan it down. <br />
<br />
==Probing Tips==<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions.<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using his directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or jump through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often covert ops pilots might find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan his drones and therefore gain access to his location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20323Combat Probing2013-04-14T01:19:40Z<p>XiMascia: /* A note on Signal Strength */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by [http://www.agony-unleashed.com/user.php?id.2195 Matt Andrews], January 2009<br/><br />
Updated and extended by [http://www.agony-unleashed.com/user.php?id.3282 Nick A'dim], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.4024 Al'ar Darkwind], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
===Viewing Probes===<br />
<br />
*For changing viewing angle double click on probe NAME to re-center view on that probe<br />
*Hold down left mouse key and pan to rotate view around probes (probes stationary in view)<br />
*Hold down right mouse key and pan to move entire field of view<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits not chance based - if a legitimate target is in range of one of your probes, you will get a result. You will need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit). By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Additional probes (up to the 8 maximum) can provide additional signal strength, depending on their geometry relative to the other probes.<br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the target's signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum range will give a lower signal strength. Narrowing down the range will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric Triangulation Skill <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target Signature Radius or Target Sensor Strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
[[Image:Square_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Triangular Pyramid:''' One of the more common probe deployments. It is fairly fast and easy to setup and can be scaled to accommodate up to six probes easily by adding probes to the bottom and pyramid base. Start out with three probes arranged in a triangle around and slightly below your target and then put a probe on top to complete the pyramid. <br><br />
<br />
[[Image:Trianglular_Pyramid_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Tetrahedron:''' The most difficult to setup and move, this layout maximizes your probing area on the target and is especially useful for hard scans. To setup place two probes on a vertical axis to each other on one side of the target and place two more on the other side in a straight line perpendicular to the vertical probe line. <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout.jpg|center]] <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout_Side_View.jpg|center]]<br />
<br />
==Scanning==<br />
To scan a target down first you must have a target! There are several ways to go about this depending on the situation and what you are trying to find and for each one you must keep several things in mind while finding them.<br />
<br />
'''Enemy ships:''' There are two general situations where you will be scanning down enemy ships. The first of which is when you know where the enemy is, such as on or very close to a gate, and you are trying to get a drop on them. In this situation you can deploy your probes at a 0.5 AU range in one of the configurations above around the object and get drops almost instantly. For added stealth deploy your probes before you are in scan range and then warp near the grid before hitting “Analyze” so your enemies have little warning that they are being scanned down.<br />
<br />
The second situation that happens when scanning down an enemy ship is when you know an enemy is in system but are not sure where. When this happens you can maximize the size of your probes as well as spreading them out to cover as much of the system as you can per scan or you can use your directional scanner to find his general location then work in from a smaller probe size. In either situation once you have his general location you will need to put your probes into a scanning layout as shown in the pictures above and start scanning, resizing, and repositioning your probes as needed until you get a 100% hit. <br />
<br />
'''Exploration sites and Wormholes:''' Sometimes you will need to scan down exploration sites and other objects for various reasons, one of which can be an enemy in a combat exploration site but you only have Core probes or it is easier to scan down the site than to scan his ship. In both of these situations you will want to do a large scan of as much of the system as you can cover with your probes in the same manner as finding a safe spotted enemy ship and then once a target is found, using your probes in formation to scan it down. <br />
<br />
==Probing Tips==<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions.<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using his directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or jump through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often covert ops pilots might find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan his drones and therefore gain access to his location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20322Combat Probing2013-04-14T01:19:12Z<p>XiMascia: /* Probing */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by [http://www.agony-unleashed.com/user.php?id.2195 Matt Andrews], January 2009<br/><br />
Updated and extended by [http://www.agony-unleashed.com/user.php?id.3282 Nick A'dim], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.4024 Al'ar Darkwind], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
===Viewing Probes===<br />
<br />
*For changing viewing angle double click on probe NAME to re-center view on that probe<br />
*Hold down left mouse key and pan to rotate view around probes (probes stationary in view)<br />
*Hold down right mouse key and pan to move entire field of view<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits not chance based - if a legitimate target is in range of one of your probes, you will get a result. You will need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit). By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Additional probes (up to the 8 maximum) can provide additional signal strength, depending on their geometry relative to the other probes.<br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the targets signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum range will give a lower signal strength. Narrowing down the range will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric Triangulation Skill <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target Signature Radius or Target Sensor Strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
[[Image:Square_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Triangular Pyramid:''' One of the more common probe deployments. It is fairly fast and easy to setup and can be scaled to accommodate up to six probes easily by adding probes to the bottom and pyramid base. Start out with three probes arranged in a triangle around and slightly below your target and then put a probe on top to complete the pyramid. <br><br />
<br />
[[Image:Trianglular_Pyramid_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Tetrahedron:''' The most difficult to setup and move, this layout maximizes your probing area on the target and is especially useful for hard scans. To setup place two probes on a vertical axis to each other on one side of the target and place two more on the other side in a straight line perpendicular to the vertical probe line. <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout.jpg|center]] <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout_Side_View.jpg|center]]<br />
<br />
==Scanning==<br />
To scan a target down first you must have a target! There are several ways to go about this depending on the situation and what you are trying to find and for each one you must keep several things in mind while finding them.<br />
<br />
'''Enemy ships:''' There are two general situations where you will be scanning down enemy ships. The first of which is when you know where the enemy is, such as on or very close to a gate, and you are trying to get a drop on them. In this situation you can deploy your probes at a 0.5 AU range in one of the configurations above around the object and get drops almost instantly. For added stealth deploy your probes before you are in scan range and then warp near the grid before hitting “Analyze” so your enemies have little warning that they are being scanned down.<br />
<br />
The second situation that happens when scanning down an enemy ship is when you know an enemy is in system but are not sure where. When this happens you can maximize the size of your probes as well as spreading them out to cover as much of the system as you can per scan or you can use your directional scanner to find his general location then work in from a smaller probe size. In either situation once you have his general location you will need to put your probes into a scanning layout as shown in the pictures above and start scanning, resizing, and repositioning your probes as needed until you get a 100% hit. <br />
<br />
'''Exploration sites and Wormholes:''' Sometimes you will need to scan down exploration sites and other objects for various reasons, one of which can be an enemy in a combat exploration site but you only have Core probes or it is easier to scan down the site than to scan his ship. In both of these situations you will want to do a large scan of as much of the system as you can cover with your probes in the same manner as finding a safe spotted enemy ship and then once a target is found, using your probes in formation to scan it down. <br />
<br />
==Probing Tips==<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions.<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using his directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or jump through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often covert ops pilots might find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan his drones and therefore gain access to his location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20321Combat Probing2013-04-14T01:18:53Z<p>XiMascia: /* Probing */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by [http://www.agony-unleashed.com/user.php?id.2195 Matt Andrews], January 2009<br/><br />
Updated and extended by [http://www.agony-unleashed.com/user.php?id.3282 Nick A'dim], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.4024 Al'ar Darkwind], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
===Viewing Probes===<br />
<br />
*For changing viewing angle double click on probe NAME to re-center view on that probe<br />
*Hold down left mouse key and pan to rotate view around probes (probes stationary in view)<br />
*Hold down right mouse key and pan to move entire field of view<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits not chance based - if a legitimate target is in range of one of your probes, you will get a result. You will need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit) outlined in silver. By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Additional probes (up to the 8 maximum) can provide additional signal strength, depending on their geometry relative to the other probes.<br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the targets signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum range will give a lower signal strength. Narrowing down the range will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric Triangulation Skill <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target Signature Radius or Target Sensor Strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
[[Image:Square_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Triangular Pyramid:''' One of the more common probe deployments. It is fairly fast and easy to setup and can be scaled to accommodate up to six probes easily by adding probes to the bottom and pyramid base. Start out with three probes arranged in a triangle around and slightly below your target and then put a probe on top to complete the pyramid. <br><br />
<br />
[[Image:Trianglular_Pyramid_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Tetrahedron:''' The most difficult to setup and move, this layout maximizes your probing area on the target and is especially useful for hard scans. To setup place two probes on a vertical axis to each other on one side of the target and place two more on the other side in a straight line perpendicular to the vertical probe line. <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout.jpg|center]] <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout_Side_View.jpg|center]]<br />
<br />
==Scanning==<br />
To scan a target down first you must have a target! There are several ways to go about this depending on the situation and what you are trying to find and for each one you must keep several things in mind while finding them.<br />
<br />
'''Enemy ships:''' There are two general situations where you will be scanning down enemy ships. The first of which is when you know where the enemy is, such as on or very close to a gate, and you are trying to get a drop on them. In this situation you can deploy your probes at a 0.5 AU range in one of the configurations above around the object and get drops almost instantly. For added stealth deploy your probes before you are in scan range and then warp near the grid before hitting “Analyze” so your enemies have little warning that they are being scanned down.<br />
<br />
The second situation that happens when scanning down an enemy ship is when you know an enemy is in system but are not sure where. When this happens you can maximize the size of your probes as well as spreading them out to cover as much of the system as you can per scan or you can use your directional scanner to find his general location then work in from a smaller probe size. In either situation once you have his general location you will need to put your probes into a scanning layout as shown in the pictures above and start scanning, resizing, and repositioning your probes as needed until you get a 100% hit. <br />
<br />
'''Exploration sites and Wormholes:''' Sometimes you will need to scan down exploration sites and other objects for various reasons, one of which can be an enemy in a combat exploration site but you only have Core probes or it is easier to scan down the site than to scan his ship. In both of these situations you will want to do a large scan of as much of the system as you can cover with your probes in the same manner as finding a safe spotted enemy ship and then once a target is found, using your probes in formation to scan it down. <br />
<br />
==Probing Tips==<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions.<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using his directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or jump through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often covert ops pilots might find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan his drones and therefore gain access to his location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20320Combat Probing2013-04-14T00:57:58Z<p>XiMascia: /* Probing */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by [http://www.agony-unleashed.com/user.php?id.2195 Matt Andrews], January 2009<br/><br />
Updated and extended by [http://www.agony-unleashed.com/user.php?id.3282 Nick A'dim], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.4024 Al'ar Darkwind], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
===Viewing Probes===<br />
<br />
*For changing viewing angle double click on probe NAME to re-center view on that probe<br />
*Hold down left mouse key and pan to rotate view around probes (probes stationary in view)<br />
*Hold down right mouse key and pan to move entire field of view<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits not chance based - if a legitimate target is in range of one of your probes, you will get a result. You will need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit) outlined in silver. By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Now that the basic mechanics have been covered, take the time to watch this video as it is the best video tutorial we've found yet to describe the basics of probe deployment and narrowing the scan. <br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the targets signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum range will give a lower signal strength. Narrowing down the range will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric Triangulation Skill <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target Signature Radius or Target Sensor Strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
[[Image:Square_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Triangular Pyramid:''' One of the more common probe deployments. It is fairly fast and easy to setup and can be scaled to accommodate up to six probes easily by adding probes to the bottom and pyramid base. Start out with three probes arranged in a triangle around and slightly below your target and then put a probe on top to complete the pyramid. <br><br />
<br />
[[Image:Trianglular_Pyramid_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Tetrahedron:''' The most difficult to setup and move, this layout maximizes your probing area on the target and is especially useful for hard scans. To setup place two probes on a vertical axis to each other on one side of the target and place two more on the other side in a straight line perpendicular to the vertical probe line. <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout.jpg|center]] <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout_Side_View.jpg|center]]<br />
<br />
==Scanning==<br />
To scan a target down first you must have a target! There are several ways to go about this depending on the situation and what you are trying to find and for each one you must keep several things in mind while finding them.<br />
<br />
'''Enemy ships:''' There are two general situations where you will be scanning down enemy ships. The first of which is when you know where the enemy is, such as on or very close to a gate, and you are trying to get a drop on them. In this situation you can deploy your probes at a 0.5 AU range in one of the configurations above around the object and get drops almost instantly. For added stealth deploy your probes before you are in scan range and then warp near the grid before hitting “Analyze” so your enemies have little warning that they are being scanned down.<br />
<br />
The second situation that happens when scanning down an enemy ship is when you know an enemy is in system but are not sure where. When this happens you can maximize the size of your probes as well as spreading them out to cover as much of the system as you can per scan or you can use your directional scanner to find his general location then work in from a smaller probe size. In either situation once you have his general location you will need to put your probes into a scanning layout as shown in the pictures above and start scanning, resizing, and repositioning your probes as needed until you get a 100% hit. <br />
<br />
'''Exploration sites and Wormholes:''' Sometimes you will need to scan down exploration sites and other objects for various reasons, one of which can be an enemy in a combat exploration site but you only have Core probes or it is easier to scan down the site than to scan his ship. In both of these situations you will want to do a large scan of as much of the system as you can cover with your probes in the same manner as finding a safe spotted enemy ship and then once a target is found, using your probes in formation to scan it down. <br />
<br />
==Probing Tips==<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions.<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using his directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or jump through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often covert ops pilots might find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan his drones and therefore gain access to his location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20319Combat Probing2013-04-14T00:56:46Z<p>XiMascia: /* Viewing Probes */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by [http://www.agony-unleashed.com/user.php?id.2195 Matt Andrews], January 2009<br/><br />
Updated and extended by [http://www.agony-unleashed.com/user.php?id.3282 Nick A'dim], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.4024 Al'ar Darkwind], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
===Viewing Probes===<br />
<br />
*For changing viewing angle double click on probe NAME to re-center view on that probe<br />
*Hold down left mouse key and pan to rotate view around probes (probes stationary in view)<br />
*Hold down right mouse key and pan to move entire field of view<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits are no longer chance based and if a legitimate target is in range of one of your probes, you will get a result. Probing now uses a quadrulation process where you need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit) outlined in silver. By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Now that the basic mechanics have been covered, take the time to watch this video as it is the best video tutorial we've found yet to describe the basics of probe deployment and narrowing the scan. <br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the targets signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum range will give a lower signal strength. Narrowing down the range will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric Triangulation Skill <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target Signature Radius or Target Sensor Strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
[[Image:Square_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Triangular Pyramid:''' One of the more common probe deployments. It is fairly fast and easy to setup and can be scaled to accommodate up to six probes easily by adding probes to the bottom and pyramid base. Start out with three probes arranged in a triangle around and slightly below your target and then put a probe on top to complete the pyramid. <br><br />
<br />
[[Image:Trianglular_Pyramid_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Tetrahedron:''' The most difficult to setup and move, this layout maximizes your probing area on the target and is especially useful for hard scans. To setup place two probes on a vertical axis to each other on one side of the target and place two more on the other side in a straight line perpendicular to the vertical probe line. <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout.jpg|center]] <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout_Side_View.jpg|center]]<br />
<br />
==Scanning==<br />
To scan a target down first you must have a target! There are several ways to go about this depending on the situation and what you are trying to find and for each one you must keep several things in mind while finding them.<br />
<br />
'''Enemy ships:''' There are two general situations where you will be scanning down enemy ships. The first of which is when you know where the enemy is, such as on or very close to a gate, and you are trying to get a drop on them. In this situation you can deploy your probes at a 0.5 AU range in one of the configurations above around the object and get drops almost instantly. For added stealth deploy your probes before you are in scan range and then warp near the grid before hitting “Analyze” so your enemies have little warning that they are being scanned down.<br />
<br />
The second situation that happens when scanning down an enemy ship is when you know an enemy is in system but are not sure where. When this happens you can maximize the size of your probes as well as spreading them out to cover as much of the system as you can per scan or you can use your directional scanner to find his general location then work in from a smaller probe size. In either situation once you have his general location you will need to put your probes into a scanning layout as shown in the pictures above and start scanning, resizing, and repositioning your probes as needed until you get a 100% hit. <br />
<br />
'''Exploration sites and Wormholes:''' Sometimes you will need to scan down exploration sites and other objects for various reasons, one of which can be an enemy in a combat exploration site but you only have Core probes or it is easier to scan down the site than to scan his ship. In both of these situations you will want to do a large scan of as much of the system as you can cover with your probes in the same manner as finding a safe spotted enemy ship and then once a target is found, using your probes in formation to scan it down. <br />
<br />
==Probing Tips==<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions.<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using his directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or jump through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often covert ops pilots might find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan his drones and therefore gain access to his location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20318Combat Probing2013-04-14T00:56:25Z<p>XiMascia: /* Moving Probes */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by [http://www.agony-unleashed.com/user.php?id.2195 Matt Andrews], January 2009<br/><br />
Updated and extended by [http://www.agony-unleashed.com/user.php?id.3282 Nick A'dim], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.4024 Al'ar Darkwind], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
==Viewing Probes==<br />
<br />
*For changing viewing angle double click on probe NAME to re-center view on that probe<br />
*Hold down left mouse key and pan to rotate view around probes (probes stationary in view)<br />
*Hold down right mouse key and pan to move entire field of view<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits are no longer chance based and if a legitimate target is in range of one of your probes, you will get a result. Probing now uses a quadrulation process where you need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit) outlined in silver. By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Now that the basic mechanics have been covered, take the time to watch this video as it is the best video tutorial we've found yet to describe the basics of probe deployment and narrowing the scan. <br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the targets signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum range will give a lower signal strength. Narrowing down the range will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric Triangulation Skill <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target Signature Radius or Target Sensor Strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
[[Image:Square_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Triangular Pyramid:''' One of the more common probe deployments. It is fairly fast and easy to setup and can be scaled to accommodate up to six probes easily by adding probes to the bottom and pyramid base. Start out with three probes arranged in a triangle around and slightly below your target and then put a probe on top to complete the pyramid. <br><br />
<br />
[[Image:Trianglular_Pyramid_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Tetrahedron:''' The most difficult to setup and move, this layout maximizes your probing area on the target and is especially useful for hard scans. To setup place two probes on a vertical axis to each other on one side of the target and place two more on the other side in a straight line perpendicular to the vertical probe line. <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout.jpg|center]] <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout_Side_View.jpg|center]]<br />
<br />
==Scanning==<br />
To scan a target down first you must have a target! There are several ways to go about this depending on the situation and what you are trying to find and for each one you must keep several things in mind while finding them.<br />
<br />
'''Enemy ships:''' There are two general situations where you will be scanning down enemy ships. The first of which is when you know where the enemy is, such as on or very close to a gate, and you are trying to get a drop on them. In this situation you can deploy your probes at a 0.5 AU range in one of the configurations above around the object and get drops almost instantly. For added stealth deploy your probes before you are in scan range and then warp near the grid before hitting “Analyze” so your enemies have little warning that they are being scanned down.<br />
<br />
The second situation that happens when scanning down an enemy ship is when you know an enemy is in system but are not sure where. When this happens you can maximize the size of your probes as well as spreading them out to cover as much of the system as you can per scan or you can use your directional scanner to find his general location then work in from a smaller probe size. In either situation once you have his general location you will need to put your probes into a scanning layout as shown in the pictures above and start scanning, resizing, and repositioning your probes as needed until you get a 100% hit. <br />
<br />
'''Exploration sites and Wormholes:''' Sometimes you will need to scan down exploration sites and other objects for various reasons, one of which can be an enemy in a combat exploration site but you only have Core probes or it is easier to scan down the site than to scan his ship. In both of these situations you will want to do a large scan of as much of the system as you can cover with your probes in the same manner as finding a safe spotted enemy ship and then once a target is found, using your probes in formation to scan it down. <br />
<br />
==Probing Tips==<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions.<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using his directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or jump through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often covert ops pilots might find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan his drones and therefore gain access to his location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20317Combat Probing2013-04-14T00:55:49Z<p>XiMascia: /* Moving Probes */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by [http://www.agony-unleashed.com/user.php?id.2195 Matt Andrews], January 2009<br/><br />
Updated and extended by [http://www.agony-unleashed.com/user.php?id.3282 Nick A'dim], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.4024 Al'ar Darkwind], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
*For changing viewing angle double click on probe NAME to re-center view on that probe<br />
*Hold down left mouse key to rotate view around probes (probes stationary in view)<br />
*Hold down right mouse key to move entire field of view<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits are no longer chance based and if a legitimate target is in range of one of your probes, you will get a result. Probing now uses a quadrulation process where you need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit) outlined in silver. By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Now that the basic mechanics have been covered, take the time to watch this video as it is the best video tutorial we've found yet to describe the basics of probe deployment and narrowing the scan. <br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the targets signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum range will give a lower signal strength. Narrowing down the range will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric Triangulation Skill <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target Signature Radius or Target Sensor Strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
[[Image:Square_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Triangular Pyramid:''' One of the more common probe deployments. It is fairly fast and easy to setup and can be scaled to accommodate up to six probes easily by adding probes to the bottom and pyramid base. Start out with three probes arranged in a triangle around and slightly below your target and then put a probe on top to complete the pyramid. <br><br />
<br />
[[Image:Trianglular_Pyramid_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Tetrahedron:''' The most difficult to setup and move, this layout maximizes your probing area on the target and is especially useful for hard scans. To setup place two probes on a vertical axis to each other on one side of the target and place two more on the other side in a straight line perpendicular to the vertical probe line. <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout.jpg|center]] <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout_Side_View.jpg|center]]<br />
<br />
==Scanning==<br />
To scan a target down first you must have a target! There are several ways to go about this depending on the situation and what you are trying to find and for each one you must keep several things in mind while finding them.<br />
<br />
'''Enemy ships:''' There are two general situations where you will be scanning down enemy ships. The first of which is when you know where the enemy is, such as on or very close to a gate, and you are trying to get a drop on them. In this situation you can deploy your probes at a 0.5 AU range in one of the configurations above around the object and get drops almost instantly. For added stealth deploy your probes before you are in scan range and then warp near the grid before hitting “Analyze” so your enemies have little warning that they are being scanned down.<br />
<br />
The second situation that happens when scanning down an enemy ship is when you know an enemy is in system but are not sure where. When this happens you can maximize the size of your probes as well as spreading them out to cover as much of the system as you can per scan or you can use your directional scanner to find his general location then work in from a smaller probe size. In either situation once you have his general location you will need to put your probes into a scanning layout as shown in the pictures above and start scanning, resizing, and repositioning your probes as needed until you get a 100% hit. <br />
<br />
'''Exploration sites and Wormholes:''' Sometimes you will need to scan down exploration sites and other objects for various reasons, one of which can be an enemy in a combat exploration site but you only have Core probes or it is easier to scan down the site than to scan his ship. In both of these situations you will want to do a large scan of as much of the system as you can cover with your probes in the same manner as finding a safe spotted enemy ship and then once a target is found, using your probes in formation to scan it down. <br />
<br />
==Probing Tips==<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions.<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using his directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or jump through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often covert ops pilots might find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan his drones and therefore gain access to his location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20316Combat Probing2013-04-14T00:54:07Z<p>XiMascia: /* Moving Probes */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by [http://www.agony-unleashed.com/user.php?id.2195 Matt Andrews], January 2009<br/><br />
Updated and extended by [http://www.agony-unleashed.com/user.php?id.3282 Nick A'dim], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.4024 Al'ar Darkwind], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Hold down alt while doing either to move closer together or farther apart<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits are no longer chance based and if a legitimate target is in range of one of your probes, you will get a result. Probing now uses a quadrulation process where you need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit) outlined in silver. By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Now that the basic mechanics have been covered, take the time to watch this video as it is the best video tutorial we've found yet to describe the basics of probe deployment and narrowing the scan. <br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the targets signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum range will give a lower signal strength. Narrowing down the range will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric Triangulation Skill <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target Signature Radius or Target Sensor Strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
[[Image:Square_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Triangular Pyramid:''' One of the more common probe deployments. It is fairly fast and easy to setup and can be scaled to accommodate up to six probes easily by adding probes to the bottom and pyramid base. Start out with three probes arranged in a triangle around and slightly below your target and then put a probe on top to complete the pyramid. <br><br />
<br />
[[Image:Trianglular_Pyramid_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Tetrahedron:''' The most difficult to setup and move, this layout maximizes your probing area on the target and is especially useful for hard scans. To setup place two probes on a vertical axis to each other on one side of the target and place two more on the other side in a straight line perpendicular to the vertical probe line. <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout.jpg|center]] <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout_Side_View.jpg|center]]<br />
<br />
==Scanning==<br />
To scan a target down first you must have a target! There are several ways to go about this depending on the situation and what you are trying to find and for each one you must keep several things in mind while finding them.<br />
<br />
'''Enemy ships:''' There are two general situations where you will be scanning down enemy ships. The first of which is when you know where the enemy is, such as on or very close to a gate, and you are trying to get a drop on them. In this situation you can deploy your probes at a 0.5 AU range in one of the configurations above around the object and get drops almost instantly. For added stealth deploy your probes before you are in scan range and then warp near the grid before hitting “Analyze” so your enemies have little warning that they are being scanned down.<br />
<br />
The second situation that happens when scanning down an enemy ship is when you know an enemy is in system but are not sure where. When this happens you can maximize the size of your probes as well as spreading them out to cover as much of the system as you can per scan or you can use your directional scanner to find his general location then work in from a smaller probe size. In either situation once you have his general location you will need to put your probes into a scanning layout as shown in the pictures above and start scanning, resizing, and repositioning your probes as needed until you get a 100% hit. <br />
<br />
'''Exploration sites and Wormholes:''' Sometimes you will need to scan down exploration sites and other objects for various reasons, one of which can be an enemy in a combat exploration site but you only have Core probes or it is easier to scan down the site than to scan his ship. In both of these situations you will want to do a large scan of as much of the system as you can cover with your probes in the same manner as finding a safe spotted enemy ship and then once a target is found, using your probes in formation to scan it down. <br />
<br />
==Probing Tips==<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions.<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using his directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or jump through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often covert ops pilots might find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan his drones and therefore gain access to his location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Combat_Probing&diff=20315Combat Probing2013-04-14T00:49:38Z<p>XiMascia: /* Probes */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small><br />
Original text by [http://www.agony-unleashed.com/user.php?id.2195 Matt Andrews], January 2009<br/><br />
Updated and extended by [http://www.agony-unleashed.com/user.php?id.3282 Nick A'dim], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.4024 Al'ar Darkwind], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
===Purpose===<br />
The purpose of this article is to provide information about scan probe mechanics in game, explain the process of probing out safe spots, as well as some ramifications of covert ops pilot actions. <br />
<br />
===Introduction===<br />
One cannot fight someone that denies the engagement. One of the ways to deny the engagement is to hide in a safe spot. However, this tactic does not guarantee complete safety. Covert ops and T1 frigates that get an astrometric bonus are tailored to find ships at safe spots, however Covert Ops frigates have the advantage of stealth.<br />
<br />
==Equipment==<br />
<br />
There are four types of probes and two kinds of scan probe launchers in EVE. For a covert ops pilot, it is important to know the attributes of scan probes and launchers as well as understand the differences between the various types.<br />
<br />
====Probes====<br />
Types:<br />
*'''Core Probes:''' Scan for complexes, anomalies, wormholes, basically anything with the Cosmic Signature or Cosmic Anomaly tag. Core scanner probes have base sensor strength of 40 points (44 for Sisters probes), maximum deviation of 0.125 AU, flight time of 66 minutes, volume of 0.1 m3, and their scan range can be varied from 0.25 AU up to 32 AU.<br />
*'''Combat Probes:''' Scan for ships, drones, and everything that Core probes can scan. Combat scanner probes have base sensor strength of 20 points (22 for Sisters probes), maximum deviation of 0.250 AU, flight time of 66 minutes, volume of 1.0 m3, and their scan range can be varied from 0.50 AU up to 64 AU.<br />
*'''Deep Space Scanner Probe:''' This is a very long range, low sensor strength probe that scans for everything. It is only useful to see if the system is worth scanning at all before deploying other probes. This probe requires Astrometrics V.<br />
*'''Moon Scanning Probes:''' Used to assess moon mineral values. These probes are outside of the scope of this article. <br />
<br />
Attributes:<br />
*'''Scan Range''' – This is the maximum scan range of the probe. It is the radius of the sphere the probe generates on solar system map view. The probe will only pick up things that are located within its scan range (inside the sphere). The scan range of probes can be changed.<br />
*'''Probe Sensor Strength''' – How easily a probe can pick up a signal in space. The higher this attribute is, the easier it will be to get a 'warpable' 100% result. Probe sensor strength is affected by several factors: Astrometric Rangefinding skill, your level on Covert Ops skill, and what kind of probes and probe launchers you are using. Faction probes have higher base sensor strength than regular probes. Faction launchers give 5% bonus to sensor strength of scan probes. Sensor strength of probes increases at their scan range is decreased. It is also not uniform throughout probe's scan range but highest at probe's center and lowest at the edge of the sphere.<br />
*'''Maximum Scan Deviation''' – The greatest distance that your probe result will be from your actual target. The lower your max deviation, the easier it will be to position your probes around the result and decrease their scan range to get a warpable hit. Scan deviation is built in, but can be reduced with the Astrometric Pinpointing Skill. Scan deviation does not apply to 100% hits.<br />
*'''Scan Time''' - Time it takes for a probe to complete a scan. <br />
*'''Flight Time''' – Probes will stay in space only a limited amount of time per launch. In this time they can be used to run multiple scans before they expire. When expiration time is near, simply recall your probes. Then you can re-deploy them and re-use them again.<br />
<br />
====Launchers====<br />
There are two types of launchers: <br />
*'''Core Launcher:''' - This launcher has capacity of 0.8 m3 while combat probes are 1.0 m3 in volume. Thus it only fits core scanner probes that are useful for scanning down exploration sites, complexes, wormholes. Requires 15 CPU and 1 powergrid to fit. Sisters Core Probe Launcher, a faction variant, has slightly lower fitting requirements as well as higher rate of fire (10 powergrid and 1.5 seconds vs 15 CPU and 2.0 seconds for non-faction launcher).<br />
*'''Expanded Launcher:''' - Has capacity of 10.0m3 so it can fit both combat and core scanner probes. This launcher is much more demanding on ship's CPU than the core launcher. Its fitting requirements are 220 CPU and 1 powergrid. The Sisters variety has slightly lower fittings requirements and higher rate of fire (210 CPU and 1.5 sec vs 220 CPU and 2.0 seconds for regular expanded launcher).<br />
<br />
====Skills====<br />
'''Astrometrics''' – Primary skill that determines how many probes you can have in deployed at once. Starts with four probes at level 1 and increases by 1 probe per level up to a maximum of 8. With 8 probes you will be able to scan two locations at the same time.<br><br />
'''Astrometric Pinpointing''' – Improves maximum scan deviation by 10% per level.<br><br />
'''Astrometric Rangefinding''' – Improves sensor strength by 5% per level. <br><br />
'''Astrometric Acquisition''' – Reduces scan time by 10% per level.<br><br />
'''Covert Ops''' – 98% to 100% reduction in Cloaking Device CPU use per level and 10% increase to probe sensor strength per level<br><br />
<br />
====Rigs====<br />
'''Gravity Capacitor Upgrade 1''' – Ship rig that improves scan strength 10% <br><br />
'''Gravity Capacitor Upgrade 2''' – Ship rig that improves scan strength 15% <br><br />
<br />
==Probing Basics==<br />
<br />
===Deployment===<br />
Probes can be dropped anywhere in space by loading them into a launcher and activating it just like a weapon. They cannot be targeted, shot, or scooped by anyone else. It is also possible to have both Core and Combat probes out, however, you will have to deactivate or pull in the Core probes to use your Combat probes to scan down ships. Probes can be seen on ship scanners. Probes can only be launched while uncloaked.<br />
<br />
===Probing Interface===<br />
<br />
Probing interface can be found by opening the Scanner window and going to the System Scanner tab. <br><br />
Here is a picture of probing interface with each feature labeled with a number and explained below.<br><br />
<br />
[[Image:Labled_Probing_Interface.jpg]] <br />
<br />
Buttons:<br />
#''Analyze'': Once you click on this, probes will physically move to their assigned sites on the map and perform a scan.<br />
#''Recover Active Probes'': Pulls all active probes back and places them into your ship's cargo hold.<br />
#''Reconnect to Lost Probes'': Allows you establish connection to probes that your ship lost connection to. Probes can lose connection to your ship if you change systems or if your client suddenly drops. They will still be subject to 1 hour timer, however, even if they have disconnected.<br />
#''Destroy Active Probes'': Permanently destroys any active probes you have in space.<br />
#''Map'': Opens or closes your system map so that you can see and move your probes in space.<br />
<br />
'''Tables:'''<br><br />
<br />
6. '''Probes in Space''': <br />
*''ID (Probe number)'': Corresponds to order in which the probes were launched.<br />
*''Range'': Maximum scan range of the probe.<br />
*''Expiration time'': Shows how much time that probe has left before it is destroyed.<br />
*''Status'': Shows whether the probe is idle, moving, or scanning.<br />
*''Active'': Can be unchecked so the probe is not displayed on the map. This makes it easier to selectively move or destroy probes.<br />
*''Recover and Destroy buttons'': Recovers or destroys that individual probe.<br />
7. '''Scan Result Filter:'''<br />
*Works in the same way as the overview. Before you commence scanning, make sure you have the correct filter set on.<br />
8. '''Scan Results''': <br />
*''ID'': Scan target’s individual number. Allows to differentiate between scan results that might be same type of object (ex: two Brutixes). Useful for calling targets for other probers to take note of.<br />
*''Scan Group'': Shows what kind of item the target is (ex: Ship, Cosmic Anomaly).<br />
*''Group'': Shows Signature type (ex: Unknown, Gravimetric) or ship class (ex: Frigate, Battleship).<br />
*''Type'': Exact name of signature (ex: Guristas Hub) or exact ship type (ex: Drake, Thorax)<br />
*''Signal Strength'': This number ranges from 0% to 100%, with 100% indicating a full hit that you can warp to or bookmark.<br />
*''Distance'': The distance that the scan target is from your location.<br />
<br />
Probes are shown on your map screen as silver cubes with six arrows sticking out of them. You can use right mouse button to move the camera in map and the left to change the perspective. This map interface is the same as your F10 map. For easier probing you can double left click on celestials on map to center camera.<br />
<br />
===Moving Probes===<br />
*Left click and hold arrows to drag probes on one axis at a time<br />
*Left click and hold sides of boxes to drag probes in 2 axis at a time<br />
*Hold down shift while doing either to move all active probes at once<br />
*Probes can be moved anywhere on the map, even hundreds of AU away from the system center<br />
*Probes will not physically move until you press Analyze<br />
<br />
===Resizing Probes===<br />
*You can right click on probe in system scanner menu to set a specific distance<br />
**Can select the entire group by clicking on the first probe then shift clicking on the bottom probe then right clicking to pull up the size menu<br />
*You can left click and drag the edge of a probes bubble on the system map to change size as well<br />
**Shift can be held down while doing this to resize all active probes in space<br />
*You can right click on a probe on the map to also change size individually<br />
<br />
===Recovering Probes===<br />
*Probes must be recovered before the 66 minute endurance timer is up or they will be lost destroyed. <br />
*After pressing the “Recover Active Probes” button it takes a few seconds for the probes to come to you.<br />
*Recovering probes will not uncloak you and can even be done while in mid warp.<br />
*Once recovered, the probes are placed in your ship’s cargo hold but are not put into stacks and must be restacked to be loaded back into your probe launcher.<br />
<br />
==Probing==<br />
Every time you scan with probes, you are getting “Hits”. These hits are no longer chance based and if a legitimate target is in range of one of your probes, you will get a result. Probing now uses a quadrulation process where you need at least four probes overlapping a target to get a result that you can warp to. <br />
These results are as follows:<br />
*One probe will only tell you if something is in range of the probe. This will generate a red sphere inside your probe’s bubble that is centered on your probe. The sphere gives you a general idea of how far the target is from your probe. <br />
*Two probes will tell you that something exists on an imaginary ring which shows on what plane and the general area where your target is.<br />
*Three probes will produce two possible locations for your target. These are still not warpable and will usually show up as just one small circle on your map screen but there will be two entries under your scan results screen with the same ID#. <br />
*Four or more probes will give you a single location shown by a red (less than 50% strength), yellow (greater than 50%), or green (100% hit) outlined in silver. By maneuvering your probes and decreasing their range (thus increasing signal strength) they will eventually give a warpable result when the signal strength reaches 100% and turns green.<br />
<br />
Now that the basic mechanics have been covered, take the time to watch this video as it is the best video tutorial we've found yet to describe the basics of probe deployment and narrowing the scan. <br />
<br />
====A note on Signal Strength====<br />
Signal strength is based on your skills, the current scan range of the probe, and the targets signature resolution (ship size) and the target's ship sensor strength. Using a probe at its maximum range will give a lower signal strength. Narrowing down the range will improve signal strength. A highly skilled operator will get to 100% signal strength at a higher range than a poorly skilled operator.<br />
<br />
You can directly affect signal strength by:<br />
*Selecting a lower range on your probe. <br />
*Your Astrometric Triangulation Skill <br />
<br />
You can sometimes affect: <br />
*The target range – if you have an idea where they are, you can move your probes closer and get a better signal. <br />
<br />
You can’t affect : <br />
*Target Signature Radius or Target Sensor Strength.<br />
<br />
To get results as quickly as possible you must arrange your probes in an organized manner to maximize your scan area hit by all four probes while still being easy and quick to deploy as you will be moving your probes multiple times for most of your scans. <br />
<br />
Following are some examples of probe deployments that Agony pilots employ but do note that how you setup your probes may be entirely different based on what is quick and effective for you. You will find that there are probably as many ways to deploy probes as there are Covert Ops pilots.<br />
<br />
===Examples of Probe Deployments===<br />
<br />
'''Square:''' The most basic and fastest setup to use. Deploy your probes in a square around the scan target on a flat plane to the target.<br><br />
<br />
[[Image:Square_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Triangular Pyramid:''' One of the more common probe deployments. It is fairly fast and easy to setup and can be scaled to accommodate up to six probes easily by adding probes to the bottom and pyramid base. Start out with three probes arranged in a triangle around and slightly below your target and then put a probe on top to complete the pyramid. <br><br />
<br />
[[Image:Trianglular_Pyramid_Probe_Layout.jpg|center]] <br />
<br />
<br />
'''Tetrahedron:''' The most difficult to setup and move, this layout maximizes your probing area on the target and is especially useful for hard scans. To setup place two probes on a vertical axis to each other on one side of the target and place two more on the other side in a straight line perpendicular to the vertical probe line. <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout.jpg|center]] <br><br />
<br />
[[Image:Tetrahedron_Probe_Layout_Side_View.jpg|center]]<br />
<br />
==Scanning==<br />
To scan a target down first you must have a target! There are several ways to go about this depending on the situation and what you are trying to find and for each one you must keep several things in mind while finding them.<br />
<br />
'''Enemy ships:''' There are two general situations where you will be scanning down enemy ships. The first of which is when you know where the enemy is, such as on or very close to a gate, and you are trying to get a drop on them. In this situation you can deploy your probes at a 0.5 AU range in one of the configurations above around the object and get drops almost instantly. For added stealth deploy your probes before you are in scan range and then warp near the grid before hitting “Analyze” so your enemies have little warning that they are being scanned down.<br />
<br />
The second situation that happens when scanning down an enemy ship is when you know an enemy is in system but are not sure where. When this happens you can maximize the size of your probes as well as spreading them out to cover as much of the system as you can per scan or you can use your directional scanner to find his general location then work in from a smaller probe size. In either situation once you have his general location you will need to put your probes into a scanning layout as shown in the pictures above and start scanning, resizing, and repositioning your probes as needed until you get a 100% hit. <br />
<br />
'''Exploration sites and Wormholes:''' Sometimes you will need to scan down exploration sites and other objects for various reasons, one of which can be an enemy in a combat exploration site but you only have Core probes or it is easier to scan down the site than to scan his ship. In both of these situations you will want to do a large scan of as much of the system as you can cover with your probes in the same manner as finding a safe spotted enemy ship and then once a target is found, using your probes in formation to scan it down. <br />
<br />
==Probing Tips==<br />
Probes like every other tool can bring amazing effects if used correctly. One can use this tool ineffectively, only causing pursued targets to move from one safe spot to another. <br />
<br />
As pointed out in PVP COVOPS Required Reading article, you can use your own directional scanner, to check, if targets you are looking for are located near a warpable object. This is sometimes preferable as it won't give away your intentions.<br />
<br />
A proper defensive action for a hostile gang sitting in a safe spot for an extended time is to assign one gang member to probe awareness duty using his directional scanner. Thus they will be aware your intentions, allowing them to move to another safe spot when they see your probe. To limit the exposure of your probes and your ship to hostile directional scanners you can: <br />
<br />
*Recover your probes as soon as you warp to the result. Probes won't decloak you as you recover them and can be recovered during warp. <br />
*Always stay cloaked, uncloaking only to launch a probe (or jump through the gate). <br />
*Use your directional scanner to determine their approximate location and then launch probes as required for the situation. <br />
*Limit your scanning time by practicing, training your skills, and fitting proper rigs.<br />
<br />
Often covert ops pilots might find ship and NPC wreck readings on directional scanner that do not align with any belt - this might be a sign of someone doing a plex/mission/site in a deadspace location. Scanning down a ship in a deadspace location is much more difficult, as a ships signature radius in a deadspace location is decreased 100 times, however drones signature radius is not affected by this and therefore if a ship uses drones in a deadspace, we can scan his drones and therefore gain access to his location.<br />
<br />
Another way for a hunting party to find a ship doing a mission in a deadspace is to use core probes - which are lower maximum range and can only find cosmic anomalies such as deadspace and wormholes.<br />
<br />
There is also a psychological aspect - seeing a core probe on 360 is not quite so alarming ("oh, someone scanning for plexes") compared to seeing three or four combat probes nearby.<br />
<br />
==Other References==<br />
[[PVP COVOPS Required Reading|PvP Covert Ops Required Reading]]<br><br />
[http://wiki.eveonline.com/wiki/Apocrypha_probing CCP's Official Scan Probe Tutorial]<br></div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Covert_Operations&diff=20314Covert Operations2013-04-13T23:54:29Z<p>XiMascia: /* Recon Bookmarks */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small>Original text by [http://www.agony-unleashed.com/user.php?id.8 Stein Voorhees], February 2007<br/>Updated and extended by [http://www.agony-unleashed.com/user.php?id.18 Carenthor Loon],[http://www.agony-unleashed.com/user.php?id.797 Ecatherina W], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/>Copyright Agony Unleashed</small></p><br />
<br />
<br />
==Background==<br />
<br />
'''CovOps''': “Recon.” <br/><br />
'''FC''': “Go recon.”<br/><br />
'''CovOps''': “This is cr8r in RMOC on the Hemin gate. Eight in local. Nothing on grid, 5-ship armor HAC gang on scan. They're not at a POS or a celestial, looks like they're at a safe. FC: want a drop on them?”<br/><br />
'''FC''': “Yes. Get your probes out and get me that drop. Let me know when you've got it. Fleet: hold on RMOC gate.”<br/><br />
'''CovOps''': “Anchor in place. Warp to cr8r at 20.”<br/><br />
'''FC''': “Fleet: jump jump. Cold warping fleet to CovOps.”<br />
<br />
<br />
Agony Unleashed operates primarily in well organized wolfpack style fleets which tend to be smaller gangs which can deliver tremendous firepower and travel extremely quickly. In order to best deliver this firepower, the Fleet Commander (FC) needs to have knowledge of the enemy immediately to hand. A good CovOps pilot is a force multiplier to a fleet – greatly expanding the fleet's ability to kill opponents and reducing the chance of the fleet being trapped by overwhelming opposition. Despite rumors to the contrary, flying a CovOps ship for a fleet can be tremendously exciting. And (as an added bonus) your fleet mates will thank you for it.<br />
<br />
<br />
'''Capabilities of a CovOps pilot'''<br />
<br />
A CovOps ship's specialty is fitting the Covert Ops Cloaking Device, which allows you to warp cloaked. Once your CovOps ship is in system and cloaked you can range around the system at will, invisible to the overview, scans, and probes (if flown correctly). You can maneuver in close proximity to other ships undetected for spying and for getting drops on potential victims for the rest of the fleet. In addition, your CovOps ship has a frigate's speed and agility for rapid exploration, can re-cloak very quickly, and, most importantly, gets a bonus for probes. <br />
<br />
Given the abilities mentioned above, what are you expected to be able to do as the CovOps pilot in a fleet op, and how can you contribute to fleet kills? You will be expected to perform two primary tasks: Provide reconnaissance about ships/fleets while roaming or stationed ahead of the fleet, and pin down the specific location of targets within a system. And you'll be expected to be able to do these tasks while avoiding getting your fragile frigate hull blown up. <br />
<br />
<br />
'''Who and where is my enemy? What's my enemy's capability?'''<br />
<br />
Reconnaissance is the bulk of a CovOps pilot's work. Reconnaissance consists of providing intelligence about ships and fleets in systems removed from the main fleet's location, its purpose is to let the FC and fleet know of opportunities ahead and threats that may be coming down the pipe. In order to provide the best reconnaissance you should be familiar with the composition, strengths, and weaknesses of your own fleet, in order to identify which information is important to pass onto the FC.<br />
<br />
Ideally, you'll talk with the FC about his/her expectations before the operation, in order to get an understanding of how far out the FC would like you to range, discuss if there are any systems in particular that the FC would like recon from, and find out if there are any types of targets that he/she is especially interested in. FC experience can help a CovOps pilot gain judgment about how and when to pass on information to the fleet. <br />
<br />
A CovOps pilot generally provides fleet forward eyes by ranging through systems +2 to +6 from the fleet, poking a head into side systems to see if there are any good targets while moving ahead toward the FC's destination. In order to travel safely a CovOps pilot relies heavily on TAC bookmarks near gates and stations, and in order to observe hostile forces you'll need an additional set of Recon bookmarks. Also, in order to avoid decloaking and to find targets efficiently, you'll need a couple of overview tabs dedicated to CovOps tasks. Recon bookmarks and Overview tabs are covered in more depth below and in class. <br />
<br />
As a CovOps pilot, you'll be relatively independent from the fleet and will make your own decisions – within the bounds of what you had discussed with the FC – about when and where to move while tirelessly hunting, hunting for information. Alternatively, a CovOps pilot can provide passive eyes – sitting invisible in a single system and tracking local and d-scan. Often times a lightly-tended alt running on a second client can provide passive eyes. <br />
<br />
Once you find anything of interest, you'll provide a recon report to the FC and the fleet. Recon reports should be given as frequently as necessary to provide a flow of *relevant* information to the FC. The recon reports should be as concise and clear as possible – giving the FC information in a easily digestible and familiar format, so that he/she can put the information to immediate use and doesn't have to waste time figuring out what the CovOps pilot is seeing. The recon format is discussed below and in class. <br />
<br />
<br />
'''How can I kill my enemy?'''<br />
<br />
Beyond general recon, your second task is finding targets and getting the drop. In order to be the most effective force multiplier possible, you should be actively looking for opportunities for kills for your fleet and getting drops on those potential targets (in addition to providing information to keep your fleet safe). How to go about this? Your first tool for finding targets is out-of-game: Dotlan (http://evemaps.dotlan.net/). A skilled CovOps pilot will have Dotlan open for the entire op anyway for navigation purposes, but Dotlan also helps you look for opportunities. Dotlan provides statistics for individual systems regarding number of recent jumps (for general system activity), NPC ships killed (by ratters and mission runners, potential targets) and number of player ship/pod kills. While ranging as forward eyes, a skilled CovOps pilot will be checking Dotlan stats for surrounding systems to get an idea of which direction may be most fruitful. <br />
<br />
After checking Dotlan, coming into a system you'll always want to immediately check the number of pilots in local and hit a 360-degree 14.4au directional scan. At times you'll need to do this while evading capture by gate campers. If your fleet is nearby (e.g., -1 or -2 from you) you'll want to provide a general situation recon report to let the FC know what he/she can expect if the fleet comes this way. Then, if the system looks promising you can start searching for targets. <br />
<br />
The tools that you'll use to find and get a drop on targets will depend on their location relative to you: targets will be either 1) on-grid with you; 2) off grid, but on scan at a celestial; 3) off grid, on scan at a safespot; or 4) off scan, on probe. You can find and get drops on these targets using either laddering (for #1 above), dscan (for #2 above), or probes (for #1, #3, and #4 above). These techniques are covered in depth in class and in the other reading material. <br />
<br />
<br />
<br />
In addition to performing these tasks adequately, you'll be expected – above all – to not get blown up. Fortunately, a well-piloted CovOps ship is difficult to destroy. Of course, the reason that it's hard to destroy is NOT because of its EHP! CovOps ships are flimsy – if you get any incoming DPS at all, you are most likely a dead CovOps pilot. CovOps ships rely on stealth tank: while flying your Cheetah, Anathema, Buzzard, or Helios you need to keep your cloak up (pretty much) at all times. An experienced CovOps pilot continually but unconsciously checks that green glow on the Covert Ops Cloaking device to make sure that it's running – the glow is your only safety. As long as your cloak is running you cannot be seen on the overview, scan, or probe, and you cannot be targeted. However, there are a few times when you will have to drop cloak – this is the CovOps ship's Achilles heel. You'll have brief moments of visibility while traveling through a gate, while dropping/reloading probes, and while leaving a station. Other sections of the reading will discuss techniques for evasion and stealth in more depth. <br />
<br />
As a wrap-up to this introduction, what are you NOT expected to do as a CovOps pilot? A CovOps pilot should never show up on a killmail. Period. That means that you'll need to avoid getting killed, but also that you will not use any offensive weaponry, including guns, EWAR, and tackle. A CovOps ship is an expensive loss for the fleet, it's very fragile, and it has the highly-limited offensive capability of a T1 probing frigate. You and your ship are much more valuable to your fleet as a force multiplier than as DPS, EWAR, or tackle. <br />
<br />
===Objectives of Intelligence Gathering===<br />
Within EVE, there are a number of crucial pieces of information which a combat commander requires when setting out on an operation. These can be summarized as:<br />
<br />
#Location of the enemy.<br />
#Ship types and alliance of the enemy.<br />
#Enemy fleet activities.<br />
#Destination of the enemy.<br />
#Position of Warp Bubbles and Interdiction Spheres<br />
#The Inertia of the enemy fleet - is it a fast moving frigate gang, or a lumbering BS gang with incredible firepower<br />
<br />
In order to effectively deliver decisive force, the FC needs to have this information prior to any engagement and work it into a cohesive plan. Indeed, without this information it may be impossible to engage at all. In order to supply the above information on mobile fleets, active scouting and reconnaissance is required. At times, a CovOps pilot may also be needed to provide a warp in point on a sniper or to track down and/or shadow an enemy fleet.<br />
<br />
The [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course will take you through how best to deliver this key information to the FC without being seen or engaged by the enemy. By its nature, [[:Category:Covert Ops|CovOps]] Recon may not involve any direct offensive tactics. The ships are expensive and very fragile. A good [[:Category:Covert Ops|CovOps]] pilot will most likely never engage a weapon while in his ship. However, there are a number of advanced [[:Category:Covert Ops|CovOps]] tactics where a more offensive attitude may be warranted. This document covers the preliminary information you will require to attend the course.<br />
<br />
==Skills and Implants==<br />
The skills required by [[:Category:Covert Ops|Covert Ops]] pilots are primarily those already needed to fly in Agony wolfpacks. However, there are a number of skills which need to be increased above this basic level to ensure that pilots have the speed and agility to avoid engagements. Also, in order to effectively use cloaking technology there are some significant skills that need investing in.<br />
===Covert Ops Recon Skills===<br />
====Base skills====<br />
*Covert Ops 4+ (preferably 5)<br />
*Cloaking 4+<br />
*Electronics 5<br />
*Electronics Upgrades 5<br />
*Evasive Maneuvering 4+<br />
*Navigation 4+<br />
*Warp Drive Operation 4+<br />
*Racial Frigate 5<br />
*Acceleration Control 4+<br />
*High Speed Maneuvering 4+<br />
*Fuel Conservation 4+<br />
*Electronic Warfare 3+<br />
*Energy Management 4+<br />
*Weapon Upgrades 3+<br />
*Engineering 4+<br />
*Spaceship Command 4+<br />
<br />
====Additional skills for probing====<br />
*Science 3<br />
*Astrometrics 4+ (preferably 5)<br />
*Astrometric Acquisition 3+<br />
*Astrometric Pinpointing 3+<br />
*Astrometric Rangefinding 3+<br />
<br />
===Implants===<br />
The following implants are useful for [[:Category:Covert Ops|Covert Ops]] pilots:<br />
*Poteque 'Prospector' Astrometric Pinpointing AP-6XX (slot 06, reduces probe signal deviation)<br />
*Poteque 'Prospector' Astrometric Acquisition AQ-7XX (slot 07, reduces probe scan time)<br />
*Poteque 'Prospector' Astrometric Rangefinding AR-8XX (slot 08, improves probe scan strength)<br />
*Eifyr and Co. 'Rogue' Warp Drive Speed WS-5XX (slot 5, increases warp velocity)<br />
*Eifyr and Co. 'Rogue' Acceleration Control AC-6XX (slot 6, increases speed while using MWDs and afterburners)<br />
*Eifyr and Co. 'Rogue' Navigation NN-6XX (slot 6, increases ship velocity)<br />
*Eifyr and Co. 'Rogue' Evasive Maneuvering EM-7XX (slot 7, improves ship agility)<br />
<br />
==Ships==<br />
In order to effectively perform reconnaissance in Eve, you must not only be able to observe without being seen, you must also be able to get into position without being seen. As such, for a [[:Category:Covert Ops|Covert Operations frigate]] using a CovOps cloak is a must.<br />
<br />
All students must attend the [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course with a Covert Ops frigate equipped with a CovOps Cloak II and an Expanded Probe Launcher. Additional fittings are described below and will be discussed during the course.<br />
<br />
One thing to bear in mind with CovOps frigates is that they will pop very easily. They generally travel solo and can be very easily picked off if engaged by virtually any enemy. As such, their general fitting needs to be based around speed, maneuverability and stealth, NOT around a tank or gank.<br />
<br />
Another consideration with these ships is that they have a relatively high total cost. A CovOps frigate costs approximately 15-25 million ISK while the CovOps Cloak adds another 8-10 million to the bill, not to mention rigs, implants, and fittings. As such, we must be careful when flying these ships, as their loss could have a large negative effect on the ISK efficiency of an entire session of an otherwise T1 wolfpack (since one of Agony Unleashed's primary objectives in the field is to cause significantly more damage than it takes). To win the ISK war, we must take care with our ship and only put it into a situation of danger when the gains outweigh the losses. This course will cover how to keep your ship in one piece.<br />
<br />
===Basic Fitting Principles===<br />
The basics of CovOps ship fitting include an Expanded Probe Launcher and a Covert ops cloak in the high slots, MWD in the mid slots, and overdrives or nanofibers in the low slots. The cloak and probe launcher enable you to warp around cloaked and perform scans of the area. Microwarpdrive will enable CovOps ship to quickly cover certain distance across the grid when there is no danger of getting targeted (example: if you're creating bookmarks in an otherwise empty system). Overdrives and nanofibers will boost the ship's cloaked velocity allowing you quicker to move into warp-in positions for your gang; nanofibers will also increase CovOps ship's agility allowing it to enter warp and turn faster.<br />
<br />
Once the above modules have been fitted, a CovOps ship will have several open high and mid slots. Open mid-slots should be fitted next. They are used for defensive EWAR modules with the aim of helping the frigate escape if cornered. Popular choices are Remote Sensor Dampeners that can cut locking range of an interceptor, freeing the CovOps frigate from its tackle, as well as ECM modules and ECM burst. Keep in mind that the strength of ECM modules is quite low on non-bonused ships so chances of a jam are relatively low. ECM burst modules have an area of effect of only 6,000m. They will also require approximately 250 units of capacitor to activate for one cycle, while unbonused capacitor sized of CovOps frigates range from 187 units for Cheetah up to 250 units for Anathema. This means that to activate an ECM burst CovOps frigate must have nearly full capacitor and it can only be activated for one cycle. ECM burst modules are very cap intensive, so the ship setup that includes this module should also include a cap battery or recharger which can also help in making long warps.<br />
<br />
===Covert Ops Frigates: Suggested Fittings===<br />
====Buzzard====<br />
The Caldari [[Buzzard]] is the second slowest CovOps frigate, and therefore is not ideal for fleet work. For combat CovOps, not covered in this class, the Buzzard's high grid and CPU making it the easiest ship to fit for agression. It is also has 5 mid-slots which enable it to pack a very hard EWAR punch.<br />
<br />
Example of a Buzzard setup:<br><br />
[Buzzard, class] <br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
Phased Monopropellant I Hydrazine Boosters<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
====Cheetah====<br />
The Minmatar [[Cheetah]] is the fastest CovOps frigate. It is extremely useful for situations when you need to move across the grid without warping, for example, when getting into position on a sniper. It is however the hardest CovOps to fit.<br />
<br />
Example of a Cheetah setup:<br><br />
[Cheetah, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Monopropellant I Hydrazine Boosters<br><br />
Phased Muon Sensor Disruptor I<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
This setup has a base speed of over 611 m/s. It only has an remote sensor damp to defend itself, so will rely on stealth and speed to evade enemy ships.<br />
<br />
====Helios====<br />
The Gallente [[Helios]] treads a path between the Buzzard and Cheetah. It is easier to fit that a Cheetah and is somewhat faster than a Buzzard.<br />
<br />
[Helios, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
1MN MicroWarpdrive I<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
<br />
This gives the same defensive EWAR as the Buzzard, but has a higher speed under cloak.<br />
<br />
====Anathema====<br />
The Amarr [[Anathema]] is historically regarded to be the worst CovOps frigate due to it having the lowest base speed. However, it has the highest base capacitor of any of the CovOps frigs, and with its third low slot can now actually be fit to be faster than a Buzzard.<br />
<br />
Example of an Anathema setup:<br><br />
[Anathema, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Cap Recharger II<br><br />
1MN MicroWarpdrive II<br><br />
Phased Muon Sensor Disruptor I<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
[empty high slot]<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
Anathema also has the furthest warp duration and best capacitor regen of any of the suggested setups.<br />
<br />
====Rigs====<br />
The rigs most commonly fitted to CovOps frigates are two Small Gravity Capacitor Upgrade I, which increase scan probe strength by 10% each. Although the corresponding T2 rigs give 15% bonus, a CovOps ship can fit only one of these, so most pilots opt to fit two T1 rigs for a total 20% bonus to scan strength. These rigs are very inexpensive (<100,000 ISK).<br />
<br />
Other rigs that may be somewhat beneficial to a CovOps frigate are the Auxiliary Thruster I, which increases the ship's base speed, and the Low Friction Nozzle Joint I, which boosts the ship's agility.<br />
<br />
==Cloaking and Covert Operations==<br />
The Covert Ops Cloak II enables a ship to disappear from both the visual display and overview and also, for the time being, keep it hidden from scan probes. You are still listed in local, but if you're at a safe spot with the cloak operational you are almost completely safe.<br />
<br />
A Covert Ops cloak II fitted on a [[:Category:Covert Ops|CovOps]] frigate has no base speed penalty when cloaked and a 5-10 second target delay with no resolution penalty.<br />
<br />
When using the cloak you cannot use any other modules (including afterburners or MWDs) so you are very much in watching mode. If you come within 2000 meters of any uncloaked objects then the cloak will deactivate and you will not be able to activate it until you are at least 2000 m away from everything and wait out a recloak timer. This means that if you jump into a busy gate camp with plenty of debris around and get caught by a warp bubble, you will most likely not be able to activate your cloak and you will probably die.<br />
<br />
The most important quality of the Covert Ops cloak is that it lets you warp with the cloak active. This means you can arrive on grid with nobody knowing about it, which can obviously be very useful.<br />
<br />
==Overview Settings==<br />
When doing [[:Category:Covert Ops|CovOps]] work, it is helpful to use three different saved overview settings. Using tabs, it is easy to switch between the three settings.<br />
<br />
===Standard===<br />
When you are in position to observe, you need to ensure you see all. It is important that a Covert Ops pilot is fully aware of every single item around him, to avoid going within 2000 m of another object.<br />
<br />
To do this, in the Overview Settings - Filters - Types tab, make sure everything is selected. Also, on the Overview Settings - Filters - States tab, make sure everything is selected.<br />
<br />
===Moving===<br />
When moving by either warping, jumping or normal propulsion the pilot should be very aware of what is coming up in front the ship. When moving normally around a gate or target the pilot should use the CovOps - Standard setting. However, the major disadvantage of the CovOps - Standard is that it can cause significant lag during session changes.<br />
<br />
When jumping through gates, where the other side is unknown, the pilot should use a different overview setting which covers the most important objects, but reduces lag;<br />
<br />
In the Overview Settings - Filters - Types tab select the following;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Agent in space<br />
** Audit Log Secure Container<br />
** Beacon<br />
** Biomass<br />
** Cargo Container<br />
** Freight Container<br />
** Global Warp Disruptor<br />
** Large Collidable Object<br />
** Mobile Sentry Gun<br />
** Secure Cargo Container<br />
** Star Gate<br />
** Warp Gate<br />
** Wreck<br />
* Drone<br />
** All<br />
* NPC<br />
** All<br />
* Entity<br />
** Billboard<br />
** Large Collidable Ship<br />
** Large Collidable Structure<br />
** Protective Sentry Gun<br />
** Sentry Gun<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** None<br />
<br />
===Scanning===<br />
It is useful to have another overview setting used for Scanning. This setting changes a lot depending on what you are looking for. However, when trying to scan the immediate area, saving time and eliminating clutter is essential. As such, use the following when scanning using overview settings;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Asteroid Belt<br />
** Moon<br />
** Planet<br />
** Warp gate<br />
** Star Gate<br />
* Drone<br />
** Combat Drone<br />
* NPC<br />
** None<br />
* Entity<br />
** None<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** Control Tower<br />
** Force Field (to show if a tower is active or not)<br />
<br />
These settings allow for a quick scan, which reveals key points in the solar system plus any ships in the scan radius. All other clutter is kept out. Be sure to check that "Use Overview Settings" is enabled, then once a scan can be narrowed down you can disable it so that everything in the narrow search can be seen.<br />
<br />
Bear in mind that it is not possible to include some types of object on your overview, the most important of which is the warp disrupt probe launched by an interdictor. It is therefore very important, particularly when scanning a gate or a station, to make sure that "Use Overview Settings" is NOT enabled before reporting the scan as clear or warping onto grid.<br />
<br />
All of these settings should also include showing the ship type and Corporation ticker as these give vital information on the enemy. Remember to add the settings to different tabs so you just need to switch between tabs to get a different overview setting while on the go.<br />
<br />
A useful tip is that you can reduce lag a lot by minimizing overview (by pressing TAB) when jumping into a system. This can be a lifesaver when entering a very busy system (you can use your map to determine if the system ahead is likely to be very busy). Once the system has loaded, you can maximize overview and get the intel you need.<br />
<br />
==Further References==<br />
* [[PVP COVOPS Probing]]</div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Covert_Operations&diff=20313Covert Operations2013-04-13T23:53:27Z<p>XiMascia: /* Moving */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small>Original text by [http://www.agony-unleashed.com/user.php?id.8 Stein Voorhees], February 2007<br/>Updated and extended by [http://www.agony-unleashed.com/user.php?id.18 Carenthor Loon],[http://www.agony-unleashed.com/user.php?id.797 Ecatherina W], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/>Copyright Agony Unleashed</small></p><br />
<br />
<br />
==Background==<br />
<br />
'''CovOps''': “Recon.” <br/><br />
'''FC''': “Go recon.”<br/><br />
'''CovOps''': “This is cr8r in RMOC on the Hemin gate. Eight in local. Nothing on grid, 5-ship armor HAC gang on scan. They're not at a POS or a celestial, looks like they're at a safe. FC: want a drop on them?”<br/><br />
'''FC''': “Yes. Get your probes out and get me that drop. Let me know when you've got it. Fleet: hold on RMOC gate.”<br/><br />
'''CovOps''': “Anchor in place. Warp to cr8r at 20.”<br/><br />
'''FC''': “Fleet: jump jump. Cold warping fleet to CovOps.”<br />
<br />
<br />
Agony Unleashed operates primarily in well organized wolfpack style fleets which tend to be smaller gangs which can deliver tremendous firepower and travel extremely quickly. In order to best deliver this firepower, the Fleet Commander (FC) needs to have knowledge of the enemy immediately to hand. A good CovOps pilot is a force multiplier to a fleet – greatly expanding the fleet's ability to kill opponents and reducing the chance of the fleet being trapped by overwhelming opposition. Despite rumors to the contrary, flying a CovOps ship for a fleet can be tremendously exciting. And (as an added bonus) your fleet mates will thank you for it.<br />
<br />
<br />
'''Capabilities of a CovOps pilot'''<br />
<br />
A CovOps ship's specialty is fitting the Covert Ops Cloaking Device, which allows you to warp cloaked. Once your CovOps ship is in system and cloaked you can range around the system at will, invisible to the overview, scans, and probes (if flown correctly). You can maneuver in close proximity to other ships undetected for spying and for getting drops on potential victims for the rest of the fleet. In addition, your CovOps ship has a frigate's speed and agility for rapid exploration, can re-cloak very quickly, and, most importantly, gets a bonus for probes. <br />
<br />
Given the abilities mentioned above, what are you expected to be able to do as the CovOps pilot in a fleet op, and how can you contribute to fleet kills? You will be expected to perform two primary tasks: Provide reconnaissance about ships/fleets while roaming or stationed ahead of the fleet, and pin down the specific location of targets within a system. And you'll be expected to be able to do these tasks while avoiding getting your fragile frigate hull blown up. <br />
<br />
<br />
'''Who and where is my enemy? What's my enemy's capability?'''<br />
<br />
Reconnaissance is the bulk of a CovOps pilot's work. Reconnaissance consists of providing intelligence about ships and fleets in systems removed from the main fleet's location, its purpose is to let the FC and fleet know of opportunities ahead and threats that may be coming down the pipe. In order to provide the best reconnaissance you should be familiar with the composition, strengths, and weaknesses of your own fleet, in order to identify which information is important to pass onto the FC.<br />
<br />
Ideally, you'll talk with the FC about his/her expectations before the operation, in order to get an understanding of how far out the FC would like you to range, discuss if there are any systems in particular that the FC would like recon from, and find out if there are any types of targets that he/she is especially interested in. FC experience can help a CovOps pilot gain judgment about how and when to pass on information to the fleet. <br />
<br />
A CovOps pilot generally provides fleet forward eyes by ranging through systems +2 to +6 from the fleet, poking a head into side systems to see if there are any good targets while moving ahead toward the FC's destination. In order to travel safely a CovOps pilot relies heavily on TAC bookmarks near gates and stations, and in order to observe hostile forces you'll need an additional set of Recon bookmarks. Also, in order to avoid decloaking and to find targets efficiently, you'll need a couple of overview tabs dedicated to CovOps tasks. Recon bookmarks and Overview tabs are covered in more depth below and in class. <br />
<br />
As a CovOps pilot, you'll be relatively independent from the fleet and will make your own decisions – within the bounds of what you had discussed with the FC – about when and where to move while tirelessly hunting, hunting for information. Alternatively, a CovOps pilot can provide passive eyes – sitting invisible in a single system and tracking local and d-scan. Often times a lightly-tended alt running on a second client can provide passive eyes. <br />
<br />
Once you find anything of interest, you'll provide a recon report to the FC and the fleet. Recon reports should be given as frequently as necessary to provide a flow of *relevant* information to the FC. The recon reports should be as concise and clear as possible – giving the FC information in a easily digestible and familiar format, so that he/she can put the information to immediate use and doesn't have to waste time figuring out what the CovOps pilot is seeing. The recon format is discussed below and in class. <br />
<br />
<br />
'''How can I kill my enemy?'''<br />
<br />
Beyond general recon, your second task is finding targets and getting the drop. In order to be the most effective force multiplier possible, you should be actively looking for opportunities for kills for your fleet and getting drops on those potential targets (in addition to providing information to keep your fleet safe). How to go about this? Your first tool for finding targets is out-of-game: Dotlan (http://evemaps.dotlan.net/). A skilled CovOps pilot will have Dotlan open for the entire op anyway for navigation purposes, but Dotlan also helps you look for opportunities. Dotlan provides statistics for individual systems regarding number of recent jumps (for general system activity), NPC ships killed (by ratters and mission runners, potential targets) and number of player ship/pod kills. While ranging as forward eyes, a skilled CovOps pilot will be checking Dotlan stats for surrounding systems to get an idea of which direction may be most fruitful. <br />
<br />
After checking Dotlan, coming into a system you'll always want to immediately check the number of pilots in local and hit a 360-degree 14.4au directional scan. At times you'll need to do this while evading capture by gate campers. If your fleet is nearby (e.g., -1 or -2 from you) you'll want to provide a general situation recon report to let the FC know what he/she can expect if the fleet comes this way. Then, if the system looks promising you can start searching for targets. <br />
<br />
The tools that you'll use to find and get a drop on targets will depend on their location relative to you: targets will be either 1) on-grid with you; 2) off grid, but on scan at a celestial; 3) off grid, on scan at a safespot; or 4) off scan, on probe. You can find and get drops on these targets using either laddering (for #1 above), dscan (for #2 above), or probes (for #1, #3, and #4 above). These techniques are covered in depth in class and in the other reading material. <br />
<br />
<br />
<br />
In addition to performing these tasks adequately, you'll be expected – above all – to not get blown up. Fortunately, a well-piloted CovOps ship is difficult to destroy. Of course, the reason that it's hard to destroy is NOT because of its EHP! CovOps ships are flimsy – if you get any incoming DPS at all, you are most likely a dead CovOps pilot. CovOps ships rely on stealth tank: while flying your Cheetah, Anathema, Buzzard, or Helios you need to keep your cloak up (pretty much) at all times. An experienced CovOps pilot continually but unconsciously checks that green glow on the Covert Ops Cloaking device to make sure that it's running – the glow is your only safety. As long as your cloak is running you cannot be seen on the overview, scan, or probe, and you cannot be targeted. However, there are a few times when you will have to drop cloak – this is the CovOps ship's Achilles heel. You'll have brief moments of visibility while traveling through a gate, while dropping/reloading probes, and while leaving a station. Other sections of the reading will discuss techniques for evasion and stealth in more depth. <br />
<br />
As a wrap-up to this introduction, what are you NOT expected to do as a CovOps pilot? A CovOps pilot should never show up on a killmail. Period. That means that you'll need to avoid getting killed, but also that you will not use any offensive weaponry, including guns, EWAR, and tackle. A CovOps ship is an expensive loss for the fleet, it's very fragile, and it has the highly-limited offensive capability of a T1 probing frigate. You and your ship are much more valuable to your fleet as a force multiplier than as DPS, EWAR, or tackle. <br />
<br />
===Objectives of Intelligence Gathering===<br />
Within EVE, there are a number of crucial pieces of information which a combat commander requires when setting out on an operation. These can be summarized as:<br />
<br />
#Location of the enemy.<br />
#Ship types and alliance of the enemy.<br />
#Enemy fleet activities.<br />
#Destination of the enemy.<br />
#Position of Warp Bubbles and Interdiction Spheres<br />
#The Inertia of the enemy fleet - is it a fast moving frigate gang, or a lumbering BS gang with incredible firepower<br />
<br />
In order to effectively deliver decisive force, the FC needs to have this information prior to any engagement and work it into a cohesive plan. Indeed, without this information it may be impossible to engage at all. In order to supply the above information on mobile fleets, active scouting and reconnaissance is required. At times, a CovOps pilot may also be needed to provide a warp in point on a sniper or to track down and/or shadow an enemy fleet.<br />
<br />
The [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course will take you through how best to deliver this key information to the FC without being seen or engaged by the enemy. By its nature, [[:Category:Covert Ops|CovOps]] Recon may not involve any direct offensive tactics. The ships are expensive and very fragile. A good [[:Category:Covert Ops|CovOps]] pilot will most likely never engage a weapon while in his ship. However, there are a number of advanced [[:Category:Covert Ops|CovOps]] tactics where a more offensive attitude may be warranted. This document covers the preliminary information you will require to attend the course.<br />
<br />
==Skills and Implants==<br />
The skills required by [[:Category:Covert Ops|Covert Ops]] pilots are primarily those already needed to fly in Agony wolfpacks. However, there are a number of skills which need to be increased above this basic level to ensure that pilots have the speed and agility to avoid engagements. Also, in order to effectively use cloaking technology there are some significant skills that need investing in.<br />
===Covert Ops Recon Skills===<br />
====Base skills====<br />
*Covert Ops 4+ (preferably 5)<br />
*Cloaking 4+<br />
*Electronics 5<br />
*Electronics Upgrades 5<br />
*Evasive Maneuvering 4+<br />
*Navigation 4+<br />
*Warp Drive Operation 4+<br />
*Racial Frigate 5<br />
*Acceleration Control 4+<br />
*High Speed Maneuvering 4+<br />
*Fuel Conservation 4+<br />
*Electronic Warfare 3+<br />
*Energy Management 4+<br />
*Weapon Upgrades 3+<br />
*Engineering 4+<br />
*Spaceship Command 4+<br />
<br />
====Additional skills for probing====<br />
*Science 3<br />
*Astrometrics 4+ (preferably 5)<br />
*Astrometric Acquisition 3+<br />
*Astrometric Pinpointing 3+<br />
*Astrometric Rangefinding 3+<br />
<br />
===Implants===<br />
The following implants are useful for [[:Category:Covert Ops|Covert Ops]] pilots:<br />
*Poteque 'Prospector' Astrometric Pinpointing AP-6XX (slot 06, reduces probe signal deviation)<br />
*Poteque 'Prospector' Astrometric Acquisition AQ-7XX (slot 07, reduces probe scan time)<br />
*Poteque 'Prospector' Astrometric Rangefinding AR-8XX (slot 08, improves probe scan strength)<br />
*Eifyr and Co. 'Rogue' Warp Drive Speed WS-5XX (slot 5, increases warp velocity)<br />
*Eifyr and Co. 'Rogue' Acceleration Control AC-6XX (slot 6, increases speed while using MWDs and afterburners)<br />
*Eifyr and Co. 'Rogue' Navigation NN-6XX (slot 6, increases ship velocity)<br />
*Eifyr and Co. 'Rogue' Evasive Maneuvering EM-7XX (slot 7, improves ship agility)<br />
<br />
==Ships==<br />
In order to effectively perform reconnaissance in Eve, you must not only be able to observe without being seen, you must also be able to get into position without being seen. As such, for a [[:Category:Covert Ops|Covert Operations frigate]] using a CovOps cloak is a must.<br />
<br />
All students must attend the [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course with a Covert Ops frigate equipped with a CovOps Cloak II and an Expanded Probe Launcher. Additional fittings are described below and will be discussed during the course.<br />
<br />
One thing to bear in mind with CovOps frigates is that they will pop very easily. They generally travel solo and can be very easily picked off if engaged by virtually any enemy. As such, their general fitting needs to be based around speed, maneuverability and stealth, NOT around a tank or gank.<br />
<br />
Another consideration with these ships is that they have a relatively high total cost. A CovOps frigate costs approximately 15-25 million ISK while the CovOps Cloak adds another 8-10 million to the bill, not to mention rigs, implants, and fittings. As such, we must be careful when flying these ships, as their loss could have a large negative effect on the ISK efficiency of an entire session of an otherwise T1 wolfpack (since one of Agony Unleashed's primary objectives in the field is to cause significantly more damage than it takes). To win the ISK war, we must take care with our ship and only put it into a situation of danger when the gains outweigh the losses. This course will cover how to keep your ship in one piece.<br />
<br />
===Basic Fitting Principles===<br />
The basics of CovOps ship fitting include an Expanded Probe Launcher and a Covert ops cloak in the high slots, MWD in the mid slots, and overdrives or nanofibers in the low slots. The cloak and probe launcher enable you to warp around cloaked and perform scans of the area. Microwarpdrive will enable CovOps ship to quickly cover certain distance across the grid when there is no danger of getting targeted (example: if you're creating bookmarks in an otherwise empty system). Overdrives and nanofibers will boost the ship's cloaked velocity allowing you quicker to move into warp-in positions for your gang; nanofibers will also increase CovOps ship's agility allowing it to enter warp and turn faster.<br />
<br />
Once the above modules have been fitted, a CovOps ship will have several open high and mid slots. Open mid-slots should be fitted next. They are used for defensive EWAR modules with the aim of helping the frigate escape if cornered. Popular choices are Remote Sensor Dampeners that can cut locking range of an interceptor, freeing the CovOps frigate from its tackle, as well as ECM modules and ECM burst. Keep in mind that the strength of ECM modules is quite low on non-bonused ships so chances of a jam are relatively low. ECM burst modules have an area of effect of only 6,000m. They will also require approximately 250 units of capacitor to activate for one cycle, while unbonused capacitor sized of CovOps frigates range from 187 units for Cheetah up to 250 units for Anathema. This means that to activate an ECM burst CovOps frigate must have nearly full capacitor and it can only be activated for one cycle. ECM burst modules are very cap intensive, so the ship setup that includes this module should also include a cap battery or recharger which can also help in making long warps.<br />
<br />
===Covert Ops Frigates: Suggested Fittings===<br />
====Buzzard====<br />
The Caldari [[Buzzard]] is the second slowest CovOps frigate, and therefore is not ideal for fleet work. For combat CovOps, not covered in this class, the Buzzard's high grid and CPU making it the easiest ship to fit for agression. It is also has 5 mid-slots which enable it to pack a very hard EWAR punch.<br />
<br />
Example of a Buzzard setup:<br><br />
[Buzzard, class] <br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
Phased Monopropellant I Hydrazine Boosters<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
====Cheetah====<br />
The Minmatar [[Cheetah]] is the fastest CovOps frigate. It is extremely useful for situations when you need to move across the grid without warping, for example, when getting into position on a sniper. It is however the hardest CovOps to fit.<br />
<br />
Example of a Cheetah setup:<br><br />
[Cheetah, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Monopropellant I Hydrazine Boosters<br><br />
Phased Muon Sensor Disruptor I<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
This setup has a base speed of over 611 m/s. It only has an remote sensor damp to defend itself, so will rely on stealth and speed to evade enemy ships.<br />
<br />
====Helios====<br />
The Gallente [[Helios]] treads a path between the Buzzard and Cheetah. It is easier to fit that a Cheetah and is somewhat faster than a Buzzard.<br />
<br />
[Helios, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
1MN MicroWarpdrive I<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
<br />
This gives the same defensive EWAR as the Buzzard, but has a higher speed under cloak.<br />
<br />
====Anathema====<br />
The Amarr [[Anathema]] is historically regarded to be the worst CovOps frigate due to it having the lowest base speed. However, it has the highest base capacitor of any of the CovOps frigs, and with its third low slot can now actually be fit to be faster than a Buzzard.<br />
<br />
Example of an Anathema setup:<br><br />
[Anathema, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Cap Recharger II<br><br />
1MN MicroWarpdrive II<br><br />
Phased Muon Sensor Disruptor I<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
[empty high slot]<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
Anathema also has the furthest warp duration and best capacitor regen of any of the suggested setups.<br />
<br />
====Rigs====<br />
The rigs most commonly fitted to CovOps frigates are two Small Gravity Capacitor Upgrade I, which increase scan probe strength by 10% each. Although the corresponding T2 rigs give 15% bonus, a CovOps ship can fit only one of these, so most pilots opt to fit two T1 rigs for a total 20% bonus to scan strength. These rigs are very inexpensive (<100,000 ISK).<br />
<br />
Other rigs that may be somewhat beneficial to a CovOps frigate are the Auxiliary Thruster I, which increases the ship's base speed, and the Low Friction Nozzle Joint I, which boosts the ship's agility.<br />
<br />
==Cloaking and Covert Operations==<br />
The Covert Ops Cloak II enables a ship to disappear from both the visual display and overview and also, for the time being, keep it hidden from scan probes. You are still listed in local, but if you're at a safe spot with the cloak operational you are almost completely safe.<br />
<br />
A Covert Ops cloak II fitted on a [[:Category:Covert Ops|CovOps]] frigate has no base speed penalty when cloaked and a 5-10 second target delay with no resolution penalty.<br />
<br />
When using the cloak you cannot use any other modules (including afterburners or MWDs) so you are very much in watching mode. If you come within 2000 meters of any uncloaked objects then the cloak will deactivate and you will not be able to activate it until you are at least 2000 m away from everything and wait out a recloak timer. This means that if you jump into a busy gate camp with plenty of debris around and get caught by a warp bubble, you will most likely not be able to activate your cloak and you will probably die.<br />
<br />
The most important quality of the Covert Ops cloak is that it lets you warp with the cloak active. This means you can arrive on grid with nobody knowing about it, which can obviously be very useful.<br />
<br />
==Overview Settings==<br />
When doing [[:Category:Covert Ops|CovOps]] work, it is helpful to use three different saved overview settings. Using tabs, it is easy to switch between the three settings.<br />
<br />
===Standard===<br />
When you are in position to observe, you need to ensure you see all. It is important that a Covert Ops pilot is fully aware of every single item around him, to avoid going within 2000 m of another object.<br />
<br />
To do this, in the Overview Settings - Filters - Types tab, make sure everything is selected. Also, on the Overview Settings - Filters - States tab, make sure everything is selected.<br />
<br />
===Moving===<br />
When moving by either warping, jumping or normal propulsion the pilot should be very aware of what is coming up in front the ship. When moving normally around a gate or target the pilot should use the CovOps - Standard setting. However, the major disadvantage of the CovOps - Standard is that it can cause significant lag during session changes.<br />
<br />
When jumping through gates, where the other side is unknown, the pilot should use a different overview setting which covers the most important objects, but reduces lag;<br />
<br />
In the Overview Settings - Filters - Types tab select the following;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Agent in space<br />
** Audit Log Secure Container<br />
** Beacon<br />
** Biomass<br />
** Cargo Container<br />
** Freight Container<br />
** Global Warp Disruptor<br />
** Large Collidable Object<br />
** Mobile Sentry Gun<br />
** Secure Cargo Container<br />
** Star Gate<br />
** Warp Gate<br />
** Wreck<br />
* Drone<br />
** All<br />
* NPC<br />
** All<br />
* Entity<br />
** Billboard<br />
** Large Collidable Ship<br />
** Large Collidable Structure<br />
** Protective Sentry Gun<br />
** Sentry Gun<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** None<br />
<br />
===Scanning===<br />
It is useful to have another overview setting used for Scanning. This setting changes a lot depending on what you are looking for. However, when trying to scan the immediate area, saving time and eliminating clutter is essential. As such, use the following when scanning using overview settings;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Asteroid Belt<br />
** Moon<br />
** Planet<br />
** Warp gate<br />
** Star Gate<br />
* Drone<br />
** Combat Drone<br />
* NPC<br />
** None<br />
* Entity<br />
** None<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** Control Tower<br />
** Force Field (to show if a tower is active or not)<br />
<br />
These settings allow for a quick scan, which reveals key points in the solar system plus any ships in the scan radius. All other clutter is kept out. Be sure to check that "Use Overview Settings" is enabled, then once a scan can be narrowed down you can disable it so that everything in the narrow search can be seen.<br />
<br />
Bear in mind that it is not possible to include some types of object on your overview, the most important of which is the warp disrupt probe launched by an interdictor. It is therefore very important, particularly when scanning a gate or a station, to make sure that "Use Overview Settings" is NOT enabled before reporting the scan as clear or warping onto grid.<br />
<br />
All of these settings should also include showing the ship type and Corporation ticker as these give vital information on the enemy. Remember to add the settings to different tabs so you just need to switch between tabs to get a different overview setting while on the go.<br />
<br />
A useful tip is that you can reduce lag a lot by minimizing overview (by pressing TAB) when jumping into a system. This can be a lifesaver when entering a very busy system (you can use your map to determine if the system ahead is likely to be very busy). Once the system has loaded, you can maximize overview and get the intel you need.<br />
<br />
==Recon Bookmarks==<br />
[[:Category:Covert Ops|CovOps]] pilots make extensive use of tactical bookmarks. However, given their purpose of safely observing while not being discovered they require a further type of bookmark. We will be covering these BMs in detail during the course.<br />
<br />
The safest bookmark positions around an object in space are those which are not aligned to another celestial body. These positions have the main benefit of being unlikely to be used for a hostile to warp in to. They require a hostile to have created a bookmark at the same place previously or to move into that position under normal power. In the first instance, a [[:Category:Covert Ops|CovOps]] pilot is incredibly unlucky and in the second can see the enemy pilot coming and move out of the way while cloaked. Unaligned on-grid tacticals can also help against certain types of bubble equipped gate camps.<br />
<br />
Gates will generally have at least one pair of Recon bookmarks (one at 90km, the other at 300km from the gate) that are aligned with each other, but not with anything else. Since all kinds of warp disruption bubbles have a maximum range of ~150km, by warping to a bookmark 300km from the gate you have a very low chance of being caught in a bubble (you would have to be very unlucky for someone to have put a bubble over 150km from a gate in the same unaligned direction as your bookmark!). The majority of the time this bookmark will put you on grid with the gate, allowing you to safely observe the activity around the gate, check for bubbles, etc. If you need to get closer (for example, to use the "Look At" camera option on the gate), you can either warp directly down to the 90km bookmark, or if there is a bubble on the gate, warp off to a tactical and back to the 90km BM.<br />
<br />
===Recon Bookmark Naming Convention===<br />
The naming convention we use for these pairs of [[:Category:Covert Ops|CovOps]] bookmarks is:<br />
<br />
*|R> AA NN @DDkm <R|<br />
**AA = the name of the gate<br />
**NN = The id of the bookmark at this gate (allows up to 100 BMs per gate)<br />
**DD = the distance to the gate<br />
<br />
The even numbered bookmarks (and bookmark 00) will be the 90km of each pair, whilst the odd numbered ones will be the 300km.<br />
<br />
Example:<br />
<br />
|R> Harroule 00 @90km <R|<br />
<br />
This BM is 90km from the Harroule gate. It will have a paired BM:<br />
<br />
|R> Harroule 01 @300km <R|<br />
<br />
This BM is in the same unaligned direction from the gate as the previous 90km bookmark, but is further away at 300km.<br />
<br />
==Further References==<br />
* [[PVP COVOPS Probing]]</div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Covert_Operations&diff=20312Covert Operations2013-04-13T23:52:58Z<p>XiMascia: /* Standard */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small>Original text by [http://www.agony-unleashed.com/user.php?id.8 Stein Voorhees], February 2007<br/>Updated and extended by [http://www.agony-unleashed.com/user.php?id.18 Carenthor Loon],[http://www.agony-unleashed.com/user.php?id.797 Ecatherina W], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/>Copyright Agony Unleashed</small></p><br />
<br />
<br />
==Background==<br />
<br />
'''CovOps''': “Recon.” <br/><br />
'''FC''': “Go recon.”<br/><br />
'''CovOps''': “This is cr8r in RMOC on the Hemin gate. Eight in local. Nothing on grid, 5-ship armor HAC gang on scan. They're not at a POS or a celestial, looks like they're at a safe. FC: want a drop on them?”<br/><br />
'''FC''': “Yes. Get your probes out and get me that drop. Let me know when you've got it. Fleet: hold on RMOC gate.”<br/><br />
'''CovOps''': “Anchor in place. Warp to cr8r at 20.”<br/><br />
'''FC''': “Fleet: jump jump. Cold warping fleet to CovOps.”<br />
<br />
<br />
Agony Unleashed operates primarily in well organized wolfpack style fleets which tend to be smaller gangs which can deliver tremendous firepower and travel extremely quickly. In order to best deliver this firepower, the Fleet Commander (FC) needs to have knowledge of the enemy immediately to hand. A good CovOps pilot is a force multiplier to a fleet – greatly expanding the fleet's ability to kill opponents and reducing the chance of the fleet being trapped by overwhelming opposition. Despite rumors to the contrary, flying a CovOps ship for a fleet can be tremendously exciting. And (as an added bonus) your fleet mates will thank you for it.<br />
<br />
<br />
'''Capabilities of a CovOps pilot'''<br />
<br />
A CovOps ship's specialty is fitting the Covert Ops Cloaking Device, which allows you to warp cloaked. Once your CovOps ship is in system and cloaked you can range around the system at will, invisible to the overview, scans, and probes (if flown correctly). You can maneuver in close proximity to other ships undetected for spying and for getting drops on potential victims for the rest of the fleet. In addition, your CovOps ship has a frigate's speed and agility for rapid exploration, can re-cloak very quickly, and, most importantly, gets a bonus for probes. <br />
<br />
Given the abilities mentioned above, what are you expected to be able to do as the CovOps pilot in a fleet op, and how can you contribute to fleet kills? You will be expected to perform two primary tasks: Provide reconnaissance about ships/fleets while roaming or stationed ahead of the fleet, and pin down the specific location of targets within a system. And you'll be expected to be able to do these tasks while avoiding getting your fragile frigate hull blown up. <br />
<br />
<br />
'''Who and where is my enemy? What's my enemy's capability?'''<br />
<br />
Reconnaissance is the bulk of a CovOps pilot's work. Reconnaissance consists of providing intelligence about ships and fleets in systems removed from the main fleet's location, its purpose is to let the FC and fleet know of opportunities ahead and threats that may be coming down the pipe. In order to provide the best reconnaissance you should be familiar with the composition, strengths, and weaknesses of your own fleet, in order to identify which information is important to pass onto the FC.<br />
<br />
Ideally, you'll talk with the FC about his/her expectations before the operation, in order to get an understanding of how far out the FC would like you to range, discuss if there are any systems in particular that the FC would like recon from, and find out if there are any types of targets that he/she is especially interested in. FC experience can help a CovOps pilot gain judgment about how and when to pass on information to the fleet. <br />
<br />
A CovOps pilot generally provides fleet forward eyes by ranging through systems +2 to +6 from the fleet, poking a head into side systems to see if there are any good targets while moving ahead toward the FC's destination. In order to travel safely a CovOps pilot relies heavily on TAC bookmarks near gates and stations, and in order to observe hostile forces you'll need an additional set of Recon bookmarks. Also, in order to avoid decloaking and to find targets efficiently, you'll need a couple of overview tabs dedicated to CovOps tasks. Recon bookmarks and Overview tabs are covered in more depth below and in class. <br />
<br />
As a CovOps pilot, you'll be relatively independent from the fleet and will make your own decisions – within the bounds of what you had discussed with the FC – about when and where to move while tirelessly hunting, hunting for information. Alternatively, a CovOps pilot can provide passive eyes – sitting invisible in a single system and tracking local and d-scan. Often times a lightly-tended alt running on a second client can provide passive eyes. <br />
<br />
Once you find anything of interest, you'll provide a recon report to the FC and the fleet. Recon reports should be given as frequently as necessary to provide a flow of *relevant* information to the FC. The recon reports should be as concise and clear as possible – giving the FC information in a easily digestible and familiar format, so that he/she can put the information to immediate use and doesn't have to waste time figuring out what the CovOps pilot is seeing. The recon format is discussed below and in class. <br />
<br />
<br />
'''How can I kill my enemy?'''<br />
<br />
Beyond general recon, your second task is finding targets and getting the drop. In order to be the most effective force multiplier possible, you should be actively looking for opportunities for kills for your fleet and getting drops on those potential targets (in addition to providing information to keep your fleet safe). How to go about this? Your first tool for finding targets is out-of-game: Dotlan (http://evemaps.dotlan.net/). A skilled CovOps pilot will have Dotlan open for the entire op anyway for navigation purposes, but Dotlan also helps you look for opportunities. Dotlan provides statistics for individual systems regarding number of recent jumps (for general system activity), NPC ships killed (by ratters and mission runners, potential targets) and number of player ship/pod kills. While ranging as forward eyes, a skilled CovOps pilot will be checking Dotlan stats for surrounding systems to get an idea of which direction may be most fruitful. <br />
<br />
After checking Dotlan, coming into a system you'll always want to immediately check the number of pilots in local and hit a 360-degree 14.4au directional scan. At times you'll need to do this while evading capture by gate campers. If your fleet is nearby (e.g., -1 or -2 from you) you'll want to provide a general situation recon report to let the FC know what he/she can expect if the fleet comes this way. Then, if the system looks promising you can start searching for targets. <br />
<br />
The tools that you'll use to find and get a drop on targets will depend on their location relative to you: targets will be either 1) on-grid with you; 2) off grid, but on scan at a celestial; 3) off grid, on scan at a safespot; or 4) off scan, on probe. You can find and get drops on these targets using either laddering (for #1 above), dscan (for #2 above), or probes (for #1, #3, and #4 above). These techniques are covered in depth in class and in the other reading material. <br />
<br />
<br />
<br />
In addition to performing these tasks adequately, you'll be expected – above all – to not get blown up. Fortunately, a well-piloted CovOps ship is difficult to destroy. Of course, the reason that it's hard to destroy is NOT because of its EHP! CovOps ships are flimsy – if you get any incoming DPS at all, you are most likely a dead CovOps pilot. CovOps ships rely on stealth tank: while flying your Cheetah, Anathema, Buzzard, or Helios you need to keep your cloak up (pretty much) at all times. An experienced CovOps pilot continually but unconsciously checks that green glow on the Covert Ops Cloaking device to make sure that it's running – the glow is your only safety. As long as your cloak is running you cannot be seen on the overview, scan, or probe, and you cannot be targeted. However, there are a few times when you will have to drop cloak – this is the CovOps ship's Achilles heel. You'll have brief moments of visibility while traveling through a gate, while dropping/reloading probes, and while leaving a station. Other sections of the reading will discuss techniques for evasion and stealth in more depth. <br />
<br />
As a wrap-up to this introduction, what are you NOT expected to do as a CovOps pilot? A CovOps pilot should never show up on a killmail. Period. That means that you'll need to avoid getting killed, but also that you will not use any offensive weaponry, including guns, EWAR, and tackle. A CovOps ship is an expensive loss for the fleet, it's very fragile, and it has the highly-limited offensive capability of a T1 probing frigate. You and your ship are much more valuable to your fleet as a force multiplier than as DPS, EWAR, or tackle. <br />
<br />
===Objectives of Intelligence Gathering===<br />
Within EVE, there are a number of crucial pieces of information which a combat commander requires when setting out on an operation. These can be summarized as:<br />
<br />
#Location of the enemy.<br />
#Ship types and alliance of the enemy.<br />
#Enemy fleet activities.<br />
#Destination of the enemy.<br />
#Position of Warp Bubbles and Interdiction Spheres<br />
#The Inertia of the enemy fleet - is it a fast moving frigate gang, or a lumbering BS gang with incredible firepower<br />
<br />
In order to effectively deliver decisive force, the FC needs to have this information prior to any engagement and work it into a cohesive plan. Indeed, without this information it may be impossible to engage at all. In order to supply the above information on mobile fleets, active scouting and reconnaissance is required. At times, a CovOps pilot may also be needed to provide a warp in point on a sniper or to track down and/or shadow an enemy fleet.<br />
<br />
The [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course will take you through how best to deliver this key information to the FC without being seen or engaged by the enemy. By its nature, [[:Category:Covert Ops|CovOps]] Recon may not involve any direct offensive tactics. The ships are expensive and very fragile. A good [[:Category:Covert Ops|CovOps]] pilot will most likely never engage a weapon while in his ship. However, there are a number of advanced [[:Category:Covert Ops|CovOps]] tactics where a more offensive attitude may be warranted. This document covers the preliminary information you will require to attend the course.<br />
<br />
==Skills and Implants==<br />
The skills required by [[:Category:Covert Ops|Covert Ops]] pilots are primarily those already needed to fly in Agony wolfpacks. However, there are a number of skills which need to be increased above this basic level to ensure that pilots have the speed and agility to avoid engagements. Also, in order to effectively use cloaking technology there are some significant skills that need investing in.<br />
===Covert Ops Recon Skills===<br />
====Base skills====<br />
*Covert Ops 4+ (preferably 5)<br />
*Cloaking 4+<br />
*Electronics 5<br />
*Electronics Upgrades 5<br />
*Evasive Maneuvering 4+<br />
*Navigation 4+<br />
*Warp Drive Operation 4+<br />
*Racial Frigate 5<br />
*Acceleration Control 4+<br />
*High Speed Maneuvering 4+<br />
*Fuel Conservation 4+<br />
*Electronic Warfare 3+<br />
*Energy Management 4+<br />
*Weapon Upgrades 3+<br />
*Engineering 4+<br />
*Spaceship Command 4+<br />
<br />
====Additional skills for probing====<br />
*Science 3<br />
*Astrometrics 4+ (preferably 5)<br />
*Astrometric Acquisition 3+<br />
*Astrometric Pinpointing 3+<br />
*Astrometric Rangefinding 3+<br />
<br />
===Implants===<br />
The following implants are useful for [[:Category:Covert Ops|Covert Ops]] pilots:<br />
*Poteque 'Prospector' Astrometric Pinpointing AP-6XX (slot 06, reduces probe signal deviation)<br />
*Poteque 'Prospector' Astrometric Acquisition AQ-7XX (slot 07, reduces probe scan time)<br />
*Poteque 'Prospector' Astrometric Rangefinding AR-8XX (slot 08, improves probe scan strength)<br />
*Eifyr and Co. 'Rogue' Warp Drive Speed WS-5XX (slot 5, increases warp velocity)<br />
*Eifyr and Co. 'Rogue' Acceleration Control AC-6XX (slot 6, increases speed while using MWDs and afterburners)<br />
*Eifyr and Co. 'Rogue' Navigation NN-6XX (slot 6, increases ship velocity)<br />
*Eifyr and Co. 'Rogue' Evasive Maneuvering EM-7XX (slot 7, improves ship agility)<br />
<br />
==Ships==<br />
In order to effectively perform reconnaissance in Eve, you must not only be able to observe without being seen, you must also be able to get into position without being seen. As such, for a [[:Category:Covert Ops|Covert Operations frigate]] using a CovOps cloak is a must.<br />
<br />
All students must attend the [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course with a Covert Ops frigate equipped with a CovOps Cloak II and an Expanded Probe Launcher. Additional fittings are described below and will be discussed during the course.<br />
<br />
One thing to bear in mind with CovOps frigates is that they will pop very easily. They generally travel solo and can be very easily picked off if engaged by virtually any enemy. As such, their general fitting needs to be based around speed, maneuverability and stealth, NOT around a tank or gank.<br />
<br />
Another consideration with these ships is that they have a relatively high total cost. A CovOps frigate costs approximately 15-25 million ISK while the CovOps Cloak adds another 8-10 million to the bill, not to mention rigs, implants, and fittings. As such, we must be careful when flying these ships, as their loss could have a large negative effect on the ISK efficiency of an entire session of an otherwise T1 wolfpack (since one of Agony Unleashed's primary objectives in the field is to cause significantly more damage than it takes). To win the ISK war, we must take care with our ship and only put it into a situation of danger when the gains outweigh the losses. This course will cover how to keep your ship in one piece.<br />
<br />
===Basic Fitting Principles===<br />
The basics of CovOps ship fitting include an Expanded Probe Launcher and a Covert ops cloak in the high slots, MWD in the mid slots, and overdrives or nanofibers in the low slots. The cloak and probe launcher enable you to warp around cloaked and perform scans of the area. Microwarpdrive will enable CovOps ship to quickly cover certain distance across the grid when there is no danger of getting targeted (example: if you're creating bookmarks in an otherwise empty system). Overdrives and nanofibers will boost the ship's cloaked velocity allowing you quicker to move into warp-in positions for your gang; nanofibers will also increase CovOps ship's agility allowing it to enter warp and turn faster.<br />
<br />
Once the above modules have been fitted, a CovOps ship will have several open high and mid slots. Open mid-slots should be fitted next. They are used for defensive EWAR modules with the aim of helping the frigate escape if cornered. Popular choices are Remote Sensor Dampeners that can cut locking range of an interceptor, freeing the CovOps frigate from its tackle, as well as ECM modules and ECM burst. Keep in mind that the strength of ECM modules is quite low on non-bonused ships so chances of a jam are relatively low. ECM burst modules have an area of effect of only 6,000m. They will also require approximately 250 units of capacitor to activate for one cycle, while unbonused capacitor sized of CovOps frigates range from 187 units for Cheetah up to 250 units for Anathema. This means that to activate an ECM burst CovOps frigate must have nearly full capacitor and it can only be activated for one cycle. ECM burst modules are very cap intensive, so the ship setup that includes this module should also include a cap battery or recharger which can also help in making long warps.<br />
<br />
===Covert Ops Frigates: Suggested Fittings===<br />
====Buzzard====<br />
The Caldari [[Buzzard]] is the second slowest CovOps frigate, and therefore is not ideal for fleet work. For combat CovOps, not covered in this class, the Buzzard's high grid and CPU making it the easiest ship to fit for agression. It is also has 5 mid-slots which enable it to pack a very hard EWAR punch.<br />
<br />
Example of a Buzzard setup:<br><br />
[Buzzard, class] <br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
Phased Monopropellant I Hydrazine Boosters<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
====Cheetah====<br />
The Minmatar [[Cheetah]] is the fastest CovOps frigate. It is extremely useful for situations when you need to move across the grid without warping, for example, when getting into position on a sniper. It is however the hardest CovOps to fit.<br />
<br />
Example of a Cheetah setup:<br><br />
[Cheetah, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Monopropellant I Hydrazine Boosters<br><br />
Phased Muon Sensor Disruptor I<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
This setup has a base speed of over 611 m/s. It only has an remote sensor damp to defend itself, so will rely on stealth and speed to evade enemy ships.<br />
<br />
====Helios====<br />
The Gallente [[Helios]] treads a path between the Buzzard and Cheetah. It is easier to fit that a Cheetah and is somewhat faster than a Buzzard.<br />
<br />
[Helios, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
1MN MicroWarpdrive I<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
<br />
This gives the same defensive EWAR as the Buzzard, but has a higher speed under cloak.<br />
<br />
====Anathema====<br />
The Amarr [[Anathema]] is historically regarded to be the worst CovOps frigate due to it having the lowest base speed. However, it has the highest base capacitor of any of the CovOps frigs, and with its third low slot can now actually be fit to be faster than a Buzzard.<br />
<br />
Example of an Anathema setup:<br><br />
[Anathema, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Cap Recharger II<br><br />
1MN MicroWarpdrive II<br><br />
Phased Muon Sensor Disruptor I<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
[empty high slot]<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
Anathema also has the furthest warp duration and best capacitor regen of any of the suggested setups.<br />
<br />
====Rigs====<br />
The rigs most commonly fitted to CovOps frigates are two Small Gravity Capacitor Upgrade I, which increase scan probe strength by 10% each. Although the corresponding T2 rigs give 15% bonus, a CovOps ship can fit only one of these, so most pilots opt to fit two T1 rigs for a total 20% bonus to scan strength. These rigs are very inexpensive (<100,000 ISK).<br />
<br />
Other rigs that may be somewhat beneficial to a CovOps frigate are the Auxiliary Thruster I, which increases the ship's base speed, and the Low Friction Nozzle Joint I, which boosts the ship's agility.<br />
<br />
==Cloaking and Covert Operations==<br />
The Covert Ops Cloak II enables a ship to disappear from both the visual display and overview and also, for the time being, keep it hidden from scan probes. You are still listed in local, but if you're at a safe spot with the cloak operational you are almost completely safe.<br />
<br />
A Covert Ops cloak II fitted on a [[:Category:Covert Ops|CovOps]] frigate has no base speed penalty when cloaked and a 5-10 second target delay with no resolution penalty.<br />
<br />
When using the cloak you cannot use any other modules (including afterburners or MWDs) so you are very much in watching mode. If you come within 2000 meters of any uncloaked objects then the cloak will deactivate and you will not be able to activate it until you are at least 2000 m away from everything and wait out a recloak timer. This means that if you jump into a busy gate camp with plenty of debris around and get caught by a warp bubble, you will most likely not be able to activate your cloak and you will probably die.<br />
<br />
The most important quality of the Covert Ops cloak is that it lets you warp with the cloak active. This means you can arrive on grid with nobody knowing about it, which can obviously be very useful.<br />
<br />
==Overview Settings==<br />
When doing [[:Category:Covert Ops|CovOps]] work, it is helpful to use three different saved overview settings. Using tabs, it is easy to switch between the three settings.<br />
<br />
===Standard===<br />
When you are in position to observe, you need to ensure you see all. It is important that a Covert Ops pilot is fully aware of every single item around him, to avoid going within 2000 m of another object.<br />
<br />
To do this, in the Overview Settings - Filters - Types tab, make sure everything is selected. Also, on the Overview Settings - Filters - States tab, make sure everything is selected.<br />
<br />
===Moving===<br />
When moving by either warping, jumping or normal propulsion the pilot should be very aware of what is coming up in front of him. When moving normally around a gate or target the pilot should use the CovOps - Standard setting. However, the major disadvantage of the CovOps - Standard is that it can cause significant lag during session changes.<br />
<br />
When jumping through gates, where the other side is unknown, the pilot should use a different overview setting which covers the most important objects, but reduces lag;<br />
<br />
In the Overview Settings - Filters - Types tab select the following;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Agent in space<br />
** Audit Log Secure Container<br />
** Beacon<br />
** Biomass<br />
** Cargo Container<br />
** Freight Container<br />
** Global Warp Disruptor<br />
** Large Collidable Object<br />
** Mobile Sentry Gun<br />
** Secure Cargo Container<br />
** Star Gate<br />
** Warp Gate<br />
** Wreck<br />
* Drone<br />
** All<br />
* NPC<br />
** All<br />
* Entity<br />
** Billboard<br />
** Large Collidable Ship<br />
** Large Collidable Structure<br />
** Protective Sentry Gun<br />
** Sentry Gun<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** None<br />
<br />
===Scanning===<br />
It is useful to have another overview setting used for Scanning. This setting changes a lot depending on what you are looking for. However, when trying to scan the immediate area, saving time and eliminating clutter is essential. As such, use the following when scanning using overview settings;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Asteroid Belt<br />
** Moon<br />
** Planet<br />
** Warp gate<br />
** Star Gate<br />
* Drone<br />
** Combat Drone<br />
* NPC<br />
** None<br />
* Entity<br />
** None<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** Control Tower<br />
** Force Field (to show if a tower is active or not)<br />
<br />
These settings allow for a quick scan, which reveals key points in the solar system plus any ships in the scan radius. All other clutter is kept out. Be sure to check that "Use Overview Settings" is enabled, then once a scan can be narrowed down you can disable it so that everything in the narrow search can be seen.<br />
<br />
Bear in mind that it is not possible to include some types of object on your overview, the most important of which is the warp disrupt probe launched by an interdictor. It is therefore very important, particularly when scanning a gate or a station, to make sure that "Use Overview Settings" is NOT enabled before reporting the scan as clear or warping onto grid.<br />
<br />
All of these settings should also include showing the ship type and Corporation ticker as these give vital information on the enemy. Remember to add the settings to different tabs so you just need to switch between tabs to get a different overview setting while on the go.<br />
<br />
A useful tip is that you can reduce lag a lot by minimizing overview (by pressing TAB) when jumping into a system. This can be a lifesaver when entering a very busy system (you can use your map to determine if the system ahead is likely to be very busy). Once the system has loaded, you can maximize overview and get the intel you need.<br />
<br />
==Recon Bookmarks==<br />
[[:Category:Covert Ops|CovOps]] pilots make extensive use of tactical bookmarks. However, given their purpose of safely observing while not being discovered they require a further type of bookmark. We will be covering these BMs in detail during the course.<br />
<br />
The safest bookmark positions around an object in space are those which are not aligned to another celestial body. These positions have the main benefit of being unlikely to be used for a hostile to warp in to. They require a hostile to have created a bookmark at the same place previously or to move into that position under normal power. In the first instance, a [[:Category:Covert Ops|CovOps]] pilot is incredibly unlucky and in the second can see the enemy pilot coming and move out of the way while cloaked. Unaligned on-grid tacticals can also help against certain types of bubble equipped gate camps.<br />
<br />
Gates will generally have at least one pair of Recon bookmarks (one at 90km, the other at 300km from the gate) that are aligned with each other, but not with anything else. Since all kinds of warp disruption bubbles have a maximum range of ~150km, by warping to a bookmark 300km from the gate you have a very low chance of being caught in a bubble (you would have to be very unlucky for someone to have put a bubble over 150km from a gate in the same unaligned direction as your bookmark!). The majority of the time this bookmark will put you on grid with the gate, allowing you to safely observe the activity around the gate, check for bubbles, etc. If you need to get closer (for example, to use the "Look At" camera option on the gate), you can either warp directly down to the 90km bookmark, or if there is a bubble on the gate, warp off to a tactical and back to the 90km BM.<br />
<br />
===Recon Bookmark Naming Convention===<br />
The naming convention we use for these pairs of [[:Category:Covert Ops|CovOps]] bookmarks is:<br />
<br />
*|R> AA NN @DDkm <R|<br />
**AA = the name of the gate<br />
**NN = The id of the bookmark at this gate (allows up to 100 BMs per gate)<br />
**DD = the distance to the gate<br />
<br />
The even numbered bookmarks (and bookmark 00) will be the 90km of each pair, whilst the odd numbered ones will be the 300km.<br />
<br />
Example:<br />
<br />
|R> Harroule 00 @90km <R|<br />
<br />
This BM is 90km from the Harroule gate. It will have a paired BM:<br />
<br />
|R> Harroule 01 @300km <R|<br />
<br />
This BM is in the same unaligned direction from the gate as the previous 90km bookmark, but is further away at 300km.<br />
<br />
==Further References==<br />
* [[PVP COVOPS Probing]]</div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Covert_Operations&diff=20311Covert Operations2013-04-13T23:52:37Z<p>XiMascia: /* Standard */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small>Original text by [http://www.agony-unleashed.com/user.php?id.8 Stein Voorhees], February 2007<br/>Updated and extended by [http://www.agony-unleashed.com/user.php?id.18 Carenthor Loon],[http://www.agony-unleashed.com/user.php?id.797 Ecatherina W], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/>Copyright Agony Unleashed</small></p><br />
<br />
<br />
==Background==<br />
<br />
'''CovOps''': “Recon.” <br/><br />
'''FC''': “Go recon.”<br/><br />
'''CovOps''': “This is cr8r in RMOC on the Hemin gate. Eight in local. Nothing on grid, 5-ship armor HAC gang on scan. They're not at a POS or a celestial, looks like they're at a safe. FC: want a drop on them?”<br/><br />
'''FC''': “Yes. Get your probes out and get me that drop. Let me know when you've got it. Fleet: hold on RMOC gate.”<br/><br />
'''CovOps''': “Anchor in place. Warp to cr8r at 20.”<br/><br />
'''FC''': “Fleet: jump jump. Cold warping fleet to CovOps.”<br />
<br />
<br />
Agony Unleashed operates primarily in well organized wolfpack style fleets which tend to be smaller gangs which can deliver tremendous firepower and travel extremely quickly. In order to best deliver this firepower, the Fleet Commander (FC) needs to have knowledge of the enemy immediately to hand. A good CovOps pilot is a force multiplier to a fleet – greatly expanding the fleet's ability to kill opponents and reducing the chance of the fleet being trapped by overwhelming opposition. Despite rumors to the contrary, flying a CovOps ship for a fleet can be tremendously exciting. And (as an added bonus) your fleet mates will thank you for it.<br />
<br />
<br />
'''Capabilities of a CovOps pilot'''<br />
<br />
A CovOps ship's specialty is fitting the Covert Ops Cloaking Device, which allows you to warp cloaked. Once your CovOps ship is in system and cloaked you can range around the system at will, invisible to the overview, scans, and probes (if flown correctly). You can maneuver in close proximity to other ships undetected for spying and for getting drops on potential victims for the rest of the fleet. In addition, your CovOps ship has a frigate's speed and agility for rapid exploration, can re-cloak very quickly, and, most importantly, gets a bonus for probes. <br />
<br />
Given the abilities mentioned above, what are you expected to be able to do as the CovOps pilot in a fleet op, and how can you contribute to fleet kills? You will be expected to perform two primary tasks: Provide reconnaissance about ships/fleets while roaming or stationed ahead of the fleet, and pin down the specific location of targets within a system. And you'll be expected to be able to do these tasks while avoiding getting your fragile frigate hull blown up. <br />
<br />
<br />
'''Who and where is my enemy? What's my enemy's capability?'''<br />
<br />
Reconnaissance is the bulk of a CovOps pilot's work. Reconnaissance consists of providing intelligence about ships and fleets in systems removed from the main fleet's location, its purpose is to let the FC and fleet know of opportunities ahead and threats that may be coming down the pipe. In order to provide the best reconnaissance you should be familiar with the composition, strengths, and weaknesses of your own fleet, in order to identify which information is important to pass onto the FC.<br />
<br />
Ideally, you'll talk with the FC about his/her expectations before the operation, in order to get an understanding of how far out the FC would like you to range, discuss if there are any systems in particular that the FC would like recon from, and find out if there are any types of targets that he/she is especially interested in. FC experience can help a CovOps pilot gain judgment about how and when to pass on information to the fleet. <br />
<br />
A CovOps pilot generally provides fleet forward eyes by ranging through systems +2 to +6 from the fleet, poking a head into side systems to see if there are any good targets while moving ahead toward the FC's destination. In order to travel safely a CovOps pilot relies heavily on TAC bookmarks near gates and stations, and in order to observe hostile forces you'll need an additional set of Recon bookmarks. Also, in order to avoid decloaking and to find targets efficiently, you'll need a couple of overview tabs dedicated to CovOps tasks. Recon bookmarks and Overview tabs are covered in more depth below and in class. <br />
<br />
As a CovOps pilot, you'll be relatively independent from the fleet and will make your own decisions – within the bounds of what you had discussed with the FC – about when and where to move while tirelessly hunting, hunting for information. Alternatively, a CovOps pilot can provide passive eyes – sitting invisible in a single system and tracking local and d-scan. Often times a lightly-tended alt running on a second client can provide passive eyes. <br />
<br />
Once you find anything of interest, you'll provide a recon report to the FC and the fleet. Recon reports should be given as frequently as necessary to provide a flow of *relevant* information to the FC. The recon reports should be as concise and clear as possible – giving the FC information in a easily digestible and familiar format, so that he/she can put the information to immediate use and doesn't have to waste time figuring out what the CovOps pilot is seeing. The recon format is discussed below and in class. <br />
<br />
<br />
'''How can I kill my enemy?'''<br />
<br />
Beyond general recon, your second task is finding targets and getting the drop. In order to be the most effective force multiplier possible, you should be actively looking for opportunities for kills for your fleet and getting drops on those potential targets (in addition to providing information to keep your fleet safe). How to go about this? Your first tool for finding targets is out-of-game: Dotlan (http://evemaps.dotlan.net/). A skilled CovOps pilot will have Dotlan open for the entire op anyway for navigation purposes, but Dotlan also helps you look for opportunities. Dotlan provides statistics for individual systems regarding number of recent jumps (for general system activity), NPC ships killed (by ratters and mission runners, potential targets) and number of player ship/pod kills. While ranging as forward eyes, a skilled CovOps pilot will be checking Dotlan stats for surrounding systems to get an idea of which direction may be most fruitful. <br />
<br />
After checking Dotlan, coming into a system you'll always want to immediately check the number of pilots in local and hit a 360-degree 14.4au directional scan. At times you'll need to do this while evading capture by gate campers. If your fleet is nearby (e.g., -1 or -2 from you) you'll want to provide a general situation recon report to let the FC know what he/she can expect if the fleet comes this way. Then, if the system looks promising you can start searching for targets. <br />
<br />
The tools that you'll use to find and get a drop on targets will depend on their location relative to you: targets will be either 1) on-grid with you; 2) off grid, but on scan at a celestial; 3) off grid, on scan at a safespot; or 4) off scan, on probe. You can find and get drops on these targets using either laddering (for #1 above), dscan (for #2 above), or probes (for #1, #3, and #4 above). These techniques are covered in depth in class and in the other reading material. <br />
<br />
<br />
<br />
In addition to performing these tasks adequately, you'll be expected – above all – to not get blown up. Fortunately, a well-piloted CovOps ship is difficult to destroy. Of course, the reason that it's hard to destroy is NOT because of its EHP! CovOps ships are flimsy – if you get any incoming DPS at all, you are most likely a dead CovOps pilot. CovOps ships rely on stealth tank: while flying your Cheetah, Anathema, Buzzard, or Helios you need to keep your cloak up (pretty much) at all times. An experienced CovOps pilot continually but unconsciously checks that green glow on the Covert Ops Cloaking device to make sure that it's running – the glow is your only safety. As long as your cloak is running you cannot be seen on the overview, scan, or probe, and you cannot be targeted. However, there are a few times when you will have to drop cloak – this is the CovOps ship's Achilles heel. You'll have brief moments of visibility while traveling through a gate, while dropping/reloading probes, and while leaving a station. Other sections of the reading will discuss techniques for evasion and stealth in more depth. <br />
<br />
As a wrap-up to this introduction, what are you NOT expected to do as a CovOps pilot? A CovOps pilot should never show up on a killmail. Period. That means that you'll need to avoid getting killed, but also that you will not use any offensive weaponry, including guns, EWAR, and tackle. A CovOps ship is an expensive loss for the fleet, it's very fragile, and it has the highly-limited offensive capability of a T1 probing frigate. You and your ship are much more valuable to your fleet as a force multiplier than as DPS, EWAR, or tackle. <br />
<br />
===Objectives of Intelligence Gathering===<br />
Within EVE, there are a number of crucial pieces of information which a combat commander requires when setting out on an operation. These can be summarized as:<br />
<br />
#Location of the enemy.<br />
#Ship types and alliance of the enemy.<br />
#Enemy fleet activities.<br />
#Destination of the enemy.<br />
#Position of Warp Bubbles and Interdiction Spheres<br />
#The Inertia of the enemy fleet - is it a fast moving frigate gang, or a lumbering BS gang with incredible firepower<br />
<br />
In order to effectively deliver decisive force, the FC needs to have this information prior to any engagement and work it into a cohesive plan. Indeed, without this information it may be impossible to engage at all. In order to supply the above information on mobile fleets, active scouting and reconnaissance is required. At times, a CovOps pilot may also be needed to provide a warp in point on a sniper or to track down and/or shadow an enemy fleet.<br />
<br />
The [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course will take you through how best to deliver this key information to the FC without being seen or engaged by the enemy. By its nature, [[:Category:Covert Ops|CovOps]] Recon may not involve any direct offensive tactics. The ships are expensive and very fragile. A good [[:Category:Covert Ops|CovOps]] pilot will most likely never engage a weapon while in his ship. However, there are a number of advanced [[:Category:Covert Ops|CovOps]] tactics where a more offensive attitude may be warranted. This document covers the preliminary information you will require to attend the course.<br />
<br />
==Skills and Implants==<br />
The skills required by [[:Category:Covert Ops|Covert Ops]] pilots are primarily those already needed to fly in Agony wolfpacks. However, there are a number of skills which need to be increased above this basic level to ensure that pilots have the speed and agility to avoid engagements. Also, in order to effectively use cloaking technology there are some significant skills that need investing in.<br />
===Covert Ops Recon Skills===<br />
====Base skills====<br />
*Covert Ops 4+ (preferably 5)<br />
*Cloaking 4+<br />
*Electronics 5<br />
*Electronics Upgrades 5<br />
*Evasive Maneuvering 4+<br />
*Navigation 4+<br />
*Warp Drive Operation 4+<br />
*Racial Frigate 5<br />
*Acceleration Control 4+<br />
*High Speed Maneuvering 4+<br />
*Fuel Conservation 4+<br />
*Electronic Warfare 3+<br />
*Energy Management 4+<br />
*Weapon Upgrades 3+<br />
*Engineering 4+<br />
*Spaceship Command 4+<br />
<br />
====Additional skills for probing====<br />
*Science 3<br />
*Astrometrics 4+ (preferably 5)<br />
*Astrometric Acquisition 3+<br />
*Astrometric Pinpointing 3+<br />
*Astrometric Rangefinding 3+<br />
<br />
===Implants===<br />
The following implants are useful for [[:Category:Covert Ops|Covert Ops]] pilots:<br />
*Poteque 'Prospector' Astrometric Pinpointing AP-6XX (slot 06, reduces probe signal deviation)<br />
*Poteque 'Prospector' Astrometric Acquisition AQ-7XX (slot 07, reduces probe scan time)<br />
*Poteque 'Prospector' Astrometric Rangefinding AR-8XX (slot 08, improves probe scan strength)<br />
*Eifyr and Co. 'Rogue' Warp Drive Speed WS-5XX (slot 5, increases warp velocity)<br />
*Eifyr and Co. 'Rogue' Acceleration Control AC-6XX (slot 6, increases speed while using MWDs and afterburners)<br />
*Eifyr and Co. 'Rogue' Navigation NN-6XX (slot 6, increases ship velocity)<br />
*Eifyr and Co. 'Rogue' Evasive Maneuvering EM-7XX (slot 7, improves ship agility)<br />
<br />
==Ships==<br />
In order to effectively perform reconnaissance in Eve, you must not only be able to observe without being seen, you must also be able to get into position without being seen. As such, for a [[:Category:Covert Ops|Covert Operations frigate]] using a CovOps cloak is a must.<br />
<br />
All students must attend the [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course with a Covert Ops frigate equipped with a CovOps Cloak II and an Expanded Probe Launcher. Additional fittings are described below and will be discussed during the course.<br />
<br />
One thing to bear in mind with CovOps frigates is that they will pop very easily. They generally travel solo and can be very easily picked off if engaged by virtually any enemy. As such, their general fitting needs to be based around speed, maneuverability and stealth, NOT around a tank or gank.<br />
<br />
Another consideration with these ships is that they have a relatively high total cost. A CovOps frigate costs approximately 15-25 million ISK while the CovOps Cloak adds another 8-10 million to the bill, not to mention rigs, implants, and fittings. As such, we must be careful when flying these ships, as their loss could have a large negative effect on the ISK efficiency of an entire session of an otherwise T1 wolfpack (since one of Agony Unleashed's primary objectives in the field is to cause significantly more damage than it takes). To win the ISK war, we must take care with our ship and only put it into a situation of danger when the gains outweigh the losses. This course will cover how to keep your ship in one piece.<br />
<br />
===Basic Fitting Principles===<br />
The basics of CovOps ship fitting include an Expanded Probe Launcher and a Covert ops cloak in the high slots, MWD in the mid slots, and overdrives or nanofibers in the low slots. The cloak and probe launcher enable you to warp around cloaked and perform scans of the area. Microwarpdrive will enable CovOps ship to quickly cover certain distance across the grid when there is no danger of getting targeted (example: if you're creating bookmarks in an otherwise empty system). Overdrives and nanofibers will boost the ship's cloaked velocity allowing you quicker to move into warp-in positions for your gang; nanofibers will also increase CovOps ship's agility allowing it to enter warp and turn faster.<br />
<br />
Once the above modules have been fitted, a CovOps ship will have several open high and mid slots. Open mid-slots should be fitted next. They are used for defensive EWAR modules with the aim of helping the frigate escape if cornered. Popular choices are Remote Sensor Dampeners that can cut locking range of an interceptor, freeing the CovOps frigate from its tackle, as well as ECM modules and ECM burst. Keep in mind that the strength of ECM modules is quite low on non-bonused ships so chances of a jam are relatively low. ECM burst modules have an area of effect of only 6,000m. They will also require approximately 250 units of capacitor to activate for one cycle, while unbonused capacitor sized of CovOps frigates range from 187 units for Cheetah up to 250 units for Anathema. This means that to activate an ECM burst CovOps frigate must have nearly full capacitor and it can only be activated for one cycle. ECM burst modules are very cap intensive, so the ship setup that includes this module should also include a cap battery or recharger which can also help in making long warps.<br />
<br />
===Covert Ops Frigates: Suggested Fittings===<br />
====Buzzard====<br />
The Caldari [[Buzzard]] is the second slowest CovOps frigate, and therefore is not ideal for fleet work. For combat CovOps, not covered in this class, the Buzzard's high grid and CPU making it the easiest ship to fit for agression. It is also has 5 mid-slots which enable it to pack a very hard EWAR punch.<br />
<br />
Example of a Buzzard setup:<br><br />
[Buzzard, class] <br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
Phased Monopropellant I Hydrazine Boosters<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
====Cheetah====<br />
The Minmatar [[Cheetah]] is the fastest CovOps frigate. It is extremely useful for situations when you need to move across the grid without warping, for example, when getting into position on a sniper. It is however the hardest CovOps to fit.<br />
<br />
Example of a Cheetah setup:<br><br />
[Cheetah, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Monopropellant I Hydrazine Boosters<br><br />
Phased Muon Sensor Disruptor I<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
This setup has a base speed of over 611 m/s. It only has an remote sensor damp to defend itself, so will rely on stealth and speed to evade enemy ships.<br />
<br />
====Helios====<br />
The Gallente [[Helios]] treads a path between the Buzzard and Cheetah. It is easier to fit that a Cheetah and is somewhat faster than a Buzzard.<br />
<br />
[Helios, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
1MN MicroWarpdrive I<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
<br />
This gives the same defensive EWAR as the Buzzard, but has a higher speed under cloak.<br />
<br />
====Anathema====<br />
The Amarr [[Anathema]] is historically regarded to be the worst CovOps frigate due to it having the lowest base speed. However, it has the highest base capacitor of any of the CovOps frigs, and with its third low slot can now actually be fit to be faster than a Buzzard.<br />
<br />
Example of an Anathema setup:<br><br />
[Anathema, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Cap Recharger II<br><br />
1MN MicroWarpdrive II<br><br />
Phased Muon Sensor Disruptor I<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
[empty high slot]<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
Anathema also has the furthest warp duration and best capacitor regen of any of the suggested setups.<br />
<br />
====Rigs====<br />
The rigs most commonly fitted to CovOps frigates are two Small Gravity Capacitor Upgrade I, which increase scan probe strength by 10% each. Although the corresponding T2 rigs give 15% bonus, a CovOps ship can fit only one of these, so most pilots opt to fit two T1 rigs for a total 20% bonus to scan strength. These rigs are very inexpensive (<100,000 ISK).<br />
<br />
Other rigs that may be somewhat beneficial to a CovOps frigate are the Auxiliary Thruster I, which increases the ship's base speed, and the Low Friction Nozzle Joint I, which boosts the ship's agility.<br />
<br />
==Cloaking and Covert Operations==<br />
The Covert Ops Cloak II enables a ship to disappear from both the visual display and overview and also, for the time being, keep it hidden from scan probes. You are still listed in local, but if you're at a safe spot with the cloak operational you are almost completely safe.<br />
<br />
A Covert Ops cloak II fitted on a [[:Category:Covert Ops|CovOps]] frigate has no base speed penalty when cloaked and a 5-10 second target delay with no resolution penalty.<br />
<br />
When using the cloak you cannot use any other modules (including afterburners or MWDs) so you are very much in watching mode. If you come within 2000 meters of any uncloaked objects then the cloak will deactivate and you will not be able to activate it until you are at least 2000 m away from everything and wait out a recloak timer. This means that if you jump into a busy gate camp with plenty of debris around and get caught by a warp bubble, you will most likely not be able to activate your cloak and you will probably die.<br />
<br />
The most important quality of the Covert Ops cloak is that it lets you warp with the cloak active. This means you can arrive on grid with nobody knowing about it, which can obviously be very useful.<br />
<br />
==Overview Settings==<br />
When doing [[:Category:Covert Ops|CovOps]] work, it is helpful to use three different saved overview settings. Using tabs, it is easy to switch between the three settings.<br />
<br />
===Standard===<br />
When you are in position to observe, you need to ensure you see all. It is important that a Covert Ops pilot is fully aware of every single item around him, to avoid going withing 2000 m of another object and getting de-cloaked.<br />
<br />
To do this, in the Overview Settings - Filters - Types tab, make sure everything is selected. Also, on the Overview Settings - Filters - States tab, make sure everything is selected.<br />
<br />
===Moving===<br />
When moving by either warping, jumping or normal propulsion the pilot should be very aware of what is coming up in front of him. When moving normally around a gate or target the pilot should use the CovOps - Standard setting. However, the major disadvantage of the CovOps - Standard is that it can cause significant lag during session changes.<br />
<br />
When jumping through gates, where the other side is unknown, the pilot should use a different overview setting which covers the most important objects, but reduces lag;<br />
<br />
In the Overview Settings - Filters - Types tab select the following;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Agent in space<br />
** Audit Log Secure Container<br />
** Beacon<br />
** Biomass<br />
** Cargo Container<br />
** Freight Container<br />
** Global Warp Disruptor<br />
** Large Collidable Object<br />
** Mobile Sentry Gun<br />
** Secure Cargo Container<br />
** Star Gate<br />
** Warp Gate<br />
** Wreck<br />
* Drone<br />
** All<br />
* NPC<br />
** All<br />
* Entity<br />
** Billboard<br />
** Large Collidable Ship<br />
** Large Collidable Structure<br />
** Protective Sentry Gun<br />
** Sentry Gun<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** None<br />
<br />
===Scanning===<br />
It is useful to have another overview setting used for Scanning. This setting changes a lot depending on what you are looking for. However, when trying to scan the immediate area, saving time and eliminating clutter is essential. As such, use the following when scanning using overview settings;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Asteroid Belt<br />
** Moon<br />
** Planet<br />
** Warp gate<br />
** Star Gate<br />
* Drone<br />
** Combat Drone<br />
* NPC<br />
** None<br />
* Entity<br />
** None<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** Control Tower<br />
** Force Field (to show if a tower is active or not)<br />
<br />
These settings allow for a quick scan, which reveals key points in the solar system plus any ships in the scan radius. All other clutter is kept out. Be sure to check that "Use Overview Settings" is enabled, then once a scan can be narrowed down you can disable it so that everything in the narrow search can be seen.<br />
<br />
Bear in mind that it is not possible to include some types of object on your overview, the most important of which is the warp disrupt probe launched by an interdictor. It is therefore very important, particularly when scanning a gate or a station, to make sure that "Use Overview Settings" is NOT enabled before reporting the scan as clear or warping onto grid.<br />
<br />
All of these settings should also include showing the ship type and Corporation ticker as these give vital information on the enemy. Remember to add the settings to different tabs so you just need to switch between tabs to get a different overview setting while on the go.<br />
<br />
A useful tip is that you can reduce lag a lot by minimizing overview (by pressing TAB) when jumping into a system. This can be a lifesaver when entering a very busy system (you can use your map to determine if the system ahead is likely to be very busy). Once the system has loaded, you can maximize overview and get the intel you need.<br />
<br />
==Recon Bookmarks==<br />
[[:Category:Covert Ops|CovOps]] pilots make extensive use of tactical bookmarks. However, given their purpose of safely observing while not being discovered they require a further type of bookmark. We will be covering these BMs in detail during the course.<br />
<br />
The safest bookmark positions around an object in space are those which are not aligned to another celestial body. These positions have the main benefit of being unlikely to be used for a hostile to warp in to. They require a hostile to have created a bookmark at the same place previously or to move into that position under normal power. In the first instance, a [[:Category:Covert Ops|CovOps]] pilot is incredibly unlucky and in the second can see the enemy pilot coming and move out of the way while cloaked. Unaligned on-grid tacticals can also help against certain types of bubble equipped gate camps.<br />
<br />
Gates will generally have at least one pair of Recon bookmarks (one at 90km, the other at 300km from the gate) that are aligned with each other, but not with anything else. Since all kinds of warp disruption bubbles have a maximum range of ~150km, by warping to a bookmark 300km from the gate you have a very low chance of being caught in a bubble (you would have to be very unlucky for someone to have put a bubble over 150km from a gate in the same unaligned direction as your bookmark!). The majority of the time this bookmark will put you on grid with the gate, allowing you to safely observe the activity around the gate, check for bubbles, etc. If you need to get closer (for example, to use the "Look At" camera option on the gate), you can either warp directly down to the 90km bookmark, or if there is a bubble on the gate, warp off to a tactical and back to the 90km BM.<br />
<br />
===Recon Bookmark Naming Convention===<br />
The naming convention we use for these pairs of [[:Category:Covert Ops|CovOps]] bookmarks is:<br />
<br />
*|R> AA NN @DDkm <R|<br />
**AA = the name of the gate<br />
**NN = The id of the bookmark at this gate (allows up to 100 BMs per gate)<br />
**DD = the distance to the gate<br />
<br />
The even numbered bookmarks (and bookmark 00) will be the 90km of each pair, whilst the odd numbered ones will be the 300km.<br />
<br />
Example:<br />
<br />
|R> Harroule 00 @90km <R|<br />
<br />
This BM is 90km from the Harroule gate. It will have a paired BM:<br />
<br />
|R> Harroule 01 @300km <R|<br />
<br />
This BM is in the same unaligned direction from the gate as the previous 90km bookmark, but is further away at 300km.<br />
<br />
==Further References==<br />
* [[PVP COVOPS Probing]]</div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Covert_Operations&diff=20310Covert Operations2013-04-13T23:52:09Z<p>XiMascia: /* Cloaking and Covert Operations */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small>Original text by [http://www.agony-unleashed.com/user.php?id.8 Stein Voorhees], February 2007<br/>Updated and extended by [http://www.agony-unleashed.com/user.php?id.18 Carenthor Loon],[http://www.agony-unleashed.com/user.php?id.797 Ecatherina W], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/>Copyright Agony Unleashed</small></p><br />
<br />
<br />
==Background==<br />
<br />
'''CovOps''': “Recon.” <br/><br />
'''FC''': “Go recon.”<br/><br />
'''CovOps''': “This is cr8r in RMOC on the Hemin gate. Eight in local. Nothing on grid, 5-ship armor HAC gang on scan. They're not at a POS or a celestial, looks like they're at a safe. FC: want a drop on them?”<br/><br />
'''FC''': “Yes. Get your probes out and get me that drop. Let me know when you've got it. Fleet: hold on RMOC gate.”<br/><br />
'''CovOps''': “Anchor in place. Warp to cr8r at 20.”<br/><br />
'''FC''': “Fleet: jump jump. Cold warping fleet to CovOps.”<br />
<br />
<br />
Agony Unleashed operates primarily in well organized wolfpack style fleets which tend to be smaller gangs which can deliver tremendous firepower and travel extremely quickly. In order to best deliver this firepower, the Fleet Commander (FC) needs to have knowledge of the enemy immediately to hand. A good CovOps pilot is a force multiplier to a fleet – greatly expanding the fleet's ability to kill opponents and reducing the chance of the fleet being trapped by overwhelming opposition. Despite rumors to the contrary, flying a CovOps ship for a fleet can be tremendously exciting. And (as an added bonus) your fleet mates will thank you for it.<br />
<br />
<br />
'''Capabilities of a CovOps pilot'''<br />
<br />
A CovOps ship's specialty is fitting the Covert Ops Cloaking Device, which allows you to warp cloaked. Once your CovOps ship is in system and cloaked you can range around the system at will, invisible to the overview, scans, and probes (if flown correctly). You can maneuver in close proximity to other ships undetected for spying and for getting drops on potential victims for the rest of the fleet. In addition, your CovOps ship has a frigate's speed and agility for rapid exploration, can re-cloak very quickly, and, most importantly, gets a bonus for probes. <br />
<br />
Given the abilities mentioned above, what are you expected to be able to do as the CovOps pilot in a fleet op, and how can you contribute to fleet kills? You will be expected to perform two primary tasks: Provide reconnaissance about ships/fleets while roaming or stationed ahead of the fleet, and pin down the specific location of targets within a system. And you'll be expected to be able to do these tasks while avoiding getting your fragile frigate hull blown up. <br />
<br />
<br />
'''Who and where is my enemy? What's my enemy's capability?'''<br />
<br />
Reconnaissance is the bulk of a CovOps pilot's work. Reconnaissance consists of providing intelligence about ships and fleets in systems removed from the main fleet's location, its purpose is to let the FC and fleet know of opportunities ahead and threats that may be coming down the pipe. In order to provide the best reconnaissance you should be familiar with the composition, strengths, and weaknesses of your own fleet, in order to identify which information is important to pass onto the FC.<br />
<br />
Ideally, you'll talk with the FC about his/her expectations before the operation, in order to get an understanding of how far out the FC would like you to range, discuss if there are any systems in particular that the FC would like recon from, and find out if there are any types of targets that he/she is especially interested in. FC experience can help a CovOps pilot gain judgment about how and when to pass on information to the fleet. <br />
<br />
A CovOps pilot generally provides fleet forward eyes by ranging through systems +2 to +6 from the fleet, poking a head into side systems to see if there are any good targets while moving ahead toward the FC's destination. In order to travel safely a CovOps pilot relies heavily on TAC bookmarks near gates and stations, and in order to observe hostile forces you'll need an additional set of Recon bookmarks. Also, in order to avoid decloaking and to find targets efficiently, you'll need a couple of overview tabs dedicated to CovOps tasks. Recon bookmarks and Overview tabs are covered in more depth below and in class. <br />
<br />
As a CovOps pilot, you'll be relatively independent from the fleet and will make your own decisions – within the bounds of what you had discussed with the FC – about when and where to move while tirelessly hunting, hunting for information. Alternatively, a CovOps pilot can provide passive eyes – sitting invisible in a single system and tracking local and d-scan. Often times a lightly-tended alt running on a second client can provide passive eyes. <br />
<br />
Once you find anything of interest, you'll provide a recon report to the FC and the fleet. Recon reports should be given as frequently as necessary to provide a flow of *relevant* information to the FC. The recon reports should be as concise and clear as possible – giving the FC information in a easily digestible and familiar format, so that he/she can put the information to immediate use and doesn't have to waste time figuring out what the CovOps pilot is seeing. The recon format is discussed below and in class. <br />
<br />
<br />
'''How can I kill my enemy?'''<br />
<br />
Beyond general recon, your second task is finding targets and getting the drop. In order to be the most effective force multiplier possible, you should be actively looking for opportunities for kills for your fleet and getting drops on those potential targets (in addition to providing information to keep your fleet safe). How to go about this? Your first tool for finding targets is out-of-game: Dotlan (http://evemaps.dotlan.net/). A skilled CovOps pilot will have Dotlan open for the entire op anyway for navigation purposes, but Dotlan also helps you look for opportunities. Dotlan provides statistics for individual systems regarding number of recent jumps (for general system activity), NPC ships killed (by ratters and mission runners, potential targets) and number of player ship/pod kills. While ranging as forward eyes, a skilled CovOps pilot will be checking Dotlan stats for surrounding systems to get an idea of which direction may be most fruitful. <br />
<br />
After checking Dotlan, coming into a system you'll always want to immediately check the number of pilots in local and hit a 360-degree 14.4au directional scan. At times you'll need to do this while evading capture by gate campers. If your fleet is nearby (e.g., -1 or -2 from you) you'll want to provide a general situation recon report to let the FC know what he/she can expect if the fleet comes this way. Then, if the system looks promising you can start searching for targets. <br />
<br />
The tools that you'll use to find and get a drop on targets will depend on their location relative to you: targets will be either 1) on-grid with you; 2) off grid, but on scan at a celestial; 3) off grid, on scan at a safespot; or 4) off scan, on probe. You can find and get drops on these targets using either laddering (for #1 above), dscan (for #2 above), or probes (for #1, #3, and #4 above). These techniques are covered in depth in class and in the other reading material. <br />
<br />
<br />
<br />
In addition to performing these tasks adequately, you'll be expected – above all – to not get blown up. Fortunately, a well-piloted CovOps ship is difficult to destroy. Of course, the reason that it's hard to destroy is NOT because of its EHP! CovOps ships are flimsy – if you get any incoming DPS at all, you are most likely a dead CovOps pilot. CovOps ships rely on stealth tank: while flying your Cheetah, Anathema, Buzzard, or Helios you need to keep your cloak up (pretty much) at all times. An experienced CovOps pilot continually but unconsciously checks that green glow on the Covert Ops Cloaking device to make sure that it's running – the glow is your only safety. As long as your cloak is running you cannot be seen on the overview, scan, or probe, and you cannot be targeted. However, there are a few times when you will have to drop cloak – this is the CovOps ship's Achilles heel. You'll have brief moments of visibility while traveling through a gate, while dropping/reloading probes, and while leaving a station. Other sections of the reading will discuss techniques for evasion and stealth in more depth. <br />
<br />
As a wrap-up to this introduction, what are you NOT expected to do as a CovOps pilot? A CovOps pilot should never show up on a killmail. Period. That means that you'll need to avoid getting killed, but also that you will not use any offensive weaponry, including guns, EWAR, and tackle. A CovOps ship is an expensive loss for the fleet, it's very fragile, and it has the highly-limited offensive capability of a T1 probing frigate. You and your ship are much more valuable to your fleet as a force multiplier than as DPS, EWAR, or tackle. <br />
<br />
===Objectives of Intelligence Gathering===<br />
Within EVE, there are a number of crucial pieces of information which a combat commander requires when setting out on an operation. These can be summarized as:<br />
<br />
#Location of the enemy.<br />
#Ship types and alliance of the enemy.<br />
#Enemy fleet activities.<br />
#Destination of the enemy.<br />
#Position of Warp Bubbles and Interdiction Spheres<br />
#The Inertia of the enemy fleet - is it a fast moving frigate gang, or a lumbering BS gang with incredible firepower<br />
<br />
In order to effectively deliver decisive force, the FC needs to have this information prior to any engagement and work it into a cohesive plan. Indeed, without this information it may be impossible to engage at all. In order to supply the above information on mobile fleets, active scouting and reconnaissance is required. At times, a CovOps pilot may also be needed to provide a warp in point on a sniper or to track down and/or shadow an enemy fleet.<br />
<br />
The [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course will take you through how best to deliver this key information to the FC without being seen or engaged by the enemy. By its nature, [[:Category:Covert Ops|CovOps]] Recon may not involve any direct offensive tactics. The ships are expensive and very fragile. A good [[:Category:Covert Ops|CovOps]] pilot will most likely never engage a weapon while in his ship. However, there are a number of advanced [[:Category:Covert Ops|CovOps]] tactics where a more offensive attitude may be warranted. This document covers the preliminary information you will require to attend the course.<br />
<br />
==Skills and Implants==<br />
The skills required by [[:Category:Covert Ops|Covert Ops]] pilots are primarily those already needed to fly in Agony wolfpacks. However, there are a number of skills which need to be increased above this basic level to ensure that pilots have the speed and agility to avoid engagements. Also, in order to effectively use cloaking technology there are some significant skills that need investing in.<br />
===Covert Ops Recon Skills===<br />
====Base skills====<br />
*Covert Ops 4+ (preferably 5)<br />
*Cloaking 4+<br />
*Electronics 5<br />
*Electronics Upgrades 5<br />
*Evasive Maneuvering 4+<br />
*Navigation 4+<br />
*Warp Drive Operation 4+<br />
*Racial Frigate 5<br />
*Acceleration Control 4+<br />
*High Speed Maneuvering 4+<br />
*Fuel Conservation 4+<br />
*Electronic Warfare 3+<br />
*Energy Management 4+<br />
*Weapon Upgrades 3+<br />
*Engineering 4+<br />
*Spaceship Command 4+<br />
<br />
====Additional skills for probing====<br />
*Science 3<br />
*Astrometrics 4+ (preferably 5)<br />
*Astrometric Acquisition 3+<br />
*Astrometric Pinpointing 3+<br />
*Astrometric Rangefinding 3+<br />
<br />
===Implants===<br />
The following implants are useful for [[:Category:Covert Ops|Covert Ops]] pilots:<br />
*Poteque 'Prospector' Astrometric Pinpointing AP-6XX (slot 06, reduces probe signal deviation)<br />
*Poteque 'Prospector' Astrometric Acquisition AQ-7XX (slot 07, reduces probe scan time)<br />
*Poteque 'Prospector' Astrometric Rangefinding AR-8XX (slot 08, improves probe scan strength)<br />
*Eifyr and Co. 'Rogue' Warp Drive Speed WS-5XX (slot 5, increases warp velocity)<br />
*Eifyr and Co. 'Rogue' Acceleration Control AC-6XX (slot 6, increases speed while using MWDs and afterburners)<br />
*Eifyr and Co. 'Rogue' Navigation NN-6XX (slot 6, increases ship velocity)<br />
*Eifyr and Co. 'Rogue' Evasive Maneuvering EM-7XX (slot 7, improves ship agility)<br />
<br />
==Ships==<br />
In order to effectively perform reconnaissance in Eve, you must not only be able to observe without being seen, you must also be able to get into position without being seen. As such, for a [[:Category:Covert Ops|Covert Operations frigate]] using a CovOps cloak is a must.<br />
<br />
All students must attend the [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course with a Covert Ops frigate equipped with a CovOps Cloak II and an Expanded Probe Launcher. Additional fittings are described below and will be discussed during the course.<br />
<br />
One thing to bear in mind with CovOps frigates is that they will pop very easily. They generally travel solo and can be very easily picked off if engaged by virtually any enemy. As such, their general fitting needs to be based around speed, maneuverability and stealth, NOT around a tank or gank.<br />
<br />
Another consideration with these ships is that they have a relatively high total cost. A CovOps frigate costs approximately 15-25 million ISK while the CovOps Cloak adds another 8-10 million to the bill, not to mention rigs, implants, and fittings. As such, we must be careful when flying these ships, as their loss could have a large negative effect on the ISK efficiency of an entire session of an otherwise T1 wolfpack (since one of Agony Unleashed's primary objectives in the field is to cause significantly more damage than it takes). To win the ISK war, we must take care with our ship and only put it into a situation of danger when the gains outweigh the losses. This course will cover how to keep your ship in one piece.<br />
<br />
===Basic Fitting Principles===<br />
The basics of CovOps ship fitting include an Expanded Probe Launcher and a Covert ops cloak in the high slots, MWD in the mid slots, and overdrives or nanofibers in the low slots. The cloak and probe launcher enable you to warp around cloaked and perform scans of the area. Microwarpdrive will enable CovOps ship to quickly cover certain distance across the grid when there is no danger of getting targeted (example: if you're creating bookmarks in an otherwise empty system). Overdrives and nanofibers will boost the ship's cloaked velocity allowing you quicker to move into warp-in positions for your gang; nanofibers will also increase CovOps ship's agility allowing it to enter warp and turn faster.<br />
<br />
Once the above modules have been fitted, a CovOps ship will have several open high and mid slots. Open mid-slots should be fitted next. They are used for defensive EWAR modules with the aim of helping the frigate escape if cornered. Popular choices are Remote Sensor Dampeners that can cut locking range of an interceptor, freeing the CovOps frigate from its tackle, as well as ECM modules and ECM burst. Keep in mind that the strength of ECM modules is quite low on non-bonused ships so chances of a jam are relatively low. ECM burst modules have an area of effect of only 6,000m. They will also require approximately 250 units of capacitor to activate for one cycle, while unbonused capacitor sized of CovOps frigates range from 187 units for Cheetah up to 250 units for Anathema. This means that to activate an ECM burst CovOps frigate must have nearly full capacitor and it can only be activated for one cycle. ECM burst modules are very cap intensive, so the ship setup that includes this module should also include a cap battery or recharger which can also help in making long warps.<br />
<br />
===Covert Ops Frigates: Suggested Fittings===<br />
====Buzzard====<br />
The Caldari [[Buzzard]] is the second slowest CovOps frigate, and therefore is not ideal for fleet work. For combat CovOps, not covered in this class, the Buzzard's high grid and CPU making it the easiest ship to fit for agression. It is also has 5 mid-slots which enable it to pack a very hard EWAR punch.<br />
<br />
Example of a Buzzard setup:<br><br />
[Buzzard, class] <br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
Phased Monopropellant I Hydrazine Boosters<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
====Cheetah====<br />
The Minmatar [[Cheetah]] is the fastest CovOps frigate. It is extremely useful for situations when you need to move across the grid without warping, for example, when getting into position on a sniper. It is however the hardest CovOps to fit.<br />
<br />
Example of a Cheetah setup:<br><br />
[Cheetah, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Monopropellant I Hydrazine Boosters<br><br />
Phased Muon Sensor Disruptor I<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
This setup has a base speed of over 611 m/s. It only has an remote sensor damp to defend itself, so will rely on stealth and speed to evade enemy ships.<br />
<br />
====Helios====<br />
The Gallente [[Helios]] treads a path between the Buzzard and Cheetah. It is easier to fit that a Cheetah and is somewhat faster than a Buzzard.<br />
<br />
[Helios, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
1MN MicroWarpdrive I<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
<br />
This gives the same defensive EWAR as the Buzzard, but has a higher speed under cloak.<br />
<br />
====Anathema====<br />
The Amarr [[Anathema]] is historically regarded to be the worst CovOps frigate due to it having the lowest base speed. However, it has the highest base capacitor of any of the CovOps frigs, and with its third low slot can now actually be fit to be faster than a Buzzard.<br />
<br />
Example of an Anathema setup:<br><br />
[Anathema, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Cap Recharger II<br><br />
1MN MicroWarpdrive II<br><br />
Phased Muon Sensor Disruptor I<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
[empty high slot]<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
Anathema also has the furthest warp duration and best capacitor regen of any of the suggested setups.<br />
<br />
====Rigs====<br />
The rigs most commonly fitted to CovOps frigates are two Small Gravity Capacitor Upgrade I, which increase scan probe strength by 10% each. Although the corresponding T2 rigs give 15% bonus, a CovOps ship can fit only one of these, so most pilots opt to fit two T1 rigs for a total 20% bonus to scan strength. These rigs are very inexpensive (<100,000 ISK).<br />
<br />
Other rigs that may be somewhat beneficial to a CovOps frigate are the Auxiliary Thruster I, which increases the ship's base speed, and the Low Friction Nozzle Joint I, which boosts the ship's agility.<br />
<br />
==Cloaking and Covert Operations==<br />
The Covert Ops Cloak II enables a ship to disappear from both the visual display and overview and also, for the time being, keep it hidden from scan probes. You are still listed in local, but if you're at a safe spot with the cloak operational you are almost completely safe.<br />
<br />
A Covert Ops cloak II fitted on a [[:Category:Covert Ops|CovOps]] frigate has no base speed penalty when cloaked and a 5-10 second target delay with no resolution penalty.<br />
<br />
When using the cloak you cannot use any other modules (including afterburners or MWDs) so you are very much in watching mode. If you come within 2000 meters of any uncloaked objects then the cloak will deactivate and you will not be able to activate it until you are at least 2000 m away from everything and wait out a recloak timer. This means that if you jump into a busy gate camp with plenty of debris around and get caught by a warp bubble, you will most likely not be able to activate your cloak and you will probably die.<br />
<br />
The most important quality of the Covert Ops cloak is that it lets you warp with the cloak active. This means you can arrive on grid with nobody knowing about it, which can obviously be very useful.<br />
<br />
==Overview Settings==<br />
When doing [[:Category:Covert Ops|CovOps]] work, it is helpful to use three different saved overview settings. Using tabs, it is easy to switch between the three settings.<br />
<br />
===Standard===<br />
When you are in position to observe, you need to ensure you see all. It is important that a Covert Ops pilot is fully aware of every single item around him, to avoid going withing 2000m of another object and getting de-cloaked.<br />
<br />
To do this, in the Overview Settings - Filters - Types tab, make sure everything is selected. Also, on the Overview Settings - Filters - States tab, make sure everything is selected. This can then be saved as 'CovOps - Standard'<br />
<br />
===Moving===<br />
When moving by either warping, jumping or normal propulsion the pilot should be very aware of what is coming up in front of him. When moving normally around a gate or target the pilot should use the CovOps - Standard setting. However, the major disadvantage of the CovOps - Standard is that it can cause significant lag during session changes.<br />
<br />
When jumping through gates, where the other side is unknown, the pilot should use a different overview setting which covers the most important objects, but reduces lag;<br />
<br />
In the Overview Settings - Filters - Types tab select the following;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Agent in space<br />
** Audit Log Secure Container<br />
** Beacon<br />
** Biomass<br />
** Cargo Container<br />
** Freight Container<br />
** Global Warp Disruptor<br />
** Large Collidable Object<br />
** Mobile Sentry Gun<br />
** Secure Cargo Container<br />
** Star Gate<br />
** Warp Gate<br />
** Wreck<br />
* Drone<br />
** All<br />
* NPC<br />
** All<br />
* Entity<br />
** Billboard<br />
** Large Collidable Ship<br />
** Large Collidable Structure<br />
** Protective Sentry Gun<br />
** Sentry Gun<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** None<br />
<br />
===Scanning===<br />
It is useful to have another overview setting used for Scanning. This setting changes a lot depending on what you are looking for. However, when trying to scan the immediate area, saving time and eliminating clutter is essential. As such, use the following when scanning using overview settings;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Asteroid Belt<br />
** Moon<br />
** Planet<br />
** Warp gate<br />
** Star Gate<br />
* Drone<br />
** Combat Drone<br />
* NPC<br />
** None<br />
* Entity<br />
** None<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** Control Tower<br />
** Force Field (to show if a tower is active or not)<br />
<br />
These settings allow for a quick scan, which reveals key points in the solar system plus any ships in the scan radius. All other clutter is kept out. Be sure to check that "Use Overview Settings" is enabled, then once a scan can be narrowed down you can disable it so that everything in the narrow search can be seen.<br />
<br />
Bear in mind that it is not possible to include some types of object on your overview, the most important of which is the warp disrupt probe launched by an interdictor. It is therefore very important, particularly when scanning a gate or a station, to make sure that "Use Overview Settings" is NOT enabled before reporting the scan as clear or warping onto grid.<br />
<br />
All of these settings should also include showing the ship type and Corporation ticker as these give vital information on the enemy. Remember to add the settings to different tabs so you just need to switch between tabs to get a different overview setting while on the go.<br />
<br />
A useful tip is that you can reduce lag a lot by minimizing overview (by pressing TAB) when jumping into a system. This can be a lifesaver when entering a very busy system (you can use your map to determine if the system ahead is likely to be very busy). Once the system has loaded, you can maximize overview and get the intel you need.<br />
<br />
==Recon Bookmarks==<br />
[[:Category:Covert Ops|CovOps]] pilots make extensive use of tactical bookmarks. However, given their purpose of safely observing while not being discovered they require a further type of bookmark. We will be covering these BMs in detail during the course.<br />
<br />
The safest bookmark positions around an object in space are those which are not aligned to another celestial body. These positions have the main benefit of being unlikely to be used for a hostile to warp in to. They require a hostile to have created a bookmark at the same place previously or to move into that position under normal power. In the first instance, a [[:Category:Covert Ops|CovOps]] pilot is incredibly unlucky and in the second can see the enemy pilot coming and move out of the way while cloaked. Unaligned on-grid tacticals can also help against certain types of bubble equipped gate camps.<br />
<br />
Gates will generally have at least one pair of Recon bookmarks (one at 90km, the other at 300km from the gate) that are aligned with each other, but not with anything else. Since all kinds of warp disruption bubbles have a maximum range of ~150km, by warping to a bookmark 300km from the gate you have a very low chance of being caught in a bubble (you would have to be very unlucky for someone to have put a bubble over 150km from a gate in the same unaligned direction as your bookmark!). The majority of the time this bookmark will put you on grid with the gate, allowing you to safely observe the activity around the gate, check for bubbles, etc. If you need to get closer (for example, to use the "Look At" camera option on the gate), you can either warp directly down to the 90km bookmark, or if there is a bubble on the gate, warp off to a tactical and back to the 90km BM.<br />
<br />
===Recon Bookmark Naming Convention===<br />
The naming convention we use for these pairs of [[:Category:Covert Ops|CovOps]] bookmarks is:<br />
<br />
*|R> AA NN @DDkm <R|<br />
**AA = the name of the gate<br />
**NN = The id of the bookmark at this gate (allows up to 100 BMs per gate)<br />
**DD = the distance to the gate<br />
<br />
The even numbered bookmarks (and bookmark 00) will be the 90km of each pair, whilst the odd numbered ones will be the 300km.<br />
<br />
Example:<br />
<br />
|R> Harroule 00 @90km <R|<br />
<br />
This BM is 90km from the Harroule gate. It will have a paired BM:<br />
<br />
|R> Harroule 01 @300km <R|<br />
<br />
This BM is in the same unaligned direction from the gate as the previous 90km bookmark, but is further away at 300km.<br />
<br />
==Further References==<br />
* [[PVP COVOPS Probing]]</div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Covert_Operations&diff=20309Covert Operations2013-04-13T23:51:27Z<p>XiMascia: /* Cloaking and Covert Operations */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small>Original text by [http://www.agony-unleashed.com/user.php?id.8 Stein Voorhees], February 2007<br/>Updated and extended by [http://www.agony-unleashed.com/user.php?id.18 Carenthor Loon],[http://www.agony-unleashed.com/user.php?id.797 Ecatherina W], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/>Copyright Agony Unleashed</small></p><br />
<br />
<br />
==Background==<br />
<br />
'''CovOps''': “Recon.” <br/><br />
'''FC''': “Go recon.”<br/><br />
'''CovOps''': “This is cr8r in RMOC on the Hemin gate. Eight in local. Nothing on grid, 5-ship armor HAC gang on scan. They're not at a POS or a celestial, looks like they're at a safe. FC: want a drop on them?”<br/><br />
'''FC''': “Yes. Get your probes out and get me that drop. Let me know when you've got it. Fleet: hold on RMOC gate.”<br/><br />
'''CovOps''': “Anchor in place. Warp to cr8r at 20.”<br/><br />
'''FC''': “Fleet: jump jump. Cold warping fleet to CovOps.”<br />
<br />
<br />
Agony Unleashed operates primarily in well organized wolfpack style fleets which tend to be smaller gangs which can deliver tremendous firepower and travel extremely quickly. In order to best deliver this firepower, the Fleet Commander (FC) needs to have knowledge of the enemy immediately to hand. A good CovOps pilot is a force multiplier to a fleet – greatly expanding the fleet's ability to kill opponents and reducing the chance of the fleet being trapped by overwhelming opposition. Despite rumors to the contrary, flying a CovOps ship for a fleet can be tremendously exciting. And (as an added bonus) your fleet mates will thank you for it.<br />
<br />
<br />
'''Capabilities of a CovOps pilot'''<br />
<br />
A CovOps ship's specialty is fitting the Covert Ops Cloaking Device, which allows you to warp cloaked. Once your CovOps ship is in system and cloaked you can range around the system at will, invisible to the overview, scans, and probes (if flown correctly). You can maneuver in close proximity to other ships undetected for spying and for getting drops on potential victims for the rest of the fleet. In addition, your CovOps ship has a frigate's speed and agility for rapid exploration, can re-cloak very quickly, and, most importantly, gets a bonus for probes. <br />
<br />
Given the abilities mentioned above, what are you expected to be able to do as the CovOps pilot in a fleet op, and how can you contribute to fleet kills? You will be expected to perform two primary tasks: Provide reconnaissance about ships/fleets while roaming or stationed ahead of the fleet, and pin down the specific location of targets within a system. And you'll be expected to be able to do these tasks while avoiding getting your fragile frigate hull blown up. <br />
<br />
<br />
'''Who and where is my enemy? What's my enemy's capability?'''<br />
<br />
Reconnaissance is the bulk of a CovOps pilot's work. Reconnaissance consists of providing intelligence about ships and fleets in systems removed from the main fleet's location, its purpose is to let the FC and fleet know of opportunities ahead and threats that may be coming down the pipe. In order to provide the best reconnaissance you should be familiar with the composition, strengths, and weaknesses of your own fleet, in order to identify which information is important to pass onto the FC.<br />
<br />
Ideally, you'll talk with the FC about his/her expectations before the operation, in order to get an understanding of how far out the FC would like you to range, discuss if there are any systems in particular that the FC would like recon from, and find out if there are any types of targets that he/she is especially interested in. FC experience can help a CovOps pilot gain judgment about how and when to pass on information to the fleet. <br />
<br />
A CovOps pilot generally provides fleet forward eyes by ranging through systems +2 to +6 from the fleet, poking a head into side systems to see if there are any good targets while moving ahead toward the FC's destination. In order to travel safely a CovOps pilot relies heavily on TAC bookmarks near gates and stations, and in order to observe hostile forces you'll need an additional set of Recon bookmarks. Also, in order to avoid decloaking and to find targets efficiently, you'll need a couple of overview tabs dedicated to CovOps tasks. Recon bookmarks and Overview tabs are covered in more depth below and in class. <br />
<br />
As a CovOps pilot, you'll be relatively independent from the fleet and will make your own decisions – within the bounds of what you had discussed with the FC – about when and where to move while tirelessly hunting, hunting for information. Alternatively, a CovOps pilot can provide passive eyes – sitting invisible in a single system and tracking local and d-scan. Often times a lightly-tended alt running on a second client can provide passive eyes. <br />
<br />
Once you find anything of interest, you'll provide a recon report to the FC and the fleet. Recon reports should be given as frequently as necessary to provide a flow of *relevant* information to the FC. The recon reports should be as concise and clear as possible – giving the FC information in a easily digestible and familiar format, so that he/she can put the information to immediate use and doesn't have to waste time figuring out what the CovOps pilot is seeing. The recon format is discussed below and in class. <br />
<br />
<br />
'''How can I kill my enemy?'''<br />
<br />
Beyond general recon, your second task is finding targets and getting the drop. In order to be the most effective force multiplier possible, you should be actively looking for opportunities for kills for your fleet and getting drops on those potential targets (in addition to providing information to keep your fleet safe). How to go about this? Your first tool for finding targets is out-of-game: Dotlan (http://evemaps.dotlan.net/). A skilled CovOps pilot will have Dotlan open for the entire op anyway for navigation purposes, but Dotlan also helps you look for opportunities. Dotlan provides statistics for individual systems regarding number of recent jumps (for general system activity), NPC ships killed (by ratters and mission runners, potential targets) and number of player ship/pod kills. While ranging as forward eyes, a skilled CovOps pilot will be checking Dotlan stats for surrounding systems to get an idea of which direction may be most fruitful. <br />
<br />
After checking Dotlan, coming into a system you'll always want to immediately check the number of pilots in local and hit a 360-degree 14.4au directional scan. At times you'll need to do this while evading capture by gate campers. If your fleet is nearby (e.g., -1 or -2 from you) you'll want to provide a general situation recon report to let the FC know what he/she can expect if the fleet comes this way. Then, if the system looks promising you can start searching for targets. <br />
<br />
The tools that you'll use to find and get a drop on targets will depend on their location relative to you: targets will be either 1) on-grid with you; 2) off grid, but on scan at a celestial; 3) off grid, on scan at a safespot; or 4) off scan, on probe. You can find and get drops on these targets using either laddering (for #1 above), dscan (for #2 above), or probes (for #1, #3, and #4 above). These techniques are covered in depth in class and in the other reading material. <br />
<br />
<br />
<br />
In addition to performing these tasks adequately, you'll be expected – above all – to not get blown up. Fortunately, a well-piloted CovOps ship is difficult to destroy. Of course, the reason that it's hard to destroy is NOT because of its EHP! CovOps ships are flimsy – if you get any incoming DPS at all, you are most likely a dead CovOps pilot. CovOps ships rely on stealth tank: while flying your Cheetah, Anathema, Buzzard, or Helios you need to keep your cloak up (pretty much) at all times. An experienced CovOps pilot continually but unconsciously checks that green glow on the Covert Ops Cloaking device to make sure that it's running – the glow is your only safety. As long as your cloak is running you cannot be seen on the overview, scan, or probe, and you cannot be targeted. However, there are a few times when you will have to drop cloak – this is the CovOps ship's Achilles heel. You'll have brief moments of visibility while traveling through a gate, while dropping/reloading probes, and while leaving a station. Other sections of the reading will discuss techniques for evasion and stealth in more depth. <br />
<br />
As a wrap-up to this introduction, what are you NOT expected to do as a CovOps pilot? A CovOps pilot should never show up on a killmail. Period. That means that you'll need to avoid getting killed, but also that you will not use any offensive weaponry, including guns, EWAR, and tackle. A CovOps ship is an expensive loss for the fleet, it's very fragile, and it has the highly-limited offensive capability of a T1 probing frigate. You and your ship are much more valuable to your fleet as a force multiplier than as DPS, EWAR, or tackle. <br />
<br />
===Objectives of Intelligence Gathering===<br />
Within EVE, there are a number of crucial pieces of information which a combat commander requires when setting out on an operation. These can be summarized as:<br />
<br />
#Location of the enemy.<br />
#Ship types and alliance of the enemy.<br />
#Enemy fleet activities.<br />
#Destination of the enemy.<br />
#Position of Warp Bubbles and Interdiction Spheres<br />
#The Inertia of the enemy fleet - is it a fast moving frigate gang, or a lumbering BS gang with incredible firepower<br />
<br />
In order to effectively deliver decisive force, the FC needs to have this information prior to any engagement and work it into a cohesive plan. Indeed, without this information it may be impossible to engage at all. In order to supply the above information on mobile fleets, active scouting and reconnaissance is required. At times, a CovOps pilot may also be needed to provide a warp in point on a sniper or to track down and/or shadow an enemy fleet.<br />
<br />
The [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course will take you through how best to deliver this key information to the FC without being seen or engaged by the enemy. By its nature, [[:Category:Covert Ops|CovOps]] Recon may not involve any direct offensive tactics. The ships are expensive and very fragile. A good [[:Category:Covert Ops|CovOps]] pilot will most likely never engage a weapon while in his ship. However, there are a number of advanced [[:Category:Covert Ops|CovOps]] tactics where a more offensive attitude may be warranted. This document covers the preliminary information you will require to attend the course.<br />
<br />
==Skills and Implants==<br />
The skills required by [[:Category:Covert Ops|Covert Ops]] pilots are primarily those already needed to fly in Agony wolfpacks. However, there are a number of skills which need to be increased above this basic level to ensure that pilots have the speed and agility to avoid engagements. Also, in order to effectively use cloaking technology there are some significant skills that need investing in.<br />
===Covert Ops Recon Skills===<br />
====Base skills====<br />
*Covert Ops 4+ (preferably 5)<br />
*Cloaking 4+<br />
*Electronics 5<br />
*Electronics Upgrades 5<br />
*Evasive Maneuvering 4+<br />
*Navigation 4+<br />
*Warp Drive Operation 4+<br />
*Racial Frigate 5<br />
*Acceleration Control 4+<br />
*High Speed Maneuvering 4+<br />
*Fuel Conservation 4+<br />
*Electronic Warfare 3+<br />
*Energy Management 4+<br />
*Weapon Upgrades 3+<br />
*Engineering 4+<br />
*Spaceship Command 4+<br />
<br />
====Additional skills for probing====<br />
*Science 3<br />
*Astrometrics 4+ (preferably 5)<br />
*Astrometric Acquisition 3+<br />
*Astrometric Pinpointing 3+<br />
*Astrometric Rangefinding 3+<br />
<br />
===Implants===<br />
The following implants are useful for [[:Category:Covert Ops|Covert Ops]] pilots:<br />
*Poteque 'Prospector' Astrometric Pinpointing AP-6XX (slot 06, reduces probe signal deviation)<br />
*Poteque 'Prospector' Astrometric Acquisition AQ-7XX (slot 07, reduces probe scan time)<br />
*Poteque 'Prospector' Astrometric Rangefinding AR-8XX (slot 08, improves probe scan strength)<br />
*Eifyr and Co. 'Rogue' Warp Drive Speed WS-5XX (slot 5, increases warp velocity)<br />
*Eifyr and Co. 'Rogue' Acceleration Control AC-6XX (slot 6, increases speed while using MWDs and afterburners)<br />
*Eifyr and Co. 'Rogue' Navigation NN-6XX (slot 6, increases ship velocity)<br />
*Eifyr and Co. 'Rogue' Evasive Maneuvering EM-7XX (slot 7, improves ship agility)<br />
<br />
==Ships==<br />
In order to effectively perform reconnaissance in Eve, you must not only be able to observe without being seen, you must also be able to get into position without being seen. As such, for a [[:Category:Covert Ops|Covert Operations frigate]] using a CovOps cloak is a must.<br />
<br />
All students must attend the [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course with a Covert Ops frigate equipped with a CovOps Cloak II and an Expanded Probe Launcher. Additional fittings are described below and will be discussed during the course.<br />
<br />
One thing to bear in mind with CovOps frigates is that they will pop very easily. They generally travel solo and can be very easily picked off if engaged by virtually any enemy. As such, their general fitting needs to be based around speed, maneuverability and stealth, NOT around a tank or gank.<br />
<br />
Another consideration with these ships is that they have a relatively high total cost. A CovOps frigate costs approximately 15-25 million ISK while the CovOps Cloak adds another 8-10 million to the bill, not to mention rigs, implants, and fittings. As such, we must be careful when flying these ships, as their loss could have a large negative effect on the ISK efficiency of an entire session of an otherwise T1 wolfpack (since one of Agony Unleashed's primary objectives in the field is to cause significantly more damage than it takes). To win the ISK war, we must take care with our ship and only put it into a situation of danger when the gains outweigh the losses. This course will cover how to keep your ship in one piece.<br />
<br />
===Basic Fitting Principles===<br />
The basics of CovOps ship fitting include an Expanded Probe Launcher and a Covert ops cloak in the high slots, MWD in the mid slots, and overdrives or nanofibers in the low slots. The cloak and probe launcher enable you to warp around cloaked and perform scans of the area. Microwarpdrive will enable CovOps ship to quickly cover certain distance across the grid when there is no danger of getting targeted (example: if you're creating bookmarks in an otherwise empty system). Overdrives and nanofibers will boost the ship's cloaked velocity allowing you quicker to move into warp-in positions for your gang; nanofibers will also increase CovOps ship's agility allowing it to enter warp and turn faster.<br />
<br />
Once the above modules have been fitted, a CovOps ship will have several open high and mid slots. Open mid-slots should be fitted next. They are used for defensive EWAR modules with the aim of helping the frigate escape if cornered. Popular choices are Remote Sensor Dampeners that can cut locking range of an interceptor, freeing the CovOps frigate from its tackle, as well as ECM modules and ECM burst. Keep in mind that the strength of ECM modules is quite low on non-bonused ships so chances of a jam are relatively low. ECM burst modules have an area of effect of only 6,000m. They will also require approximately 250 units of capacitor to activate for one cycle, while unbonused capacitor sized of CovOps frigates range from 187 units for Cheetah up to 250 units for Anathema. This means that to activate an ECM burst CovOps frigate must have nearly full capacitor and it can only be activated for one cycle. ECM burst modules are very cap intensive, so the ship setup that includes this module should also include a cap battery or recharger which can also help in making long warps.<br />
<br />
===Covert Ops Frigates: Suggested Fittings===<br />
====Buzzard====<br />
The Caldari [[Buzzard]] is the second slowest CovOps frigate, and therefore is not ideal for fleet work. For combat CovOps, not covered in this class, the Buzzard's high grid and CPU making it the easiest ship to fit for agression. It is also has 5 mid-slots which enable it to pack a very hard EWAR punch.<br />
<br />
Example of a Buzzard setup:<br><br />
[Buzzard, class] <br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
Phased Monopropellant I Hydrazine Boosters<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
====Cheetah====<br />
The Minmatar [[Cheetah]] is the fastest CovOps frigate. It is extremely useful for situations when you need to move across the grid without warping, for example, when getting into position on a sniper. It is however the hardest CovOps to fit.<br />
<br />
Example of a Cheetah setup:<br><br />
[Cheetah, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Monopropellant I Hydrazine Boosters<br><br />
Phased Muon Sensor Disruptor I<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
This setup has a base speed of over 611 m/s. It only has an remote sensor damp to defend itself, so will rely on stealth and speed to evade enemy ships.<br />
<br />
====Helios====<br />
The Gallente [[Helios]] treads a path between the Buzzard and Cheetah. It is easier to fit that a Cheetah and is somewhat faster than a Buzzard.<br />
<br />
[Helios, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
1MN MicroWarpdrive I<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
<br />
This gives the same defensive EWAR as the Buzzard, but has a higher speed under cloak.<br />
<br />
====Anathema====<br />
The Amarr [[Anathema]] is historically regarded to be the worst CovOps frigate due to it having the lowest base speed. However, it has the highest base capacitor of any of the CovOps frigs, and with its third low slot can now actually be fit to be faster than a Buzzard.<br />
<br />
Example of an Anathema setup:<br><br />
[Anathema, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Cap Recharger II<br><br />
1MN MicroWarpdrive II<br><br />
Phased Muon Sensor Disruptor I<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
[empty high slot]<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
Anathema also has the furthest warp duration and best capacitor regen of any of the suggested setups.<br />
<br />
====Rigs====<br />
The rigs most commonly fitted to CovOps frigates are two Small Gravity Capacitor Upgrade I, which increase scan probe strength by 10% each. Although the corresponding T2 rigs give 15% bonus, a CovOps ship can fit only one of these, so most pilots opt to fit two T1 rigs for a total 20% bonus to scan strength. These rigs are very inexpensive (<100,000 ISK).<br />
<br />
Other rigs that may be somewhat beneficial to a CovOps frigate are the Auxiliary Thruster I, which increases the ship's base speed, and the Low Friction Nozzle Joint I, which boosts the ship's agility.<br />
<br />
==Cloaking and Covert Operations==<br />
The Covert Ops Cloak II enables a ship to disappear from both the visual display and overview and also, for the time being, keep it hidden from scan probes. You are still listed in local, but if you're at a safe spot with the cloak operational you are almost completely safe.<br />
<br />
A Covert Ops cloak II fitted on a [[:Category:Covert Ops|CovOps]] frigate has no base speed penalty when cloaked and a 5-10 second target delay with no resolution penalty.<br />
<br />
When using the cloak you cannot use any other modules (including afterburners or MWDs) so you are very much in watching mode. If you come within 2000 meters of any uncloaked objects then the cloak will deactivate and you will not be able to activate it until you are at least 2000 m away from everything. This means that if you jump into a busy gate camp with plenty of debris around and get caught by a warp bubble, you will most likely not be able to activate your cloak and you will probably die.<br />
<br />
The most important quality of the Covert Ops cloak is that it lets you warp with the cloak active. This means you can arrive on grid with nobody knowing about it, which can obviously be very useful.<br />
<br />
==Overview Settings==<br />
When doing [[:Category:Covert Ops|CovOps]] work, it is helpful to use three different saved overview settings. Using tabs, it is easy to switch between the three settings.<br />
<br />
===Standard===<br />
When you are in position to observe, you need to ensure you see all. It is important that a Covert Ops pilot is fully aware of every single item around him, to avoid going withing 2000m of another object and getting de-cloaked.<br />
<br />
To do this, in the Overview Settings - Filters - Types tab, make sure everything is selected. Also, on the Overview Settings - Filters - States tab, make sure everything is selected. This can then be saved as 'CovOps - Standard'<br />
<br />
===Moving===<br />
When moving by either warping, jumping or normal propulsion the pilot should be very aware of what is coming up in front of him. When moving normally around a gate or target the pilot should use the CovOps - Standard setting. However, the major disadvantage of the CovOps - Standard is that it can cause significant lag during session changes.<br />
<br />
When jumping through gates, where the other side is unknown, the pilot should use a different overview setting which covers the most important objects, but reduces lag;<br />
<br />
In the Overview Settings - Filters - Types tab select the following;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Agent in space<br />
** Audit Log Secure Container<br />
** Beacon<br />
** Biomass<br />
** Cargo Container<br />
** Freight Container<br />
** Global Warp Disruptor<br />
** Large Collidable Object<br />
** Mobile Sentry Gun<br />
** Secure Cargo Container<br />
** Star Gate<br />
** Warp Gate<br />
** Wreck<br />
* Drone<br />
** All<br />
* NPC<br />
** All<br />
* Entity<br />
** Billboard<br />
** Large Collidable Ship<br />
** Large Collidable Structure<br />
** Protective Sentry Gun<br />
** Sentry Gun<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** None<br />
<br />
===Scanning===<br />
It is useful to have another overview setting used for Scanning. This setting changes a lot depending on what you are looking for. However, when trying to scan the immediate area, saving time and eliminating clutter is essential. As such, use the following when scanning using overview settings;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Asteroid Belt<br />
** Moon<br />
** Planet<br />
** Warp gate<br />
** Star Gate<br />
* Drone<br />
** Combat Drone<br />
* NPC<br />
** None<br />
* Entity<br />
** None<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** Control Tower<br />
** Force Field (to show if a tower is active or not)<br />
<br />
These settings allow for a quick scan, which reveals key points in the solar system plus any ships in the scan radius. All other clutter is kept out. Be sure to check that "Use Overview Settings" is enabled, then once a scan can be narrowed down you can disable it so that everything in the narrow search can be seen.<br />
<br />
Bear in mind that it is not possible to include some types of object on your overview, the most important of which is the warp disrupt probe launched by an interdictor. It is therefore very important, particularly when scanning a gate or a station, to make sure that "Use Overview Settings" is NOT enabled before reporting the scan as clear or warping onto grid.<br />
<br />
All of these settings should also include showing the ship type and Corporation ticker as these give vital information on the enemy. Remember to add the settings to different tabs so you just need to switch between tabs to get a different overview setting while on the go.<br />
<br />
A useful tip is that you can reduce lag a lot by minimizing overview (by pressing TAB) when jumping into a system. This can be a lifesaver when entering a very busy system (you can use your map to determine if the system ahead is likely to be very busy). Once the system has loaded, you can maximize overview and get the intel you need.<br />
<br />
==Recon Bookmarks==<br />
[[:Category:Covert Ops|CovOps]] pilots make extensive use of tactical bookmarks. However, given their purpose of safely observing while not being discovered they require a further type of bookmark. We will be covering these BMs in detail during the course.<br />
<br />
The safest bookmark positions around an object in space are those which are not aligned to another celestial body. These positions have the main benefit of being unlikely to be used for a hostile to warp in to. They require a hostile to have created a bookmark at the same place previously or to move into that position under normal power. In the first instance, a [[:Category:Covert Ops|CovOps]] pilot is incredibly unlucky and in the second can see the enemy pilot coming and move out of the way while cloaked. Unaligned on-grid tacticals can also help against certain types of bubble equipped gate camps.<br />
<br />
Gates will generally have at least one pair of Recon bookmarks (one at 90km, the other at 300km from the gate) that are aligned with each other, but not with anything else. Since all kinds of warp disruption bubbles have a maximum range of ~150km, by warping to a bookmark 300km from the gate you have a very low chance of being caught in a bubble (you would have to be very unlucky for someone to have put a bubble over 150km from a gate in the same unaligned direction as your bookmark!). The majority of the time this bookmark will put you on grid with the gate, allowing you to safely observe the activity around the gate, check for bubbles, etc. If you need to get closer (for example, to use the "Look At" camera option on the gate), you can either warp directly down to the 90km bookmark, or if there is a bubble on the gate, warp off to a tactical and back to the 90km BM.<br />
<br />
===Recon Bookmark Naming Convention===<br />
The naming convention we use for these pairs of [[:Category:Covert Ops|CovOps]] bookmarks is:<br />
<br />
*|R> AA NN @DDkm <R|<br />
**AA = the name of the gate<br />
**NN = The id of the bookmark at this gate (allows up to 100 BMs per gate)<br />
**DD = the distance to the gate<br />
<br />
The even numbered bookmarks (and bookmark 00) will be the 90km of each pair, whilst the odd numbered ones will be the 300km.<br />
<br />
Example:<br />
<br />
|R> Harroule 00 @90km <R|<br />
<br />
This BM is 90km from the Harroule gate. It will have a paired BM:<br />
<br />
|R> Harroule 01 @300km <R|<br />
<br />
This BM is in the same unaligned direction from the gate as the previous 90km bookmark, but is further away at 300km.<br />
<br />
==Further References==<br />
* [[PVP COVOPS Probing]]</div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Covert_Operations&diff=20308Covert Operations2013-04-13T23:51:11Z<p>XiMascia: /* Cloaking and Covert Operations */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small>Original text by [http://www.agony-unleashed.com/user.php?id.8 Stein Voorhees], February 2007<br/>Updated and extended by [http://www.agony-unleashed.com/user.php?id.18 Carenthor Loon],[http://www.agony-unleashed.com/user.php?id.797 Ecatherina W], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/>Copyright Agony Unleashed</small></p><br />
<br />
<br />
==Background==<br />
<br />
'''CovOps''': “Recon.” <br/><br />
'''FC''': “Go recon.”<br/><br />
'''CovOps''': “This is cr8r in RMOC on the Hemin gate. Eight in local. Nothing on grid, 5-ship armor HAC gang on scan. They're not at a POS or a celestial, looks like they're at a safe. FC: want a drop on them?”<br/><br />
'''FC''': “Yes. Get your probes out and get me that drop. Let me know when you've got it. Fleet: hold on RMOC gate.”<br/><br />
'''CovOps''': “Anchor in place. Warp to cr8r at 20.”<br/><br />
'''FC''': “Fleet: jump jump. Cold warping fleet to CovOps.”<br />
<br />
<br />
Agony Unleashed operates primarily in well organized wolfpack style fleets which tend to be smaller gangs which can deliver tremendous firepower and travel extremely quickly. In order to best deliver this firepower, the Fleet Commander (FC) needs to have knowledge of the enemy immediately to hand. A good CovOps pilot is a force multiplier to a fleet – greatly expanding the fleet's ability to kill opponents and reducing the chance of the fleet being trapped by overwhelming opposition. Despite rumors to the contrary, flying a CovOps ship for a fleet can be tremendously exciting. And (as an added bonus) your fleet mates will thank you for it.<br />
<br />
<br />
'''Capabilities of a CovOps pilot'''<br />
<br />
A CovOps ship's specialty is fitting the Covert Ops Cloaking Device, which allows you to warp cloaked. Once your CovOps ship is in system and cloaked you can range around the system at will, invisible to the overview, scans, and probes (if flown correctly). You can maneuver in close proximity to other ships undetected for spying and for getting drops on potential victims for the rest of the fleet. In addition, your CovOps ship has a frigate's speed and agility for rapid exploration, can re-cloak very quickly, and, most importantly, gets a bonus for probes. <br />
<br />
Given the abilities mentioned above, what are you expected to be able to do as the CovOps pilot in a fleet op, and how can you contribute to fleet kills? You will be expected to perform two primary tasks: Provide reconnaissance about ships/fleets while roaming or stationed ahead of the fleet, and pin down the specific location of targets within a system. And you'll be expected to be able to do these tasks while avoiding getting your fragile frigate hull blown up. <br />
<br />
<br />
'''Who and where is my enemy? What's my enemy's capability?'''<br />
<br />
Reconnaissance is the bulk of a CovOps pilot's work. Reconnaissance consists of providing intelligence about ships and fleets in systems removed from the main fleet's location, its purpose is to let the FC and fleet know of opportunities ahead and threats that may be coming down the pipe. In order to provide the best reconnaissance you should be familiar with the composition, strengths, and weaknesses of your own fleet, in order to identify which information is important to pass onto the FC.<br />
<br />
Ideally, you'll talk with the FC about his/her expectations before the operation, in order to get an understanding of how far out the FC would like you to range, discuss if there are any systems in particular that the FC would like recon from, and find out if there are any types of targets that he/she is especially interested in. FC experience can help a CovOps pilot gain judgment about how and when to pass on information to the fleet. <br />
<br />
A CovOps pilot generally provides fleet forward eyes by ranging through systems +2 to +6 from the fleet, poking a head into side systems to see if there are any good targets while moving ahead toward the FC's destination. In order to travel safely a CovOps pilot relies heavily on TAC bookmarks near gates and stations, and in order to observe hostile forces you'll need an additional set of Recon bookmarks. Also, in order to avoid decloaking and to find targets efficiently, you'll need a couple of overview tabs dedicated to CovOps tasks. Recon bookmarks and Overview tabs are covered in more depth below and in class. <br />
<br />
As a CovOps pilot, you'll be relatively independent from the fleet and will make your own decisions – within the bounds of what you had discussed with the FC – about when and where to move while tirelessly hunting, hunting for information. Alternatively, a CovOps pilot can provide passive eyes – sitting invisible in a single system and tracking local and d-scan. Often times a lightly-tended alt running on a second client can provide passive eyes. <br />
<br />
Once you find anything of interest, you'll provide a recon report to the FC and the fleet. Recon reports should be given as frequently as necessary to provide a flow of *relevant* information to the FC. The recon reports should be as concise and clear as possible – giving the FC information in a easily digestible and familiar format, so that he/she can put the information to immediate use and doesn't have to waste time figuring out what the CovOps pilot is seeing. The recon format is discussed below and in class. <br />
<br />
<br />
'''How can I kill my enemy?'''<br />
<br />
Beyond general recon, your second task is finding targets and getting the drop. In order to be the most effective force multiplier possible, you should be actively looking for opportunities for kills for your fleet and getting drops on those potential targets (in addition to providing information to keep your fleet safe). How to go about this? Your first tool for finding targets is out-of-game: Dotlan (http://evemaps.dotlan.net/). A skilled CovOps pilot will have Dotlan open for the entire op anyway for navigation purposes, but Dotlan also helps you look for opportunities. Dotlan provides statistics for individual systems regarding number of recent jumps (for general system activity), NPC ships killed (by ratters and mission runners, potential targets) and number of player ship/pod kills. While ranging as forward eyes, a skilled CovOps pilot will be checking Dotlan stats for surrounding systems to get an idea of which direction may be most fruitful. <br />
<br />
After checking Dotlan, coming into a system you'll always want to immediately check the number of pilots in local and hit a 360-degree 14.4au directional scan. At times you'll need to do this while evading capture by gate campers. If your fleet is nearby (e.g., -1 or -2 from you) you'll want to provide a general situation recon report to let the FC know what he/she can expect if the fleet comes this way. Then, if the system looks promising you can start searching for targets. <br />
<br />
The tools that you'll use to find and get a drop on targets will depend on their location relative to you: targets will be either 1) on-grid with you; 2) off grid, but on scan at a celestial; 3) off grid, on scan at a safespot; or 4) off scan, on probe. You can find and get drops on these targets using either laddering (for #1 above), dscan (for #2 above), or probes (for #1, #3, and #4 above). These techniques are covered in depth in class and in the other reading material. <br />
<br />
<br />
<br />
In addition to performing these tasks adequately, you'll be expected – above all – to not get blown up. Fortunately, a well-piloted CovOps ship is difficult to destroy. Of course, the reason that it's hard to destroy is NOT because of its EHP! CovOps ships are flimsy – if you get any incoming DPS at all, you are most likely a dead CovOps pilot. CovOps ships rely on stealth tank: while flying your Cheetah, Anathema, Buzzard, or Helios you need to keep your cloak up (pretty much) at all times. An experienced CovOps pilot continually but unconsciously checks that green glow on the Covert Ops Cloaking device to make sure that it's running – the glow is your only safety. As long as your cloak is running you cannot be seen on the overview, scan, or probe, and you cannot be targeted. However, there are a few times when you will have to drop cloak – this is the CovOps ship's Achilles heel. You'll have brief moments of visibility while traveling through a gate, while dropping/reloading probes, and while leaving a station. Other sections of the reading will discuss techniques for evasion and stealth in more depth. <br />
<br />
As a wrap-up to this introduction, what are you NOT expected to do as a CovOps pilot? A CovOps pilot should never show up on a killmail. Period. That means that you'll need to avoid getting killed, but also that you will not use any offensive weaponry, including guns, EWAR, and tackle. A CovOps ship is an expensive loss for the fleet, it's very fragile, and it has the highly-limited offensive capability of a T1 probing frigate. You and your ship are much more valuable to your fleet as a force multiplier than as DPS, EWAR, or tackle. <br />
<br />
===Objectives of Intelligence Gathering===<br />
Within EVE, there are a number of crucial pieces of information which a combat commander requires when setting out on an operation. These can be summarized as:<br />
<br />
#Location of the enemy.<br />
#Ship types and alliance of the enemy.<br />
#Enemy fleet activities.<br />
#Destination of the enemy.<br />
#Position of Warp Bubbles and Interdiction Spheres<br />
#The Inertia of the enemy fleet - is it a fast moving frigate gang, or a lumbering BS gang with incredible firepower<br />
<br />
In order to effectively deliver decisive force, the FC needs to have this information prior to any engagement and work it into a cohesive plan. Indeed, without this information it may be impossible to engage at all. In order to supply the above information on mobile fleets, active scouting and reconnaissance is required. At times, a CovOps pilot may also be needed to provide a warp in point on a sniper or to track down and/or shadow an enemy fleet.<br />
<br />
The [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course will take you through how best to deliver this key information to the FC without being seen or engaged by the enemy. By its nature, [[:Category:Covert Ops|CovOps]] Recon may not involve any direct offensive tactics. The ships are expensive and very fragile. A good [[:Category:Covert Ops|CovOps]] pilot will most likely never engage a weapon while in his ship. However, there are a number of advanced [[:Category:Covert Ops|CovOps]] tactics where a more offensive attitude may be warranted. This document covers the preliminary information you will require to attend the course.<br />
<br />
==Skills and Implants==<br />
The skills required by [[:Category:Covert Ops|Covert Ops]] pilots are primarily those already needed to fly in Agony wolfpacks. However, there are a number of skills which need to be increased above this basic level to ensure that pilots have the speed and agility to avoid engagements. Also, in order to effectively use cloaking technology there are some significant skills that need investing in.<br />
===Covert Ops Recon Skills===<br />
====Base skills====<br />
*Covert Ops 4+ (preferably 5)<br />
*Cloaking 4+<br />
*Electronics 5<br />
*Electronics Upgrades 5<br />
*Evasive Maneuvering 4+<br />
*Navigation 4+<br />
*Warp Drive Operation 4+<br />
*Racial Frigate 5<br />
*Acceleration Control 4+<br />
*High Speed Maneuvering 4+<br />
*Fuel Conservation 4+<br />
*Electronic Warfare 3+<br />
*Energy Management 4+<br />
*Weapon Upgrades 3+<br />
*Engineering 4+<br />
*Spaceship Command 4+<br />
<br />
====Additional skills for probing====<br />
*Science 3<br />
*Astrometrics 4+ (preferably 5)<br />
*Astrometric Acquisition 3+<br />
*Astrometric Pinpointing 3+<br />
*Astrometric Rangefinding 3+<br />
<br />
===Implants===<br />
The following implants are useful for [[:Category:Covert Ops|Covert Ops]] pilots:<br />
*Poteque 'Prospector' Astrometric Pinpointing AP-6XX (slot 06, reduces probe signal deviation)<br />
*Poteque 'Prospector' Astrometric Acquisition AQ-7XX (slot 07, reduces probe scan time)<br />
*Poteque 'Prospector' Astrometric Rangefinding AR-8XX (slot 08, improves probe scan strength)<br />
*Eifyr and Co. 'Rogue' Warp Drive Speed WS-5XX (slot 5, increases warp velocity)<br />
*Eifyr and Co. 'Rogue' Acceleration Control AC-6XX (slot 6, increases speed while using MWDs and afterburners)<br />
*Eifyr and Co. 'Rogue' Navigation NN-6XX (slot 6, increases ship velocity)<br />
*Eifyr and Co. 'Rogue' Evasive Maneuvering EM-7XX (slot 7, improves ship agility)<br />
<br />
==Ships==<br />
In order to effectively perform reconnaissance in Eve, you must not only be able to observe without being seen, you must also be able to get into position without being seen. As such, for a [[:Category:Covert Ops|Covert Operations frigate]] using a CovOps cloak is a must.<br />
<br />
All students must attend the [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course with a Covert Ops frigate equipped with a CovOps Cloak II and an Expanded Probe Launcher. Additional fittings are described below and will be discussed during the course.<br />
<br />
One thing to bear in mind with CovOps frigates is that they will pop very easily. They generally travel solo and can be very easily picked off if engaged by virtually any enemy. As such, their general fitting needs to be based around speed, maneuverability and stealth, NOT around a tank or gank.<br />
<br />
Another consideration with these ships is that they have a relatively high total cost. A CovOps frigate costs approximately 15-25 million ISK while the CovOps Cloak adds another 8-10 million to the bill, not to mention rigs, implants, and fittings. As such, we must be careful when flying these ships, as their loss could have a large negative effect on the ISK efficiency of an entire session of an otherwise T1 wolfpack (since one of Agony Unleashed's primary objectives in the field is to cause significantly more damage than it takes). To win the ISK war, we must take care with our ship and only put it into a situation of danger when the gains outweigh the losses. This course will cover how to keep your ship in one piece.<br />
<br />
===Basic Fitting Principles===<br />
The basics of CovOps ship fitting include an Expanded Probe Launcher and a Covert ops cloak in the high slots, MWD in the mid slots, and overdrives or nanofibers in the low slots. The cloak and probe launcher enable you to warp around cloaked and perform scans of the area. Microwarpdrive will enable CovOps ship to quickly cover certain distance across the grid when there is no danger of getting targeted (example: if you're creating bookmarks in an otherwise empty system). Overdrives and nanofibers will boost the ship's cloaked velocity allowing you quicker to move into warp-in positions for your gang; nanofibers will also increase CovOps ship's agility allowing it to enter warp and turn faster.<br />
<br />
Once the above modules have been fitted, a CovOps ship will have several open high and mid slots. Open mid-slots should be fitted next. They are used for defensive EWAR modules with the aim of helping the frigate escape if cornered. Popular choices are Remote Sensor Dampeners that can cut locking range of an interceptor, freeing the CovOps frigate from its tackle, as well as ECM modules and ECM burst. Keep in mind that the strength of ECM modules is quite low on non-bonused ships so chances of a jam are relatively low. ECM burst modules have an area of effect of only 6,000m. They will also require approximately 250 units of capacitor to activate for one cycle, while unbonused capacitor sized of CovOps frigates range from 187 units for Cheetah up to 250 units for Anathema. This means that to activate an ECM burst CovOps frigate must have nearly full capacitor and it can only be activated for one cycle. ECM burst modules are very cap intensive, so the ship setup that includes this module should also include a cap battery or recharger which can also help in making long warps.<br />
<br />
===Covert Ops Frigates: Suggested Fittings===<br />
====Buzzard====<br />
The Caldari [[Buzzard]] is the second slowest CovOps frigate, and therefore is not ideal for fleet work. For combat CovOps, not covered in this class, the Buzzard's high grid and CPU making it the easiest ship to fit for agression. It is also has 5 mid-slots which enable it to pack a very hard EWAR punch.<br />
<br />
Example of a Buzzard setup:<br><br />
[Buzzard, class] <br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
Phased Monopropellant I Hydrazine Boosters<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
====Cheetah====<br />
The Minmatar [[Cheetah]] is the fastest CovOps frigate. It is extremely useful for situations when you need to move across the grid without warping, for example, when getting into position on a sniper. It is however the hardest CovOps to fit.<br />
<br />
Example of a Cheetah setup:<br><br />
[Cheetah, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Monopropellant I Hydrazine Boosters<br><br />
Phased Muon Sensor Disruptor I<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
This setup has a base speed of over 611 m/s. It only has an remote sensor damp to defend itself, so will rely on stealth and speed to evade enemy ships.<br />
<br />
====Helios====<br />
The Gallente [[Helios]] treads a path between the Buzzard and Cheetah. It is easier to fit that a Cheetah and is somewhat faster than a Buzzard.<br />
<br />
[Helios, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
1MN MicroWarpdrive I<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
<br />
This gives the same defensive EWAR as the Buzzard, but has a higher speed under cloak.<br />
<br />
====Anathema====<br />
The Amarr [[Anathema]] is historically regarded to be the worst CovOps frigate due to it having the lowest base speed. However, it has the highest base capacitor of any of the CovOps frigs, and with its third low slot can now actually be fit to be faster than a Buzzard.<br />
<br />
Example of an Anathema setup:<br><br />
[Anathema, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Cap Recharger II<br><br />
1MN MicroWarpdrive II<br><br />
Phased Muon Sensor Disruptor I<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
[empty high slot]<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
Anathema also has the furthest warp duration and best capacitor regen of any of the suggested setups.<br />
<br />
====Rigs====<br />
The rigs most commonly fitted to CovOps frigates are two Small Gravity Capacitor Upgrade I, which increase scan probe strength by 10% each. Although the corresponding T2 rigs give 15% bonus, a CovOps ship can fit only one of these, so most pilots opt to fit two T1 rigs for a total 20% bonus to scan strength. These rigs are very inexpensive (<100,000 ISK).<br />
<br />
Other rigs that may be somewhat beneficial to a CovOps frigate are the Auxiliary Thruster I, which increases the ship's base speed, and the Low Friction Nozzle Joint I, which boosts the ship's agility.<br />
<br />
==Cloaking and Covert Operations==<br />
The Covert Ops Cloak II enables a ship to disappear from both the visual display and overview and also, for the time being, keep it hidden from scan probes. You are still listed in local, but if you're at a safe spot with the cloak operational you are almost completely safe.<br />
<br />
A Covert Ops cloak II fitted on a [[:Category:Covert Ops|CovOps]] frigate has no base speed penalty when cloaked and a 5-10 second target delay with no resolution penalty.<br />
<br />
When using the cloak you cannot use any other modules (including afterburners or MWDs) so you are very much in watching mode. If you come within 2000 meters of any objects then the cloak will deactivate and you will not be able to activate it until you are at least 2000 m away from everything. This means that if you jump into a busy gate camp with plenty of debris around and get caught by a warp bubble, you will most likely not be able to activate your cloak and you will probably die.<br />
<br />
The most important quality of the Covert Ops cloak is that it lets you warp with the cloak active. This means you can arrive on grid with nobody knowing about it, which can obviously be very useful.<br />
<br />
==Overview Settings==<br />
When doing [[:Category:Covert Ops|CovOps]] work, it is helpful to use three different saved overview settings. Using tabs, it is easy to switch between the three settings.<br />
<br />
===Standard===<br />
When you are in position to observe, you need to ensure you see all. It is important that a Covert Ops pilot is fully aware of every single item around him, to avoid going withing 2000m of another object and getting de-cloaked.<br />
<br />
To do this, in the Overview Settings - Filters - Types tab, make sure everything is selected. Also, on the Overview Settings - Filters - States tab, make sure everything is selected. This can then be saved as 'CovOps - Standard'<br />
<br />
===Moving===<br />
When moving by either warping, jumping or normal propulsion the pilot should be very aware of what is coming up in front of him. When moving normally around a gate or target the pilot should use the CovOps - Standard setting. However, the major disadvantage of the CovOps - Standard is that it can cause significant lag during session changes.<br />
<br />
When jumping through gates, where the other side is unknown, the pilot should use a different overview setting which covers the most important objects, but reduces lag;<br />
<br />
In the Overview Settings - Filters - Types tab select the following;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Agent in space<br />
** Audit Log Secure Container<br />
** Beacon<br />
** Biomass<br />
** Cargo Container<br />
** Freight Container<br />
** Global Warp Disruptor<br />
** Large Collidable Object<br />
** Mobile Sentry Gun<br />
** Secure Cargo Container<br />
** Star Gate<br />
** Warp Gate<br />
** Wreck<br />
* Drone<br />
** All<br />
* NPC<br />
** All<br />
* Entity<br />
** Billboard<br />
** Large Collidable Ship<br />
** Large Collidable Structure<br />
** Protective Sentry Gun<br />
** Sentry Gun<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** None<br />
<br />
===Scanning===<br />
It is useful to have another overview setting used for Scanning. This setting changes a lot depending on what you are looking for. However, when trying to scan the immediate area, saving time and eliminating clutter is essential. As such, use the following when scanning using overview settings;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Asteroid Belt<br />
** Moon<br />
** Planet<br />
** Warp gate<br />
** Star Gate<br />
* Drone<br />
** Combat Drone<br />
* NPC<br />
** None<br />
* Entity<br />
** None<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** Control Tower<br />
** Force Field (to show if a tower is active or not)<br />
<br />
These settings allow for a quick scan, which reveals key points in the solar system plus any ships in the scan radius. All other clutter is kept out. Be sure to check that "Use Overview Settings" is enabled, then once a scan can be narrowed down you can disable it so that everything in the narrow search can be seen.<br />
<br />
Bear in mind that it is not possible to include some types of object on your overview, the most important of which is the warp disrupt probe launched by an interdictor. It is therefore very important, particularly when scanning a gate or a station, to make sure that "Use Overview Settings" is NOT enabled before reporting the scan as clear or warping onto grid.<br />
<br />
All of these settings should also include showing the ship type and Corporation ticker as these give vital information on the enemy. Remember to add the settings to different tabs so you just need to switch between tabs to get a different overview setting while on the go.<br />
<br />
A useful tip is that you can reduce lag a lot by minimizing overview (by pressing TAB) when jumping into a system. This can be a lifesaver when entering a very busy system (you can use your map to determine if the system ahead is likely to be very busy). Once the system has loaded, you can maximize overview and get the intel you need.<br />
<br />
==Recon Bookmarks==<br />
[[:Category:Covert Ops|CovOps]] pilots make extensive use of tactical bookmarks. However, given their purpose of safely observing while not being discovered they require a further type of bookmark. We will be covering these BMs in detail during the course.<br />
<br />
The safest bookmark positions around an object in space are those which are not aligned to another celestial body. These positions have the main benefit of being unlikely to be used for a hostile to warp in to. They require a hostile to have created a bookmark at the same place previously or to move into that position under normal power. In the first instance, a [[:Category:Covert Ops|CovOps]] pilot is incredibly unlucky and in the second can see the enemy pilot coming and move out of the way while cloaked. Unaligned on-grid tacticals can also help against certain types of bubble equipped gate camps.<br />
<br />
Gates will generally have at least one pair of Recon bookmarks (one at 90km, the other at 300km from the gate) that are aligned with each other, but not with anything else. Since all kinds of warp disruption bubbles have a maximum range of ~150km, by warping to a bookmark 300km from the gate you have a very low chance of being caught in a bubble (you would have to be very unlucky for someone to have put a bubble over 150km from a gate in the same unaligned direction as your bookmark!). The majority of the time this bookmark will put you on grid with the gate, allowing you to safely observe the activity around the gate, check for bubbles, etc. If you need to get closer (for example, to use the "Look At" camera option on the gate), you can either warp directly down to the 90km bookmark, or if there is a bubble on the gate, warp off to a tactical and back to the 90km BM.<br />
<br />
===Recon Bookmark Naming Convention===<br />
The naming convention we use for these pairs of [[:Category:Covert Ops|CovOps]] bookmarks is:<br />
<br />
*|R> AA NN @DDkm <R|<br />
**AA = the name of the gate<br />
**NN = The id of the bookmark at this gate (allows up to 100 BMs per gate)<br />
**DD = the distance to the gate<br />
<br />
The even numbered bookmarks (and bookmark 00) will be the 90km of each pair, whilst the odd numbered ones will be the 300km.<br />
<br />
Example:<br />
<br />
|R> Harroule 00 @90km <R|<br />
<br />
This BM is 90km from the Harroule gate. It will have a paired BM:<br />
<br />
|R> Harroule 01 @300km <R|<br />
<br />
This BM is in the same unaligned direction from the gate as the previous 90km bookmark, but is further away at 300km.<br />
<br />
==Further References==<br />
* [[PVP COVOPS Probing]]</div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Covert_Operations&diff=20307Covert Operations2013-04-13T23:46:06Z<p>XiMascia: /* Cloaking and Covert Operations */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small>Original text by [http://www.agony-unleashed.com/user.php?id.8 Stein Voorhees], February 2007<br/>Updated and extended by [http://www.agony-unleashed.com/user.php?id.18 Carenthor Loon],[http://www.agony-unleashed.com/user.php?id.797 Ecatherina W], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/>Copyright Agony Unleashed</small></p><br />
<br />
<br />
==Background==<br />
<br />
'''CovOps''': “Recon.” <br/><br />
'''FC''': “Go recon.”<br/><br />
'''CovOps''': “This is cr8r in RMOC on the Hemin gate. Eight in local. Nothing on grid, 5-ship armor HAC gang on scan. They're not at a POS or a celestial, looks like they're at a safe. FC: want a drop on them?”<br/><br />
'''FC''': “Yes. Get your probes out and get me that drop. Let me know when you've got it. Fleet: hold on RMOC gate.”<br/><br />
'''CovOps''': “Anchor in place. Warp to cr8r at 20.”<br/><br />
'''FC''': “Fleet: jump jump. Cold warping fleet to CovOps.”<br />
<br />
<br />
Agony Unleashed operates primarily in well organized wolfpack style fleets which tend to be smaller gangs which can deliver tremendous firepower and travel extremely quickly. In order to best deliver this firepower, the Fleet Commander (FC) needs to have knowledge of the enemy immediately to hand. A good CovOps pilot is a force multiplier to a fleet – greatly expanding the fleet's ability to kill opponents and reducing the chance of the fleet being trapped by overwhelming opposition. Despite rumors to the contrary, flying a CovOps ship for a fleet can be tremendously exciting. And (as an added bonus) your fleet mates will thank you for it.<br />
<br />
<br />
'''Capabilities of a CovOps pilot'''<br />
<br />
A CovOps ship's specialty is fitting the Covert Ops Cloaking Device, which allows you to warp cloaked. Once your CovOps ship is in system and cloaked you can range around the system at will, invisible to the overview, scans, and probes (if flown correctly). You can maneuver in close proximity to other ships undetected for spying and for getting drops on potential victims for the rest of the fleet. In addition, your CovOps ship has a frigate's speed and agility for rapid exploration, can re-cloak very quickly, and, most importantly, gets a bonus for probes. <br />
<br />
Given the abilities mentioned above, what are you expected to be able to do as the CovOps pilot in a fleet op, and how can you contribute to fleet kills? You will be expected to perform two primary tasks: Provide reconnaissance about ships/fleets while roaming or stationed ahead of the fleet, and pin down the specific location of targets within a system. And you'll be expected to be able to do these tasks while avoiding getting your fragile frigate hull blown up. <br />
<br />
<br />
'''Who and where is my enemy? What's my enemy's capability?'''<br />
<br />
Reconnaissance is the bulk of a CovOps pilot's work. Reconnaissance consists of providing intelligence about ships and fleets in systems removed from the main fleet's location, its purpose is to let the FC and fleet know of opportunities ahead and threats that may be coming down the pipe. In order to provide the best reconnaissance you should be familiar with the composition, strengths, and weaknesses of your own fleet, in order to identify which information is important to pass onto the FC.<br />
<br />
Ideally, you'll talk with the FC about his/her expectations before the operation, in order to get an understanding of how far out the FC would like you to range, discuss if there are any systems in particular that the FC would like recon from, and find out if there are any types of targets that he/she is especially interested in. FC experience can help a CovOps pilot gain judgment about how and when to pass on information to the fleet. <br />
<br />
A CovOps pilot generally provides fleet forward eyes by ranging through systems +2 to +6 from the fleet, poking a head into side systems to see if there are any good targets while moving ahead toward the FC's destination. In order to travel safely a CovOps pilot relies heavily on TAC bookmarks near gates and stations, and in order to observe hostile forces you'll need an additional set of Recon bookmarks. Also, in order to avoid decloaking and to find targets efficiently, you'll need a couple of overview tabs dedicated to CovOps tasks. Recon bookmarks and Overview tabs are covered in more depth below and in class. <br />
<br />
As a CovOps pilot, you'll be relatively independent from the fleet and will make your own decisions – within the bounds of what you had discussed with the FC – about when and where to move while tirelessly hunting, hunting for information. Alternatively, a CovOps pilot can provide passive eyes – sitting invisible in a single system and tracking local and d-scan. Often times a lightly-tended alt running on a second client can provide passive eyes. <br />
<br />
Once you find anything of interest, you'll provide a recon report to the FC and the fleet. Recon reports should be given as frequently as necessary to provide a flow of *relevant* information to the FC. The recon reports should be as concise and clear as possible – giving the FC information in a easily digestible and familiar format, so that he/she can put the information to immediate use and doesn't have to waste time figuring out what the CovOps pilot is seeing. The recon format is discussed below and in class. <br />
<br />
<br />
'''How can I kill my enemy?'''<br />
<br />
Beyond general recon, your second task is finding targets and getting the drop. In order to be the most effective force multiplier possible, you should be actively looking for opportunities for kills for your fleet and getting drops on those potential targets (in addition to providing information to keep your fleet safe). How to go about this? Your first tool for finding targets is out-of-game: Dotlan (http://evemaps.dotlan.net/). A skilled CovOps pilot will have Dotlan open for the entire op anyway for navigation purposes, but Dotlan also helps you look for opportunities. Dotlan provides statistics for individual systems regarding number of recent jumps (for general system activity), NPC ships killed (by ratters and mission runners, potential targets) and number of player ship/pod kills. While ranging as forward eyes, a skilled CovOps pilot will be checking Dotlan stats for surrounding systems to get an idea of which direction may be most fruitful. <br />
<br />
After checking Dotlan, coming into a system you'll always want to immediately check the number of pilots in local and hit a 360-degree 14.4au directional scan. At times you'll need to do this while evading capture by gate campers. If your fleet is nearby (e.g., -1 or -2 from you) you'll want to provide a general situation recon report to let the FC know what he/she can expect if the fleet comes this way. Then, if the system looks promising you can start searching for targets. <br />
<br />
The tools that you'll use to find and get a drop on targets will depend on their location relative to you: targets will be either 1) on-grid with you; 2) off grid, but on scan at a celestial; 3) off grid, on scan at a safespot; or 4) off scan, on probe. You can find and get drops on these targets using either laddering (for #1 above), dscan (for #2 above), or probes (for #1, #3, and #4 above). These techniques are covered in depth in class and in the other reading material. <br />
<br />
<br />
<br />
In addition to performing these tasks adequately, you'll be expected – above all – to not get blown up. Fortunately, a well-piloted CovOps ship is difficult to destroy. Of course, the reason that it's hard to destroy is NOT because of its EHP! CovOps ships are flimsy – if you get any incoming DPS at all, you are most likely a dead CovOps pilot. CovOps ships rely on stealth tank: while flying your Cheetah, Anathema, Buzzard, or Helios you need to keep your cloak up (pretty much) at all times. An experienced CovOps pilot continually but unconsciously checks that green glow on the Covert Ops Cloaking device to make sure that it's running – the glow is your only safety. As long as your cloak is running you cannot be seen on the overview, scan, or probe, and you cannot be targeted. However, there are a few times when you will have to drop cloak – this is the CovOps ship's Achilles heel. You'll have brief moments of visibility while traveling through a gate, while dropping/reloading probes, and while leaving a station. Other sections of the reading will discuss techniques for evasion and stealth in more depth. <br />
<br />
As a wrap-up to this introduction, what are you NOT expected to do as a CovOps pilot? A CovOps pilot should never show up on a killmail. Period. That means that you'll need to avoid getting killed, but also that you will not use any offensive weaponry, including guns, EWAR, and tackle. A CovOps ship is an expensive loss for the fleet, it's very fragile, and it has the highly-limited offensive capability of a T1 probing frigate. You and your ship are much more valuable to your fleet as a force multiplier than as DPS, EWAR, or tackle. <br />
<br />
===Objectives of Intelligence Gathering===<br />
Within EVE, there are a number of crucial pieces of information which a combat commander requires when setting out on an operation. These can be summarized as:<br />
<br />
#Location of the enemy.<br />
#Ship types and alliance of the enemy.<br />
#Enemy fleet activities.<br />
#Destination of the enemy.<br />
#Position of Warp Bubbles and Interdiction Spheres<br />
#The Inertia of the enemy fleet - is it a fast moving frigate gang, or a lumbering BS gang with incredible firepower<br />
<br />
In order to effectively deliver decisive force, the FC needs to have this information prior to any engagement and work it into a cohesive plan. Indeed, without this information it may be impossible to engage at all. In order to supply the above information on mobile fleets, active scouting and reconnaissance is required. At times, a CovOps pilot may also be needed to provide a warp in point on a sniper or to track down and/or shadow an enemy fleet.<br />
<br />
The [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course will take you through how best to deliver this key information to the FC without being seen or engaged by the enemy. By its nature, [[:Category:Covert Ops|CovOps]] Recon may not involve any direct offensive tactics. The ships are expensive and very fragile. A good [[:Category:Covert Ops|CovOps]] pilot will most likely never engage a weapon while in his ship. However, there are a number of advanced [[:Category:Covert Ops|CovOps]] tactics where a more offensive attitude may be warranted. This document covers the preliminary information you will require to attend the course.<br />
<br />
==Skills and Implants==<br />
The skills required by [[:Category:Covert Ops|Covert Ops]] pilots are primarily those already needed to fly in Agony wolfpacks. However, there are a number of skills which need to be increased above this basic level to ensure that pilots have the speed and agility to avoid engagements. Also, in order to effectively use cloaking technology there are some significant skills that need investing in.<br />
===Covert Ops Recon Skills===<br />
====Base skills====<br />
*Covert Ops 4+ (preferably 5)<br />
*Cloaking 4+<br />
*Electronics 5<br />
*Electronics Upgrades 5<br />
*Evasive Maneuvering 4+<br />
*Navigation 4+<br />
*Warp Drive Operation 4+<br />
*Racial Frigate 5<br />
*Acceleration Control 4+<br />
*High Speed Maneuvering 4+<br />
*Fuel Conservation 4+<br />
*Electronic Warfare 3+<br />
*Energy Management 4+<br />
*Weapon Upgrades 3+<br />
*Engineering 4+<br />
*Spaceship Command 4+<br />
<br />
====Additional skills for probing====<br />
*Science 3<br />
*Astrometrics 4+ (preferably 5)<br />
*Astrometric Acquisition 3+<br />
*Astrometric Pinpointing 3+<br />
*Astrometric Rangefinding 3+<br />
<br />
===Implants===<br />
The following implants are useful for [[:Category:Covert Ops|Covert Ops]] pilots:<br />
*Poteque 'Prospector' Astrometric Pinpointing AP-6XX (slot 06, reduces probe signal deviation)<br />
*Poteque 'Prospector' Astrometric Acquisition AQ-7XX (slot 07, reduces probe scan time)<br />
*Poteque 'Prospector' Astrometric Rangefinding AR-8XX (slot 08, improves probe scan strength)<br />
*Eifyr and Co. 'Rogue' Warp Drive Speed WS-5XX (slot 5, increases warp velocity)<br />
*Eifyr and Co. 'Rogue' Acceleration Control AC-6XX (slot 6, increases speed while using MWDs and afterburners)<br />
*Eifyr and Co. 'Rogue' Navigation NN-6XX (slot 6, increases ship velocity)<br />
*Eifyr and Co. 'Rogue' Evasive Maneuvering EM-7XX (slot 7, improves ship agility)<br />
<br />
==Ships==<br />
In order to effectively perform reconnaissance in Eve, you must not only be able to observe without being seen, you must also be able to get into position without being seen. As such, for a [[:Category:Covert Ops|Covert Operations frigate]] using a CovOps cloak is a must.<br />
<br />
All students must attend the [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course with a Covert Ops frigate equipped with a CovOps Cloak II and an Expanded Probe Launcher. Additional fittings are described below and will be discussed during the course.<br />
<br />
One thing to bear in mind with CovOps frigates is that they will pop very easily. They generally travel solo and can be very easily picked off if engaged by virtually any enemy. As such, their general fitting needs to be based around speed, maneuverability and stealth, NOT around a tank or gank.<br />
<br />
Another consideration with these ships is that they have a relatively high total cost. A CovOps frigate costs approximately 15-25 million ISK while the CovOps Cloak adds another 8-10 million to the bill, not to mention rigs, implants, and fittings. As such, we must be careful when flying these ships, as their loss could have a large negative effect on the ISK efficiency of an entire session of an otherwise T1 wolfpack (since one of Agony Unleashed's primary objectives in the field is to cause significantly more damage than it takes). To win the ISK war, we must take care with our ship and only put it into a situation of danger when the gains outweigh the losses. This course will cover how to keep your ship in one piece.<br />
<br />
===Basic Fitting Principles===<br />
The basics of CovOps ship fitting include an Expanded Probe Launcher and a Covert ops cloak in the high slots, MWD in the mid slots, and overdrives or nanofibers in the low slots. The cloak and probe launcher enable you to warp around cloaked and perform scans of the area. Microwarpdrive will enable CovOps ship to quickly cover certain distance across the grid when there is no danger of getting targeted (example: if you're creating bookmarks in an otherwise empty system). Overdrives and nanofibers will boost the ship's cloaked velocity allowing you quicker to move into warp-in positions for your gang; nanofibers will also increase CovOps ship's agility allowing it to enter warp and turn faster.<br />
<br />
Once the above modules have been fitted, a CovOps ship will have several open high and mid slots. Open mid-slots should be fitted next. They are used for defensive EWAR modules with the aim of helping the frigate escape if cornered. Popular choices are Remote Sensor Dampeners that can cut locking range of an interceptor, freeing the CovOps frigate from its tackle, as well as ECM modules and ECM burst. Keep in mind that the strength of ECM modules is quite low on non-bonused ships so chances of a jam are relatively low. ECM burst modules have an area of effect of only 6,000m. They will also require approximately 250 units of capacitor to activate for one cycle, while unbonused capacitor sized of CovOps frigates range from 187 units for Cheetah up to 250 units for Anathema. This means that to activate an ECM burst CovOps frigate must have nearly full capacitor and it can only be activated for one cycle. ECM burst modules are very cap intensive, so the ship setup that includes this module should also include a cap battery or recharger which can also help in making long warps.<br />
<br />
===Covert Ops Frigates: Suggested Fittings===<br />
====Buzzard====<br />
The Caldari [[Buzzard]] is the second slowest CovOps frigate, and therefore is not ideal for fleet work. For combat CovOps, not covered in this class, the Buzzard's high grid and CPU making it the easiest ship to fit for agression. It is also has 5 mid-slots which enable it to pack a very hard EWAR punch.<br />
<br />
Example of a Buzzard setup:<br><br />
[Buzzard, class] <br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
Phased Monopropellant I Hydrazine Boosters<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
====Cheetah====<br />
The Minmatar [[Cheetah]] is the fastest CovOps frigate. It is extremely useful for situations when you need to move across the grid without warping, for example, when getting into position on a sniper. It is however the hardest CovOps to fit.<br />
<br />
Example of a Cheetah setup:<br><br />
[Cheetah, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Monopropellant I Hydrazine Boosters<br><br />
Phased Muon Sensor Disruptor I<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
This setup has a base speed of over 611 m/s. It only has an remote sensor damp to defend itself, so will rely on stealth and speed to evade enemy ships.<br />
<br />
====Helios====<br />
The Gallente [[Helios]] treads a path between the Buzzard and Cheetah. It is easier to fit that a Cheetah and is somewhat faster than a Buzzard.<br />
<br />
[Helios, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
1MN MicroWarpdrive I<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
<br />
This gives the same defensive EWAR as the Buzzard, but has a higher speed under cloak.<br />
<br />
====Anathema====<br />
The Amarr [[Anathema]] is historically regarded to be the worst CovOps frigate due to it having the lowest base speed. However, it has the highest base capacitor of any of the CovOps frigs, and with its third low slot can now actually be fit to be faster than a Buzzard.<br />
<br />
Example of an Anathema setup:<br><br />
[Anathema, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Cap Recharger II<br><br />
1MN MicroWarpdrive II<br><br />
Phased Muon Sensor Disruptor I<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
[empty high slot]<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
Anathema also has the furthest warp duration and best capacitor regen of any of the suggested setups.<br />
<br />
====Rigs====<br />
The rigs most commonly fitted to CovOps frigates are two Small Gravity Capacitor Upgrade I, which increase scan probe strength by 10% each. Although the corresponding T2 rigs give 15% bonus, a CovOps ship can fit only one of these, so most pilots opt to fit two T1 rigs for a total 20% bonus to scan strength. These rigs are very inexpensive (<100,000 ISK).<br />
<br />
Other rigs that may be somewhat beneficial to a CovOps frigate are the Auxiliary Thruster I, which increases the ship's base speed, and the Low Friction Nozzle Joint I, which boosts the ship's agility.<br />
<br />
==Cloaking and Covert Operations==<br />
The Covert Ops Cloak II enables a ship to disappear from both the visual display and overview and also, for the time being, keep it hidden from scan probes. You are still listed in local, but if you're at a safe spot with the cloak operational you are almost completely safe.<br />
<br />
A Covert Ops cloak II fitted on a [[:Category:Covert Ops|CovOps]] frigate has no base speed penalty when cloaked and a 5-10 second target delay with no resolution penalty.<br />
<br />
When using the cloak you cannot use any other modules (including afterburners or MWDs) and subwarp speed is reduced by 75%, so you are very much in watching mode. If you come within 2000 meters of any objects then the cloak will deactivate and you will not be able to activate it until you are at least 2000 m away from everything. This means that if you jump into a busy gate camp with plenty of debris around and get caught by a warp bubble, you will most likely not be able to activate your cloak and you will probably die.<br />
<br />
The most important quality of the Covert Ops cloak is that it lets you warp with the cloak active. This means you can arrive on grid with nobody knowing about it, which can obviously be very useful.<br />
<br />
==Overview Settings==<br />
When doing [[:Category:Covert Ops|CovOps]] work, it is helpful to use three different saved overview settings. Using tabs, it is easy to switch between the three settings.<br />
<br />
===Standard===<br />
When you are in position to observe, you need to ensure you see all. It is important that a Covert Ops pilot is fully aware of every single item around him, to avoid going withing 2000m of another object and getting de-cloaked.<br />
<br />
To do this, in the Overview Settings - Filters - Types tab, make sure everything is selected. Also, on the Overview Settings - Filters - States tab, make sure everything is selected. This can then be saved as 'CovOps - Standard'<br />
<br />
===Moving===<br />
When moving by either warping, jumping or normal propulsion the pilot should be very aware of what is coming up in front of him. When moving normally around a gate or target the pilot should use the CovOps - Standard setting. However, the major disadvantage of the CovOps - Standard is that it can cause significant lag during session changes.<br />
<br />
When jumping through gates, where the other side is unknown, the pilot should use a different overview setting which covers the most important objects, but reduces lag;<br />
<br />
In the Overview Settings - Filters - Types tab select the following;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Agent in space<br />
** Audit Log Secure Container<br />
** Beacon<br />
** Biomass<br />
** Cargo Container<br />
** Freight Container<br />
** Global Warp Disruptor<br />
** Large Collidable Object<br />
** Mobile Sentry Gun<br />
** Secure Cargo Container<br />
** Star Gate<br />
** Warp Gate<br />
** Wreck<br />
* Drone<br />
** All<br />
* NPC<br />
** All<br />
* Entity<br />
** Billboard<br />
** Large Collidable Ship<br />
** Large Collidable Structure<br />
** Protective Sentry Gun<br />
** Sentry Gun<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** None<br />
<br />
===Scanning===<br />
It is useful to have another overview setting used for Scanning. This setting changes a lot depending on what you are looking for. However, when trying to scan the immediate area, saving time and eliminating clutter is essential. As such, use the following when scanning using overview settings;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Asteroid Belt<br />
** Moon<br />
** Planet<br />
** Warp gate<br />
** Star Gate<br />
* Drone<br />
** Combat Drone<br />
* NPC<br />
** None<br />
* Entity<br />
** None<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** Control Tower<br />
** Force Field (to show if a tower is active or not)<br />
<br />
These settings allow for a quick scan, which reveals key points in the solar system plus any ships in the scan radius. All other clutter is kept out. Be sure to check that "Use Overview Settings" is enabled, then once a scan can be narrowed down you can disable it so that everything in the narrow search can be seen.<br />
<br />
Bear in mind that it is not possible to include some types of object on your overview, the most important of which is the warp disrupt probe launched by an interdictor. It is therefore very important, particularly when scanning a gate or a station, to make sure that "Use Overview Settings" is NOT enabled before reporting the scan as clear or warping onto grid.<br />
<br />
All of these settings should also include showing the ship type and Corporation ticker as these give vital information on the enemy. Remember to add the settings to different tabs so you just need to switch between tabs to get a different overview setting while on the go.<br />
<br />
A useful tip is that you can reduce lag a lot by minimizing overview (by pressing TAB) when jumping into a system. This can be a lifesaver when entering a very busy system (you can use your map to determine if the system ahead is likely to be very busy). Once the system has loaded, you can maximize overview and get the intel you need.<br />
<br />
==Recon Bookmarks==<br />
[[:Category:Covert Ops|CovOps]] pilots make extensive use of tactical bookmarks. However, given their purpose of safely observing while not being discovered they require a further type of bookmark. We will be covering these BMs in detail during the course.<br />
<br />
The safest bookmark positions around an object in space are those which are not aligned to another celestial body. These positions have the main benefit of being unlikely to be used for a hostile to warp in to. They require a hostile to have created a bookmark at the same place previously or to move into that position under normal power. In the first instance, a [[:Category:Covert Ops|CovOps]] pilot is incredibly unlucky and in the second can see the enemy pilot coming and move out of the way while cloaked. Unaligned on-grid tacticals can also help against certain types of bubble equipped gate camps.<br />
<br />
Gates will generally have at least one pair of Recon bookmarks (one at 90km, the other at 300km from the gate) that are aligned with each other, but not with anything else. Since all kinds of warp disruption bubbles have a maximum range of ~150km, by warping to a bookmark 300km from the gate you have a very low chance of being caught in a bubble (you would have to be very unlucky for someone to have put a bubble over 150km from a gate in the same unaligned direction as your bookmark!). The majority of the time this bookmark will put you on grid with the gate, allowing you to safely observe the activity around the gate, check for bubbles, etc. If you need to get closer (for example, to use the "Look At" camera option on the gate), you can either warp directly down to the 90km bookmark, or if there is a bubble on the gate, warp off to a tactical and back to the 90km BM.<br />
<br />
===Recon Bookmark Naming Convention===<br />
The naming convention we use for these pairs of [[:Category:Covert Ops|CovOps]] bookmarks is:<br />
<br />
*|R> AA NN @DDkm <R|<br />
**AA = the name of the gate<br />
**NN = The id of the bookmark at this gate (allows up to 100 BMs per gate)<br />
**DD = the distance to the gate<br />
<br />
The even numbered bookmarks (and bookmark 00) will be the 90km of each pair, whilst the odd numbered ones will be the 300km.<br />
<br />
Example:<br />
<br />
|R> Harroule 00 @90km <R|<br />
<br />
This BM is 90km from the Harroule gate. It will have a paired BM:<br />
<br />
|R> Harroule 01 @300km <R|<br />
<br />
This BM is in the same unaligned direction from the gate as the previous 90km bookmark, but is further away at 300km.<br />
<br />
==Further References==<br />
* [[PVP COVOPS Probing]]</div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Covert_Operations&diff=20306Covert Operations2013-04-13T23:43:59Z<p>XiMascia: /* Cloaking and Covert Operations */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small>Original text by [http://www.agony-unleashed.com/user.php?id.8 Stein Voorhees], February 2007<br/>Updated and extended by [http://www.agony-unleashed.com/user.php?id.18 Carenthor Loon],[http://www.agony-unleashed.com/user.php?id.797 Ecatherina W], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/>Copyright Agony Unleashed</small></p><br />
<br />
<br />
==Background==<br />
<br />
'''CovOps''': “Recon.” <br/><br />
'''FC''': “Go recon.”<br/><br />
'''CovOps''': “This is cr8r in RMOC on the Hemin gate. Eight in local. Nothing on grid, 5-ship armor HAC gang on scan. They're not at a POS or a celestial, looks like they're at a safe. FC: want a drop on them?”<br/><br />
'''FC''': “Yes. Get your probes out and get me that drop. Let me know when you've got it. Fleet: hold on RMOC gate.”<br/><br />
'''CovOps''': “Anchor in place. Warp to cr8r at 20.”<br/><br />
'''FC''': “Fleet: jump jump. Cold warping fleet to CovOps.”<br />
<br />
<br />
Agony Unleashed operates primarily in well organized wolfpack style fleets which tend to be smaller gangs which can deliver tremendous firepower and travel extremely quickly. In order to best deliver this firepower, the Fleet Commander (FC) needs to have knowledge of the enemy immediately to hand. A good CovOps pilot is a force multiplier to a fleet – greatly expanding the fleet's ability to kill opponents and reducing the chance of the fleet being trapped by overwhelming opposition. Despite rumors to the contrary, flying a CovOps ship for a fleet can be tremendously exciting. And (as an added bonus) your fleet mates will thank you for it.<br />
<br />
<br />
'''Capabilities of a CovOps pilot'''<br />
<br />
A CovOps ship's specialty is fitting the Covert Ops Cloaking Device, which allows you to warp cloaked. Once your CovOps ship is in system and cloaked you can range around the system at will, invisible to the overview, scans, and probes (if flown correctly). You can maneuver in close proximity to other ships undetected for spying and for getting drops on potential victims for the rest of the fleet. In addition, your CovOps ship has a frigate's speed and agility for rapid exploration, can re-cloak very quickly, and, most importantly, gets a bonus for probes. <br />
<br />
Given the abilities mentioned above, what are you expected to be able to do as the CovOps pilot in a fleet op, and how can you contribute to fleet kills? You will be expected to perform two primary tasks: Provide reconnaissance about ships/fleets while roaming or stationed ahead of the fleet, and pin down the specific location of targets within a system. And you'll be expected to be able to do these tasks while avoiding getting your fragile frigate hull blown up. <br />
<br />
<br />
'''Who and where is my enemy? What's my enemy's capability?'''<br />
<br />
Reconnaissance is the bulk of a CovOps pilot's work. Reconnaissance consists of providing intelligence about ships and fleets in systems removed from the main fleet's location, its purpose is to let the FC and fleet know of opportunities ahead and threats that may be coming down the pipe. In order to provide the best reconnaissance you should be familiar with the composition, strengths, and weaknesses of your own fleet, in order to identify which information is important to pass onto the FC.<br />
<br />
Ideally, you'll talk with the FC about his/her expectations before the operation, in order to get an understanding of how far out the FC would like you to range, discuss if there are any systems in particular that the FC would like recon from, and find out if there are any types of targets that he/she is especially interested in. FC experience can help a CovOps pilot gain judgment about how and when to pass on information to the fleet. <br />
<br />
A CovOps pilot generally provides fleet forward eyes by ranging through systems +2 to +6 from the fleet, poking a head into side systems to see if there are any good targets while moving ahead toward the FC's destination. In order to travel safely a CovOps pilot relies heavily on TAC bookmarks near gates and stations, and in order to observe hostile forces you'll need an additional set of Recon bookmarks. Also, in order to avoid decloaking and to find targets efficiently, you'll need a couple of overview tabs dedicated to CovOps tasks. Recon bookmarks and Overview tabs are covered in more depth below and in class. <br />
<br />
As a CovOps pilot, you'll be relatively independent from the fleet and will make your own decisions – within the bounds of what you had discussed with the FC – about when and where to move while tirelessly hunting, hunting for information. Alternatively, a CovOps pilot can provide passive eyes – sitting invisible in a single system and tracking local and d-scan. Often times a lightly-tended alt running on a second client can provide passive eyes. <br />
<br />
Once you find anything of interest, you'll provide a recon report to the FC and the fleet. Recon reports should be given as frequently as necessary to provide a flow of *relevant* information to the FC. The recon reports should be as concise and clear as possible – giving the FC information in a easily digestible and familiar format, so that he/she can put the information to immediate use and doesn't have to waste time figuring out what the CovOps pilot is seeing. The recon format is discussed below and in class. <br />
<br />
<br />
'''How can I kill my enemy?'''<br />
<br />
Beyond general recon, your second task is finding targets and getting the drop. In order to be the most effective force multiplier possible, you should be actively looking for opportunities for kills for your fleet and getting drops on those potential targets (in addition to providing information to keep your fleet safe). How to go about this? Your first tool for finding targets is out-of-game: Dotlan (http://evemaps.dotlan.net/). A skilled CovOps pilot will have Dotlan open for the entire op anyway for navigation purposes, but Dotlan also helps you look for opportunities. Dotlan provides statistics for individual systems regarding number of recent jumps (for general system activity), NPC ships killed (by ratters and mission runners, potential targets) and number of player ship/pod kills. While ranging as forward eyes, a skilled CovOps pilot will be checking Dotlan stats for surrounding systems to get an idea of which direction may be most fruitful. <br />
<br />
After checking Dotlan, coming into a system you'll always want to immediately check the number of pilots in local and hit a 360-degree 14.4au directional scan. At times you'll need to do this while evading capture by gate campers. If your fleet is nearby (e.g., -1 or -2 from you) you'll want to provide a general situation recon report to let the FC know what he/she can expect if the fleet comes this way. Then, if the system looks promising you can start searching for targets. <br />
<br />
The tools that you'll use to find and get a drop on targets will depend on their location relative to you: targets will be either 1) on-grid with you; 2) off grid, but on scan at a celestial; 3) off grid, on scan at a safespot; or 4) off scan, on probe. You can find and get drops on these targets using either laddering (for #1 above), dscan (for #2 above), or probes (for #1, #3, and #4 above). These techniques are covered in depth in class and in the other reading material. <br />
<br />
<br />
<br />
In addition to performing these tasks adequately, you'll be expected – above all – to not get blown up. Fortunately, a well-piloted CovOps ship is difficult to destroy. Of course, the reason that it's hard to destroy is NOT because of its EHP! CovOps ships are flimsy – if you get any incoming DPS at all, you are most likely a dead CovOps pilot. CovOps ships rely on stealth tank: while flying your Cheetah, Anathema, Buzzard, or Helios you need to keep your cloak up (pretty much) at all times. An experienced CovOps pilot continually but unconsciously checks that green glow on the Covert Ops Cloaking device to make sure that it's running – the glow is your only safety. As long as your cloak is running you cannot be seen on the overview, scan, or probe, and you cannot be targeted. However, there are a few times when you will have to drop cloak – this is the CovOps ship's Achilles heel. You'll have brief moments of visibility while traveling through a gate, while dropping/reloading probes, and while leaving a station. Other sections of the reading will discuss techniques for evasion and stealth in more depth. <br />
<br />
As a wrap-up to this introduction, what are you NOT expected to do as a CovOps pilot? A CovOps pilot should never show up on a killmail. Period. That means that you'll need to avoid getting killed, but also that you will not use any offensive weaponry, including guns, EWAR, and tackle. A CovOps ship is an expensive loss for the fleet, it's very fragile, and it has the highly-limited offensive capability of a T1 probing frigate. You and your ship are much more valuable to your fleet as a force multiplier than as DPS, EWAR, or tackle. <br />
<br />
===Objectives of Intelligence Gathering===<br />
Within EVE, there are a number of crucial pieces of information which a combat commander requires when setting out on an operation. These can be summarized as:<br />
<br />
#Location of the enemy.<br />
#Ship types and alliance of the enemy.<br />
#Enemy fleet activities.<br />
#Destination of the enemy.<br />
#Position of Warp Bubbles and Interdiction Spheres<br />
#The Inertia of the enemy fleet - is it a fast moving frigate gang, or a lumbering BS gang with incredible firepower<br />
<br />
In order to effectively deliver decisive force, the FC needs to have this information prior to any engagement and work it into a cohesive plan. Indeed, without this information it may be impossible to engage at all. In order to supply the above information on mobile fleets, active scouting and reconnaissance is required. At times, a CovOps pilot may also be needed to provide a warp in point on a sniper or to track down and/or shadow an enemy fleet.<br />
<br />
The [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course will take you through how best to deliver this key information to the FC without being seen or engaged by the enemy. By its nature, [[:Category:Covert Ops|CovOps]] Recon may not involve any direct offensive tactics. The ships are expensive and very fragile. A good [[:Category:Covert Ops|CovOps]] pilot will most likely never engage a weapon while in his ship. However, there are a number of advanced [[:Category:Covert Ops|CovOps]] tactics where a more offensive attitude may be warranted. This document covers the preliminary information you will require to attend the course.<br />
<br />
==Skills and Implants==<br />
The skills required by [[:Category:Covert Ops|Covert Ops]] pilots are primarily those already needed to fly in Agony wolfpacks. However, there are a number of skills which need to be increased above this basic level to ensure that pilots have the speed and agility to avoid engagements. Also, in order to effectively use cloaking technology there are some significant skills that need investing in.<br />
===Covert Ops Recon Skills===<br />
====Base skills====<br />
*Covert Ops 4+ (preferably 5)<br />
*Cloaking 4+<br />
*Electronics 5<br />
*Electronics Upgrades 5<br />
*Evasive Maneuvering 4+<br />
*Navigation 4+<br />
*Warp Drive Operation 4+<br />
*Racial Frigate 5<br />
*Acceleration Control 4+<br />
*High Speed Maneuvering 4+<br />
*Fuel Conservation 4+<br />
*Electronic Warfare 3+<br />
*Energy Management 4+<br />
*Weapon Upgrades 3+<br />
*Engineering 4+<br />
*Spaceship Command 4+<br />
<br />
====Additional skills for probing====<br />
*Science 3<br />
*Astrometrics 4+ (preferably 5)<br />
*Astrometric Acquisition 3+<br />
*Astrometric Pinpointing 3+<br />
*Astrometric Rangefinding 3+<br />
<br />
===Implants===<br />
The following implants are useful for [[:Category:Covert Ops|Covert Ops]] pilots:<br />
*Poteque 'Prospector' Astrometric Pinpointing AP-6XX (slot 06, reduces probe signal deviation)<br />
*Poteque 'Prospector' Astrometric Acquisition AQ-7XX (slot 07, reduces probe scan time)<br />
*Poteque 'Prospector' Astrometric Rangefinding AR-8XX (slot 08, improves probe scan strength)<br />
*Eifyr and Co. 'Rogue' Warp Drive Speed WS-5XX (slot 5, increases warp velocity)<br />
*Eifyr and Co. 'Rogue' Acceleration Control AC-6XX (slot 6, increases speed while using MWDs and afterburners)<br />
*Eifyr and Co. 'Rogue' Navigation NN-6XX (slot 6, increases ship velocity)<br />
*Eifyr and Co. 'Rogue' Evasive Maneuvering EM-7XX (slot 7, improves ship agility)<br />
<br />
==Ships==<br />
In order to effectively perform reconnaissance in Eve, you must not only be able to observe without being seen, you must also be able to get into position without being seen. As such, for a [[:Category:Covert Ops|Covert Operations frigate]] using a CovOps cloak is a must.<br />
<br />
All students must attend the [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course with a Covert Ops frigate equipped with a CovOps Cloak II and an Expanded Probe Launcher. Additional fittings are described below and will be discussed during the course.<br />
<br />
One thing to bear in mind with CovOps frigates is that they will pop very easily. They generally travel solo and can be very easily picked off if engaged by virtually any enemy. As such, their general fitting needs to be based around speed, maneuverability and stealth, NOT around a tank or gank.<br />
<br />
Another consideration with these ships is that they have a relatively high total cost. A CovOps frigate costs approximately 15-25 million ISK while the CovOps Cloak adds another 8-10 million to the bill, not to mention rigs, implants, and fittings. As such, we must be careful when flying these ships, as their loss could have a large negative effect on the ISK efficiency of an entire session of an otherwise T1 wolfpack (since one of Agony Unleashed's primary objectives in the field is to cause significantly more damage than it takes). To win the ISK war, we must take care with our ship and only put it into a situation of danger when the gains outweigh the losses. This course will cover how to keep your ship in one piece.<br />
<br />
===Basic Fitting Principles===<br />
The basics of CovOps ship fitting include an Expanded Probe Launcher and a Covert ops cloak in the high slots, MWD in the mid slots, and overdrives or nanofibers in the low slots. The cloak and probe launcher enable you to warp around cloaked and perform scans of the area. Microwarpdrive will enable CovOps ship to quickly cover certain distance across the grid when there is no danger of getting targeted (example: if you're creating bookmarks in an otherwise empty system). Overdrives and nanofibers will boost the ship's cloaked velocity allowing you quicker to move into warp-in positions for your gang; nanofibers will also increase CovOps ship's agility allowing it to enter warp and turn faster.<br />
<br />
Once the above modules have been fitted, a CovOps ship will have several open high and mid slots. Open mid-slots should be fitted next. They are used for defensive EWAR modules with the aim of helping the frigate escape if cornered. Popular choices are Remote Sensor Dampeners that can cut locking range of an interceptor, freeing the CovOps frigate from its tackle, as well as ECM modules and ECM burst. Keep in mind that the strength of ECM modules is quite low on non-bonused ships so chances of a jam are relatively low. ECM burst modules have an area of effect of only 6,000m. They will also require approximately 250 units of capacitor to activate for one cycle, while unbonused capacitor sized of CovOps frigates range from 187 units for Cheetah up to 250 units for Anathema. This means that to activate an ECM burst CovOps frigate must have nearly full capacitor and it can only be activated for one cycle. ECM burst modules are very cap intensive, so the ship setup that includes this module should also include a cap battery or recharger which can also help in making long warps.<br />
<br />
===Covert Ops Frigates: Suggested Fittings===<br />
====Buzzard====<br />
The Caldari [[Buzzard]] is the second slowest CovOps frigate, and therefore is not ideal for fleet work. For combat CovOps, not covered in this class, the Buzzard's high grid and CPU making it the easiest ship to fit for agression. It is also has 5 mid-slots which enable it to pack a very hard EWAR punch.<br />
<br />
Example of a Buzzard setup:<br><br />
[Buzzard, class] <br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
Phased Monopropellant I Hydrazine Boosters<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
====Cheetah====<br />
The Minmatar [[Cheetah]] is the fastest CovOps frigate. It is extremely useful for situations when you need to move across the grid without warping, for example, when getting into position on a sniper. It is however the hardest CovOps to fit.<br />
<br />
Example of a Cheetah setup:<br><br />
[Cheetah, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Monopropellant I Hydrazine Boosters<br><br />
Phased Muon Sensor Disruptor I<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
This setup has a base speed of over 611 m/s. It only has an remote sensor damp to defend itself, so will rely on stealth and speed to evade enemy ships.<br />
<br />
====Helios====<br />
The Gallente [[Helios]] treads a path between the Buzzard and Cheetah. It is easier to fit that a Cheetah and is somewhat faster than a Buzzard.<br />
<br />
[Helios, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
1MN MicroWarpdrive I<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
<br />
This gives the same defensive EWAR as the Buzzard, but has a higher speed under cloak.<br />
<br />
====Anathema====<br />
The Amarr [[Anathema]] is historically regarded to be the worst CovOps frigate due to it having the lowest base speed. However, it has the highest base capacitor of any of the CovOps frigs, and with its third low slot can now actually be fit to be faster than a Buzzard.<br />
<br />
Example of an Anathema setup:<br><br />
[Anathema, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Cap Recharger II<br><br />
1MN MicroWarpdrive II<br><br />
Phased Muon Sensor Disruptor I<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
[empty high slot]<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
Anathema also has the furthest warp duration and best capacitor regen of any of the suggested setups.<br />
<br />
====Rigs====<br />
The rigs most commonly fitted to CovOps frigates are two Small Gravity Capacitor Upgrade I, which increase scan probe strength by 10% each. Although the corresponding T2 rigs give 15% bonus, a CovOps ship can fit only one of these, so most pilots opt to fit two T1 rigs for a total 20% bonus to scan strength. These rigs are very inexpensive (<100,000 ISK).<br />
<br />
Other rigs that may be somewhat beneficial to a CovOps frigate are the Auxiliary Thruster I, which increases the ship's base speed, and the Low Friction Nozzle Joint I, which boosts the ship's agility.<br />
<br />
==Cloaking and Covert Operations==<br />
The Covert Ops Cloak II enables a ship to disappear from both the visual display and overview and also, for the time being, keep it hidden from scan probes. You are still listed in local, but if you're at a safe spot with the cloak operational you are almost completely safe.<br />
<br />
A Covert Ops cloak II fitted on a [[:Category:Covert Ops|CovOps]] frigate has no base speed penalty when cloaked and a 5-10 second target delay with no resolution penalty.<br />
<br />
When using the cloak you cannot use any other modules (including afterburners or MWDs), so you are very much in watching mode. If you come within 2000 meters of any objects then the cloak will deactivate and you will not be able to activate it until you are at least 2000 m away from everything. This means that if you jump into a busy gate camp with plenty of debris around and get caught by a warp bubble, you will most likely not be able to activate your cloak and you will probably die.<br />
<br />
The most important quality of the Covert Ops cloak is that it lets you warp with the cloak active. This means you can arrive on grid with nobody knowing about it, which can obviously be very useful.<br />
<br />
==Overview Settings==<br />
When doing [[:Category:Covert Ops|CovOps]] work, it is helpful to use three different saved overview settings. Using tabs, it is easy to switch between the three settings.<br />
<br />
===Standard===<br />
When you are in position to observe, you need to ensure you see all. It is important that a Covert Ops pilot is fully aware of every single item around him, to avoid going withing 2000m of another object and getting de-cloaked.<br />
<br />
To do this, in the Overview Settings - Filters - Types tab, make sure everything is selected. Also, on the Overview Settings - Filters - States tab, make sure everything is selected. This can then be saved as 'CovOps - Standard'<br />
<br />
===Moving===<br />
When moving by either warping, jumping or normal propulsion the pilot should be very aware of what is coming up in front of him. When moving normally around a gate or target the pilot should use the CovOps - Standard setting. However, the major disadvantage of the CovOps - Standard is that it can cause significant lag during session changes.<br />
<br />
When jumping through gates, where the other side is unknown, the pilot should use a different overview setting which covers the most important objects, but reduces lag;<br />
<br />
In the Overview Settings - Filters - Types tab select the following;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Agent in space<br />
** Audit Log Secure Container<br />
** Beacon<br />
** Biomass<br />
** Cargo Container<br />
** Freight Container<br />
** Global Warp Disruptor<br />
** Large Collidable Object<br />
** Mobile Sentry Gun<br />
** Secure Cargo Container<br />
** Star Gate<br />
** Warp Gate<br />
** Wreck<br />
* Drone<br />
** All<br />
* NPC<br />
** All<br />
* Entity<br />
** Billboard<br />
** Large Collidable Ship<br />
** Large Collidable Structure<br />
** Protective Sentry Gun<br />
** Sentry Gun<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** None<br />
<br />
===Scanning===<br />
It is useful to have another overview setting used for Scanning. This setting changes a lot depending on what you are looking for. However, when trying to scan the immediate area, saving time and eliminating clutter is essential. As such, use the following when scanning using overview settings;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Asteroid Belt<br />
** Moon<br />
** Planet<br />
** Warp gate<br />
** Star Gate<br />
* Drone<br />
** Combat Drone<br />
* NPC<br />
** None<br />
* Entity<br />
** None<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** Control Tower<br />
** Force Field (to show if a tower is active or not)<br />
<br />
These settings allow for a quick scan, which reveals key points in the solar system plus any ships in the scan radius. All other clutter is kept out. Be sure to check that "Use Overview Settings" is enabled, then once a scan can be narrowed down you can disable it so that everything in the narrow search can be seen.<br />
<br />
Bear in mind that it is not possible to include some types of object on your overview, the most important of which is the warp disrupt probe launched by an interdictor. It is therefore very important, particularly when scanning a gate or a station, to make sure that "Use Overview Settings" is NOT enabled before reporting the scan as clear or warping onto grid.<br />
<br />
All of these settings should also include showing the ship type and Corporation ticker as these give vital information on the enemy. Remember to add the settings to different tabs so you just need to switch between tabs to get a different overview setting while on the go.<br />
<br />
A useful tip is that you can reduce lag a lot by minimizing overview (by pressing TAB) when jumping into a system. This can be a lifesaver when entering a very busy system (you can use your map to determine if the system ahead is likely to be very busy). Once the system has loaded, you can maximize overview and get the intel you need.<br />
<br />
==Recon Bookmarks==<br />
[[:Category:Covert Ops|CovOps]] pilots make extensive use of tactical bookmarks. However, given their purpose of safely observing while not being discovered they require a further type of bookmark. We will be covering these BMs in detail during the course.<br />
<br />
The safest bookmark positions around an object in space are those which are not aligned to another celestial body. These positions have the main benefit of being unlikely to be used for a hostile to warp in to. They require a hostile to have created a bookmark at the same place previously or to move into that position under normal power. In the first instance, a [[:Category:Covert Ops|CovOps]] pilot is incredibly unlucky and in the second can see the enemy pilot coming and move out of the way while cloaked. Unaligned on-grid tacticals can also help against certain types of bubble equipped gate camps.<br />
<br />
Gates will generally have at least one pair of Recon bookmarks (one at 90km, the other at 300km from the gate) that are aligned with each other, but not with anything else. Since all kinds of warp disruption bubbles have a maximum range of ~150km, by warping to a bookmark 300km from the gate you have a very low chance of being caught in a bubble (you would have to be very unlucky for someone to have put a bubble over 150km from a gate in the same unaligned direction as your bookmark!). The majority of the time this bookmark will put you on grid with the gate, allowing you to safely observe the activity around the gate, check for bubbles, etc. If you need to get closer (for example, to use the "Look At" camera option on the gate), you can either warp directly down to the 90km bookmark, or if there is a bubble on the gate, warp off to a tactical and back to the 90km BM.<br />
<br />
===Recon Bookmark Naming Convention===<br />
The naming convention we use for these pairs of [[:Category:Covert Ops|CovOps]] bookmarks is:<br />
<br />
*|R> AA NN @DDkm <R|<br />
**AA = the name of the gate<br />
**NN = The id of the bookmark at this gate (allows up to 100 BMs per gate)<br />
**DD = the distance to the gate<br />
<br />
The even numbered bookmarks (and bookmark 00) will be the 90km of each pair, whilst the odd numbered ones will be the 300km.<br />
<br />
Example:<br />
<br />
|R> Harroule 00 @90km <R|<br />
<br />
This BM is 90km from the Harroule gate. It will have a paired BM:<br />
<br />
|R> Harroule 01 @300km <R|<br />
<br />
This BM is in the same unaligned direction from the gate as the previous 90km bookmark, but is further away at 300km.<br />
<br />
==Further References==<br />
* [[PVP COVOPS Probing]]</div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Covert_Operations&diff=20305Covert Operations2013-04-13T23:43:23Z<p>XiMascia: /* Cloaking and Covert Operations */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small>Original text by [http://www.agony-unleashed.com/user.php?id.8 Stein Voorhees], February 2007<br/>Updated and extended by [http://www.agony-unleashed.com/user.php?id.18 Carenthor Loon],[http://www.agony-unleashed.com/user.php?id.797 Ecatherina W], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/>Copyright Agony Unleashed</small></p><br />
<br />
<br />
==Background==<br />
<br />
'''CovOps''': “Recon.” <br/><br />
'''FC''': “Go recon.”<br/><br />
'''CovOps''': “This is cr8r in RMOC on the Hemin gate. Eight in local. Nothing on grid, 5-ship armor HAC gang on scan. They're not at a POS or a celestial, looks like they're at a safe. FC: want a drop on them?”<br/><br />
'''FC''': “Yes. Get your probes out and get me that drop. Let me know when you've got it. Fleet: hold on RMOC gate.”<br/><br />
'''CovOps''': “Anchor in place. Warp to cr8r at 20.”<br/><br />
'''FC''': “Fleet: jump jump. Cold warping fleet to CovOps.”<br />
<br />
<br />
Agony Unleashed operates primarily in well organized wolfpack style fleets which tend to be smaller gangs which can deliver tremendous firepower and travel extremely quickly. In order to best deliver this firepower, the Fleet Commander (FC) needs to have knowledge of the enemy immediately to hand. A good CovOps pilot is a force multiplier to a fleet – greatly expanding the fleet's ability to kill opponents and reducing the chance of the fleet being trapped by overwhelming opposition. Despite rumors to the contrary, flying a CovOps ship for a fleet can be tremendously exciting. And (as an added bonus) your fleet mates will thank you for it.<br />
<br />
<br />
'''Capabilities of a CovOps pilot'''<br />
<br />
A CovOps ship's specialty is fitting the Covert Ops Cloaking Device, which allows you to warp cloaked. Once your CovOps ship is in system and cloaked you can range around the system at will, invisible to the overview, scans, and probes (if flown correctly). You can maneuver in close proximity to other ships undetected for spying and for getting drops on potential victims for the rest of the fleet. In addition, your CovOps ship has a frigate's speed and agility for rapid exploration, can re-cloak very quickly, and, most importantly, gets a bonus for probes. <br />
<br />
Given the abilities mentioned above, what are you expected to be able to do as the CovOps pilot in a fleet op, and how can you contribute to fleet kills? You will be expected to perform two primary tasks: Provide reconnaissance about ships/fleets while roaming or stationed ahead of the fleet, and pin down the specific location of targets within a system. And you'll be expected to be able to do these tasks while avoiding getting your fragile frigate hull blown up. <br />
<br />
<br />
'''Who and where is my enemy? What's my enemy's capability?'''<br />
<br />
Reconnaissance is the bulk of a CovOps pilot's work. Reconnaissance consists of providing intelligence about ships and fleets in systems removed from the main fleet's location, its purpose is to let the FC and fleet know of opportunities ahead and threats that may be coming down the pipe. In order to provide the best reconnaissance you should be familiar with the composition, strengths, and weaknesses of your own fleet, in order to identify which information is important to pass onto the FC.<br />
<br />
Ideally, you'll talk with the FC about his/her expectations before the operation, in order to get an understanding of how far out the FC would like you to range, discuss if there are any systems in particular that the FC would like recon from, and find out if there are any types of targets that he/she is especially interested in. FC experience can help a CovOps pilot gain judgment about how and when to pass on information to the fleet. <br />
<br />
A CovOps pilot generally provides fleet forward eyes by ranging through systems +2 to +6 from the fleet, poking a head into side systems to see if there are any good targets while moving ahead toward the FC's destination. In order to travel safely a CovOps pilot relies heavily on TAC bookmarks near gates and stations, and in order to observe hostile forces you'll need an additional set of Recon bookmarks. Also, in order to avoid decloaking and to find targets efficiently, you'll need a couple of overview tabs dedicated to CovOps tasks. Recon bookmarks and Overview tabs are covered in more depth below and in class. <br />
<br />
As a CovOps pilot, you'll be relatively independent from the fleet and will make your own decisions – within the bounds of what you had discussed with the FC – about when and where to move while tirelessly hunting, hunting for information. Alternatively, a CovOps pilot can provide passive eyes – sitting invisible in a single system and tracking local and d-scan. Often times a lightly-tended alt running on a second client can provide passive eyes. <br />
<br />
Once you find anything of interest, you'll provide a recon report to the FC and the fleet. Recon reports should be given as frequently as necessary to provide a flow of *relevant* information to the FC. The recon reports should be as concise and clear as possible – giving the FC information in a easily digestible and familiar format, so that he/she can put the information to immediate use and doesn't have to waste time figuring out what the CovOps pilot is seeing. The recon format is discussed below and in class. <br />
<br />
<br />
'''How can I kill my enemy?'''<br />
<br />
Beyond general recon, your second task is finding targets and getting the drop. In order to be the most effective force multiplier possible, you should be actively looking for opportunities for kills for your fleet and getting drops on those potential targets (in addition to providing information to keep your fleet safe). How to go about this? Your first tool for finding targets is out-of-game: Dotlan (http://evemaps.dotlan.net/). A skilled CovOps pilot will have Dotlan open for the entire op anyway for navigation purposes, but Dotlan also helps you look for opportunities. Dotlan provides statistics for individual systems regarding number of recent jumps (for general system activity), NPC ships killed (by ratters and mission runners, potential targets) and number of player ship/pod kills. While ranging as forward eyes, a skilled CovOps pilot will be checking Dotlan stats for surrounding systems to get an idea of which direction may be most fruitful. <br />
<br />
After checking Dotlan, coming into a system you'll always want to immediately check the number of pilots in local and hit a 360-degree 14.4au directional scan. At times you'll need to do this while evading capture by gate campers. If your fleet is nearby (e.g., -1 or -2 from you) you'll want to provide a general situation recon report to let the FC know what he/she can expect if the fleet comes this way. Then, if the system looks promising you can start searching for targets. <br />
<br />
The tools that you'll use to find and get a drop on targets will depend on their location relative to you: targets will be either 1) on-grid with you; 2) off grid, but on scan at a celestial; 3) off grid, on scan at a safespot; or 4) off scan, on probe. You can find and get drops on these targets using either laddering (for #1 above), dscan (for #2 above), or probes (for #1, #3, and #4 above). These techniques are covered in depth in class and in the other reading material. <br />
<br />
<br />
<br />
In addition to performing these tasks adequately, you'll be expected – above all – to not get blown up. Fortunately, a well-piloted CovOps ship is difficult to destroy. Of course, the reason that it's hard to destroy is NOT because of its EHP! CovOps ships are flimsy – if you get any incoming DPS at all, you are most likely a dead CovOps pilot. CovOps ships rely on stealth tank: while flying your Cheetah, Anathema, Buzzard, or Helios you need to keep your cloak up (pretty much) at all times. An experienced CovOps pilot continually but unconsciously checks that green glow on the Covert Ops Cloaking device to make sure that it's running – the glow is your only safety. As long as your cloak is running you cannot be seen on the overview, scan, or probe, and you cannot be targeted. However, there are a few times when you will have to drop cloak – this is the CovOps ship's Achilles heel. You'll have brief moments of visibility while traveling through a gate, while dropping/reloading probes, and while leaving a station. Other sections of the reading will discuss techniques for evasion and stealth in more depth. <br />
<br />
As a wrap-up to this introduction, what are you NOT expected to do as a CovOps pilot? A CovOps pilot should never show up on a killmail. Period. That means that you'll need to avoid getting killed, but also that you will not use any offensive weaponry, including guns, EWAR, and tackle. A CovOps ship is an expensive loss for the fleet, it's very fragile, and it has the highly-limited offensive capability of a T1 probing frigate. You and your ship are much more valuable to your fleet as a force multiplier than as DPS, EWAR, or tackle. <br />
<br />
===Objectives of Intelligence Gathering===<br />
Within EVE, there are a number of crucial pieces of information which a combat commander requires when setting out on an operation. These can be summarized as:<br />
<br />
#Location of the enemy.<br />
#Ship types and alliance of the enemy.<br />
#Enemy fleet activities.<br />
#Destination of the enemy.<br />
#Position of Warp Bubbles and Interdiction Spheres<br />
#The Inertia of the enemy fleet - is it a fast moving frigate gang, or a lumbering BS gang with incredible firepower<br />
<br />
In order to effectively deliver decisive force, the FC needs to have this information prior to any engagement and work it into a cohesive plan. Indeed, without this information it may be impossible to engage at all. In order to supply the above information on mobile fleets, active scouting and reconnaissance is required. At times, a CovOps pilot may also be needed to provide a warp in point on a sniper or to track down and/or shadow an enemy fleet.<br />
<br />
The [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course will take you through how best to deliver this key information to the FC without being seen or engaged by the enemy. By its nature, [[:Category:Covert Ops|CovOps]] Recon may not involve any direct offensive tactics. The ships are expensive and very fragile. A good [[:Category:Covert Ops|CovOps]] pilot will most likely never engage a weapon while in his ship. However, there are a number of advanced [[:Category:Covert Ops|CovOps]] tactics where a more offensive attitude may be warranted. This document covers the preliminary information you will require to attend the course.<br />
<br />
==Skills and Implants==<br />
The skills required by [[:Category:Covert Ops|Covert Ops]] pilots are primarily those already needed to fly in Agony wolfpacks. However, there are a number of skills which need to be increased above this basic level to ensure that pilots have the speed and agility to avoid engagements. Also, in order to effectively use cloaking technology there are some significant skills that need investing in.<br />
===Covert Ops Recon Skills===<br />
====Base skills====<br />
*Covert Ops 4+ (preferably 5)<br />
*Cloaking 4+<br />
*Electronics 5<br />
*Electronics Upgrades 5<br />
*Evasive Maneuvering 4+<br />
*Navigation 4+<br />
*Warp Drive Operation 4+<br />
*Racial Frigate 5<br />
*Acceleration Control 4+<br />
*High Speed Maneuvering 4+<br />
*Fuel Conservation 4+<br />
*Electronic Warfare 3+<br />
*Energy Management 4+<br />
*Weapon Upgrades 3+<br />
*Engineering 4+<br />
*Spaceship Command 4+<br />
<br />
====Additional skills for probing====<br />
*Science 3<br />
*Astrometrics 4+ (preferably 5)<br />
*Astrometric Acquisition 3+<br />
*Astrometric Pinpointing 3+<br />
*Astrometric Rangefinding 3+<br />
<br />
===Implants===<br />
The following implants are useful for [[:Category:Covert Ops|Covert Ops]] pilots:<br />
*Poteque 'Prospector' Astrometric Pinpointing AP-6XX (slot 06, reduces probe signal deviation)<br />
*Poteque 'Prospector' Astrometric Acquisition AQ-7XX (slot 07, reduces probe scan time)<br />
*Poteque 'Prospector' Astrometric Rangefinding AR-8XX (slot 08, improves probe scan strength)<br />
*Eifyr and Co. 'Rogue' Warp Drive Speed WS-5XX (slot 5, increases warp velocity)<br />
*Eifyr and Co. 'Rogue' Acceleration Control AC-6XX (slot 6, increases speed while using MWDs and afterburners)<br />
*Eifyr and Co. 'Rogue' Navigation NN-6XX (slot 6, increases ship velocity)<br />
*Eifyr and Co. 'Rogue' Evasive Maneuvering EM-7XX (slot 7, improves ship agility)<br />
<br />
==Ships==<br />
In order to effectively perform reconnaissance in Eve, you must not only be able to observe without being seen, you must also be able to get into position without being seen. As such, for a [[:Category:Covert Ops|Covert Operations frigate]] using a CovOps cloak is a must.<br />
<br />
All students must attend the [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course with a Covert Ops frigate equipped with a CovOps Cloak II and an Expanded Probe Launcher. Additional fittings are described below and will be discussed during the course.<br />
<br />
One thing to bear in mind with CovOps frigates is that they will pop very easily. They generally travel solo and can be very easily picked off if engaged by virtually any enemy. As such, their general fitting needs to be based around speed, maneuverability and stealth, NOT around a tank or gank.<br />
<br />
Another consideration with these ships is that they have a relatively high total cost. A CovOps frigate costs approximately 15-25 million ISK while the CovOps Cloak adds another 8-10 million to the bill, not to mention rigs, implants, and fittings. As such, we must be careful when flying these ships, as their loss could have a large negative effect on the ISK efficiency of an entire session of an otherwise T1 wolfpack (since one of Agony Unleashed's primary objectives in the field is to cause significantly more damage than it takes). To win the ISK war, we must take care with our ship and only put it into a situation of danger when the gains outweigh the losses. This course will cover how to keep your ship in one piece.<br />
<br />
===Basic Fitting Principles===<br />
The basics of CovOps ship fitting include an Expanded Probe Launcher and a Covert ops cloak in the high slots, MWD in the mid slots, and overdrives or nanofibers in the low slots. The cloak and probe launcher enable you to warp around cloaked and perform scans of the area. Microwarpdrive will enable CovOps ship to quickly cover certain distance across the grid when there is no danger of getting targeted (example: if you're creating bookmarks in an otherwise empty system). Overdrives and nanofibers will boost the ship's cloaked velocity allowing you quicker to move into warp-in positions for your gang; nanofibers will also increase CovOps ship's agility allowing it to enter warp and turn faster.<br />
<br />
Once the above modules have been fitted, a CovOps ship will have several open high and mid slots. Open mid-slots should be fitted next. They are used for defensive EWAR modules with the aim of helping the frigate escape if cornered. Popular choices are Remote Sensor Dampeners that can cut locking range of an interceptor, freeing the CovOps frigate from its tackle, as well as ECM modules and ECM burst. Keep in mind that the strength of ECM modules is quite low on non-bonused ships so chances of a jam are relatively low. ECM burst modules have an area of effect of only 6,000m. They will also require approximately 250 units of capacitor to activate for one cycle, while unbonused capacitor sized of CovOps frigates range from 187 units for Cheetah up to 250 units for Anathema. This means that to activate an ECM burst CovOps frigate must have nearly full capacitor and it can only be activated for one cycle. ECM burst modules are very cap intensive, so the ship setup that includes this module should also include a cap battery or recharger which can also help in making long warps.<br />
<br />
===Covert Ops Frigates: Suggested Fittings===<br />
====Buzzard====<br />
The Caldari [[Buzzard]] is the second slowest CovOps frigate, and therefore is not ideal for fleet work. For combat CovOps, not covered in this class, the Buzzard's high grid and CPU making it the easiest ship to fit for agression. It is also has 5 mid-slots which enable it to pack a very hard EWAR punch.<br />
<br />
Example of a Buzzard setup:<br><br />
[Buzzard, class] <br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
Phased Monopropellant I Hydrazine Boosters<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
====Cheetah====<br />
The Minmatar [[Cheetah]] is the fastest CovOps frigate. It is extremely useful for situations when you need to move across the grid without warping, for example, when getting into position on a sniper. It is however the hardest CovOps to fit.<br />
<br />
Example of a Cheetah setup:<br><br />
[Cheetah, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Monopropellant I Hydrazine Boosters<br><br />
Phased Muon Sensor Disruptor I<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
This setup has a base speed of over 611 m/s. It only has an remote sensor damp to defend itself, so will rely on stealth and speed to evade enemy ships.<br />
<br />
====Helios====<br />
The Gallente [[Helios]] treads a path between the Buzzard and Cheetah. It is easier to fit that a Cheetah and is somewhat faster than a Buzzard.<br />
<br />
[Helios, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
1MN MicroWarpdrive I<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
<br />
This gives the same defensive EWAR as the Buzzard, but has a higher speed under cloak.<br />
<br />
====Anathema====<br />
The Amarr [[Anathema]] is historically regarded to be the worst CovOps frigate due to it having the lowest base speed. However, it has the highest base capacitor of any of the CovOps frigs, and with its third low slot can now actually be fit to be faster than a Buzzard.<br />
<br />
Example of an Anathema setup:<br><br />
[Anathema, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Cap Recharger II<br><br />
1MN MicroWarpdrive II<br><br />
Phased Muon Sensor Disruptor I<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
[empty high slot]<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
Anathema also has the furthest warp duration and best capacitor regen of any of the suggested setups.<br />
<br />
====Rigs====<br />
The rigs most commonly fitted to CovOps frigates are two Small Gravity Capacitor Upgrade I, which increase scan probe strength by 10% each. Although the corresponding T2 rigs give 15% bonus, a CovOps ship can fit only one of these, so most pilots opt to fit two T1 rigs for a total 20% bonus to scan strength. These rigs are very inexpensive (<100,000 ISK).<br />
<br />
Other rigs that may be somewhat beneficial to a CovOps frigate are the Auxiliary Thruster I, which increases the ship's base speed, and the Low Friction Nozzle Joint I, which boosts the ship's agility.<br />
<br />
==Cloaking and Covert Operations==<br />
The Covert Ops Cloak II enables a ship to disappear from both the visual display and overview and also, for the time being, keep it hidden from scan probes. You are still listed in local, but if you're at a safe spot with the cloak operational you are almost completely safe.<br />
<br />
A Covert Ops cloak II fitted on a [[:Category:Covert Ops|CovOps]] frigate has no base speed penalty when cloaked and a 5-10 second target delay with no resolution penalty.<br />
<br />
When using the cloak you cannot use any other modules (including afterburners or MWDs), so you are very much in watching mode. If you come within 2000 metres of any objects then the cloak will deactivate and you will not be able to activate it until you are at least 2000m away from everything. This means that if you jump into a busy gate camp with plenty of debris around and get caught by a warp bubble, you will most likely not be able to activate your cloak and you will probably die.<br />
<br />
The most important quality of the Covert Ops cloak is that it lets you warp with the cloak active. This means you can arrive on grid with nobody knowing about it, which can obviously be very useful.<br />
<br />
==Overview Settings==<br />
When doing [[:Category:Covert Ops|CovOps]] work, it is helpful to use three different saved overview settings. Using tabs, it is easy to switch between the three settings.<br />
<br />
===Standard===<br />
When you are in position to observe, you need to ensure you see all. It is important that a Covert Ops pilot is fully aware of every single item around him, to avoid going withing 2000m of another object and getting de-cloaked.<br />
<br />
To do this, in the Overview Settings - Filters - Types tab, make sure everything is selected. Also, on the Overview Settings - Filters - States tab, make sure everything is selected. This can then be saved as 'CovOps - Standard'<br />
<br />
===Moving===<br />
When moving by either warping, jumping or normal propulsion the pilot should be very aware of what is coming up in front of him. When moving normally around a gate or target the pilot should use the CovOps - Standard setting. However, the major disadvantage of the CovOps - Standard is that it can cause significant lag during session changes.<br />
<br />
When jumping through gates, where the other side is unknown, the pilot should use a different overview setting which covers the most important objects, but reduces lag;<br />
<br />
In the Overview Settings - Filters - Types tab select the following;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Agent in space<br />
** Audit Log Secure Container<br />
** Beacon<br />
** Biomass<br />
** Cargo Container<br />
** Freight Container<br />
** Global Warp Disruptor<br />
** Large Collidable Object<br />
** Mobile Sentry Gun<br />
** Secure Cargo Container<br />
** Star Gate<br />
** Warp Gate<br />
** Wreck<br />
* Drone<br />
** All<br />
* NPC<br />
** All<br />
* Entity<br />
** Billboard<br />
** Large Collidable Ship<br />
** Large Collidable Structure<br />
** Protective Sentry Gun<br />
** Sentry Gun<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** None<br />
<br />
===Scanning===<br />
It is useful to have another overview setting used for Scanning. This setting changes a lot depending on what you are looking for. However, when trying to scan the immediate area, saving time and eliminating clutter is essential. As such, use the following when scanning using overview settings;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Asteroid Belt<br />
** Moon<br />
** Planet<br />
** Warp gate<br />
** Star Gate<br />
* Drone<br />
** Combat Drone<br />
* NPC<br />
** None<br />
* Entity<br />
** None<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** Control Tower<br />
** Force Field (to show if a tower is active or not)<br />
<br />
These settings allow for a quick scan, which reveals key points in the solar system plus any ships in the scan radius. All other clutter is kept out. Be sure to check that "Use Overview Settings" is enabled, then once a scan can be narrowed down you can disable it so that everything in the narrow search can be seen.<br />
<br />
Bear in mind that it is not possible to include some types of object on your overview, the most important of which is the warp disrupt probe launched by an interdictor. It is therefore very important, particularly when scanning a gate or a station, to make sure that "Use Overview Settings" is NOT enabled before reporting the scan as clear or warping onto grid.<br />
<br />
All of these settings should also include showing the ship type and Corporation ticker as these give vital information on the enemy. Remember to add the settings to different tabs so you just need to switch between tabs to get a different overview setting while on the go.<br />
<br />
A useful tip is that you can reduce lag a lot by minimizing overview (by pressing TAB) when jumping into a system. This can be a lifesaver when entering a very busy system (you can use your map to determine if the system ahead is likely to be very busy). Once the system has loaded, you can maximize overview and get the intel you need.<br />
<br />
==Recon Bookmarks==<br />
[[:Category:Covert Ops|CovOps]] pilots make extensive use of tactical bookmarks. However, given their purpose of safely observing while not being discovered they require a further type of bookmark. We will be covering these BMs in detail during the course.<br />
<br />
The safest bookmark positions around an object in space are those which are not aligned to another celestial body. These positions have the main benefit of being unlikely to be used for a hostile to warp in to. They require a hostile to have created a bookmark at the same place previously or to move into that position under normal power. In the first instance, a [[:Category:Covert Ops|CovOps]] pilot is incredibly unlucky and in the second can see the enemy pilot coming and move out of the way while cloaked. Unaligned on-grid tacticals can also help against certain types of bubble equipped gate camps.<br />
<br />
Gates will generally have at least one pair of Recon bookmarks (one at 90km, the other at 300km from the gate) that are aligned with each other, but not with anything else. Since all kinds of warp disruption bubbles have a maximum range of ~150km, by warping to a bookmark 300km from the gate you have a very low chance of being caught in a bubble (you would have to be very unlucky for someone to have put a bubble over 150km from a gate in the same unaligned direction as your bookmark!). The majority of the time this bookmark will put you on grid with the gate, allowing you to safely observe the activity around the gate, check for bubbles, etc. If you need to get closer (for example, to use the "Look At" camera option on the gate), you can either warp directly down to the 90km bookmark, or if there is a bubble on the gate, warp off to a tactical and back to the 90km BM.<br />
<br />
===Recon Bookmark Naming Convention===<br />
The naming convention we use for these pairs of [[:Category:Covert Ops|CovOps]] bookmarks is:<br />
<br />
*|R> AA NN @DDkm <R|<br />
**AA = the name of the gate<br />
**NN = The id of the bookmark at this gate (allows up to 100 BMs per gate)<br />
**DD = the distance to the gate<br />
<br />
The even numbered bookmarks (and bookmark 00) will be the 90km of each pair, whilst the odd numbered ones will be the 300km.<br />
<br />
Example:<br />
<br />
|R> Harroule 00 @90km <R|<br />
<br />
This BM is 90km from the Harroule gate. It will have a paired BM:<br />
<br />
|R> Harroule 01 @300km <R|<br />
<br />
This BM is in the same unaligned direction from the gate as the previous 90km bookmark, but is further away at 300km.<br />
<br />
==Further References==<br />
* [[PVP COVOPS Probing]]</div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Covert_Operations&diff=20304Covert Operations2013-04-13T23:42:45Z<p>XiMascia: /* Rigs */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small>Original text by [http://www.agony-unleashed.com/user.php?id.8 Stein Voorhees], February 2007<br/>Updated and extended by [http://www.agony-unleashed.com/user.php?id.18 Carenthor Loon],[http://www.agony-unleashed.com/user.php?id.797 Ecatherina W], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/>Copyright Agony Unleashed</small></p><br />
<br />
<br />
==Background==<br />
<br />
'''CovOps''': “Recon.” <br/><br />
'''FC''': “Go recon.”<br/><br />
'''CovOps''': “This is cr8r in RMOC on the Hemin gate. Eight in local. Nothing on grid, 5-ship armor HAC gang on scan. They're not at a POS or a celestial, looks like they're at a safe. FC: want a drop on them?”<br/><br />
'''FC''': “Yes. Get your probes out and get me that drop. Let me know when you've got it. Fleet: hold on RMOC gate.”<br/><br />
'''CovOps''': “Anchor in place. Warp to cr8r at 20.”<br/><br />
'''FC''': “Fleet: jump jump. Cold warping fleet to CovOps.”<br />
<br />
<br />
Agony Unleashed operates primarily in well organized wolfpack style fleets which tend to be smaller gangs which can deliver tremendous firepower and travel extremely quickly. In order to best deliver this firepower, the Fleet Commander (FC) needs to have knowledge of the enemy immediately to hand. A good CovOps pilot is a force multiplier to a fleet – greatly expanding the fleet's ability to kill opponents and reducing the chance of the fleet being trapped by overwhelming opposition. Despite rumors to the contrary, flying a CovOps ship for a fleet can be tremendously exciting. And (as an added bonus) your fleet mates will thank you for it.<br />
<br />
<br />
'''Capabilities of a CovOps pilot'''<br />
<br />
A CovOps ship's specialty is fitting the Covert Ops Cloaking Device, which allows you to warp cloaked. Once your CovOps ship is in system and cloaked you can range around the system at will, invisible to the overview, scans, and probes (if flown correctly). You can maneuver in close proximity to other ships undetected for spying and for getting drops on potential victims for the rest of the fleet. In addition, your CovOps ship has a frigate's speed and agility for rapid exploration, can re-cloak very quickly, and, most importantly, gets a bonus for probes. <br />
<br />
Given the abilities mentioned above, what are you expected to be able to do as the CovOps pilot in a fleet op, and how can you contribute to fleet kills? You will be expected to perform two primary tasks: Provide reconnaissance about ships/fleets while roaming or stationed ahead of the fleet, and pin down the specific location of targets within a system. And you'll be expected to be able to do these tasks while avoiding getting your fragile frigate hull blown up. <br />
<br />
<br />
'''Who and where is my enemy? What's my enemy's capability?'''<br />
<br />
Reconnaissance is the bulk of a CovOps pilot's work. Reconnaissance consists of providing intelligence about ships and fleets in systems removed from the main fleet's location, its purpose is to let the FC and fleet know of opportunities ahead and threats that may be coming down the pipe. In order to provide the best reconnaissance you should be familiar with the composition, strengths, and weaknesses of your own fleet, in order to identify which information is important to pass onto the FC.<br />
<br />
Ideally, you'll talk with the FC about his/her expectations before the operation, in order to get an understanding of how far out the FC would like you to range, discuss if there are any systems in particular that the FC would like recon from, and find out if there are any types of targets that he/she is especially interested in. FC experience can help a CovOps pilot gain judgment about how and when to pass on information to the fleet. <br />
<br />
A CovOps pilot generally provides fleet forward eyes by ranging through systems +2 to +6 from the fleet, poking a head into side systems to see if there are any good targets while moving ahead toward the FC's destination. In order to travel safely a CovOps pilot relies heavily on TAC bookmarks near gates and stations, and in order to observe hostile forces you'll need an additional set of Recon bookmarks. Also, in order to avoid decloaking and to find targets efficiently, you'll need a couple of overview tabs dedicated to CovOps tasks. Recon bookmarks and Overview tabs are covered in more depth below and in class. <br />
<br />
As a CovOps pilot, you'll be relatively independent from the fleet and will make your own decisions – within the bounds of what you had discussed with the FC – about when and where to move while tirelessly hunting, hunting for information. Alternatively, a CovOps pilot can provide passive eyes – sitting invisible in a single system and tracking local and d-scan. Often times a lightly-tended alt running on a second client can provide passive eyes. <br />
<br />
Once you find anything of interest, you'll provide a recon report to the FC and the fleet. Recon reports should be given as frequently as necessary to provide a flow of *relevant* information to the FC. The recon reports should be as concise and clear as possible – giving the FC information in a easily digestible and familiar format, so that he/she can put the information to immediate use and doesn't have to waste time figuring out what the CovOps pilot is seeing. The recon format is discussed below and in class. <br />
<br />
<br />
'''How can I kill my enemy?'''<br />
<br />
Beyond general recon, your second task is finding targets and getting the drop. In order to be the most effective force multiplier possible, you should be actively looking for opportunities for kills for your fleet and getting drops on those potential targets (in addition to providing information to keep your fleet safe). How to go about this? Your first tool for finding targets is out-of-game: Dotlan (http://evemaps.dotlan.net/). A skilled CovOps pilot will have Dotlan open for the entire op anyway for navigation purposes, but Dotlan also helps you look for opportunities. Dotlan provides statistics for individual systems regarding number of recent jumps (for general system activity), NPC ships killed (by ratters and mission runners, potential targets) and number of player ship/pod kills. While ranging as forward eyes, a skilled CovOps pilot will be checking Dotlan stats for surrounding systems to get an idea of which direction may be most fruitful. <br />
<br />
After checking Dotlan, coming into a system you'll always want to immediately check the number of pilots in local and hit a 360-degree 14.4au directional scan. At times you'll need to do this while evading capture by gate campers. If your fleet is nearby (e.g., -1 or -2 from you) you'll want to provide a general situation recon report to let the FC know what he/she can expect if the fleet comes this way. Then, if the system looks promising you can start searching for targets. <br />
<br />
The tools that you'll use to find and get a drop on targets will depend on their location relative to you: targets will be either 1) on-grid with you; 2) off grid, but on scan at a celestial; 3) off grid, on scan at a safespot; or 4) off scan, on probe. You can find and get drops on these targets using either laddering (for #1 above), dscan (for #2 above), or probes (for #1, #3, and #4 above). These techniques are covered in depth in class and in the other reading material. <br />
<br />
<br />
<br />
In addition to performing these tasks adequately, you'll be expected – above all – to not get blown up. Fortunately, a well-piloted CovOps ship is difficult to destroy. Of course, the reason that it's hard to destroy is NOT because of its EHP! CovOps ships are flimsy – if you get any incoming DPS at all, you are most likely a dead CovOps pilot. CovOps ships rely on stealth tank: while flying your Cheetah, Anathema, Buzzard, or Helios you need to keep your cloak up (pretty much) at all times. An experienced CovOps pilot continually but unconsciously checks that green glow on the Covert Ops Cloaking device to make sure that it's running – the glow is your only safety. As long as your cloak is running you cannot be seen on the overview, scan, or probe, and you cannot be targeted. However, there are a few times when you will have to drop cloak – this is the CovOps ship's Achilles heel. You'll have brief moments of visibility while traveling through a gate, while dropping/reloading probes, and while leaving a station. Other sections of the reading will discuss techniques for evasion and stealth in more depth. <br />
<br />
As a wrap-up to this introduction, what are you NOT expected to do as a CovOps pilot? A CovOps pilot should never show up on a killmail. Period. That means that you'll need to avoid getting killed, but also that you will not use any offensive weaponry, including guns, EWAR, and tackle. A CovOps ship is an expensive loss for the fleet, it's very fragile, and it has the highly-limited offensive capability of a T1 probing frigate. You and your ship are much more valuable to your fleet as a force multiplier than as DPS, EWAR, or tackle. <br />
<br />
===Objectives of Intelligence Gathering===<br />
Within EVE, there are a number of crucial pieces of information which a combat commander requires when setting out on an operation. These can be summarized as:<br />
<br />
#Location of the enemy.<br />
#Ship types and alliance of the enemy.<br />
#Enemy fleet activities.<br />
#Destination of the enemy.<br />
#Position of Warp Bubbles and Interdiction Spheres<br />
#The Inertia of the enemy fleet - is it a fast moving frigate gang, or a lumbering BS gang with incredible firepower<br />
<br />
In order to effectively deliver decisive force, the FC needs to have this information prior to any engagement and work it into a cohesive plan. Indeed, without this information it may be impossible to engage at all. In order to supply the above information on mobile fleets, active scouting and reconnaissance is required. At times, a CovOps pilot may also be needed to provide a warp in point on a sniper or to track down and/or shadow an enemy fleet.<br />
<br />
The [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course will take you through how best to deliver this key information to the FC without being seen or engaged by the enemy. By its nature, [[:Category:Covert Ops|CovOps]] Recon may not involve any direct offensive tactics. The ships are expensive and very fragile. A good [[:Category:Covert Ops|CovOps]] pilot will most likely never engage a weapon while in his ship. However, there are a number of advanced [[:Category:Covert Ops|CovOps]] tactics where a more offensive attitude may be warranted. This document covers the preliminary information you will require to attend the course.<br />
<br />
==Skills and Implants==<br />
The skills required by [[:Category:Covert Ops|Covert Ops]] pilots are primarily those already needed to fly in Agony wolfpacks. However, there are a number of skills which need to be increased above this basic level to ensure that pilots have the speed and agility to avoid engagements. Also, in order to effectively use cloaking technology there are some significant skills that need investing in.<br />
===Covert Ops Recon Skills===<br />
====Base skills====<br />
*Covert Ops 4+ (preferably 5)<br />
*Cloaking 4+<br />
*Electronics 5<br />
*Electronics Upgrades 5<br />
*Evasive Maneuvering 4+<br />
*Navigation 4+<br />
*Warp Drive Operation 4+<br />
*Racial Frigate 5<br />
*Acceleration Control 4+<br />
*High Speed Maneuvering 4+<br />
*Fuel Conservation 4+<br />
*Electronic Warfare 3+<br />
*Energy Management 4+<br />
*Weapon Upgrades 3+<br />
*Engineering 4+<br />
*Spaceship Command 4+<br />
<br />
====Additional skills for probing====<br />
*Science 3<br />
*Astrometrics 4+ (preferably 5)<br />
*Astrometric Acquisition 3+<br />
*Astrometric Pinpointing 3+<br />
*Astrometric Rangefinding 3+<br />
<br />
===Implants===<br />
The following implants are useful for [[:Category:Covert Ops|Covert Ops]] pilots:<br />
*Poteque 'Prospector' Astrometric Pinpointing AP-6XX (slot 06, reduces probe signal deviation)<br />
*Poteque 'Prospector' Astrometric Acquisition AQ-7XX (slot 07, reduces probe scan time)<br />
*Poteque 'Prospector' Astrometric Rangefinding AR-8XX (slot 08, improves probe scan strength)<br />
*Eifyr and Co. 'Rogue' Warp Drive Speed WS-5XX (slot 5, increases warp velocity)<br />
*Eifyr and Co. 'Rogue' Acceleration Control AC-6XX (slot 6, increases speed while using MWDs and afterburners)<br />
*Eifyr and Co. 'Rogue' Navigation NN-6XX (slot 6, increases ship velocity)<br />
*Eifyr and Co. 'Rogue' Evasive Maneuvering EM-7XX (slot 7, improves ship agility)<br />
<br />
==Ships==<br />
In order to effectively perform reconnaissance in Eve, you must not only be able to observe without being seen, you must also be able to get into position without being seen. As such, for a [[:Category:Covert Ops|Covert Operations frigate]] using a CovOps cloak is a must.<br />
<br />
All students must attend the [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course with a Covert Ops frigate equipped with a CovOps Cloak II and an Expanded Probe Launcher. Additional fittings are described below and will be discussed during the course.<br />
<br />
One thing to bear in mind with CovOps frigates is that they will pop very easily. They generally travel solo and can be very easily picked off if engaged by virtually any enemy. As such, their general fitting needs to be based around speed, maneuverability and stealth, NOT around a tank or gank.<br />
<br />
Another consideration with these ships is that they have a relatively high total cost. A CovOps frigate costs approximately 15-25 million ISK while the CovOps Cloak adds another 8-10 million to the bill, not to mention rigs, implants, and fittings. As such, we must be careful when flying these ships, as their loss could have a large negative effect on the ISK efficiency of an entire session of an otherwise T1 wolfpack (since one of Agony Unleashed's primary objectives in the field is to cause significantly more damage than it takes). To win the ISK war, we must take care with our ship and only put it into a situation of danger when the gains outweigh the losses. This course will cover how to keep your ship in one piece.<br />
<br />
===Basic Fitting Principles===<br />
The basics of CovOps ship fitting include an Expanded Probe Launcher and a Covert ops cloak in the high slots, MWD in the mid slots, and overdrives or nanofibers in the low slots. The cloak and probe launcher enable you to warp around cloaked and perform scans of the area. Microwarpdrive will enable CovOps ship to quickly cover certain distance across the grid when there is no danger of getting targeted (example: if you're creating bookmarks in an otherwise empty system). Overdrives and nanofibers will boost the ship's cloaked velocity allowing you quicker to move into warp-in positions for your gang; nanofibers will also increase CovOps ship's agility allowing it to enter warp and turn faster.<br />
<br />
Once the above modules have been fitted, a CovOps ship will have several open high and mid slots. Open mid-slots should be fitted next. They are used for defensive EWAR modules with the aim of helping the frigate escape if cornered. Popular choices are Remote Sensor Dampeners that can cut locking range of an interceptor, freeing the CovOps frigate from its tackle, as well as ECM modules and ECM burst. Keep in mind that the strength of ECM modules is quite low on non-bonused ships so chances of a jam are relatively low. ECM burst modules have an area of effect of only 6,000m. They will also require approximately 250 units of capacitor to activate for one cycle, while unbonused capacitor sized of CovOps frigates range from 187 units for Cheetah up to 250 units for Anathema. This means that to activate an ECM burst CovOps frigate must have nearly full capacitor and it can only be activated for one cycle. ECM burst modules are very cap intensive, so the ship setup that includes this module should also include a cap battery or recharger which can also help in making long warps.<br />
<br />
===Covert Ops Frigates: Suggested Fittings===<br />
====Buzzard====<br />
The Caldari [[Buzzard]] is the second slowest CovOps frigate, and therefore is not ideal for fleet work. For combat CovOps, not covered in this class, the Buzzard's high grid and CPU making it the easiest ship to fit for agression. It is also has 5 mid-slots which enable it to pack a very hard EWAR punch.<br />
<br />
Example of a Buzzard setup:<br><br />
[Buzzard, class] <br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
Phased Monopropellant I Hydrazine Boosters<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
====Cheetah====<br />
The Minmatar [[Cheetah]] is the fastest CovOps frigate. It is extremely useful for situations when you need to move across the grid without warping, for example, when getting into position on a sniper. It is however the hardest CovOps to fit.<br />
<br />
Example of a Cheetah setup:<br><br />
[Cheetah, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Monopropellant I Hydrazine Boosters<br><br />
Phased Muon Sensor Disruptor I<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
This setup has a base speed of over 611 m/s. It only has an remote sensor damp to defend itself, so will rely on stealth and speed to evade enemy ships.<br />
<br />
====Helios====<br />
The Gallente [[Helios]] treads a path between the Buzzard and Cheetah. It is easier to fit that a Cheetah and is somewhat faster than a Buzzard.<br />
<br />
[Helios, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
1MN MicroWarpdrive I<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
<br />
This gives the same defensive EWAR as the Buzzard, but has a higher speed under cloak.<br />
<br />
====Anathema====<br />
The Amarr [[Anathema]] is historically regarded to be the worst CovOps frigate due to it having the lowest base speed. However, it has the highest base capacitor of any of the CovOps frigs, and with its third low slot can now actually be fit to be faster than a Buzzard.<br />
<br />
Example of an Anathema setup:<br><br />
[Anathema, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Cap Recharger II<br><br />
1MN MicroWarpdrive II<br><br />
Phased Muon Sensor Disruptor I<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
[empty high slot]<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
Anathema also has the furthest warp duration and best capacitor regen of any of the suggested setups.<br />
<br />
====Rigs====<br />
The rigs most commonly fitted to CovOps frigates are two Small Gravity Capacitor Upgrade I, which increase scan probe strength by 10% each. Although the corresponding T2 rigs give 15% bonus, a CovOps ship can fit only one of these, so most pilots opt to fit two T1 rigs for a total 20% bonus to scan strength. These rigs are very inexpensive (<100,000 ISK).<br />
<br />
Other rigs that may be somewhat beneficial to a CovOps frigate are the Auxiliary Thruster I, which increases the ship's base speed, and the Low Friction Nozzle Joint I, which boosts the ship's agility.<br />
<br />
==Cloaking and Covert Operations==<br />
The Covert Ops Cloak II enables a ship to disappear from both the visual display and overview and also, for the time being, keep it hidden from scan probes. Unfortunately you are still listed in local at present, but if in a safe spot with the cloak operational, you are almost completely safe.<br />
<br />
A Covert Ops cloak II fitted on a [[:Category:Covert Ops|CovOps]] frigate has no base speed penalty when cloaked and a 5-10 second target delay with no resolution penalty.<br />
<br />
When using the cloak you cannot use any other modules (including afterburners or MWDs), so you are very much in watching mode. If you come within 2000 metres of any objects then the cloak will deactivate and you will not be able to activate it until you are at least 2000m away from everything. This means that if you jump into a busy gate camp with plenty of debris around and get caught by a warp bubble, you will most likely not be able to activate your cloak and you will probably die.<br />
<br />
The most important quality of the Covert Ops cloak is that it lets you warp with the cloak active. This means you can arrive on grid with nobody knowing about it, which can obviously be very useful.<br />
<br />
==Overview Settings==<br />
When doing [[:Category:Covert Ops|CovOps]] work, it is helpful to use three different saved overview settings. Using tabs, it is easy to switch between the three settings.<br />
<br />
===Standard===<br />
When you are in position to observe, you need to ensure you see all. It is important that a Covert Ops pilot is fully aware of every single item around him, to avoid going withing 2000m of another object and getting de-cloaked.<br />
<br />
To do this, in the Overview Settings - Filters - Types tab, make sure everything is selected. Also, on the Overview Settings - Filters - States tab, make sure everything is selected. This can then be saved as 'CovOps - Standard'<br />
<br />
===Moving===<br />
When moving by either warping, jumping or normal propulsion the pilot should be very aware of what is coming up in front of him. When moving normally around a gate or target the pilot should use the CovOps - Standard setting. However, the major disadvantage of the CovOps - Standard is that it can cause significant lag during session changes.<br />
<br />
When jumping through gates, where the other side is unknown, the pilot should use a different overview setting which covers the most important objects, but reduces lag;<br />
<br />
In the Overview Settings - Filters - Types tab select the following;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Agent in space<br />
** Audit Log Secure Container<br />
** Beacon<br />
** Biomass<br />
** Cargo Container<br />
** Freight Container<br />
** Global Warp Disruptor<br />
** Large Collidable Object<br />
** Mobile Sentry Gun<br />
** Secure Cargo Container<br />
** Star Gate<br />
** Warp Gate<br />
** Wreck<br />
* Drone<br />
** All<br />
* NPC<br />
** All<br />
* Entity<br />
** Billboard<br />
** Large Collidable Ship<br />
** Large Collidable Structure<br />
** Protective Sentry Gun<br />
** Sentry Gun<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** None<br />
<br />
===Scanning===<br />
It is useful to have another overview setting used for Scanning. This setting changes a lot depending on what you are looking for. However, when trying to scan the immediate area, saving time and eliminating clutter is essential. As such, use the following when scanning using overview settings;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Asteroid Belt<br />
** Moon<br />
** Planet<br />
** Warp gate<br />
** Star Gate<br />
* Drone<br />
** Combat Drone<br />
* NPC<br />
** None<br />
* Entity<br />
** None<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** Control Tower<br />
** Force Field (to show if a tower is active or not)<br />
<br />
These settings allow for a quick scan, which reveals key points in the solar system plus any ships in the scan radius. All other clutter is kept out. Be sure to check that "Use Overview Settings" is enabled, then once a scan can be narrowed down you can disable it so that everything in the narrow search can be seen.<br />
<br />
Bear in mind that it is not possible to include some types of object on your overview, the most important of which is the warp disrupt probe launched by an interdictor. It is therefore very important, particularly when scanning a gate or a station, to make sure that "Use Overview Settings" is NOT enabled before reporting the scan as clear or warping onto grid.<br />
<br />
All of these settings should also include showing the ship type and Corporation ticker as these give vital information on the enemy. Remember to add the settings to different tabs so you just need to switch between tabs to get a different overview setting while on the go.<br />
<br />
A useful tip is that you can reduce lag a lot by minimizing overview (by pressing TAB) when jumping into a system. This can be a lifesaver when entering a very busy system (you can use your map to determine if the system ahead is likely to be very busy). Once the system has loaded, you can maximize overview and get the intel you need.<br />
<br />
==Recon Bookmarks==<br />
[[:Category:Covert Ops|CovOps]] pilots make extensive use of tactical bookmarks. However, given their purpose of safely observing while not being discovered they require a further type of bookmark. We will be covering these BMs in detail during the course.<br />
<br />
The safest bookmark positions around an object in space are those which are not aligned to another celestial body. These positions have the main benefit of being unlikely to be used for a hostile to warp in to. They require a hostile to have created a bookmark at the same place previously or to move into that position under normal power. In the first instance, a [[:Category:Covert Ops|CovOps]] pilot is incredibly unlucky and in the second can see the enemy pilot coming and move out of the way while cloaked. Unaligned on-grid tacticals can also help against certain types of bubble equipped gate camps.<br />
<br />
Gates will generally have at least one pair of Recon bookmarks (one at 90km, the other at 300km from the gate) that are aligned with each other, but not with anything else. Since all kinds of warp disruption bubbles have a maximum range of ~150km, by warping to a bookmark 300km from the gate you have a very low chance of being caught in a bubble (you would have to be very unlucky for someone to have put a bubble over 150km from a gate in the same unaligned direction as your bookmark!). The majority of the time this bookmark will put you on grid with the gate, allowing you to safely observe the activity around the gate, check for bubbles, etc. If you need to get closer (for example, to use the "Look At" camera option on the gate), you can either warp directly down to the 90km bookmark, or if there is a bubble on the gate, warp off to a tactical and back to the 90km BM.<br />
<br />
===Recon Bookmark Naming Convention===<br />
The naming convention we use for these pairs of [[:Category:Covert Ops|CovOps]] bookmarks is:<br />
<br />
*|R> AA NN @DDkm <R|<br />
**AA = the name of the gate<br />
**NN = The id of the bookmark at this gate (allows up to 100 BMs per gate)<br />
**DD = the distance to the gate<br />
<br />
The even numbered bookmarks (and bookmark 00) will be the 90km of each pair, whilst the odd numbered ones will be the 300km.<br />
<br />
Example:<br />
<br />
|R> Harroule 00 @90km <R|<br />
<br />
This BM is 90km from the Harroule gate. It will have a paired BM:<br />
<br />
|R> Harroule 01 @300km <R|<br />
<br />
This BM is in the same unaligned direction from the gate as the previous 90km bookmark, but is further away at 300km.<br />
<br />
==Further References==<br />
* [[PVP COVOPS Probing]]</div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Covert_Operations&diff=20303Covert Operations2013-04-13T23:39:40Z<p>XiMascia: /* Basic Fitting Principles */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small>Original text by [http://www.agony-unleashed.com/user.php?id.8 Stein Voorhees], February 2007<br/>Updated and extended by [http://www.agony-unleashed.com/user.php?id.18 Carenthor Loon],[http://www.agony-unleashed.com/user.php?id.797 Ecatherina W], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/>Copyright Agony Unleashed</small></p><br />
<br />
<br />
==Background==<br />
<br />
'''CovOps''': “Recon.” <br/><br />
'''FC''': “Go recon.”<br/><br />
'''CovOps''': “This is cr8r in RMOC on the Hemin gate. Eight in local. Nothing on grid, 5-ship armor HAC gang on scan. They're not at a POS or a celestial, looks like they're at a safe. FC: want a drop on them?”<br/><br />
'''FC''': “Yes. Get your probes out and get me that drop. Let me know when you've got it. Fleet: hold on RMOC gate.”<br/><br />
'''CovOps''': “Anchor in place. Warp to cr8r at 20.”<br/><br />
'''FC''': “Fleet: jump jump. Cold warping fleet to CovOps.”<br />
<br />
<br />
Agony Unleashed operates primarily in well organized wolfpack style fleets which tend to be smaller gangs which can deliver tremendous firepower and travel extremely quickly. In order to best deliver this firepower, the Fleet Commander (FC) needs to have knowledge of the enemy immediately to hand. A good CovOps pilot is a force multiplier to a fleet – greatly expanding the fleet's ability to kill opponents and reducing the chance of the fleet being trapped by overwhelming opposition. Despite rumors to the contrary, flying a CovOps ship for a fleet can be tremendously exciting. And (as an added bonus) your fleet mates will thank you for it.<br />
<br />
<br />
'''Capabilities of a CovOps pilot'''<br />
<br />
A CovOps ship's specialty is fitting the Covert Ops Cloaking Device, which allows you to warp cloaked. Once your CovOps ship is in system and cloaked you can range around the system at will, invisible to the overview, scans, and probes (if flown correctly). You can maneuver in close proximity to other ships undetected for spying and for getting drops on potential victims for the rest of the fleet. In addition, your CovOps ship has a frigate's speed and agility for rapid exploration, can re-cloak very quickly, and, most importantly, gets a bonus for probes. <br />
<br />
Given the abilities mentioned above, what are you expected to be able to do as the CovOps pilot in a fleet op, and how can you contribute to fleet kills? You will be expected to perform two primary tasks: Provide reconnaissance about ships/fleets while roaming or stationed ahead of the fleet, and pin down the specific location of targets within a system. And you'll be expected to be able to do these tasks while avoiding getting your fragile frigate hull blown up. <br />
<br />
<br />
'''Who and where is my enemy? What's my enemy's capability?'''<br />
<br />
Reconnaissance is the bulk of a CovOps pilot's work. Reconnaissance consists of providing intelligence about ships and fleets in systems removed from the main fleet's location, its purpose is to let the FC and fleet know of opportunities ahead and threats that may be coming down the pipe. In order to provide the best reconnaissance you should be familiar with the composition, strengths, and weaknesses of your own fleet, in order to identify which information is important to pass onto the FC.<br />
<br />
Ideally, you'll talk with the FC about his/her expectations before the operation, in order to get an understanding of how far out the FC would like you to range, discuss if there are any systems in particular that the FC would like recon from, and find out if there are any types of targets that he/she is especially interested in. FC experience can help a CovOps pilot gain judgment about how and when to pass on information to the fleet. <br />
<br />
A CovOps pilot generally provides fleet forward eyes by ranging through systems +2 to +6 from the fleet, poking a head into side systems to see if there are any good targets while moving ahead toward the FC's destination. In order to travel safely a CovOps pilot relies heavily on TAC bookmarks near gates and stations, and in order to observe hostile forces you'll need an additional set of Recon bookmarks. Also, in order to avoid decloaking and to find targets efficiently, you'll need a couple of overview tabs dedicated to CovOps tasks. Recon bookmarks and Overview tabs are covered in more depth below and in class. <br />
<br />
As a CovOps pilot, you'll be relatively independent from the fleet and will make your own decisions – within the bounds of what you had discussed with the FC – about when and where to move while tirelessly hunting, hunting for information. Alternatively, a CovOps pilot can provide passive eyes – sitting invisible in a single system and tracking local and d-scan. Often times a lightly-tended alt running on a second client can provide passive eyes. <br />
<br />
Once you find anything of interest, you'll provide a recon report to the FC and the fleet. Recon reports should be given as frequently as necessary to provide a flow of *relevant* information to the FC. The recon reports should be as concise and clear as possible – giving the FC information in a easily digestible and familiar format, so that he/she can put the information to immediate use and doesn't have to waste time figuring out what the CovOps pilot is seeing. The recon format is discussed below and in class. <br />
<br />
<br />
'''How can I kill my enemy?'''<br />
<br />
Beyond general recon, your second task is finding targets and getting the drop. In order to be the most effective force multiplier possible, you should be actively looking for opportunities for kills for your fleet and getting drops on those potential targets (in addition to providing information to keep your fleet safe). How to go about this? Your first tool for finding targets is out-of-game: Dotlan (http://evemaps.dotlan.net/). A skilled CovOps pilot will have Dotlan open for the entire op anyway for navigation purposes, but Dotlan also helps you look for opportunities. Dotlan provides statistics for individual systems regarding number of recent jumps (for general system activity), NPC ships killed (by ratters and mission runners, potential targets) and number of player ship/pod kills. While ranging as forward eyes, a skilled CovOps pilot will be checking Dotlan stats for surrounding systems to get an idea of which direction may be most fruitful. <br />
<br />
After checking Dotlan, coming into a system you'll always want to immediately check the number of pilots in local and hit a 360-degree 14.4au directional scan. At times you'll need to do this while evading capture by gate campers. If your fleet is nearby (e.g., -1 or -2 from you) you'll want to provide a general situation recon report to let the FC know what he/she can expect if the fleet comes this way. Then, if the system looks promising you can start searching for targets. <br />
<br />
The tools that you'll use to find and get a drop on targets will depend on their location relative to you: targets will be either 1) on-grid with you; 2) off grid, but on scan at a celestial; 3) off grid, on scan at a safespot; or 4) off scan, on probe. You can find and get drops on these targets using either laddering (for #1 above), dscan (for #2 above), or probes (for #1, #3, and #4 above). These techniques are covered in depth in class and in the other reading material. <br />
<br />
<br />
<br />
In addition to performing these tasks adequately, you'll be expected – above all – to not get blown up. Fortunately, a well-piloted CovOps ship is difficult to destroy. Of course, the reason that it's hard to destroy is NOT because of its EHP! CovOps ships are flimsy – if you get any incoming DPS at all, you are most likely a dead CovOps pilot. CovOps ships rely on stealth tank: while flying your Cheetah, Anathema, Buzzard, or Helios you need to keep your cloak up (pretty much) at all times. An experienced CovOps pilot continually but unconsciously checks that green glow on the Covert Ops Cloaking device to make sure that it's running – the glow is your only safety. As long as your cloak is running you cannot be seen on the overview, scan, or probe, and you cannot be targeted. However, there are a few times when you will have to drop cloak – this is the CovOps ship's Achilles heel. You'll have brief moments of visibility while traveling through a gate, while dropping/reloading probes, and while leaving a station. Other sections of the reading will discuss techniques for evasion and stealth in more depth. <br />
<br />
As a wrap-up to this introduction, what are you NOT expected to do as a CovOps pilot? A CovOps pilot should never show up on a killmail. Period. That means that you'll need to avoid getting killed, but also that you will not use any offensive weaponry, including guns, EWAR, and tackle. A CovOps ship is an expensive loss for the fleet, it's very fragile, and it has the highly-limited offensive capability of a T1 probing frigate. You and your ship are much more valuable to your fleet as a force multiplier than as DPS, EWAR, or tackle. <br />
<br />
===Objectives of Intelligence Gathering===<br />
Within EVE, there are a number of crucial pieces of information which a combat commander requires when setting out on an operation. These can be summarized as:<br />
<br />
#Location of the enemy.<br />
#Ship types and alliance of the enemy.<br />
#Enemy fleet activities.<br />
#Destination of the enemy.<br />
#Position of Warp Bubbles and Interdiction Spheres<br />
#The Inertia of the enemy fleet - is it a fast moving frigate gang, or a lumbering BS gang with incredible firepower<br />
<br />
In order to effectively deliver decisive force, the FC needs to have this information prior to any engagement and work it into a cohesive plan. Indeed, without this information it may be impossible to engage at all. In order to supply the above information on mobile fleets, active scouting and reconnaissance is required. At times, a CovOps pilot may also be needed to provide a warp in point on a sniper or to track down and/or shadow an enemy fleet.<br />
<br />
The [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course will take you through how best to deliver this key information to the FC without being seen or engaged by the enemy. By its nature, [[:Category:Covert Ops|CovOps]] Recon may not involve any direct offensive tactics. The ships are expensive and very fragile. A good [[:Category:Covert Ops|CovOps]] pilot will most likely never engage a weapon while in his ship. However, there are a number of advanced [[:Category:Covert Ops|CovOps]] tactics where a more offensive attitude may be warranted. This document covers the preliminary information you will require to attend the course.<br />
<br />
==Skills and Implants==<br />
The skills required by [[:Category:Covert Ops|Covert Ops]] pilots are primarily those already needed to fly in Agony wolfpacks. However, there are a number of skills which need to be increased above this basic level to ensure that pilots have the speed and agility to avoid engagements. Also, in order to effectively use cloaking technology there are some significant skills that need investing in.<br />
===Covert Ops Recon Skills===<br />
====Base skills====<br />
*Covert Ops 4+ (preferably 5)<br />
*Cloaking 4+<br />
*Electronics 5<br />
*Electronics Upgrades 5<br />
*Evasive Maneuvering 4+<br />
*Navigation 4+<br />
*Warp Drive Operation 4+<br />
*Racial Frigate 5<br />
*Acceleration Control 4+<br />
*High Speed Maneuvering 4+<br />
*Fuel Conservation 4+<br />
*Electronic Warfare 3+<br />
*Energy Management 4+<br />
*Weapon Upgrades 3+<br />
*Engineering 4+<br />
*Spaceship Command 4+<br />
<br />
====Additional skills for probing====<br />
*Science 3<br />
*Astrometrics 4+ (preferably 5)<br />
*Astrometric Acquisition 3+<br />
*Astrometric Pinpointing 3+<br />
*Astrometric Rangefinding 3+<br />
<br />
===Implants===<br />
The following implants are useful for [[:Category:Covert Ops|Covert Ops]] pilots:<br />
*Poteque 'Prospector' Astrometric Pinpointing AP-6XX (slot 06, reduces probe signal deviation)<br />
*Poteque 'Prospector' Astrometric Acquisition AQ-7XX (slot 07, reduces probe scan time)<br />
*Poteque 'Prospector' Astrometric Rangefinding AR-8XX (slot 08, improves probe scan strength)<br />
*Eifyr and Co. 'Rogue' Warp Drive Speed WS-5XX (slot 5, increases warp velocity)<br />
*Eifyr and Co. 'Rogue' Acceleration Control AC-6XX (slot 6, increases speed while using MWDs and afterburners)<br />
*Eifyr and Co. 'Rogue' Navigation NN-6XX (slot 6, increases ship velocity)<br />
*Eifyr and Co. 'Rogue' Evasive Maneuvering EM-7XX (slot 7, improves ship agility)<br />
<br />
==Ships==<br />
In order to effectively perform reconnaissance in Eve, you must not only be able to observe without being seen, you must also be able to get into position without being seen. As such, for a [[:Category:Covert Ops|Covert Operations frigate]] using a CovOps cloak is a must.<br />
<br />
All students must attend the [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course with a Covert Ops frigate equipped with a CovOps Cloak II and an Expanded Probe Launcher. Additional fittings are described below and will be discussed during the course.<br />
<br />
One thing to bear in mind with CovOps frigates is that they will pop very easily. They generally travel solo and can be very easily picked off if engaged by virtually any enemy. As such, their general fitting needs to be based around speed, maneuverability and stealth, NOT around a tank or gank.<br />
<br />
Another consideration with these ships is that they have a relatively high total cost. A CovOps frigate costs approximately 15-25 million ISK while the CovOps Cloak adds another 8-10 million to the bill, not to mention rigs, implants, and fittings. As such, we must be careful when flying these ships, as their loss could have a large negative effect on the ISK efficiency of an entire session of an otherwise T1 wolfpack (since one of Agony Unleashed's primary objectives in the field is to cause significantly more damage than it takes). To win the ISK war, we must take care with our ship and only put it into a situation of danger when the gains outweigh the losses. This course will cover how to keep your ship in one piece.<br />
<br />
===Basic Fitting Principles===<br />
The basics of CovOps ship fitting include an Expanded Probe Launcher and a Covert ops cloak in the high slots, MWD in the mid slots, and overdrives or nanofibers in the low slots. The cloak and probe launcher enable you to warp around cloaked and perform scans of the area. Microwarpdrive will enable CovOps ship to quickly cover certain distance across the grid when there is no danger of getting targeted (example: if you're creating bookmarks in an otherwise empty system). Overdrives and nanofibers will boost the ship's cloaked velocity allowing you quicker to move into warp-in positions for your gang; nanofibers will also increase CovOps ship's agility allowing it to enter warp and turn faster.<br />
<br />
Once the above modules have been fitted, a CovOps ship will have several open high and mid slots. Open mid-slots should be fitted next. They are used for defensive EWAR modules with the aim of helping the frigate escape if cornered. Popular choices are Remote Sensor Dampeners that can cut locking range of an interceptor, freeing the CovOps frigate from its tackle, as well as ECM modules and ECM burst. Keep in mind that the strength of ECM modules is quite low on non-bonused ships so chances of a jam are relatively low. ECM burst modules have an area of effect of only 6,000m. They will also require approximately 250 units of capacitor to activate for one cycle, while unbonused capacitor sized of CovOps frigates range from 187 units for Cheetah up to 250 units for Anathema. This means that to activate an ECM burst CovOps frigate must have nearly full capacitor and it can only be activated for one cycle. ECM burst modules are very cap intensive, so the ship setup that includes this module should also include a cap battery or recharger which can also help in making long warps.<br />
<br />
===Covert Ops Frigates: Suggested Fittings===<br />
====Buzzard====<br />
The Caldari [[Buzzard]] is the second slowest CovOps frigate, and therefore is not ideal for fleet work. For combat CovOps, not covered in this class, the Buzzard's high grid and CPU making it the easiest ship to fit for agression. It is also has 5 mid-slots which enable it to pack a very hard EWAR punch.<br />
<br />
Example of a Buzzard setup:<br><br />
[Buzzard, class] <br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
Phased Monopropellant I Hydrazine Boosters<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
====Cheetah====<br />
The Minmatar [[Cheetah]] is the fastest CovOps frigate. It is extremely useful for situations when you need to move across the grid without warping, for example, when getting into position on a sniper. It is however the hardest CovOps to fit.<br />
<br />
Example of a Cheetah setup:<br><br />
[Cheetah, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Monopropellant I Hydrazine Boosters<br><br />
Phased Muon Sensor Disruptor I<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
This setup has a base speed of over 611 m/s. It only has an remote sensor damp to defend itself, so will rely on stealth and speed to evade enemy ships.<br />
<br />
====Helios====<br />
The Gallente [[Helios]] treads a path between the Buzzard and Cheetah. It is easier to fit that a Cheetah and is somewhat faster than a Buzzard.<br />
<br />
[Helios, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
1MN MicroWarpdrive I<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
<br />
This gives the same defensive EWAR as the Buzzard, but has a higher speed under cloak.<br />
<br />
====Anathema====<br />
The Amarr [[Anathema]] is historically regarded to be the worst CovOps frigate due to it having the lowest base speed. However, it has the highest base capacitor of any of the CovOps frigs, and with its third low slot can now actually be fit to be faster than a Buzzard.<br />
<br />
Example of an Anathema setup:<br><br />
[Anathema, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Cap Recharger II<br><br />
1MN MicroWarpdrive II<br><br />
Phased Muon Sensor Disruptor I<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
[empty high slot]<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
Anathema also has the furthest warp duration and best capacitor regen of any of the suggested setups.<br />
<br />
====Rigs====<br />
The rigs most commonly fitted to CovOps frigates are two Gravity Capacitor Upgrade I, which increase scan probe strength by 10% each. Although the corresponding T2 rigs give 15% bonus, a CovOps ship can fit only one of these, so most pilots opt to fit two T1 rigs for a total 20% bonus to scan strength. These rigs cost approximately 3-5 million each, but they are well worth the investment.<br />
<br />
Other rigs that may be somewhat beneficial to a CovOps frigate are the Auxiliary Thruster I, which increases the base speed by 7.25% each, and the Low Friction Nozzle Joint I, which boosts ship's agility by 11.7%.<br />
<br />
==Cloaking and Covert Operations==<br />
The Covert Ops Cloak II enables a ship to disappear from both the visual display and overview and also, for the time being, keep it hidden from scan probes. Unfortunately you are still listed in local at present, but if in a safe spot with the cloak operational, you are almost completely safe.<br />
<br />
A Covert Ops cloak II fitted on a [[:Category:Covert Ops|CovOps]] frigate has no base speed penalty when cloaked and a 5-10 second target delay with no resolution penalty.<br />
<br />
When using the cloak you cannot use any other modules (including afterburners or MWDs), so you are very much in watching mode. If you come within 2000 metres of any objects then the cloak will deactivate and you will not be able to activate it until you are at least 2000m away from everything. This means that if you jump into a busy gate camp with plenty of debris around and get caught by a warp bubble, you will most likely not be able to activate your cloak and you will probably die.<br />
<br />
The most important quality of the Covert Ops cloak is that it lets you warp with the cloak active. This means you can arrive on grid with nobody knowing about it, which can obviously be very useful.<br />
<br />
==Overview Settings==<br />
When doing [[:Category:Covert Ops|CovOps]] work, it is helpful to use three different saved overview settings. Using tabs, it is easy to switch between the three settings.<br />
<br />
===Standard===<br />
When you are in position to observe, you need to ensure you see all. It is important that a Covert Ops pilot is fully aware of every single item around him, to avoid going withing 2000m of another object and getting de-cloaked.<br />
<br />
To do this, in the Overview Settings - Filters - Types tab, make sure everything is selected. Also, on the Overview Settings - Filters - States tab, make sure everything is selected. This can then be saved as 'CovOps - Standard'<br />
<br />
===Moving===<br />
When moving by either warping, jumping or normal propulsion the pilot should be very aware of what is coming up in front of him. When moving normally around a gate or target the pilot should use the CovOps - Standard setting. However, the major disadvantage of the CovOps - Standard is that it can cause significant lag during session changes.<br />
<br />
When jumping through gates, where the other side is unknown, the pilot should use a different overview setting which covers the most important objects, but reduces lag;<br />
<br />
In the Overview Settings - Filters - Types tab select the following;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Agent in space<br />
** Audit Log Secure Container<br />
** Beacon<br />
** Biomass<br />
** Cargo Container<br />
** Freight Container<br />
** Global Warp Disruptor<br />
** Large Collidable Object<br />
** Mobile Sentry Gun<br />
** Secure Cargo Container<br />
** Star Gate<br />
** Warp Gate<br />
** Wreck<br />
* Drone<br />
** All<br />
* NPC<br />
** All<br />
* Entity<br />
** Billboard<br />
** Large Collidable Ship<br />
** Large Collidable Structure<br />
** Protective Sentry Gun<br />
** Sentry Gun<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** None<br />
<br />
===Scanning===<br />
It is useful to have another overview setting used for Scanning. This setting changes a lot depending on what you are looking for. However, when trying to scan the immediate area, saving time and eliminating clutter is essential. As such, use the following when scanning using overview settings;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Asteroid Belt<br />
** Moon<br />
** Planet<br />
** Warp gate<br />
** Star Gate<br />
* Drone<br />
** Combat Drone<br />
* NPC<br />
** None<br />
* Entity<br />
** None<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** Control Tower<br />
** Force Field (to show if a tower is active or not)<br />
<br />
These settings allow for a quick scan, which reveals key points in the solar system plus any ships in the scan radius. All other clutter is kept out. Be sure to check that "Use Overview Settings" is enabled, then once a scan can be narrowed down you can disable it so that everything in the narrow search can be seen.<br />
<br />
Bear in mind that it is not possible to include some types of object on your overview, the most important of which is the warp disrupt probe launched by an interdictor. It is therefore very important, particularly when scanning a gate or a station, to make sure that "Use Overview Settings" is NOT enabled before reporting the scan as clear or warping onto grid.<br />
<br />
All of these settings should also include showing the ship type and Corporation ticker as these give vital information on the enemy. Remember to add the settings to different tabs so you just need to switch between tabs to get a different overview setting while on the go.<br />
<br />
A useful tip is that you can reduce lag a lot by minimizing overview (by pressing TAB) when jumping into a system. This can be a lifesaver when entering a very busy system (you can use your map to determine if the system ahead is likely to be very busy). Once the system has loaded, you can maximize overview and get the intel you need.<br />
<br />
==Recon Bookmarks==<br />
[[:Category:Covert Ops|CovOps]] pilots make extensive use of tactical bookmarks. However, given their purpose of safely observing while not being discovered they require a further type of bookmark. We will be covering these BMs in detail during the course.<br />
<br />
The safest bookmark positions around an object in space are those which are not aligned to another celestial body. These positions have the main benefit of being unlikely to be used for a hostile to warp in to. They require a hostile to have created a bookmark at the same place previously or to move into that position under normal power. In the first instance, a [[:Category:Covert Ops|CovOps]] pilot is incredibly unlucky and in the second can see the enemy pilot coming and move out of the way while cloaked. Unaligned on-grid tacticals can also help against certain types of bubble equipped gate camps.<br />
<br />
Gates will generally have at least one pair of Recon bookmarks (one at 90km, the other at 300km from the gate) that are aligned with each other, but not with anything else. Since all kinds of warp disruption bubbles have a maximum range of ~150km, by warping to a bookmark 300km from the gate you have a very low chance of being caught in a bubble (you would have to be very unlucky for someone to have put a bubble over 150km from a gate in the same unaligned direction as your bookmark!). The majority of the time this bookmark will put you on grid with the gate, allowing you to safely observe the activity around the gate, check for bubbles, etc. If you need to get closer (for example, to use the "Look At" camera option on the gate), you can either warp directly down to the 90km bookmark, or if there is a bubble on the gate, warp off to a tactical and back to the 90km BM.<br />
<br />
===Recon Bookmark Naming Convention===<br />
The naming convention we use for these pairs of [[:Category:Covert Ops|CovOps]] bookmarks is:<br />
<br />
*|R> AA NN @DDkm <R|<br />
**AA = the name of the gate<br />
**NN = The id of the bookmark at this gate (allows up to 100 BMs per gate)<br />
**DD = the distance to the gate<br />
<br />
The even numbered bookmarks (and bookmark 00) will be the 90km of each pair, whilst the odd numbered ones will be the 300km.<br />
<br />
Example:<br />
<br />
|R> Harroule 00 @90km <R|<br />
<br />
This BM is 90km from the Harroule gate. It will have a paired BM:<br />
<br />
|R> Harroule 01 @300km <R|<br />
<br />
This BM is in the same unaligned direction from the gate as the previous 90km bookmark, but is further away at 300km.<br />
<br />
==Further References==<br />
* [[PVP COVOPS Probing]]</div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Covert_Operations&diff=20302Covert Operations2013-04-13T23:39:18Z<p>XiMascia: /* Basic Fitting Principles */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small>Original text by [http://www.agony-unleashed.com/user.php?id.8 Stein Voorhees], February 2007<br/>Updated and extended by [http://www.agony-unleashed.com/user.php?id.18 Carenthor Loon],[http://www.agony-unleashed.com/user.php?id.797 Ecatherina W], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/>Copyright Agony Unleashed</small></p><br />
<br />
<br />
==Background==<br />
<br />
'''CovOps''': “Recon.” <br/><br />
'''FC''': “Go recon.”<br/><br />
'''CovOps''': “This is cr8r in RMOC on the Hemin gate. Eight in local. Nothing on grid, 5-ship armor HAC gang on scan. They're not at a POS or a celestial, looks like they're at a safe. FC: want a drop on them?”<br/><br />
'''FC''': “Yes. Get your probes out and get me that drop. Let me know when you've got it. Fleet: hold on RMOC gate.”<br/><br />
'''CovOps''': “Anchor in place. Warp to cr8r at 20.”<br/><br />
'''FC''': “Fleet: jump jump. Cold warping fleet to CovOps.”<br />
<br />
<br />
Agony Unleashed operates primarily in well organized wolfpack style fleets which tend to be smaller gangs which can deliver tremendous firepower and travel extremely quickly. In order to best deliver this firepower, the Fleet Commander (FC) needs to have knowledge of the enemy immediately to hand. A good CovOps pilot is a force multiplier to a fleet – greatly expanding the fleet's ability to kill opponents and reducing the chance of the fleet being trapped by overwhelming opposition. Despite rumors to the contrary, flying a CovOps ship for a fleet can be tremendously exciting. And (as an added bonus) your fleet mates will thank you for it.<br />
<br />
<br />
'''Capabilities of a CovOps pilot'''<br />
<br />
A CovOps ship's specialty is fitting the Covert Ops Cloaking Device, which allows you to warp cloaked. Once your CovOps ship is in system and cloaked you can range around the system at will, invisible to the overview, scans, and probes (if flown correctly). You can maneuver in close proximity to other ships undetected for spying and for getting drops on potential victims for the rest of the fleet. In addition, your CovOps ship has a frigate's speed and agility for rapid exploration, can re-cloak very quickly, and, most importantly, gets a bonus for probes. <br />
<br />
Given the abilities mentioned above, what are you expected to be able to do as the CovOps pilot in a fleet op, and how can you contribute to fleet kills? You will be expected to perform two primary tasks: Provide reconnaissance about ships/fleets while roaming or stationed ahead of the fleet, and pin down the specific location of targets within a system. And you'll be expected to be able to do these tasks while avoiding getting your fragile frigate hull blown up. <br />
<br />
<br />
'''Who and where is my enemy? What's my enemy's capability?'''<br />
<br />
Reconnaissance is the bulk of a CovOps pilot's work. Reconnaissance consists of providing intelligence about ships and fleets in systems removed from the main fleet's location, its purpose is to let the FC and fleet know of opportunities ahead and threats that may be coming down the pipe. In order to provide the best reconnaissance you should be familiar with the composition, strengths, and weaknesses of your own fleet, in order to identify which information is important to pass onto the FC.<br />
<br />
Ideally, you'll talk with the FC about his/her expectations before the operation, in order to get an understanding of how far out the FC would like you to range, discuss if there are any systems in particular that the FC would like recon from, and find out if there are any types of targets that he/she is especially interested in. FC experience can help a CovOps pilot gain judgment about how and when to pass on information to the fleet. <br />
<br />
A CovOps pilot generally provides fleet forward eyes by ranging through systems +2 to +6 from the fleet, poking a head into side systems to see if there are any good targets while moving ahead toward the FC's destination. In order to travel safely a CovOps pilot relies heavily on TAC bookmarks near gates and stations, and in order to observe hostile forces you'll need an additional set of Recon bookmarks. Also, in order to avoid decloaking and to find targets efficiently, you'll need a couple of overview tabs dedicated to CovOps tasks. Recon bookmarks and Overview tabs are covered in more depth below and in class. <br />
<br />
As a CovOps pilot, you'll be relatively independent from the fleet and will make your own decisions – within the bounds of what you had discussed with the FC – about when and where to move while tirelessly hunting, hunting for information. Alternatively, a CovOps pilot can provide passive eyes – sitting invisible in a single system and tracking local and d-scan. Often times a lightly-tended alt running on a second client can provide passive eyes. <br />
<br />
Once you find anything of interest, you'll provide a recon report to the FC and the fleet. Recon reports should be given as frequently as necessary to provide a flow of *relevant* information to the FC. The recon reports should be as concise and clear as possible – giving the FC information in a easily digestible and familiar format, so that he/she can put the information to immediate use and doesn't have to waste time figuring out what the CovOps pilot is seeing. The recon format is discussed below and in class. <br />
<br />
<br />
'''How can I kill my enemy?'''<br />
<br />
Beyond general recon, your second task is finding targets and getting the drop. In order to be the most effective force multiplier possible, you should be actively looking for opportunities for kills for your fleet and getting drops on those potential targets (in addition to providing information to keep your fleet safe). How to go about this? Your first tool for finding targets is out-of-game: Dotlan (http://evemaps.dotlan.net/). A skilled CovOps pilot will have Dotlan open for the entire op anyway for navigation purposes, but Dotlan also helps you look for opportunities. Dotlan provides statistics for individual systems regarding number of recent jumps (for general system activity), NPC ships killed (by ratters and mission runners, potential targets) and number of player ship/pod kills. While ranging as forward eyes, a skilled CovOps pilot will be checking Dotlan stats for surrounding systems to get an idea of which direction may be most fruitful. <br />
<br />
After checking Dotlan, coming into a system you'll always want to immediately check the number of pilots in local and hit a 360-degree 14.4au directional scan. At times you'll need to do this while evading capture by gate campers. If your fleet is nearby (e.g., -1 or -2 from you) you'll want to provide a general situation recon report to let the FC know what he/she can expect if the fleet comes this way. Then, if the system looks promising you can start searching for targets. <br />
<br />
The tools that you'll use to find and get a drop on targets will depend on their location relative to you: targets will be either 1) on-grid with you; 2) off grid, but on scan at a celestial; 3) off grid, on scan at a safespot; or 4) off scan, on probe. You can find and get drops on these targets using either laddering (for #1 above), dscan (for #2 above), or probes (for #1, #3, and #4 above). These techniques are covered in depth in class and in the other reading material. <br />
<br />
<br />
<br />
In addition to performing these tasks adequately, you'll be expected – above all – to not get blown up. Fortunately, a well-piloted CovOps ship is difficult to destroy. Of course, the reason that it's hard to destroy is NOT because of its EHP! CovOps ships are flimsy – if you get any incoming DPS at all, you are most likely a dead CovOps pilot. CovOps ships rely on stealth tank: while flying your Cheetah, Anathema, Buzzard, or Helios you need to keep your cloak up (pretty much) at all times. An experienced CovOps pilot continually but unconsciously checks that green glow on the Covert Ops Cloaking device to make sure that it's running – the glow is your only safety. As long as your cloak is running you cannot be seen on the overview, scan, or probe, and you cannot be targeted. However, there are a few times when you will have to drop cloak – this is the CovOps ship's Achilles heel. You'll have brief moments of visibility while traveling through a gate, while dropping/reloading probes, and while leaving a station. Other sections of the reading will discuss techniques for evasion and stealth in more depth. <br />
<br />
As a wrap-up to this introduction, what are you NOT expected to do as a CovOps pilot? A CovOps pilot should never show up on a killmail. Period. That means that you'll need to avoid getting killed, but also that you will not use any offensive weaponry, including guns, EWAR, and tackle. A CovOps ship is an expensive loss for the fleet, it's very fragile, and it has the highly-limited offensive capability of a T1 probing frigate. You and your ship are much more valuable to your fleet as a force multiplier than as DPS, EWAR, or tackle. <br />
<br />
===Objectives of Intelligence Gathering===<br />
Within EVE, there are a number of crucial pieces of information which a combat commander requires when setting out on an operation. These can be summarized as:<br />
<br />
#Location of the enemy.<br />
#Ship types and alliance of the enemy.<br />
#Enemy fleet activities.<br />
#Destination of the enemy.<br />
#Position of Warp Bubbles and Interdiction Spheres<br />
#The Inertia of the enemy fleet - is it a fast moving frigate gang, or a lumbering BS gang with incredible firepower<br />
<br />
In order to effectively deliver decisive force, the FC needs to have this information prior to any engagement and work it into a cohesive plan. Indeed, without this information it may be impossible to engage at all. In order to supply the above information on mobile fleets, active scouting and reconnaissance is required. At times, a CovOps pilot may also be needed to provide a warp in point on a sniper or to track down and/or shadow an enemy fleet.<br />
<br />
The [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course will take you through how best to deliver this key information to the FC without being seen or engaged by the enemy. By its nature, [[:Category:Covert Ops|CovOps]] Recon may not involve any direct offensive tactics. The ships are expensive and very fragile. A good [[:Category:Covert Ops|CovOps]] pilot will most likely never engage a weapon while in his ship. However, there are a number of advanced [[:Category:Covert Ops|CovOps]] tactics where a more offensive attitude may be warranted. This document covers the preliminary information you will require to attend the course.<br />
<br />
==Skills and Implants==<br />
The skills required by [[:Category:Covert Ops|Covert Ops]] pilots are primarily those already needed to fly in Agony wolfpacks. However, there are a number of skills which need to be increased above this basic level to ensure that pilots have the speed and agility to avoid engagements. Also, in order to effectively use cloaking technology there are some significant skills that need investing in.<br />
===Covert Ops Recon Skills===<br />
====Base skills====<br />
*Covert Ops 4+ (preferably 5)<br />
*Cloaking 4+<br />
*Electronics 5<br />
*Electronics Upgrades 5<br />
*Evasive Maneuvering 4+<br />
*Navigation 4+<br />
*Warp Drive Operation 4+<br />
*Racial Frigate 5<br />
*Acceleration Control 4+<br />
*High Speed Maneuvering 4+<br />
*Fuel Conservation 4+<br />
*Electronic Warfare 3+<br />
*Energy Management 4+<br />
*Weapon Upgrades 3+<br />
*Engineering 4+<br />
*Spaceship Command 4+<br />
<br />
====Additional skills for probing====<br />
*Science 3<br />
*Astrometrics 4+ (preferably 5)<br />
*Astrometric Acquisition 3+<br />
*Astrometric Pinpointing 3+<br />
*Astrometric Rangefinding 3+<br />
<br />
===Implants===<br />
The following implants are useful for [[:Category:Covert Ops|Covert Ops]] pilots:<br />
*Poteque 'Prospector' Astrometric Pinpointing AP-6XX (slot 06, reduces probe signal deviation)<br />
*Poteque 'Prospector' Astrometric Acquisition AQ-7XX (slot 07, reduces probe scan time)<br />
*Poteque 'Prospector' Astrometric Rangefinding AR-8XX (slot 08, improves probe scan strength)<br />
*Eifyr and Co. 'Rogue' Warp Drive Speed WS-5XX (slot 5, increases warp velocity)<br />
*Eifyr and Co. 'Rogue' Acceleration Control AC-6XX (slot 6, increases speed while using MWDs and afterburners)<br />
*Eifyr and Co. 'Rogue' Navigation NN-6XX (slot 6, increases ship velocity)<br />
*Eifyr and Co. 'Rogue' Evasive Maneuvering EM-7XX (slot 7, improves ship agility)<br />
<br />
==Ships==<br />
In order to effectively perform reconnaissance in Eve, you must not only be able to observe without being seen, you must also be able to get into position without being seen. As such, for a [[:Category:Covert Ops|Covert Operations frigate]] using a CovOps cloak is a must.<br />
<br />
All students must attend the [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course with a Covert Ops frigate equipped with a CovOps Cloak II and an Expanded Probe Launcher. Additional fittings are described below and will be discussed during the course.<br />
<br />
One thing to bear in mind with CovOps frigates is that they will pop very easily. They generally travel solo and can be very easily picked off if engaged by virtually any enemy. As such, their general fitting needs to be based around speed, maneuverability and stealth, NOT around a tank or gank.<br />
<br />
Another consideration with these ships is that they have a relatively high total cost. A CovOps frigate costs approximately 15-25 million ISK while the CovOps Cloak adds another 8-10 million to the bill, not to mention rigs, implants, and fittings. As such, we must be careful when flying these ships, as their loss could have a large negative effect on the ISK efficiency of an entire session of an otherwise T1 wolfpack (since one of Agony Unleashed's primary objectives in the field is to cause significantly more damage than it takes). To win the ISK war, we must take care with our ship and only put it into a situation of danger when the gains outweigh the losses. This course will cover how to keep your ship in one piece.<br />
<br />
===Basic Fitting Principles===<br />
The basics of CovOps ship fitting include an Expanded Probe Launcher and a Covert ops cloak in the high slots, MWD in the mid slots, and overdrives or nanofibers in the low slots. The cloak and probe launcher enable you to warp around cloaked and perform scans of the area. Microwarpdrive will enable CovOps ship to quickly cover certain distance across the grid when there is no danger of getting aggressed (example: if you're creating bookmarks in an otherwise empty system). Overdrives and nanofibers will boost the ship's cloaked velocity allowing you quicker to move into warp-in positions for your gang; nanofibers will also increase CovOps ship's agility allowing it to enter warp and turn faster.<br />
<br />
Once the above modules have been fitted, a CovOps ship will have several open high and mid slots. Open mid-slots should be fitted next. They are used for defensive EWAR modules with the aim of helping the frigate escape if cornered. Popular choices are Remote Sensor Dampeners that can cut locking range of an interceptor, freeing the CovOps frigate from its tackle, as well as ECM modules and ECM burst. Keep in mind that the strength of ECM modules is quite low on non-bonused ships so chances of a jam are relatively low. ECM burst modules have an area of effect of only 6,000m. They will also require approximately 250 units of capacitor to activate for one cycle, while unbonused capacitor sized of CovOps frigates range from 187 units for Cheetah up to 250 units for Anathema. This means that to activate an ECM burst CovOps frigate must have nearly full capacitor and it can only be activated for one cycle. ECM burst modules are very cap intensive, so the ship setup that includes this module should also include a cap battery or recharger which can also help in making long warps.<br />
<br />
===Covert Ops Frigates: Suggested Fittings===<br />
====Buzzard====<br />
The Caldari [[Buzzard]] is the second slowest CovOps frigate, and therefore is not ideal for fleet work. For combat CovOps, not covered in this class, the Buzzard's high grid and CPU making it the easiest ship to fit for agression. It is also has 5 mid-slots which enable it to pack a very hard EWAR punch.<br />
<br />
Example of a Buzzard setup:<br><br />
[Buzzard, class] <br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
Phased Monopropellant I Hydrazine Boosters<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
====Cheetah====<br />
The Minmatar [[Cheetah]] is the fastest CovOps frigate. It is extremely useful for situations when you need to move across the grid without warping, for example, when getting into position on a sniper. It is however the hardest CovOps to fit.<br />
<br />
Example of a Cheetah setup:<br><br />
[Cheetah, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Monopropellant I Hydrazine Boosters<br><br />
Phased Muon Sensor Disruptor I<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
This setup has a base speed of over 611 m/s. It only has an remote sensor damp to defend itself, so will rely on stealth and speed to evade enemy ships.<br />
<br />
====Helios====<br />
The Gallente [[Helios]] treads a path between the Buzzard and Cheetah. It is easier to fit that a Cheetah and is somewhat faster than a Buzzard.<br />
<br />
[Helios, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
1MN MicroWarpdrive I<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
<br />
This gives the same defensive EWAR as the Buzzard, but has a higher speed under cloak.<br />
<br />
====Anathema====<br />
The Amarr [[Anathema]] is historically regarded to be the worst CovOps frigate due to it having the lowest base speed. However, it has the highest base capacitor of any of the CovOps frigs, and with its third low slot can now actually be fit to be faster than a Buzzard.<br />
<br />
Example of an Anathema setup:<br><br />
[Anathema, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Cap Recharger II<br><br />
1MN MicroWarpdrive II<br><br />
Phased Muon Sensor Disruptor I<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
[empty high slot]<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
Anathema also has the furthest warp duration and best capacitor regen of any of the suggested setups.<br />
<br />
====Rigs====<br />
The rigs most commonly fitted to CovOps frigates are two Gravity Capacitor Upgrade I, which increase scan probe strength by 10% each. Although the corresponding T2 rigs give 15% bonus, a CovOps ship can fit only one of these, so most pilots opt to fit two T1 rigs for a total 20% bonus to scan strength. These rigs cost approximately 3-5 million each, but they are well worth the investment.<br />
<br />
Other rigs that may be somewhat beneficial to a CovOps frigate are the Auxiliary Thruster I, which increases the base speed by 7.25% each, and the Low Friction Nozzle Joint I, which boosts ship's agility by 11.7%.<br />
<br />
==Cloaking and Covert Operations==<br />
The Covert Ops Cloak II enables a ship to disappear from both the visual display and overview and also, for the time being, keep it hidden from scan probes. Unfortunately you are still listed in local at present, but if in a safe spot with the cloak operational, you are almost completely safe.<br />
<br />
A Covert Ops cloak II fitted on a [[:Category:Covert Ops|CovOps]] frigate has no base speed penalty when cloaked and a 5-10 second target delay with no resolution penalty.<br />
<br />
When using the cloak you cannot use any other modules (including afterburners or MWDs), so you are very much in watching mode. If you come within 2000 metres of any objects then the cloak will deactivate and you will not be able to activate it until you are at least 2000m away from everything. This means that if you jump into a busy gate camp with plenty of debris around and get caught by a warp bubble, you will most likely not be able to activate your cloak and you will probably die.<br />
<br />
The most important quality of the Covert Ops cloak is that it lets you warp with the cloak active. This means you can arrive on grid with nobody knowing about it, which can obviously be very useful.<br />
<br />
==Overview Settings==<br />
When doing [[:Category:Covert Ops|CovOps]] work, it is helpful to use three different saved overview settings. Using tabs, it is easy to switch between the three settings.<br />
<br />
===Standard===<br />
When you are in position to observe, you need to ensure you see all. It is important that a Covert Ops pilot is fully aware of every single item around him, to avoid going withing 2000m of another object and getting de-cloaked.<br />
<br />
To do this, in the Overview Settings - Filters - Types tab, make sure everything is selected. Also, on the Overview Settings - Filters - States tab, make sure everything is selected. This can then be saved as 'CovOps - Standard'<br />
<br />
===Moving===<br />
When moving by either warping, jumping or normal propulsion the pilot should be very aware of what is coming up in front of him. When moving normally around a gate or target the pilot should use the CovOps - Standard setting. However, the major disadvantage of the CovOps - Standard is that it can cause significant lag during session changes.<br />
<br />
When jumping through gates, where the other side is unknown, the pilot should use a different overview setting which covers the most important objects, but reduces lag;<br />
<br />
In the Overview Settings - Filters - Types tab select the following;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Agent in space<br />
** Audit Log Secure Container<br />
** Beacon<br />
** Biomass<br />
** Cargo Container<br />
** Freight Container<br />
** Global Warp Disruptor<br />
** Large Collidable Object<br />
** Mobile Sentry Gun<br />
** Secure Cargo Container<br />
** Star Gate<br />
** Warp Gate<br />
** Wreck<br />
* Drone<br />
** All<br />
* NPC<br />
** All<br />
* Entity<br />
** Billboard<br />
** Large Collidable Ship<br />
** Large Collidable Structure<br />
** Protective Sentry Gun<br />
** Sentry Gun<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** None<br />
<br />
===Scanning===<br />
It is useful to have another overview setting used for Scanning. This setting changes a lot depending on what you are looking for. However, when trying to scan the immediate area, saving time and eliminating clutter is essential. As such, use the following when scanning using overview settings;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Asteroid Belt<br />
** Moon<br />
** Planet<br />
** Warp gate<br />
** Star Gate<br />
* Drone<br />
** Combat Drone<br />
* NPC<br />
** None<br />
* Entity<br />
** None<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** Control Tower<br />
** Force Field (to show if a tower is active or not)<br />
<br />
These settings allow for a quick scan, which reveals key points in the solar system plus any ships in the scan radius. All other clutter is kept out. Be sure to check that "Use Overview Settings" is enabled, then once a scan can be narrowed down you can disable it so that everything in the narrow search can be seen.<br />
<br />
Bear in mind that it is not possible to include some types of object on your overview, the most important of which is the warp disrupt probe launched by an interdictor. It is therefore very important, particularly when scanning a gate or a station, to make sure that "Use Overview Settings" is NOT enabled before reporting the scan as clear or warping onto grid.<br />
<br />
All of these settings should also include showing the ship type and Corporation ticker as these give vital information on the enemy. Remember to add the settings to different tabs so you just need to switch between tabs to get a different overview setting while on the go.<br />
<br />
A useful tip is that you can reduce lag a lot by minimizing overview (by pressing TAB) when jumping into a system. This can be a lifesaver when entering a very busy system (you can use your map to determine if the system ahead is likely to be very busy). Once the system has loaded, you can maximize overview and get the intel you need.<br />
<br />
==Recon Bookmarks==<br />
[[:Category:Covert Ops|CovOps]] pilots make extensive use of tactical bookmarks. However, given their purpose of safely observing while not being discovered they require a further type of bookmark. We will be covering these BMs in detail during the course.<br />
<br />
The safest bookmark positions around an object in space are those which are not aligned to another celestial body. These positions have the main benefit of being unlikely to be used for a hostile to warp in to. They require a hostile to have created a bookmark at the same place previously or to move into that position under normal power. In the first instance, a [[:Category:Covert Ops|CovOps]] pilot is incredibly unlucky and in the second can see the enemy pilot coming and move out of the way while cloaked. Unaligned on-grid tacticals can also help against certain types of bubble equipped gate camps.<br />
<br />
Gates will generally have at least one pair of Recon bookmarks (one at 90km, the other at 300km from the gate) that are aligned with each other, but not with anything else. Since all kinds of warp disruption bubbles have a maximum range of ~150km, by warping to a bookmark 300km from the gate you have a very low chance of being caught in a bubble (you would have to be very unlucky for someone to have put a bubble over 150km from a gate in the same unaligned direction as your bookmark!). The majority of the time this bookmark will put you on grid with the gate, allowing you to safely observe the activity around the gate, check for bubbles, etc. If you need to get closer (for example, to use the "Look At" camera option on the gate), you can either warp directly down to the 90km bookmark, or if there is a bubble on the gate, warp off to a tactical and back to the 90km BM.<br />
<br />
===Recon Bookmark Naming Convention===<br />
The naming convention we use for these pairs of [[:Category:Covert Ops|CovOps]] bookmarks is:<br />
<br />
*|R> AA NN @DDkm <R|<br />
**AA = the name of the gate<br />
**NN = The id of the bookmark at this gate (allows up to 100 BMs per gate)<br />
**DD = the distance to the gate<br />
<br />
The even numbered bookmarks (and bookmark 00) will be the 90km of each pair, whilst the odd numbered ones will be the 300km.<br />
<br />
Example:<br />
<br />
|R> Harroule 00 @90km <R|<br />
<br />
This BM is 90km from the Harroule gate. It will have a paired BM:<br />
<br />
|R> Harroule 01 @300km <R|<br />
<br />
This BM is in the same unaligned direction from the gate as the previous 90km bookmark, but is further away at 300km.<br />
<br />
==Further References==<br />
* [[PVP COVOPS Probing]]</div>XiMasciahttps://wiki.agony-unleashed.com/index.php?title=Covert_Operations&diff=20301Covert Operations2013-04-13T23:37:28Z<p>XiMascia: /* Ships */</p>
<hr />
<div>[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP_University]]<br />
<p align="Left"><small>Original text by [http://www.agony-unleashed.com/user.php?id.8 Stein Voorhees], February 2007<br/>Updated and extended by [http://www.agony-unleashed.com/user.php?id.18 Carenthor Loon],[http://www.agony-unleashed.com/user.php?id.797 Ecatherina W], [http://www.agony-unleashed.com/user.php?id.1568 Baka Lakadaka], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br/>Copyright Agony Unleashed</small></p><br />
<br />
<br />
==Background==<br />
<br />
'''CovOps''': “Recon.” <br/><br />
'''FC''': “Go recon.”<br/><br />
'''CovOps''': “This is cr8r in RMOC on the Hemin gate. Eight in local. Nothing on grid, 5-ship armor HAC gang on scan. They're not at a POS or a celestial, looks like they're at a safe. FC: want a drop on them?”<br/><br />
'''FC''': “Yes. Get your probes out and get me that drop. Let me know when you've got it. Fleet: hold on RMOC gate.”<br/><br />
'''CovOps''': “Anchor in place. Warp to cr8r at 20.”<br/><br />
'''FC''': “Fleet: jump jump. Cold warping fleet to CovOps.”<br />
<br />
<br />
Agony Unleashed operates primarily in well organized wolfpack style fleets which tend to be smaller gangs which can deliver tremendous firepower and travel extremely quickly. In order to best deliver this firepower, the Fleet Commander (FC) needs to have knowledge of the enemy immediately to hand. A good CovOps pilot is a force multiplier to a fleet – greatly expanding the fleet's ability to kill opponents and reducing the chance of the fleet being trapped by overwhelming opposition. Despite rumors to the contrary, flying a CovOps ship for a fleet can be tremendously exciting. And (as an added bonus) your fleet mates will thank you for it.<br />
<br />
<br />
'''Capabilities of a CovOps pilot'''<br />
<br />
A CovOps ship's specialty is fitting the Covert Ops Cloaking Device, which allows you to warp cloaked. Once your CovOps ship is in system and cloaked you can range around the system at will, invisible to the overview, scans, and probes (if flown correctly). You can maneuver in close proximity to other ships undetected for spying and for getting drops on potential victims for the rest of the fleet. In addition, your CovOps ship has a frigate's speed and agility for rapid exploration, can re-cloak very quickly, and, most importantly, gets a bonus for probes. <br />
<br />
Given the abilities mentioned above, what are you expected to be able to do as the CovOps pilot in a fleet op, and how can you contribute to fleet kills? You will be expected to perform two primary tasks: Provide reconnaissance about ships/fleets while roaming or stationed ahead of the fleet, and pin down the specific location of targets within a system. And you'll be expected to be able to do these tasks while avoiding getting your fragile frigate hull blown up. <br />
<br />
<br />
'''Who and where is my enemy? What's my enemy's capability?'''<br />
<br />
Reconnaissance is the bulk of a CovOps pilot's work. Reconnaissance consists of providing intelligence about ships and fleets in systems removed from the main fleet's location, its purpose is to let the FC and fleet know of opportunities ahead and threats that may be coming down the pipe. In order to provide the best reconnaissance you should be familiar with the composition, strengths, and weaknesses of your own fleet, in order to identify which information is important to pass onto the FC.<br />
<br />
Ideally, you'll talk with the FC about his/her expectations before the operation, in order to get an understanding of how far out the FC would like you to range, discuss if there are any systems in particular that the FC would like recon from, and find out if there are any types of targets that he/she is especially interested in. FC experience can help a CovOps pilot gain judgment about how and when to pass on information to the fleet. <br />
<br />
A CovOps pilot generally provides fleet forward eyes by ranging through systems +2 to +6 from the fleet, poking a head into side systems to see if there are any good targets while moving ahead toward the FC's destination. In order to travel safely a CovOps pilot relies heavily on TAC bookmarks near gates and stations, and in order to observe hostile forces you'll need an additional set of Recon bookmarks. Also, in order to avoid decloaking and to find targets efficiently, you'll need a couple of overview tabs dedicated to CovOps tasks. Recon bookmarks and Overview tabs are covered in more depth below and in class. <br />
<br />
As a CovOps pilot, you'll be relatively independent from the fleet and will make your own decisions – within the bounds of what you had discussed with the FC – about when and where to move while tirelessly hunting, hunting for information. Alternatively, a CovOps pilot can provide passive eyes – sitting invisible in a single system and tracking local and d-scan. Often times a lightly-tended alt running on a second client can provide passive eyes. <br />
<br />
Once you find anything of interest, you'll provide a recon report to the FC and the fleet. Recon reports should be given as frequently as necessary to provide a flow of *relevant* information to the FC. The recon reports should be as concise and clear as possible – giving the FC information in a easily digestible and familiar format, so that he/she can put the information to immediate use and doesn't have to waste time figuring out what the CovOps pilot is seeing. The recon format is discussed below and in class. <br />
<br />
<br />
'''How can I kill my enemy?'''<br />
<br />
Beyond general recon, your second task is finding targets and getting the drop. In order to be the most effective force multiplier possible, you should be actively looking for opportunities for kills for your fleet and getting drops on those potential targets (in addition to providing information to keep your fleet safe). How to go about this? Your first tool for finding targets is out-of-game: Dotlan (http://evemaps.dotlan.net/). A skilled CovOps pilot will have Dotlan open for the entire op anyway for navigation purposes, but Dotlan also helps you look for opportunities. Dotlan provides statistics for individual systems regarding number of recent jumps (for general system activity), NPC ships killed (by ratters and mission runners, potential targets) and number of player ship/pod kills. While ranging as forward eyes, a skilled CovOps pilot will be checking Dotlan stats for surrounding systems to get an idea of which direction may be most fruitful. <br />
<br />
After checking Dotlan, coming into a system you'll always want to immediately check the number of pilots in local and hit a 360-degree 14.4au directional scan. At times you'll need to do this while evading capture by gate campers. If your fleet is nearby (e.g., -1 or -2 from you) you'll want to provide a general situation recon report to let the FC know what he/she can expect if the fleet comes this way. Then, if the system looks promising you can start searching for targets. <br />
<br />
The tools that you'll use to find and get a drop on targets will depend on their location relative to you: targets will be either 1) on-grid with you; 2) off grid, but on scan at a celestial; 3) off grid, on scan at a safespot; or 4) off scan, on probe. You can find and get drops on these targets using either laddering (for #1 above), dscan (for #2 above), or probes (for #1, #3, and #4 above). These techniques are covered in depth in class and in the other reading material. <br />
<br />
<br />
<br />
In addition to performing these tasks adequately, you'll be expected – above all – to not get blown up. Fortunately, a well-piloted CovOps ship is difficult to destroy. Of course, the reason that it's hard to destroy is NOT because of its EHP! CovOps ships are flimsy – if you get any incoming DPS at all, you are most likely a dead CovOps pilot. CovOps ships rely on stealth tank: while flying your Cheetah, Anathema, Buzzard, or Helios you need to keep your cloak up (pretty much) at all times. An experienced CovOps pilot continually but unconsciously checks that green glow on the Covert Ops Cloaking device to make sure that it's running – the glow is your only safety. As long as your cloak is running you cannot be seen on the overview, scan, or probe, and you cannot be targeted. However, there are a few times when you will have to drop cloak – this is the CovOps ship's Achilles heel. You'll have brief moments of visibility while traveling through a gate, while dropping/reloading probes, and while leaving a station. Other sections of the reading will discuss techniques for evasion and stealth in more depth. <br />
<br />
As a wrap-up to this introduction, what are you NOT expected to do as a CovOps pilot? A CovOps pilot should never show up on a killmail. Period. That means that you'll need to avoid getting killed, but also that you will not use any offensive weaponry, including guns, EWAR, and tackle. A CovOps ship is an expensive loss for the fleet, it's very fragile, and it has the highly-limited offensive capability of a T1 probing frigate. You and your ship are much more valuable to your fleet as a force multiplier than as DPS, EWAR, or tackle. <br />
<br />
===Objectives of Intelligence Gathering===<br />
Within EVE, there are a number of crucial pieces of information which a combat commander requires when setting out on an operation. These can be summarized as:<br />
<br />
#Location of the enemy.<br />
#Ship types and alliance of the enemy.<br />
#Enemy fleet activities.<br />
#Destination of the enemy.<br />
#Position of Warp Bubbles and Interdiction Spheres<br />
#The Inertia of the enemy fleet - is it a fast moving frigate gang, or a lumbering BS gang with incredible firepower<br />
<br />
In order to effectively deliver decisive force, the FC needs to have this information prior to any engagement and work it into a cohesive plan. Indeed, without this information it may be impossible to engage at all. In order to supply the above information on mobile fleets, active scouting and reconnaissance is required. At times, a CovOps pilot may also be needed to provide a warp in point on a sniper or to track down and/or shadow an enemy fleet.<br />
<br />
The [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course will take you through how best to deliver this key information to the FC without being seen or engaged by the enemy. By its nature, [[:Category:Covert Ops|CovOps]] Recon may not involve any direct offensive tactics. The ships are expensive and very fragile. A good [[:Category:Covert Ops|CovOps]] pilot will most likely never engage a weapon while in his ship. However, there are a number of advanced [[:Category:Covert Ops|CovOps]] tactics where a more offensive attitude may be warranted. This document covers the preliminary information you will require to attend the course.<br />
<br />
==Skills and Implants==<br />
The skills required by [[:Category:Covert Ops|Covert Ops]] pilots are primarily those already needed to fly in Agony wolfpacks. However, there are a number of skills which need to be increased above this basic level to ensure that pilots have the speed and agility to avoid engagements. Also, in order to effectively use cloaking technology there are some significant skills that need investing in.<br />
===Covert Ops Recon Skills===<br />
====Base skills====<br />
*Covert Ops 4+ (preferably 5)<br />
*Cloaking 4+<br />
*Electronics 5<br />
*Electronics Upgrades 5<br />
*Evasive Maneuvering 4+<br />
*Navigation 4+<br />
*Warp Drive Operation 4+<br />
*Racial Frigate 5<br />
*Acceleration Control 4+<br />
*High Speed Maneuvering 4+<br />
*Fuel Conservation 4+<br />
*Electronic Warfare 3+<br />
*Energy Management 4+<br />
*Weapon Upgrades 3+<br />
*Engineering 4+<br />
*Spaceship Command 4+<br />
<br />
====Additional skills for probing====<br />
*Science 3<br />
*Astrometrics 4+ (preferably 5)<br />
*Astrometric Acquisition 3+<br />
*Astrometric Pinpointing 3+<br />
*Astrometric Rangefinding 3+<br />
<br />
===Implants===<br />
The following implants are useful for [[:Category:Covert Ops|Covert Ops]] pilots:<br />
*Poteque 'Prospector' Astrometric Pinpointing AP-6XX (slot 06, reduces probe signal deviation)<br />
*Poteque 'Prospector' Astrometric Acquisition AQ-7XX (slot 07, reduces probe scan time)<br />
*Poteque 'Prospector' Astrometric Rangefinding AR-8XX (slot 08, improves probe scan strength)<br />
*Eifyr and Co. 'Rogue' Warp Drive Speed WS-5XX (slot 5, increases warp velocity)<br />
*Eifyr and Co. 'Rogue' Acceleration Control AC-6XX (slot 6, increases speed while using MWDs and afterburners)<br />
*Eifyr and Co. 'Rogue' Navigation NN-6XX (slot 6, increases ship velocity)<br />
*Eifyr and Co. 'Rogue' Evasive Maneuvering EM-7XX (slot 7, improves ship agility)<br />
<br />
==Ships==<br />
In order to effectively perform reconnaissance in Eve, you must not only be able to observe without being seen, you must also be able to get into position without being seen. As such, for a [[:Category:Covert Ops|Covert Operations frigate]] using a CovOps cloak is a must.<br />
<br />
All students must attend the [[:Category:PVP_University/COVOPS|PVP-COVOPS]] course with a Covert Ops frigate equipped with a CovOps Cloak II and an Expanded Probe Launcher. Additional fittings are described below and will be discussed during the course.<br />
<br />
One thing to bear in mind with CovOps frigates is that they will pop very easily. They generally travel solo and can be very easily picked off if engaged by virtually any enemy. As such, their general fitting needs to be based around speed, maneuverability and stealth, NOT around a tank or gank.<br />
<br />
Another consideration with these ships is that they have a relatively high total cost. A CovOps frigate costs approximately 15-25 million ISK while the CovOps Cloak adds another 8-10 million to the bill, not to mention rigs, implants, and fittings. As such, we must be careful when flying these ships, as their loss could have a large negative effect on the ISK efficiency of an entire session of an otherwise T1 wolfpack (since one of Agony Unleashed's primary objectives in the field is to cause significantly more damage than it takes). To win the ISK war, we must take care with our ship and only put it into a situation of danger when the gains outweigh the losses. This course will cover how to keep your ship in one piece.<br />
<br />
===Basic Fitting Principles===<br />
The basics of CovOps ship fitting include an Expanded Probe Launcher and a Covert ops cloak in the high slots, MWD in the mid slots, and overdrives or nanofibers in the low slots. The cloak and probe launcher enable you to warp around cloaked and perform scans of the area. Microwarpdrive will enable CovOps ship to quickly cover certain distance across the grid when there is no danger in decloaking (example: if you're creating bookmarks). Overdrives and nanofibers will boost its cloaked velocity allowing you quicker to move into warp-in positions for your gang; nanofibers will also increase CovOps ship's agility allowing it to enter warp and turn faster.<br />
<br />
Once the above modules have been fitted, a CovOps ship will have several open high and mid slots. Open mid-slots should be fitted next. They are used for defensive EWAR modules with the aim of helping the frigate escape if cornered. Popular choices are Remote Sensor Dampeners that can cut locking range of an interceptor, freeing the CovOps frigate from its tackle, as well as ECM modules and ECM burst. Keep in mind that the strength of ECM modules is quite low on non-bonused ships so chances of a jam are relatively low. ECM burst modules have an area of effect of only 6,000m. They will also require approximately 250 units of capacitor to activate for one cycle, while unbonused capacitor sized of CovOps frigates range from 187 units for Cheetah up to 250 units for Anathema. This means that to activate an ECM burst CovOps frigate must have nearly full capacitor and it can only be activated for one cycle. ECM burst modules are very cap intensive, so the ship setup that includes this module should also include a cap battery or recharger which can also help in making long warps.<br />
<br />
===Covert Ops Frigates: Suggested Fittings===<br />
====Buzzard====<br />
The Caldari [[Buzzard]] is the second slowest CovOps frigate, and therefore is not ideal for fleet work. For combat CovOps, not covered in this class, the Buzzard's high grid and CPU making it the easiest ship to fit for agression. It is also has 5 mid-slots which enable it to pack a very hard EWAR punch.<br />
<br />
Example of a Buzzard setup:<br><br />
[Buzzard, class] <br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
Phased Monopropellant I Hydrazine Boosters<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
====Cheetah====<br />
The Minmatar [[Cheetah]] is the fastest CovOps frigate. It is extremely useful for situations when you need to move across the grid without warping, for example, when getting into position on a sniper. It is however the hardest CovOps to fit.<br />
<br />
Example of a Cheetah setup:<br><br />
[Cheetah, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Monopropellant I Hydrazine Boosters<br><br />
Phased Muon Sensor Disruptor I<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
This setup has a base speed of over 611 m/s. It only has an remote sensor damp to defend itself, so will rely on stealth and speed to evade enemy ships.<br />
<br />
====Helios====<br />
The Gallente [[Helios]] treads a path between the Buzzard and Cheetah. It is easier to fit that a Cheetah and is somewhat faster than a Buzzard.<br />
<br />
[Helios, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Phased Muon Sensor Disruptor I<br><br />
1MN MicroWarpdrive I<br><br />
Cap Recharger II<br><br />
Cap Recharger II<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
<br />
This gives the same defensive EWAR as the Buzzard, but has a higher speed under cloak.<br />
<br />
====Anathema====<br />
The Amarr [[Anathema]] is historically regarded to be the worst CovOps frigate due to it having the lowest base speed. However, it has the highest base capacitor of any of the CovOps frigs, and with its third low slot can now actually be fit to be faster than a Buzzard.<br />
<br />
Example of an Anathema setup:<br><br />
[Anathema, class]<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
Overdrive Injector System II<br><br />
<br />
Cap Recharger II<br><br />
1MN MicroWarpdrive II<br><br />
Phased Muon Sensor Disruptor I<br><br />
[empty med slot]<br><br />
<br />
Covert Ops Cloaking Device II<br><br />
Expanded Probe Launcher I, Core Scanner Probe I<br><br />
[empty high slot]<br><br />
<br />
Small Gravity Capacitor Upgrade I<br><br />
Small Gravity Capacitor Upgrade I<br><br />
<br />
<br />
Anathema also has the furthest warp duration and best capacitor regen of any of the suggested setups.<br />
<br />
====Rigs====<br />
The rigs most commonly fitted to CovOps frigates are two Gravity Capacitor Upgrade I, which increase scan probe strength by 10% each. Although the corresponding T2 rigs give 15% bonus, a CovOps ship can fit only one of these, so most pilots opt to fit two T1 rigs for a total 20% bonus to scan strength. These rigs cost approximately 3-5 million each, but they are well worth the investment.<br />
<br />
Other rigs that may be somewhat beneficial to a CovOps frigate are the Auxiliary Thruster I, which increases the base speed by 7.25% each, and the Low Friction Nozzle Joint I, which boosts ship's agility by 11.7%.<br />
<br />
==Cloaking and Covert Operations==<br />
The Covert Ops Cloak II enables a ship to disappear from both the visual display and overview and also, for the time being, keep it hidden from scan probes. Unfortunately you are still listed in local at present, but if in a safe spot with the cloak operational, you are almost completely safe.<br />
<br />
A Covert Ops cloak II fitted on a [[:Category:Covert Ops|CovOps]] frigate has no base speed penalty when cloaked and a 5-10 second target delay with no resolution penalty.<br />
<br />
When using the cloak you cannot use any other modules (including afterburners or MWDs), so you are very much in watching mode. If you come within 2000 metres of any objects then the cloak will deactivate and you will not be able to activate it until you are at least 2000m away from everything. This means that if you jump into a busy gate camp with plenty of debris around and get caught by a warp bubble, you will most likely not be able to activate your cloak and you will probably die.<br />
<br />
The most important quality of the Covert Ops cloak is that it lets you warp with the cloak active. This means you can arrive on grid with nobody knowing about it, which can obviously be very useful.<br />
<br />
==Overview Settings==<br />
When doing [[:Category:Covert Ops|CovOps]] work, it is helpful to use three different saved overview settings. Using tabs, it is easy to switch between the three settings.<br />
<br />
===Standard===<br />
When you are in position to observe, you need to ensure you see all. It is important that a Covert Ops pilot is fully aware of every single item around him, to avoid going withing 2000m of another object and getting de-cloaked.<br />
<br />
To do this, in the Overview Settings - Filters - Types tab, make sure everything is selected. Also, on the Overview Settings - Filters - States tab, make sure everything is selected. This can then be saved as 'CovOps - Standard'<br />
<br />
===Moving===<br />
When moving by either warping, jumping or normal propulsion the pilot should be very aware of what is coming up in front of him. When moving normally around a gate or target the pilot should use the CovOps - Standard setting. However, the major disadvantage of the CovOps - Standard is that it can cause significant lag during session changes.<br />
<br />
When jumping through gates, where the other side is unknown, the pilot should use a different overview setting which covers the most important objects, but reduces lag;<br />
<br />
In the Overview Settings - Filters - Types tab select the following;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Agent in space<br />
** Audit Log Secure Container<br />
** Beacon<br />
** Biomass<br />
** Cargo Container<br />
** Freight Container<br />
** Global Warp Disruptor<br />
** Large Collidable Object<br />
** Mobile Sentry Gun<br />
** Secure Cargo Container<br />
** Star Gate<br />
** Warp Gate<br />
** Wreck<br />
* Drone<br />
** All<br />
* NPC<br />
** All<br />
* Entity<br />
** Billboard<br />
** Large Collidable Ship<br />
** Large Collidable Structure<br />
** Protective Sentry Gun<br />
** Sentry Gun<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** None<br />
<br />
===Scanning===<br />
It is useful to have another overview setting used for Scanning. This setting changes a lot depending on what you are looking for. However, when trying to scan the immediate area, saving time and eliminating clutter is essential. As such, use the following when scanning using overview settings;<br />
<br />
* Station<br />
** All<br />
* Celestial<br />
** Asteroid Belt<br />
** Moon<br />
** Planet<br />
** Warp gate<br />
** Star Gate<br />
* Drone<br />
** Combat Drone<br />
* NPC<br />
** None<br />
* Entity<br />
** None<br />
* Asteroid<br />
** None<br />
* Ship<br />
** All<br />
* Deployable<br />
** All<br />
* Structure<br />
** Control Tower<br />
** Force Field (to show if a tower is active or not)<br />
<br />
These settings allow for a quick scan, which reveals key points in the solar system plus any ships in the scan radius. All other clutter is kept out. Be sure to check that "Use Overview Settings" is enabled, then once a scan can be narrowed down you can disable it so that everything in the narrow search can be seen.<br />
<br />
Bear in mind that it is not possible to include some types of object on your overview, the most important of which is the warp disrupt probe launched by an interdictor. It is therefore very important, particularly when scanning a gate or a station, to make sure that "Use Overview Settings" is NOT enabled before reporting the scan as clear or warping onto grid.<br />
<br />
All of these settings should also include showing the ship type and Corporation ticker as these give vital information on the enemy. Remember to add the settings to different tabs so you just need to switch between tabs to get a different overview setting while on the go.<br />
<br />
A useful tip is that you can reduce lag a lot by minimizing overview (by pressing TAB) when jumping into a system. This can be a lifesaver when entering a very busy system (you can use your map to determine if the system ahead is likely to be very busy). Once the system has loaded, you can maximize overview and get the intel you need.<br />
<br />
==Recon Bookmarks==<br />
[[:Category:Covert Ops|CovOps]] pilots make extensive use of tactical bookmarks. However, given their purpose of safely observing while not being discovered they require a further type of bookmark. We will be covering these BMs in detail during the course.<br />
<br />
The safest bookmark positions around an object in space are those which are not aligned to another celestial body. These positions have the main benefit of being unlikely to be used for a hostile to warp in to. They require a hostile to have created a bookmark at the same place previously or to move into that position under normal power. In the first instance, a [[:Category:Covert Ops|CovOps]] pilot is incredibly unlucky and in the second can see the enemy pilot coming and move out of the way while cloaked. Unaligned on-grid tacticals can also help against certain types of bubble equipped gate camps.<br />
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Gates will generally have at least one pair of Recon bookmarks (one at 90km, the other at 300km from the gate) that are aligned with each other, but not with anything else. Since all kinds of warp disruption bubbles have a maximum range of ~150km, by warping to a bookmark 300km from the gate you have a very low chance of being caught in a bubble (you would have to be very unlucky for someone to have put a bubble over 150km from a gate in the same unaligned direction as your bookmark!). The majority of the time this bookmark will put you on grid with the gate, allowing you to safely observe the activity around the gate, check for bubbles, etc. If you need to get closer (for example, to use the "Look At" camera option on the gate), you can either warp directly down to the 90km bookmark, or if there is a bubble on the gate, warp off to a tactical and back to the 90km BM.<br />
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===Recon Bookmark Naming Convention===<br />
The naming convention we use for these pairs of [[:Category:Covert Ops|CovOps]] bookmarks is:<br />
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*|R> AA NN @DDkm <R|<br />
**AA = the name of the gate<br />
**NN = The id of the bookmark at this gate (allows up to 100 BMs per gate)<br />
**DD = the distance to the gate<br />
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The even numbered bookmarks (and bookmark 00) will be the 90km of each pair, whilst the odd numbered ones will be the 300km.<br />
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Example:<br />
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|R> Harroule 00 @90km <R|<br />
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This BM is 90km from the Harroule gate. It will have a paired BM:<br />
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|R> Harroule 01 @300km <R|<br />
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This BM is in the same unaligned direction from the gate as the previous 90km bookmark, but is further away at 300km.<br />
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==Further References==<br />
* [[PVP COVOPS Probing]]</div>XiMascia