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Scanning & Skirmishing Scout 101
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[[Category:PVP_University/PVP-SKIRMISHING]]
By Killa Bee ©2007
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Edited by Admiral Phobos / Secluse
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==Introduction==
 
==Introduction==
This document covers the basics of scanning, and will guide you into becoming an effective Skirmishing Scout.
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The main objectives of skirmishing scout are:
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* to scan a few systems ahead of the main gang and help keep the gang out of harms way
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* to find targets for the gang<br>
  
A Skirmishing Scout if the FC's extra set of eyes in the next system. He should be fast with the scanner, finding and warping to a target in 30 to 45 seconds.
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A skirmishing scout acts as the Fleet Commander's extra set of eyes in the next system in addition to catching targets for the gang. Such scout should be proficient with use of the ship scanner and able to find and warp to the target within 30 to 45 seconds of entering the system. The only way to reach this level, is to practice, practice, and practice some more until skirmishing and scouting become second nature to you. Taking on scouting duty for the gang as often as you can is the only way of becoming a fast and effective scout and skirmisher.<br>
  
The only way to do this, is to practice, practice, and practice. It is the only way of becoming fast, effective, and growing into the role so it becomes second nature.
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A skirmishing scout thinks on his own and anticipates FC's orders (this is something that will come to you when flying regularly with a particular FC). He or she does not wait for the FC's commands before making the next move, jumping into next system, scanning out a possible target, or tackling when opportunity arises. However, it also has to be kept in mind that FC has the final say on movements and actions of gang's scouts.<br>
  
A Skirmishing Scout thinks on his own and anticipates the FC (this is something that grows over time when flying regularly with the FC). The Skirmisher Scout does NOT wait for the FC's commands before making the next move, jumping into next system or scanning out a possible target. While autonomous, the FC has the final say, he is the BOSS and may decide otherwise.
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The importance of skirmishing scout in a gang is often underestimated. A gang with an outstanding FC and XO is merely a patrolling gang if they have a scout that isn't able to scan out a target and lock it down.<br>
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==Scanning==
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===Ship Scanner===
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The scanner can be accessed through Ctrl+F11.  Quick summary on how to use ship scanner is as follows:
  
The skirmishing Scout role is often underestimated. A gang with an outstanding FC and XO is merely a patrolling gang if they have a Scout that isn't able to scan out a target and lock it down.
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* Open ship scanner and click on "Directional Scan" tab
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* Set range as required. For maximum range input 999999999999+ and click elsewhere. This will give you scan range of 14.4 AU.
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* Keep in mind that 1 AU is approximately 150 million km. You can set ship scanner manually to scan at different ranges.
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* Check on "Use Active Overview Settings". This will make your ship scanner results show only items that you also have visible on your overview. If you are scanning for ''interdictor warp disrupt probes'' or ''scan probes'' check this option off.
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* Use the Angle setting to narrow down where target ship is in system. Zoom out and click on your ship which will make a white box appear over it. This box is the exact center of scan. To scan something down at a narrow angle rotate your camera such that this box overlaps a belt or planet, set degrees to 30, 15, or 5 and click on scan.
  
==Scanning==
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===Overview===
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Refer to the following article, [[Overview Setup]], if you need a refresher on how to set up your overview. The overview and ship scanner of skirmishing scout have to be set up properly to enable him or her to enter system and localize targets within it in under a minute's time. Having the right overview set up is critical to avoid being flooded with information and unable to respond fast because you have to sort through it.
  
===Overview===
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A good start is to make sevenal "scouting" overview tabs and use them when you are acting as skirmishing scout for your gang. Each scout will have their preferences, however, here are a few recommendations on how to set this up:
Refer to the overview document: [[Overview Setup]], if you require some knowledge of setting your overview.  For the purposes of scouting, the key is to be able to get into a system and effectively scout through the system for a target as quickly and as efficiently as possible.  Having the right overview is critical to avoid cluttering the information. Each scout will have their preferences, however a good start for a comprehensive "scouting" overview tab is to include:
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* All ships
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Create a general skirmishing tab that includes the following objects:
* Planets
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* All ship types
* Asteroid Belts
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* Towers (for POS)
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* Stations
 
* Stations
 
* Stargates
 
* Stargates
* Wrecks
 
 
* Mobile Warp Disruptors
 
* Mobile Warp Disruptors
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* Beacons (for cynosural fields)
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* Bombs (for those pesky stealth bombers who might try to bomb you)
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Optional things to include are planets and control towers. Some people like to have them on while others prefer not to. Do not include asteroid belts and wrecks showing because they will just clutter your overview make it difficult for you to sort through results and localize targets.
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Create a new overview tab and put on it only ships, wrecks, and cans. When you enter a new system click on this tab to make it be your active one and enable your ship scanner to use overview settings. Then do a 360 degree scan. If you pick up NPC wrecks on scan, it is quite possible that someone in the system is currently ratting or has been recently ratting (wrecks last 2 hours). Alternatively if you enter a system that has no wrecks but some people in local, it is likely that they are idling at POSes or engaging in other activities. This is how you know whether you should ignore asteroid belts and proceed directly to the next system en route or go out scanning. You can also switch to this tab whenever you are looting wrecks or picking up cans (which should be disabled from your general scouting tab).
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'''<code>Warning:</code>''' Wrecks will also be generated by people doing complexes or missions. In general you are not interested in mission wrecks unless you have a scan prober around and gang is willing to sit there and wait for him to get a hit on the person running a plex or mission site. These wrecks however have distinctive names so you can easily tell them apart from belt wrecks. Mission/plex wrecks usually have ''pithi, coreli, corpi, gisti'' in their names instead of serpentis, guristas, sansha, or blood.
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Create a third overview tab and put on it planets, asteroid belts, ships, stations, gates, and control towers. Use this tab whenever you are trying to pinpoint someone to a particular belt. This tab is also useful if you're trying to see how many belts there are in system.
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Create a 4th 'variable' overview tab and apply filters to it is required. Some situations come up rarely but require you being able to see additional objects on the overview. In this case you can just switch filters on the 'variable' tab.
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You should have the following two filters handy:
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* Drones. If you are a small ship like an interceptor or frigate, you might be requested to shoot down drones. In this case it helps to have them on overview to be able to lock them.
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* Fighters. Same thing as with drones. To have an easier time locking fighters, you can create a separate filter for them.
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'''Overview columns:''' You want to have '''<code>Type</code>''' column turned on on your overview. In case you jump into a gate camp, you will be able to quickly look up ship types present on grid by looking at what's listed in this column. Another two columns that might come useful are velocity and size.
  
===Basics of the Ship Scanner===
 
The scanner can be accessed through Ctrl+F11.  A quick summary of using the scanner:
 
  
* Use the "Directional Scan" tab
 
* Use range as required (input 999999999999+ to set to max, which is a little over 14AU)
 
* Use the Angle to determine where the ship is scanning
 
* The "Use Active Overview Settings" checkbox, if set, will filter the results by your overview settings above.  If unchecked, it will return all objects
 
* The Directional Scanner's angle is based on your camera facing, centered on the exact middle of your screen (on your ship). To best take advantage of this, you're going to want to zoom out a bit and click on your ship which will provide a white box, that is *usually* the exact center of scan, there are a few bugged models.
 
  
 
===Basics of Scanning===
 
===Basics of Scanning===
Upon entering a system take a peek at local. If local is empty or friendly, there is not much point in scanning ships down. If you see some neuts and you are scouting, peek at the grid, and then at your overview, and assess how best to tackle scanning the system.  Remember, scouting is often about speed, so it's about scanning as much of the system as possible within a reasonable amount of time.
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Upon entering a system take a peek at local. If local is empty or friendly, proceed directly to the next destination gate.<br>
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If you see some neutrals in system and you are scouting, peek at the grid, do a 360 scan to see if you can pick up any ships on it, and let your FC know about your findings. Assess how it would be best to pinpoint location of any targets within system.  Remember, scouting is all about speed, and speed is about scanning as much of the system as possible within the shortest period of time.<br>
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You may want to open '''solar system mini-map''' by pressing F11. If you're playing on Mac Os, F11ing might not be an option. In this case right click anywhere in space in system and pick "Show Solar System In Map Browser". This will open a mini-map of the solar system on right hand side for you.
  
 
====Step 1:  Situation Assessment====
 
====Step 1:  Situation Assessment====
Take a look at your overview, and if required F11, to get a quick overview of the system.  For example, I am scouting in Hemin and have just jumped through the Jorund gate, there are several neuts in local.  Grid is empty (not camps).  A quick peek of my overview shows the following:
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Take a look at your overview, and if required press F11 to get a quick overview of the system again on the mini-map.  For example, I am scouting in Hemin and have just jumped through the Jorund gate, there are several neuts in local.  Grid is empty (not camps).  A quick peek of my overview shows the following:
  
[[Image:Shipscan2.JPG]]
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  [[Image:Shipscan2.JPG]]
  
  
* This tells me that a scan will provide feedback up to and including Planet VI.   
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This tells me the following:
* Planet VII and beyond is beyond 14AU, the maximum of my ship scanner
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* A 360 scan from my position will provide results up to and including Planet VI.   
* This leaves a few Asteriod Belts not included, and the RMOC gate. I would need to warp to a nearby planet if I wanted to scout this out
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* Planet VII, IX, both stations and RMOC gate are beyond my scan range. This means I will need to warp to an object close to these objects to be able to scan their vicinity.
* Hit 'Scan'
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====Step 2:  Initial Scan====
 
====Step 2:  Initial Scan====
 
After hitting the scan button, my directional scanner comes back with the following:
 
After hitting the scan button, my directional scanner comes back with the following:
  
[[Image:Shipscan1.JPG]]
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  [[Image:Shipscan1.JPG]]
  
 
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From this scan I can tell the following:
* Immediately I see an Apoc on scan, with wrecks.
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* There is an Apocalypse on scan. It is somewhere within 14AU of me.
* However, the wrecks on scan are not rats (Sansha rats in Curse), they are mission rats, so it appears it's a missioner and without a probe, not much I can do
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* The wrecks on overview are clearly wrecks of mission rats, not belts rats.
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* It is likely that this Apocalypse is doing a mission, so I cannot tackle it but will inform FC about the situation.
  
 
====Step 3:  Next Steps====
 
====Step 3:  Next Steps====
Scanning down a ship boils down to one simple concept, you are attempting to get the ship contact returned with only '''one''' other celestial.  If you are successful, the ship is more than likely at the celestial returned, however there is always a chance he's in open space (which can improved by have very specific filters, however this is slower). There are three ways of filtering down the results:
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Scanning down a ship boils down to one simple concept: you are attempting to get a scan result showing the ship and one celestial object.  If you are successful, the ship is more than likely at the celestial returned to which you can warp and report the situation to FC. However there is always a chance he's in open space sitting in a safespot near the celestial. This can be resolved by changing distance settings on your scanner. In general, you will have to change the following settings to narrow down a target:
 
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* Setting range: Changing angle is a quicker way to pinpoint targets but sometimes changing range is also of use.
* Setting range (not my preference)
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* Changing your overview settings: Sometimes you will want your overview to include more details when you're in process of scanning a target down. For this purpose you may want to set up different overview tabs to quickly switch between overview settings.<br>
* Setting angle
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* Setting angle: When you enter system first do a quick 360 scan. You may then do 180 or 90 degree scans to see which half/quarter of the system the target is in. Eventually your goal is to do 5-10 degree scans to pinpoint it down to a single celestial object. <br>
* Changing your overview settings (to filter out wrecks)
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My recommendation is to change the angle. There are some important things to understand about using the angle:
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* A 360 degree scan scans as a bubble around your ship
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* All other scans scan as a cone. Since EVE is 3D, if you are on a 60 degree scan, you need to be aware of the vertical plane.  Most EVE systems are on a flat plane, however there are a few exceptions to the rule, usually stargates.
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Now, the angle of the scan is based upon which way your '''camera''' is facing, not where your ship is facing. If you use F11, you can see how your screens FOV and the Ship Scanner correlates:
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A 360 degree scan scans as a bubble around your ship. All other scans scan as a cone.  Since EVE is 3D, if you are on a 60 degree scan, you need to be aware of the vertical plane.  Most EVE systems are on a flat plane, however there are a few exceptions to the rule, usually stargates. Now, the angle of the scan is based upon which way your '''camera''' is facing, not where your ship is facing.  If you open solar system mini-map by pressing F11, you can see how your screen's field of view (FOV) and the Ship Scanner correlates:
 
* The ship scanner angle has been set to 90 degrees
 
* The ship scanner angle has been set to 90 degrees
* The white cone on the F11 panel shows my screen POV
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* The white cone on the F11 panel shows my screen's field of view
* The green cone on the F11 panel shows what my scanner POV
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* The green cone on the F11 panel shows what my scanner's field of view
* If I were to rescan with a reduced angle, the results would only include those objects within my cone
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* If I were to rescan with a reduced angle, the results would only include those objects within the green cone
 
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[[Image:Shipscan3.JPG]]
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  [[Image:Shipscan3.JPG]]
  
 
====Step 4:  Wrapping up====
 
====Step 4:  Wrapping up====
Line 86: Line 97:
  
 
If there is only a single celestial on scan, I have probably found my target.  If it returns a single planet and 10 asteriods, I will warp to the planet so I can better scan the asteriods.  It's a simple process of elimination, and every pilot has their own preferences.  The key is to be as quick as possible, and it comes best with practice.
 
If there is only a single celestial on scan, I have probably found my target.  If it returns a single planet and 10 asteriods, I will warp to the planet so I can better scan the asteriods.  It's a simple process of elimination, and every pilot has their own preferences.  The key is to be as quick as possible, and it comes best with practice.
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Main thing is keep it simple and efficient, start scanning at a higher number of degrees and when you gain experience you will notice that you go down fast, i usually start off at 360, then 90, 30 or 15 and end up at 5 or sometime not even bother with 5 degrees. It all depends on the system layout and the space in between Belts etc etc.
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Practice practice and practice some more.
  
 
====Summary of Key Scanning Keys:====
 
====Summary of Key Scanning Keys:====
 
* F11:  This will open the System Overview, focus only on the bottom most box the System Display
 
* F11:  This will open the System Overview, focus only on the bottom most box the System Display
 
* CTRL+F11:  Opens up the Ship Scanner
 
* CTRL+F11:  Opens up the Ship Scanner
* ALT:  Press and hold this key, it will give you a sort of Cross Hair square in the middle of your ship which represents the scanning centre of you ship (i.e. helps you establish where the center of scanning cone is). It will also show the Moons in space.
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* ALT:  Press and hold this key, it will give you a sort of Cross Hair square in the middle of your ship which represents the scanning centre of your ship (i.e. helps you establish where the center of scanning cone is). It will also show the Moons in space.
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A video on the use of the Directional Scanner is now available on Agony's Youtube page. 
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'''[http://youtu.be/WydGHvTH7NA Introduction to the Directional Scanner]'''
  
 
==Skirmishing==
 
==Skirmishing==
Finding the target is only step 1, the next step is to get the tackle and to get your gang mates to you for the kill. Some key concepts to considering about each of these is:
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Finding the target is only the first step. The next step is to get the tackle and hold it until your gang mates arrive. Some key concepts to this process are:
  
 
===Tackle===
 
===Tackle===
With the introduction of Quantum Rise there are a few new things to consider:
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Your target, if it is not stupid, will have one to several anti-tackle defenses. These defenses may include any one of the following:
* Warp Scrams now deactivate MWD's
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* Warp Scrambler  - This modules deactivate microwarpdrives. Its max range is 9km, a bit further if overheated, and 18km on Arazu/Lachesis.
* Webs have been reduced to 50-60%, making a ship burning back to the gate difficult to hold with a single web
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* Stasis webifiers -  These reduce ships's maximum velocity by 50-60%.
* Agility has been increased, making ships warp a lot quicker. Getting a lock and point on a target is key
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* Small T2 drones -  Typically Warrior II's that do explosive damage.
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* Energy neutralizer - Neutralizers eat up ship's capacitor making it unable to run microwarpdrive and warp disruptor. Once you warp disruptor drops the target warps out. Heavy neutralizers reach to about 25km, medium ones to about 10km.
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* Agility - Agility has been boosted since Quantum Rise patch. If your target is aligned, it will simply warp out as you land in the belt.
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* Cloak - many ratters will fit cloaks on their ships and cloak up as soon as they spot you in local. Their speed while cloaked is very slow, so if you have seen where the ship has cloaked you may approach the location to try to decloak it.<br>
  
These changes means that some planning and thought needs to be given to your fittings, and the decision will be impact based upon the purpose of the gang. Some thought considerations:
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Some planning and thought needs to be given to your fittings to counter the above mentioned defenses. Your fitting decisions will also in part be based upon the purpose of the gang. Here are a few considerations to hold in mind:
* Warp Disruptors are critical when trying to stop the target from escaping, e.g. sitting on a gate without a bubbler.  If you fit a scram, you will not be able to close the gap to 10km to place the point before the target warps (unless he decloaks very close to you)
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* Warp Disruptors are critical for placing a point on target from extended ranges.  If you fit a warp scrambler, often you will not be able to close the gap to 10km fast enough and the target will warp out. Use scramblers as auxiliary to warp disruptors.
* Warp Scrams are critical to slow down fast targets, including those trying to burn back to a gate. However you lose a few precious seconds getting into range.  I have seen many a skirmisher get popped because he could hold a point, but the rest of his gang was not fast enough to catch the target, even after using a TAM
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* Warp Scramblers are critical to slow down fast targets, including those trying to burn back to a gate. You need to slow down the target enough for slower ships in your gang to pick up the tackle, so that even if you die in process you will be rewarded with a kill in return.
* Webs compliment Scrams nicely, however if you can only have 1 module, deactivating the MWD is more effective than a web, unless your target has an AB. In 0.0, you are unlikely to see ships under cruiser without a MWD (however AB's are more common in AF's and Frigs)
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* Webs compliment Scrams nicely. However if you have to pick, deactivating the MWD is more effective than a webifier, unless your target has an AB. In 0.0, many cruiser-sized ships fit MWD, however, AB's are common on AF's and Frigs.
* AB vs MWD.  The biggest penalty about MWD is the sig radius bloom, however inty's now get a ship bonus to reduce the impact of the sig radius penalty. I could see a few viable uses for an AB inty, however this does significantly reduce the ability of the pilot to get points on targets.
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* AB vs MWD.  The biggest penalty about MWD is the sig radius boost, however, interceptors now get a ship bonus to reduce this penalty. There are a few viable uses for an AB inty but this does significantly reduce the ability of the pilot to get points on targets.<br>
 
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To summarize: with QR interceptor pilots have some decisions to make, both in fitting and flying.
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===Communication===
 
===Communication===
Communicate to your FC as clearly and concisely as possible.  There are several threads about this, however spend an extra few seconds to consolidate that data you wish to communicate.  If there are 50 ships, spamming vent with each and every ship type when you are in a 5 man frig gang is not necessary, a summarized "50 man HAC / battleship gang" is sufficient.  The FC has a lot of intel to process, help him by being as succinct as possible.
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Communicate to your FC as clearly and concisely as possible.  Spend an extra few seconds to consolidate the data you wish to communicate.  If there are 50 ships sitting on the gate you just came through, spamming vent with each and every ship type when you are in a 5 man frig gang is not necessary. A summarized "50 man HAC / battleship gang" report is quite sufficient.  The FC has a lot of intel to process. Help him out with this by being as succinct as possible.<br>
  
====Target Assessment====
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Remember that scouting and skirmishing is about speed. Relay all the important information to your FC but do not let intel reports delay your own movements. If you see a target, place a point on it, don't sit there telling your FC that you're going to place a point on it while it warps off.<br>
Someone is hopefully assigned with target calling duties, and this is more of an art than a science. However, scouts and skirmishers also have to perform a risk assessment to help feed the FC with key data. In summarizing your data, help your FC out by calling out key tactical targets that could be key to his decisions, for example:
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* If there are HICs, Dictors or mobile warp disruptors on scan
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* Key recons (Curses, Rapiers, Arazu's, Falcons, etc.)
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* Other key strategic targets (high value or high risk, such as capitals, T2 battleships, etc.)
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To summarize, you are trying to summarize the information as much as possible, while still calling out strategic targets to help the FC calculate the risk / reward statement.  Every FC will be different so styles may vary, but from my perspective a scout is only as good as their ability to communicate what they see, and a skirmisher is only as good as their ability to tackle.  Work on developing a communication style and you will only become a better skirmisher.  Feeding poor intel can in many situations actually provide more harm to your FC and gang than no intel at all.
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====Intel Reports====
 
====Intel Reports====
2 points:
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Two key things to remember about giving intel reports:
* Always start with: "Recon:" <pause> "'''your name''' in '''system''' on '''celestial'''".  In other words: "Recon", wait a second for Vent chatter to clear, "Secluse in X-7 on the LT gate", proceed with reportThis is where I see intel reports hurt FC's, when they believe you are in a different system, or on a different gate, and make the wrong decision and warp the gang into the very massively huge blob fleet you are trying to provide intel on.
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* Always start with: "Recon:" <pause> "'''your character's name''' in '''x system''' on '''x celestial'''".  In other words: "Recon", wait a second for Vent chatter to clear, "Secluse in X-7 on the LT gate got a point on Harbinger".  It is difficult for FC to keep track of all incoming information and he or she might believe that you are in a different system or on a different gate. FC can then make the wrong decision and warp the gang into the very massively huge blob fleet you are trying to provide intel on. So make sure to always clearly state where you are in your recon report.
* Try summarize the report clearly as outlined above, and then in the words of my mentor "try sound bored giving your report", it helps remove inflections in the voice to provide a clear report that can be understood.
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* Try summarize the report clearly as outlined above. Then in the words of my mentor "try sound bored giving your report". It helps remove inflections in the voice to provide a clear report that can be understood.<br>
  
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====Target Assessment====
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In recon reports, scouts and skirmishers should perform a risk assessment and feed FC with key data about composition of enemy fleet.  Help your FC in decision making process by by calling out key tactical targets, for example:
  
==TAMS==
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* If there are HICs, Dictors or mobile warp disruptors on scan
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* Recons - Curses, Rapiers, Arazu's, Falcons, etc.
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* Logistics ships - Basilisk, Guardian, Scrimitar, Oneiros
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* Other key strategic targets (high value or high risk, such as capitals, T2 battleships, etc.)<br>
  
There is a great document outlining this concept:  [[TACTICAL ASSISTED MINIWARP (TAM)]].
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When going against another gang try to get as many targets tackled as possible. Be aware who else in your gang has disruptors, scramblers, and webs fitted. When FC calls primary target and other gang members have it locked and tackled move on to tackle the next available target.<br>
  
To summarize, small fast ships are fantastic in allowing the larger fleet to move around quickly through mini-warps (on-grid usually).  TAMs can be used offensively (to get the DPS to the target) or defensively (to get the fleet safe) in a variety of situations.
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====Local vs. Grid vs. Scan====
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There are 3 sources of Intel available to a skirmisher: 1) the all-seeing eye of local 2) what he can eyeball on his own grid 3) and what his ship scanner can eyeball beyond his grid and up to 14.4AU.  Each source provides different intel:
  
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* '''Local''':  When entering a system give a short report of local, ex: "There are 8 neutrals in local". If there are more than 2-3 people in a 0.0 system without a station, it is possible that there is a small roaming gang in vicinity. Most definitely there is a gang in system if there are 10+ pilots in local and no outpost. You may potentially also want to check corp/alliance of those in local if this does not slow you down too much.
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* '''Grid''':  If vicinity of gate is clear report "gate is clear" or "grid is clear". Alternatively if there is a gang / camp on grid try to gather as much information about it as possible before making your way out - report things like size of gang, key ships (interdictors, HICs, falcons, etc.), if there is a bubble up and what kind, how the ships are positioned around the gate.
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* '''360 Scan''':  Do a quick 360 scan of the area surrounding you. Report to FC ships you see on scan as well as if there are any POS towers in vicinity. If you're picking up a lot of ships and a few POS towers on 360 scan, it is very likely that those ships are sitting at a POS. In this case provide a concise report "picking up 4 ships on 360 and two control towers, one is a Raven". Shuttles and nooships don't need a mention.<br>
  
==Scout Scanning vs. Probe Scanning:==
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In short, you are trying to summarize the information as much as possible, while still calling out strategic targets to help the FC calculate the risk / reward of proceeding further. Every FC will have a different style, but from my perspective a scout is only as good as his or her ability to communicate what he or she sees, and a skirmisher is only as good as his or her ability to tackle.  Work on developing a communication style and you will only become a better skirmisher.
===Pros===
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- can be a lot faster then using scan probes, which has a fixed time based on the skills you have
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- players can't see that you are scanning them out, a scan probe can been seen and they usually either safe spot, bounce between spots or cloak
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- everyone can do it where scan probes need skills and takes up a high slot
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===Cons===
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==TAMS==
- you can't find players when they are in a safe spot while a scan probe could
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- less accurate, you can't warp in a 0 or 10km
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There is a great document outlining this concept:  [[Tactical Miniwarp]].<br>
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To summarize the above article: Small fast ships are fantastic in allowing the larger fleet to move around quickly across the grid by mini-warping to the small fast ship.  TAMs can be used offensively, as in making the fleet warp directly on top of the target. They can also be used defensively, as in helping the fleet escape some danger of avoid getting probed out.
  
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==Combat Interceptors, Skirmishers, and Covops==
  
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A roaming gang might encounter targets that are not within the reach of gang's skirmishers. For example, a gang enters system X and sends their skirmisher to a system Y, while a target ship is picked up on scanner entering system X from system Z. In this case it is good to have additional tacklers traveling with main fleet that will go ahead and try to tackle the target while the skirmishing scout is a system away.<br>
  
==Skirmishing & Scouting==
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Many targets will proceed to warp to safespots and try to wait out the gang. They know that many gangs do not bring scan probes with them. In such situation having a covops pilot in covops ship armed with scan probes can be invaluable. <br>
The Scouts main objectives are to find targets and keep the gang out of harms way.
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Like i have said before the Scouts is the extra set of eyes of the FC and you need to anticipate his needs.
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'''Skirmisher:''' Skirmishing Scouts, covops scouts, and rear/front guards are there to provide intel, and to catch ships before they get to the main fleet, as well as provide an intel buffer that lets the FC know what's going on in the adjacent systems. The skirmishing scouts also have responsibility to catch and hold targets.<br>
Stay 1 system ahead, usually you jump into the next system when the jump command is given to the main force, report the FC into what system you are going.
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'''Combat Interceptor:'''  The combat interceptors are tacklers of the main fleet. As such they travel with the fleet. They engage targets of opportunity that the fleet may encounters. They also function to drive off enemy interceptors and provide TAMs and TACs for the fleet.<br>
  
==Skirmishing Scout vs. CovOps:==
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'''Covert Ops:''' Covert ops ships are small and agile and can warp around cloaked. They have good chances of making it out of any hostile camp. In gangs they can be used as supplementary scouts, scouting systems and pockets that branch from gang's main route. Flying around cloaked they can provide intel on enemy without enemy knowing that they are on grid, observing. Main role of covops ships in gangs is scan probing safespotted ships. For this purpose they should always fit a Recon Probe Launcher.
===Pros===
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- a Scout goes in to tackle the target himself, where a CovOps has to align the target so that it can be ganked by warping to the CovOps at a surten distance ... target has time to warp off to a safe when local spikes
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- with good scanning skills you can pin down a target fast, where the CovOps looses time to align properly
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===Cons===
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Here is an example:
- you are visible on scan where a CovOps can move around unseen
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  [[Image:SaS.png]]
  
When entering a system give a short report of local and if there are multiple players check their Corp / Alliance name (<5 check all, >5 check a few randomly), right click their avatars in local and select 'Show Info'.
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==Examples==
Do this immediately on entering a new system, your scanner won't work for a few seconds due to loading lag so use this time effectively but don't spend too much time on it since time is crucial for scanning out a target.
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Scanning part starts which is explained in previous section.
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===Reporting Your Movements===
 
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==Report and action examples==
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Reporting should be short but should also contain as much useful info as possible.
 
Reporting should be short but should also contain as much useful info as possible.
  
"Scout moving into LTS, friendly out"
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"Scout, moving into LTS, friendly out".  Make sure to report friendly gate activations.
Report to make the gang aware that intel on next system is coming = hold comm. chatter
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*  "Scout, LTS local is clear moving to XYZ gate".  Gang can/will then move into LTS system.
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*  "Scout, XYZ has 2 in local, nothing on grid, nothing on 360." or "Scout, XYZ has 7 in local, nothing on grid, Vaga and Dominix on scan, one POS tower" and after some time checking their information "5 of those in local belong to Morsus Mihi alliance".<br>
  
"Scout, LTS is clear moving to next gate"
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When a system has too many players in local than your gang can handle, your priority is getting the gang in and through that system safely. Go to a tactical off the gate and keep scanning the gate and reporting changes.  When the gang jumps in you go to the next gate and keep scanning while you warp off, report changes.  At the tactical off the next gate, report if it is clear or not.  Depending on what is on the gate, proceed through the gate and report it by saying:  ''"Scout moving into system M, friendly out"'' Once you and the gang are out of all imminent danger and have moved a few systems away, you can get back to the finding targets.
Obvious, the gang will move to the gate of that system and jump
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"Scout, LTS has 2 in local" (while saying that open their 'Show Info'), "1 NPC and 1 Tri" (you scan 360) "nothing on scan"
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===Reporting Potential Tackle===
When there are more in local then just a few you change the order and priority of things and might say something like this:
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"Scout, LTS has 7 in local" (you scan 360) "Vaga and Domi on scan, checking Corp / Alliance"
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Now you do a randomly check of a few players by looking at their 'Show Info' and report that again:
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"Scout, local has 6 Tri and 1 unknown"
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When a system has multiple players in local your priority is getting the gang in and through that system safely, go to a tactical of the gate (or warp to a planet and power away) and keep scanning, report changes.
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When the gang jumps in you go to the next gate and keep scanning while you warp off, report changes.
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At the tactical (or Planet) of the next gate you report if it is clear or camped.
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Depending on what is on the gate (no bubble or Dictor) you go to and through the gate and report it by saying:
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"Scout moving into LTS, friendly out"
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Once you and the gang are out of all imminent danger and have moved a few systems you can get back to the finding targets.
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"Scout, Raven on 5 degrees toward belt moving in"
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Yay you found target, this report is to get the gang ready for action and we now have battlecomms
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"Scout, point on target warp to Piwata Bee .... warp to Piwata Bee"
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YARR!! oke we got ourselves a victim, you are orbiting between 17 and 20 Km (if you have a 24km point) and started shooting (in my case Javelin Rockets for distance).
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Gang is informed you have a point on him and to whom they need to warp to, the FC orders the gang to jump and either warps the gang or let them warp on their own towards you.
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When the gang arrives you start orbiting closer to be able to engage you shorter range weapons, unless you have Arty's ofcourse.
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==Behavior examples==
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When entering a system where the clusters and gates are far away you warp towards a central Planet, in-flight you keep spamming the scan button and if a ship shows up while the clusters and gates are still out of scan range it usually means that this ship is warping towards the gate you just left. Report this immediately and make sure the gang gets ready to engage.
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It could also be a gang is warping in which forms a threat for the gang so always report numbers and composition of ships in that gang.
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When the Agony gang is in combat go back to the gate where the gang is and power a few hundred Km out but stay on grid and keep an eye on the scanner and gate to make sure there is nothing coming to ambush them. NEVER EVER jump back into the system the gang is fighting in (unless you are in a dead end system which is empty), the scout doesn't bring that not much more DPS and having eyes in another system can be crucial !
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I have had large forces move to the gate and go through in an effort to help the guy that was under Agony attack. By reporting that and telling them to disengage and warp off everyone stayed out of harms way.
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When jumping into a gate camp take your time to zoom out and report what ships there are, if there is a bubble report type and its size. Next look at the best way to power out of the bubble but if there are Battleships they might NOS* you before you are able to warp off or are out of their range, in that case powering back to the gate might be your best option.
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Ask the FC for a new destination if you are 2 to 3 jumps out of your final destination, this gives the FC plenty of time to set a new one.
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* NOS is a joke right now so no danger at all, a NEUT on the other hand is still a danger !
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===Scout Examples===
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'''Example 1'''
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Ok I jump into a new System, local has 2 including myself so i start with my report by saying:
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* "Scout/Recon, ''my name'' in LTS.  3 in local, 2 neuts."
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* While saying that you scan 360 and get a hit on a Raven. "Nothing on grid, Raven on scan"
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* By the time I have said this I have hit with my other hand the F11 key to open the System Overview and focus on the bottom most box, the System Display.  It will show you where the Planets, Belts and Gates are located, USE this tool .... it will save time when you get used to it.
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* After looking on the System Display, in combination with the Gate distances shown on your overview, you have seen that all Planets, Belts and Gates are way out of scan range except 3 Belts and a Planet right next to the Gate.
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* A quick look around your ship showed you that the Belts are nicely spaced out so you immediately drop to a 15 degree scan angle, press and hold the ALT key so that a sort of Cross Hair square shows up in the middle of your ship, align this square close to the Triangle which represents a Belt and scan again.
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* Nothing shows up on the 1st scan, proceed and scan the next Belt .... BINGO Raven, right click this Belt and select "Warp to 0", report back to the FC by saying:
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* "Scout/Recon, ''my name'' in LTS, Raven on 15 degrees toward belt moving in"
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* (Personally use 5 degrees because i have done it so many times i can get the scan square on the Belt, Moon etc fast and pretty accurate)
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Now this was a lucky situation that he was close to a Gate with just a few Belts near it, but i have had this luck and locked the target within matter of seconds from entering a system.
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'''Example 2'''
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Ok again I jump into a new System, local has 2 including myself so i start with my report by saying;
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* While saying that open you scan 360 and get a hit on a Raven. "Nothing on grid, nothing on scan, scouting planets / belts
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* Inspect your overview and F11, find which planets and belts are out of initial scan range, and if there is a big clump, select a planet and warp to it at between 50 and 100km, in flight keep scanning at 180 degrees towards the cluster you are going to.
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* Sometimes when you fly towards a cluster you see Planets, Belts and Gates pass you left and right. What you should do is scan both sides repeatedly on 90 (or 180 for ease) degrees by looking to the left or right of your ships, somewhere in between the front side of your ship and your wing so to speak (45 degrees |/ where you wing is at 90 degrees |_).
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* If one of the sides gives you a target try to keep a focus on that point and move your view accordingly while you fly by, keep scanning and adjust view if needed. Once out of warp try to pin point him out as described before.
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* Drop to a 15 degree scan angle, press and hold the ALT key so that a sort of Cross Hair square shows up in the middle of your ship, align this square close to the Triangle which represents a Belt and scan again.
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* Nothing shows up on the 1st scan, proceed and scan the next Belt .... BINGO Raven, right click this Belt and select "Warp to 0", report back to the FC by saying: "Scout, Raven on 15 degrees toward belt moving in"
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Every system is different from another, comming in a same System from another Gate and it could well be that scanning from that point is a lot harder since the alignments are different.
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Main thing is keep it simple and efficient, start scanning at a higher number of degrees and when you gain experience you will notice that you go down fast, i usually start off at 360, then 90, 30 or 15 and end up at 5 or sometime not even bother with 5 degrees. It all depends on the system layout and the space in between Belts etc etc.
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Practice practice and practice some more.
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*  While already in warp to belt X-8: "Raven in belt X-8 warping to it". This report is to get the gang ready for action.
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*  When Raven has been pointed: "Point on target, warp to Piwata Bee, warp to Piwata Bee". Your key role here it to keep a point on target until the gang arrives.
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*  It is up to FC to order the gang to jump and either warp the gang or let them warp on their own towards you.  Once the gang has arrived, your role as a skirmisher / scout is complete.  At this point if your gang has multiple points on the target, you should usually '''disengage''' and get next system to provide intel or to catch the target if it escapes to the gate. Your role is to scout and catch, not to deal out damage or kill targets. The intel and ability to re-tackle targets that run back to the gate are more valuable than the 60 DPS you'll be adding.
  
Happy hunting, Killa Bee
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[[Category:Agony]]
==[[Category:Agony]]==
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Latest revision as of 08:15, 9 February 2013

Introduction

The main objectives of skirmishing scout are:

  • to scan a few systems ahead of the main gang and help keep the gang out of harms way
  • to find targets for the gang

A skirmishing scout acts as the Fleet Commander's extra set of eyes in the next system in addition to catching targets for the gang. Such scout should be proficient with use of the ship scanner and able to find and warp to the target within 30 to 45 seconds of entering the system. The only way to reach this level, is to practice, practice, and practice some more until skirmishing and scouting become second nature to you. Taking on scouting duty for the gang as often as you can is the only way of becoming a fast and effective scout and skirmisher.

A skirmishing scout thinks on his own and anticipates FC's orders (this is something that will come to you when flying regularly with a particular FC). He or she does not wait for the FC's commands before making the next move, jumping into next system, scanning out a possible target, or tackling when opportunity arises. However, it also has to be kept in mind that FC has the final say on movements and actions of gang's scouts.

The importance of skirmishing scout in a gang is often underestimated. A gang with an outstanding FC and XO is merely a patrolling gang if they have a scout that isn't able to scan out a target and lock it down.

Scanning

Ship Scanner

The scanner can be accessed through Ctrl+F11. Quick summary on how to use ship scanner is as follows:

  • Open ship scanner and click on "Directional Scan" tab
  • Set range as required. For maximum range input 999999999999+ and click elsewhere. This will give you scan range of 14.4 AU.
  • Keep in mind that 1 AU is approximately 150 million km. You can set ship scanner manually to scan at different ranges.
  • Check on "Use Active Overview Settings". This will make your ship scanner results show only items that you also have visible on your overview. If you are scanning for interdictor warp disrupt probes or scan probes check this option off.
  • Use the Angle setting to narrow down where target ship is in system. Zoom out and click on your ship which will make a white box appear over it. This box is the exact center of scan. To scan something down at a narrow angle rotate your camera such that this box overlaps a belt or planet, set degrees to 30, 15, or 5 and click on scan.

Overview

Refer to the following article, Overview Setup, if you need a refresher on how to set up your overview. The overview and ship scanner of skirmishing scout have to be set up properly to enable him or her to enter system and localize targets within it in under a minute's time. Having the right overview set up is critical to avoid being flooded with information and unable to respond fast because you have to sort through it.

A good start is to make sevenal "scouting" overview tabs and use them when you are acting as skirmishing scout for your gang. Each scout will have their preferences, however, here are a few recommendations on how to set this up:

Create a general skirmishing tab that includes the following objects:

  • All ship types
  • Stations
  • Stargates
  • Mobile Warp Disruptors
  • Beacons (for cynosural fields)
  • Bombs (for those pesky stealth bombers who might try to bomb you)

Optional things to include are planets and control towers. Some people like to have them on while others prefer not to. Do not include asteroid belts and wrecks showing because they will just clutter your overview make it difficult for you to sort through results and localize targets.

Create a new overview tab and put on it only ships, wrecks, and cans. When you enter a new system click on this tab to make it be your active one and enable your ship scanner to use overview settings. Then do a 360 degree scan. If you pick up NPC wrecks on scan, it is quite possible that someone in the system is currently ratting or has been recently ratting (wrecks last 2 hours). Alternatively if you enter a system that has no wrecks but some people in local, it is likely that they are idling at POSes or engaging in other activities. This is how you know whether you should ignore asteroid belts and proceed directly to the next system en route or go out scanning. You can also switch to this tab whenever you are looting wrecks or picking up cans (which should be disabled from your general scouting tab).

Warning: Wrecks will also be generated by people doing complexes or missions. In general you are not interested in mission wrecks unless you have a scan prober around and gang is willing to sit there and wait for him to get a hit on the person running a plex or mission site. These wrecks however have distinctive names so you can easily tell them apart from belt wrecks. Mission/plex wrecks usually have pithi, coreli, corpi, gisti in their names instead of serpentis, guristas, sansha, or blood.

Create a third overview tab and put on it planets, asteroid belts, ships, stations, gates, and control towers. Use this tab whenever you are trying to pinpoint someone to a particular belt. This tab is also useful if you're trying to see how many belts there are in system.

Create a 4th 'variable' overview tab and apply filters to it is required. Some situations come up rarely but require you being able to see additional objects on the overview. In this case you can just switch filters on the 'variable' tab.

You should have the following two filters handy:

  • Drones. If you are a small ship like an interceptor or frigate, you might be requested to shoot down drones. In this case it helps to have them on overview to be able to lock them.
  • Fighters. Same thing as with drones. To have an easier time locking fighters, you can create a separate filter for them.


Overview columns: You want to have Type column turned on on your overview. In case you jump into a gate camp, you will be able to quickly look up ship types present on grid by looking at what's listed in this column. Another two columns that might come useful are velocity and size.


Basics of Scanning

Upon entering a system take a peek at local. If local is empty or friendly, proceed directly to the next destination gate.

If you see some neutrals in system and you are scouting, peek at the grid, do a 360 scan to see if you can pick up any ships on it, and let your FC know about your findings. Assess how it would be best to pinpoint location of any targets within system. Remember, scouting is all about speed, and speed is about scanning as much of the system as possible within the shortest period of time.

You may want to open solar system mini-map by pressing F11. If you're playing on Mac Os, F11ing might not be an option. In this case right click anywhere in space in system and pick "Show Solar System In Map Browser". This will open a mini-map of the solar system on right hand side for you.

Step 1: Situation Assessment

Take a look at your overview, and if required press F11 to get a quick overview of the system again on the mini-map. For example, I am scouting in Hemin and have just jumped through the Jorund gate, there are several neuts in local. Grid is empty (not camps). A quick peek of my overview shows the following:

 Shipscan2.JPG


This tells me the following:

  • A 360 scan from my position will provide results up to and including Planet VI.
  • Planet VII, IX, both stations and RMOC gate are beyond my scan range. This means I will need to warp to an object close to these objects to be able to scan their vicinity.

Step 2: Initial Scan

After hitting the scan button, my directional scanner comes back with the following:

 Shipscan1.JPG

From this scan I can tell the following:

  • There is an Apocalypse on scan. It is somewhere within 14AU of me.
  • The wrecks on overview are clearly wrecks of mission rats, not belts rats.
  • It is likely that this Apocalypse is doing a mission, so I cannot tackle it but will inform FC about the situation.

Step 3: Next Steps

Scanning down a ship boils down to one simple concept: you are attempting to get a scan result showing the ship and one celestial object. If you are successful, the ship is more than likely at the celestial returned to which you can warp and report the situation to FC. However there is always a chance he's in open space sitting in a safespot near the celestial. This can be resolved by changing distance settings on your scanner. In general, you will have to change the following settings to narrow down a target:

  • Setting range: Changing angle is a quicker way to pinpoint targets but sometimes changing range is also of use.
  • Changing your overview settings: Sometimes you will want your overview to include more details when you're in process of scanning a target down. For this purpose you may want to set up different overview tabs to quickly switch between overview settings.
  • Setting angle: When you enter system first do a quick 360 scan. You may then do 180 or 90 degree scans to see which half/quarter of the system the target is in. Eventually your goal is to do 5-10 degree scans to pinpoint it down to a single celestial object.

A 360 degree scan scans as a bubble around your ship. All other scans scan as a cone. Since EVE is 3D, if you are on a 60 degree scan, you need to be aware of the vertical plane. Most EVE systems are on a flat plane, however there are a few exceptions to the rule, usually stargates. Now, the angle of the scan is based upon which way your camera is facing, not where your ship is facing. If you open solar system mini-map by pressing F11, you can see how your screen's field of view (FOV) and the Ship Scanner correlates:

  • The ship scanner angle has been set to 90 degrees
  • The white cone on the F11 panel shows my screen's field of view
  • The green cone on the F11 panel shows what my scanner's field of view
  • If I were to rescan with a reduced angle, the results would only include those objects within the green cone
 Shipscan3.JPG

Step 4: Wrapping up

Think of scanning as cutting up a pizza. On the pizza is a single anchovy, and we are at the exact center of the pizza. The initial 360 scan shows that we have a hit on the anchovy. My next step is to usually immediately drop to a 90 degree scan and perform 4 scans (1 north, 1 west, 1 south, 1 east), i.e. I have divided the pizza into 4 slices. If the anchovy shows on the southern slice, I reassess what other celestials are returned.

If there is only a single celestial on scan, I have probably found my target. If it returns a single planet and 10 asteriods, I will warp to the planet so I can better scan the asteriods. It's a simple process of elimination, and every pilot has their own preferences. The key is to be as quick as possible, and it comes best with practice.

Main thing is keep it simple and efficient, start scanning at a higher number of degrees and when you gain experience you will notice that you go down fast, i usually start off at 360, then 90, 30 or 15 and end up at 5 or sometime not even bother with 5 degrees. It all depends on the system layout and the space in between Belts etc etc.

Practice practice and practice some more.

Summary of Key Scanning Keys:

  • F11: This will open the System Overview, focus only on the bottom most box the System Display
  • CTRL+F11: Opens up the Ship Scanner
  • ALT: Press and hold this key, it will give you a sort of Cross Hair square in the middle of your ship which represents the scanning centre of your ship (i.e. helps you establish where the center of scanning cone is). It will also show the Moons in space.


A video on the use of the Directional Scanner is now available on Agony's Youtube page. Introduction to the Directional Scanner

Skirmishing

Finding the target is only the first step. The next step is to get the tackle and hold it until your gang mates arrive. Some key concepts to this process are:

Tackle

Your target, if it is not stupid, will have one to several anti-tackle defenses. These defenses may include any one of the following:

  • Warp Scrambler - This modules deactivate microwarpdrives. Its max range is 9km, a bit further if overheated, and 18km on Arazu/Lachesis.
  • Stasis webifiers - These reduce ships's maximum velocity by 50-60%.
  • Small T2 drones - Typically Warrior II's that do explosive damage.
  • Energy neutralizer - Neutralizers eat up ship's capacitor making it unable to run microwarpdrive and warp disruptor. Once you warp disruptor drops the target warps out. Heavy neutralizers reach to about 25km, medium ones to about 10km.
  • Agility - Agility has been boosted since Quantum Rise patch. If your target is aligned, it will simply warp out as you land in the belt.
  • Cloak - many ratters will fit cloaks on their ships and cloak up as soon as they spot you in local. Their speed while cloaked is very slow, so if you have seen where the ship has cloaked you may approach the location to try to decloak it.

Some planning and thought needs to be given to your fittings to counter the above mentioned defenses. Your fitting decisions will also in part be based upon the purpose of the gang. Here are a few considerations to hold in mind:

  • Warp Disruptors are critical for placing a point on target from extended ranges. If you fit a warp scrambler, often you will not be able to close the gap to 10km fast enough and the target will warp out. Use scramblers as auxiliary to warp disruptors.
  • Warp Scramblers are critical to slow down fast targets, including those trying to burn back to a gate. You need to slow down the target enough for slower ships in your gang to pick up the tackle, so that even if you die in process you will be rewarded with a kill in return.
  • Webs compliment Scrams nicely. However if you have to pick, deactivating the MWD is more effective than a webifier, unless your target has an AB. In 0.0, many cruiser-sized ships fit MWD, however, AB's are common on AF's and Frigs.
  • AB vs MWD. The biggest penalty about MWD is the sig radius boost, however, interceptors now get a ship bonus to reduce this penalty. There are a few viable uses for an AB inty but this does significantly reduce the ability of the pilot to get points on targets.

Communication

Communicate to your FC as clearly and concisely as possible. Spend an extra few seconds to consolidate the data you wish to communicate. If there are 50 ships sitting on the gate you just came through, spamming vent with each and every ship type when you are in a 5 man frig gang is not necessary. A summarized "50 man HAC / battleship gang" report is quite sufficient. The FC has a lot of intel to process. Help him out with this by being as succinct as possible.

Remember that scouting and skirmishing is about speed. Relay all the important information to your FC but do not let intel reports delay your own movements. If you see a target, place a point on it, don't sit there telling your FC that you're going to place a point on it while it warps off.

Intel Reports

Two key things to remember about giving intel reports:

  • Always start with: "Recon:" <pause> "your character's name in x system on x celestial". In other words: "Recon", wait a second for Vent chatter to clear, "Secluse in X-7 on the LT gate got a point on Harbinger". It is difficult for FC to keep track of all incoming information and he or she might believe that you are in a different system or on a different gate. FC can then make the wrong decision and warp the gang into the very massively huge blob fleet you are trying to provide intel on. So make sure to always clearly state where you are in your recon report.
  • Try summarize the report clearly as outlined above. Then in the words of my mentor "try sound bored giving your report". It helps remove inflections in the voice to provide a clear report that can be understood.

Target Assessment

In recon reports, scouts and skirmishers should perform a risk assessment and feed FC with key data about composition of enemy fleet. Help your FC in decision making process by by calling out key tactical targets, for example:

  • If there are HICs, Dictors or mobile warp disruptors on scan
  • Recons - Curses, Rapiers, Arazu's, Falcons, etc.
  • Logistics ships - Basilisk, Guardian, Scrimitar, Oneiros
  • Other key strategic targets (high value or high risk, such as capitals, T2 battleships, etc.)

When going against another gang try to get as many targets tackled as possible. Be aware who else in your gang has disruptors, scramblers, and webs fitted. When FC calls primary target and other gang members have it locked and tackled move on to tackle the next available target.

Local vs. Grid vs. Scan

There are 3 sources of Intel available to a skirmisher: 1) the all-seeing eye of local 2) what he can eyeball on his own grid 3) and what his ship scanner can eyeball beyond his grid and up to 14.4AU. Each source provides different intel:

  • Local: When entering a system give a short report of local, ex: "There are 8 neutrals in local". If there are more than 2-3 people in a 0.0 system without a station, it is possible that there is a small roaming gang in vicinity. Most definitely there is a gang in system if there are 10+ pilots in local and no outpost. You may potentially also want to check corp/alliance of those in local if this does not slow you down too much.
  • Grid: If vicinity of gate is clear report "gate is clear" or "grid is clear". Alternatively if there is a gang / camp on grid try to gather as much information about it as possible before making your way out - report things like size of gang, key ships (interdictors, HICs, falcons, etc.), if there is a bubble up and what kind, how the ships are positioned around the gate.
  • 360 Scan: Do a quick 360 scan of the area surrounding you. Report to FC ships you see on scan as well as if there are any POS towers in vicinity. If you're picking up a lot of ships and a few POS towers on 360 scan, it is very likely that those ships are sitting at a POS. In this case provide a concise report "picking up 4 ships on 360 and two control towers, one is a Raven". Shuttles and nooships don't need a mention.

In short, you are trying to summarize the information as much as possible, while still calling out strategic targets to help the FC calculate the risk / reward of proceeding further. Every FC will have a different style, but from my perspective a scout is only as good as his or her ability to communicate what he or she sees, and a skirmisher is only as good as his or her ability to tackle. Work on developing a communication style and you will only become a better skirmisher.

TAMS

There is a great document outlining this concept: Tactical Miniwarp.
To summarize the above article: Small fast ships are fantastic in allowing the larger fleet to move around quickly across the grid by mini-warping to the small fast ship. TAMs can be used offensively, as in making the fleet warp directly on top of the target. They can also be used defensively, as in helping the fleet escape some danger of avoid getting probed out.

Combat Interceptors, Skirmishers, and Covops

A roaming gang might encounter targets that are not within the reach of gang's skirmishers. For example, a gang enters system X and sends their skirmisher to a system Y, while a target ship is picked up on scanner entering system X from system Z. In this case it is good to have additional tacklers traveling with main fleet that will go ahead and try to tackle the target while the skirmishing scout is a system away.

Many targets will proceed to warp to safespots and try to wait out the gang. They know that many gangs do not bring scan probes with them. In such situation having a covops pilot in covops ship armed with scan probes can be invaluable.

Skirmisher: Skirmishing Scouts, covops scouts, and rear/front guards are there to provide intel, and to catch ships before they get to the main fleet, as well as provide an intel buffer that lets the FC know what's going on in the adjacent systems. The skirmishing scouts also have responsibility to catch and hold targets.

Combat Interceptor: The combat interceptors are tacklers of the main fleet. As such they travel with the fleet. They engage targets of opportunity that the fleet may encounters. They also function to drive off enemy interceptors and provide TAMs and TACs for the fleet.

Covert Ops: Covert ops ships are small and agile and can warp around cloaked. They have good chances of making it out of any hostile camp. In gangs they can be used as supplementary scouts, scouting systems and pockets that branch from gang's main route. Flying around cloaked they can provide intel on enemy without enemy knowing that they are on grid, observing. Main role of covops ships in gangs is scan probing safespotted ships. For this purpose they should always fit a Recon Probe Launcher.

Here is an example:

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Examples

Reporting Your Movements

Reporting should be short but should also contain as much useful info as possible.

  • "Scout, moving into LTS, friendly out". Make sure to report friendly gate activations.
  • "Scout, LTS local is clear moving to XYZ gate". Gang can/will then move into LTS system.
  • "Scout, XYZ has 2 in local, nothing on grid, nothing on 360." or "Scout, XYZ has 7 in local, nothing on grid, Vaga and Dominix on scan, one POS tower" and after some time checking their information "5 of those in local belong to Morsus Mihi alliance".

When a system has too many players in local than your gang can handle, your priority is getting the gang in and through that system safely. Go to a tactical off the gate and keep scanning the gate and reporting changes. When the gang jumps in you go to the next gate and keep scanning while you warp off, report changes. At the tactical off the next gate, report if it is clear or not. Depending on what is on the gate, proceed through the gate and report it by saying: "Scout moving into system M, friendly out" Once you and the gang are out of all imminent danger and have moved a few systems away, you can get back to the finding targets.

Reporting Potential Tackle

  • While already in warp to belt X-8: "Raven in belt X-8 warping to it". This report is to get the gang ready for action.
  • When Raven has been pointed: "Point on target, warp to Piwata Bee, warp to Piwata Bee". Your key role here it to keep a point on target until the gang arrives.
  • It is up to FC to order the gang to jump and either warp the gang or let them warp on their own towards you. Once the gang has arrived, your role as a skirmisher / scout is complete. At this point if your gang has multiple points on the target, you should usually disengage and get next system to provide intel or to catch the target if it escapes to the gate. Your role is to scout and catch, not to deal out damage or kill targets. The intel and ability to re-tackle targets that run back to the gate are more valuable than the 60 DPS you'll be adding.