15. Scouting

The PDF version to this guide is over at EVE-files, download it here. Alternatively a copy of it can be found on the OOC forum, EVE-Inspiracy.com which I encourage anyone interested in role playing or EVE related fiction to check out. Take the time to register and join the discussions, it’s a new community venture which should become a great resource for the RP community as a whole.

Check out the guide after the break. Comments and suggestions are appreciated.

Why Scout?

Effective scouts are a critical component for any successful fleet. As a scout you serve as the eyes and ears of the Fleet Commander. With good scouting the FC is able to choose his engagements wisely and avoid unfavorable fights. Scouting can be done by anyone, and good scouts will be welcome in any fleet. Also, you will be one of the few people with the privilege to use voice comms throughout an op, something for more narcissistic people to keep in mind.

I encourage everyone to at least give scouting a try and see if you like it.

What Do I Need?

The two things any good scout needs are a ship and a working microphone. Clarity of scouting reports is essential, so be sure your mike is setup properly before the op.

Scouting Ships

There are many different ships that can be used to scout with. They are listed here in the order I perceive as being optimal, with the first entry being best and bottom worst. I’ve left off T3 for now, though technically they can make absurdly good scouting platforms, especially in null sec. T3's place on the list depends heavily on how they are fit. Cloaking and bubble immune setups are comparable to Recons as scouts, and they can be configured to probe as well. Bubble-immune T3 have horrible agility however, which weakens their viability as forward scouts. Probe fit T3 may have limited utility for combat however, as they lose some fitting viability for PvP.

  • Covert Ops Frigates (Buzzard, Helios, Cheetah, Anathema)
  • Force Recon Ships (Rapier, Arazu, Pilgrim, Falcon)
  • Tackle Specialized Interceptors (Stiletto, Malediction, Ares, Raptor)
  • Dramiel (more of a tie with tackle ‘ceptors)
  • Combat Interceptors (Claw, Crusader, Taranis, Crow)
  • Other Faction Frigates (depends heavily on fittings)
  • Sabre & other Interdictors (but mostly the Sabre)
  • Frigates, speed fit with MWD (Just about any will work)
  • Assault Frigates (Jaguar, Hawk, Harpy)
  • Cynabal & Vagabond (in that order)
  • Stealth Bombers (Manticore, Hound, Purifier, Nemesis)

Now, for the reasoning behind this ordering. Covert Ops frigates and other covert ops cloaking ships are the optimal scouting ships because they can observe enemy groups without alerting them to their presence. This means you can happily sit on grid and directly observe movements, including alignment, gate positioning, and even the gun fittings in some cases. Covert Ops and Recon ships are capable of fitting probe launchers, which is a bonus for anyone willing to train up Astrometrics to can bust safe spots, which is an awesome ability to have in any gang.

Interceptors and Frigates are next up, all of them can be extremely agile and nigh uncatchable. In a pinch Interceptors/Frigates/AFs can serve as fast tackle or back tackle when needed, making them an ideal addition to smaller gangs. The tackle role interceptors are best here because they have the fastest warp speeds in-game, plus a bonused warp disruptor range. Until it gets nerfed the Dramiel is an amazing scouting and all around combat ship. The other faction frigates vary much more heavily. Though if they are MWD fit they should all be reasonable scouts. The combat interceptors are still much faster than frigates, but fitting them with a long-range point tends to detract from their usual fitting doctrine (excluding the Crusader and Crow), plus it’s hard to not feel a bit kill horny when flying one. Scouting frigates should emphasize speed over tank in their fits, though some tank is useful to survive bad bubble camps.

Assault Frigates are an odd category, because they serve a dual role of scout and forward fast tackle and “bait.” Most Assault Frigates are not good scouts, because they compromise their strengths in order to move quickly. The Jaguar is the best for this role, though the other natively shield tanked AFs, the Harpy and Hawk may also be able to pull it off.

The Cynabal aligns about as fast as a frigate, hits about 3km/s, and destroys tackle. Great scouting ship in a pinch. Same thing can be said for the Vaga, minus the frigate level agility. Stealth Bombers are sub-optimal as scouts, the only reason they are viable is the ability to run a Covert Ops cloak. Too fragile to maintain tackle and cannot be fit with a probe launcher without compromising the combat fit. This is why they are at the bottom of the list.

As a note, in many gang types there won’t be a strong emphasis on having a probing or cloaking forward scout, especially in smaller gangs. In those cases a scout equipped for combat becomes more useful to the gang than a prober (though they are still awesome to have on hand). For that role the Force Recons (and T3) drop below the frigate hulls for scout duty, as their lower scan resolution and recloaking delay make them weak general purpose tacklers. Bombers are pretty much useless as a forward tackle scout.

Types of Scouts

There are three basic types of scouting positions, forward, back, and floating. The forward scout is the most common type, and one that every gang should have before undocking. Forward scouts stay one jump ahead of the main fleet and follow the route to whatever destination the FC has set. As a general rule, unless hostiles are present in the system the forward scout should remain just one jump ahead of the fleet, waiting on the exit gate until the fleet enters that system before continuing to the next one.

Back scouts remain one jump behind the fleet, keeping an eye out for hostile gangs that are sneaking up behind. Having a back scout is extremely useful, especially as this scout can serve as back tackle for the gang without compromising their primary role. The third type, the floating scout, is a more autonomous role. Your job as a floating scout is to search away from the fleet’s current route to find any targets of opportunity. FC’s can sometimes forget about where the floating scout is, so occasionally check in and report your current location and status, even if nothing of interest has shown up.

How to Scout

Scouting is all about being able to present up to the minute intelligence in as succinct and clear a way as possible. To that end every scout should strive to perfect their reporting skills, to quote a teacher of mine “What makes perfect? Perfect practice.” Work on doing as much as you can right every time you step up to scout, and you’ll find yourself doing it automatically in no time, and many of the skills will transfer to other combat roles including fleet command.

A few general points before getting into the details: a) keeping your ship alive is a priority, don’t put yourself in harms way unless directly ordered to by your FC b) when reporting always remain calm, a panicked or excited report is much harder to understand, and subtly influences the moods of the fleet and fleet commander (this applies to FCs as well) and c) relax and have fun, if you aren’t enjoying scouting than you should be doing something else.

Voice Comms

Voice comms are your primary means of talking to the fleet commander. While this is the best way to get information to the fleet, there are limitations to them. Remember this: there is a limit to how much information a single report should contain, after the 6-7th piece of info it will all start going in one ear and out the other for the FC (or at least for me). As a general rule, do not report exact fleet compositions over voice, there is simply no way for the FC to process that information efficiently. If there are more than 6 ships on field, do NOT report ship types on voice. Ballpark numbers are OK to use though, e.g. “Auga, Amamake Gate, Hostile Gang with 5 BCs 2 Interceptors and a guardian at 0? is fine. Now, onto the most important part, syntax and report order for voice comms.

Generally when reporting intel, avoid interrupting the FC unless it is URGENT. If there is something that must be heard, precede the report with “Check check” and it will be recognized as critical information.

When entering a new system, keep this order of significance in mind: Local -> Grid -> Max Range Scan -> (Conditional) Shorter-range scan. You should always try and report intel in that order. In most cases it should take you about 30 seconds (max) to report the condition of the system, unless there is a significant hostile presence. When reporting the local count (total first), the priority should be reporting numbers of war targets, reds, then neutrals In the interest of efficiency, estimation is often better if you’re dealing with a large local count (do NOT do this with war targets).

Now for the fun part, reporting syntax:

On-grid reports:

Your pilot name > System Name > Celestial you are near (station, gate, planet, etc) > [Intel Report] — Be sure to note if there are different hostile gangs present, their location relative to the gate, and if they are currently engaged.

Scan Reports:

Your pilot name > System Name > “From <celestial> [Intel Report] is on scan in direction of X” or similar. Note: When doing a 360 scan, it doesn’t have to always be reported, only if you suspect a pounce or hostile gang, otherwise it is just noise.

Local Reports:

Your pilot name > System Name > Local has W total, X WTs, Y reds, Z neutrals.

A note about reporting on outlaw players, when reporting reds and neutrals, be sure to use the term “outlaw” not “negative ten” when referring to pilots under -5 sec status. So an engageable target would be reported as a “red (or -10) outlaw Hurricane is jumping to you” or “Misan Auga Amamake Gate neutral outlaw gate camp with 10 BS and HICtor support at 0.”

When there isn’t anything on grid, as you jump in, the standard report is “Inbound Clear” and for the exit gate “Outbound clear”. For local reports, “system is empty” and “local has X pilots, all neutral” are also useful.

Text Comms

Text based reporting is primarily done for two things, first is hostile fleet compositions, and second is miscellaneous details that don’t need to be reported on voice. There is no super efficient way to do text based fleet composition reporting, especially with overview and scan sorting having significant limitations on the order of ship types. For reporting fleet compositions, the recognized standard is to report the number of each ship type on field (2x, 5x, etc) then the name of the ship. If you are able to observe the hostile fleet on grid without putting yourself at risk, sort the overview by type and report it from there. Otherwise the best way is to use the directional scanner. If on grid, you can sort the scan results by distance to reduce reporting non-hostiles, and if off grid you should get a <30 degree scan on the fleet (5 degree is optimal) and use that to report it. Scan results persist through systems provided you don’t hit scan again, so if you land on a hostile gang, hit scan then jump through and report it after you are safe.

Typing these lists out can be a pain, but don’t rush it otherwise you’ll probably have to delete something and take even longer to report it. If you don’t have time to give a detailed report, try to eyeball the composition on the overview or scan and give a breakdown of the number of BS/BC/support the fleet has along with the total size (estimated).

Directional Scanner & Overview

Knowing how to use the directional scanner effectively is essential to scouting. But learning how to use it is best left to in-game practice. Useful guide here: http://amerrylifeandashortone.blogspot.com/2009/10/using-your-directional-scanner_20.html

For the overview be sure to have relevant information included, as much as you can squeeze in. At the minimum you want IC, Distance, Name, Type. Other useful columns are Velocity, Corp/Alliance, and Transversal/Angular velocity. Sorting by IC is especially nice as you can quickly filter out the WTs from a large gang and get a count of them.

Tips & Tricks (in no particular order)

  • It’s really damn useful to have your brackets on. You can easily add and remove moons from your brackets with ALT+X. Great for POS scanning.
  • Setup good push-to-talk hotkey, it should be easily reachable and interfere minimally with your ability to type or pilot your ship. Personally I have a side mouse where my thumb rests set to do this, middle mouse is also a good one.
  • As I mentioned before, scan results are preserved across systems so long as you don’t dock. So don’t be afraid to take a scan of a system then jump out if you are threatened.
  • If you are sitting at a gate waiting for your gang to catch up, always orbit the gate at 1000, this makes you hard to bump and keeps you safe from snipers and large ships looking to take pot shots.
  • ALWAYS always always say your pilot name before a report so the FC knows who is talking. This applies to everything, not just scouting.
  • If possible have BMs for each gate setup at 165km or higher. This allows you to warp to a safe point on grid either from a jump in or to observe hostile gangs. Amazingly useful when you have a covert ops ship.
  • Pay attention to the distances between gates and other celestials, your max scan range is about 14.5 AU, so always keep that in mind. When setting up a warp-in or calling for backup, it is helpful to report the AU distance from where you are to the inbound gate of the fleet so the FC has a rough sense of how long it will take to reach you.
  • When under 100km from anyone you can use the “Look at” option to see what guns they are fitting and what direction they are moving their ship.
  • Pay attention to where hostile ships warp to, if they warp straight towards a celestial you can reasonably expect them to not be heading to a safe spot. If the player warps in an odd direction, not straight in line with the celestial, they went to a safe.
  • If you are acting as a fast tackler for a gang that is in hot pursuit of a fleet, the fastest way to get into warp is NOT by using the overview. After a jump right click in space and find the stargates sub-category, once the loading bar for the session has finished mouse over the right gate and click the WTZ button.
  • Double click for show info is awesome, use it. Especially on unknown neutrals and reds.
  • When using the directional scanner, click on your ship to generate the square bracket, use that to line up a celestial and if you are using a 5 degree scan you’re guaranteed to get it right.
  • When in null-sec (or you suspect a disco BS camp) if there is a large hostile presence in system, don’t warp directly to the outbound gate. Find a celestial near the outbound and warp to it first, scan towards the gate and then warp if it’s all clear. Your default overview should have ‘Mobile Warp Disruptor’ checked. Check for bubbles towards the gate and be mindful to report any Interdictors (Sabre, Flycatcher, Heretic, Eris) or Heavy Interdictors (Broadsword, Onyx, Devoter, Phobos). Be prepared to burn 15-20km to the gate if you warp to it.
  • If there are drag bubbles (bubbles off the celestial 50-100km) on the outbound gate, report it to the FC and suggest a nearby celestial (planets or stations) to use as a bounce point.
  • Setup an overview (plus tab) with major celestials (planets, belts, stations, gates) so you can easily see distances.
  • Add ‘Control Tower’ to your overview (under Structures) to help eliminate POS trash and people hiding behind the shields.

16. Tools and Information for Eve-Online

Here is a list of tools, links, websites and information that you should regularly use in Eve-Online. This goes from maps to ship loadout programs. I’m sure I forgot other tools but feel free to add them in the comment sections.

  • eve radio
    Eve-Online Internet Radio. Just click on the link and the you will listen to radio. Multiple DJ and types of music. Its my favorite station…honestly.
  • BattleClinic
    Go there to get a good fit for your ship. Also one of the most used killboard.
  • Scraphead Challenge Forum
    Forum about Eve-Online. There’s a section for pvp and pve fitting too.
  • Eve-Search
    Eve-Online search tool is like a whore, it sucks. Use this one. It still sucks but it’s better than the latter
  • Eve Fitting Tools
    Setup your ship using this program. You will know every details about it from damage to capacity
  • Eve HQ
    Character Planner, skill planner plus other plug-ins as well like map planner and item browser. Very Useful
  • DotLan Eve-Online Maps
    Eve-Online maps on a website with some neat features.
  • Ombey’s 2D Eve-Online Maps
    Same thing but in a complete PDF readable, downloadable format
  • Damage Types /Factions by Eve-Outtakes
    A cool page with damage type by faction. But if you look at the website, they got beautiful pictures. I don’t understand German but I do understand beauty lol.
  • Eve Metric
    The whole Eve universe market on one website. Your in Lonetrek and look at the market in Jita. It’s that useful. No more price check request to your friends.
  • Eve Central
    Same as above (eve metric).
  • POS Planner
    Setup your POS on this website and see if it fits correctly. See how much fuel it costs too.
  • Eve Board
    Character viewer. View your skills and many more information on a website. Useful if a corp ask for this information. Can be password protected and only the limited API is needed.
  • Eve-Survival
    Mission report from level 1 to 4. If you do missions, this is a must. Even got some Epic arc mission reports.