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 PvP Wing, Part 3: Communications and scouting

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PostSubject: PvP Wing, Part 3: Communications and scouting   Sat Jan 03, 2009 3:26 am

Perhaps the most important part of PvP engagements is the ability to communicate with fellow fleet members. Many an uneven battle has been won by superb target calling and an iron-willed FC (fleet commander) that has the guts to take decisions in the heat of battle.
For a fleet to succeed in comms three things need to be adhered to:
1. Utter silence in the comm channel and complete devotion to the task. Senseless drivel distracts the FC and the scouts and creates disorientation and lack of initiative when the crucial moment arrives. Whatever you want to say, you type it in corp chat or private convo. If you want to go afk, say so in the fleet and warp to a safe spot.
2. Fleet chat should remain clear at all times because warp points might be broadcasted, or fleet members may post their position for others to warp to, etc. Always keep an eye on fleet chat for FC questions and answer as soon as possible. Also, always check the broadcast window for broadcasted destination, targets, gang members in need of remote repping, etc. If you're in need of repping or cap and we have a dedicated logistics ship, press the relevant button on the broadcast window.
3. The FC is the ultimate ruler of the operation. If he says we go to meet our deaths, we do so without asking questions or doubting his will. It's like the army; discipline is required. This tactic doesn't aim to demean your or hurt your ego but save the fleet when a tough decision is to be made. The FC might get us killed. If so, another one will take his place next time. Through trial and error we'll learn to play the game better. But no matter what you think of the particular FC, you should follow his orders to the letter. Criticism during flight is not allowed. You can take out the shovel after the fleet has landed safely. A good FC will learn from his mistakes, accept well-meant criticism and step down if he feels he isn't up to the task.

This may sound like a lot of hard work, but it really is a matter of practice. Thanks to Vilmalith, we have a TS server of our own, which gives us the ideal means of communication. However, you must set a button to press in order to speak and not keep an open microphone policy, since the latter will create unecessary noise and annoy other people.

On this thread questions will be posed regarding communications and whoever feels is ready for FCing an operation may step up and declare his intent. FC constructive criticism should also be posted here.

Last edited by Niennor Verukoi on Sat Jan 03, 2009 1:33 pm; edited 1 time in total
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PostSubject: Scouting *ALL WANNABE SCOUTS MUST READ THIS CAREFULLY*   Sat Jan 03, 2009 4:10 am

Another important aspect of the fleet is the scout's job.
Scouts should fly covert ops, interceptors, recon ships (Arazu, Rapier, Falcon, Pilgrim) and always be in front of the fleet. Their mission is to inform the FC of what lies ahead. To do so they rely on codes to transmit data as quickly as possible.
- A scout should always be 2 jumps ahead of the main fleet. When the fleet is simply travelling towards a staging destination, the scout can be as many jumps ahead as he likes. He always transmits his position using the "X to go" system. That is he states how many jumps he is currently away from the destination system. Don't use the system names because it is very tiring and misleading. If you're 2 jumps from the destination that has been set you simply report "scout at 2 to go".
- A scout reports what he sees in local as soon as he jumps into a system. Blue intel is not required. If they're allies they're of no interest to us. Generally, negative standing people are considered "hostiles" in 0.0, and neutrals should be referred to as... well... "neutrals". Also important is stating their position in the system and their ship types. Example: a system has 3 neutrals and 5 negative standing pilots; the 5 negative standing pilots are sitting on the incoming gate; the scout should report: "3 neutrals, 5 hostiles in KQK (or 2 to go). Hostiles are on incoming gate. Arazu, curse, pilgrim, abaddon, orca on overview. Scanner clear".
- The scanner is the scout's ultimate tool. Without a scanner it's not possible to give info on the whereabouts of enemies. To set up the directional scanner you must tick the box that says "use active overview settings" and then set the scanning distance to maximum (simply write 99999999999 and it will set itself). The directional scanner will be used to search for ships that are already in the system but do not appear on your overview. First you do a 360 degrees scan and slowly you narrow it down to where the enemy might be. Enemy ship location AND type should be reported. For instance, you jump into a system with 3 hostiles that are not on overview; you turn on the scanner and do a 360 search; you catch a malediction and a cerberus; narrowing it down you find out they're hiding next to a planet; you report: "3 hostiles in local, overview clear; malediction, cerberus on scanner next to planet V". If you' 've got a probing ship you can drop a probe and start scanning for them, but only if the FC specifically asks you to do so.
- In systems with many people (with stations for instance), it is counterproductive to state which are neutral and which are hostiles. In such cases you simply report the number of people, giving an estimate of the percentage of non-blue pilots (all should be considered hostiles in this situation). For example, you enter X70- and see that there are 85 people in local. You do a quick scroll down and see that most of them are hostile or neutral; your report "85 in local in X70-, about 70% of them hostiles; overview clear"
- The fact that overview is clear doesn't mean there arent people near the gate. They could be cloaked so you should watch out. The tactic should be reversed. If you're in a cloaking ship, you should always cloak-warp to the destination in order not to give the enemy a hint that you're a scout (yeah, a lonely rapier, more often than not, IS a scout).
- Tackling enemies is one of the basic roles of the scout. If you see a lonely ship or two, you should alert the FC and as soon as he gives you the green light, you start tackling. You need to scramble them (also called "point") and web them so that they don't get away. If they're stupid they'll try to shoot at you, in which case they're trapped in the system because of the aggression timer. If they're smart they'll simply approach the gate and jump to the next system, in which case you have probably lost them since you'll have the aggression timer limitation. That's why you should weigh the situation carefully. If you reach a gate and a lone battleship is standing right next to it, you shouldn't tackle him. If you do, he'll jump and you'll lose him. Instead you should sit and observe. If he fires at you, he's screwed cause you can tackle him and he can't jump. If he jumps, you go after him and tackle him when he decloaks, at which point he'll be 12 km from the gate. There are hundreds of examples on how to tackle efficiently. More information will be given during actual ops.
- If a hostile warps away from you, report the direction he's heading towards (planet, stargate, etc).
- Finally, a scout is the FC's eyes and ears. He's the one giving all the intel that the fleet requires in order to keep on moving and lay down strategies. Misintel can lead to the destruction of the entire fleet, so the whole thing should be taken seriously. Also, a scout is usually the first one that gets it, since for example he may land on a gate camp and get podded. However, that is his role. It is better to lose an interceptor in a gate camp rather than a fleet of t2 cruisers and battleships. More on how to escape gate camps will be provided in the relevant chapter. On the other hand, when the battle is joined, he'll probably be the last one alive since he's fast enough to escape.

The above is compulsory information for a serious scout. Read it carefully and comment on it on this thread if you're interested in the role. If you think the post is long and boring, print it and read it while you're in the can. You'll pass the time pleasantly and if you're out of toilet paper you'll have an alternative means of cleaning yourself.

Last edited by Niennor Verukoi on Sat Jan 03, 2009 4:38 am; edited 2 times in total
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PostSubject: Target calling (or as I call it "finger pointing")   Sat Jan 03, 2009 4:36 am

Target callers are appointed by the FC before the fleet departs. The FC is not a good target caller because he'll usually have to deal with a ton of other information and decision making, for instance the escape plan. The target caller is usually a fast locker. To be able to follow his calling, the rest will have to set the overview list by name, so they can immediately lock the called target. Targets are referred to as "primary", "secondary", "tertriary", etc. If a target caller is down, the second one takes his position immediately. Good primary targets are damage dealers and jammer ships. Don't bother with tacklers/webbers cause they don't do serious damage and by the time you get them, the enemy damage dealers will have torn you a new one. The whole battle in EvE is a race against time. If you get their damage dealers first, the rest will scatter cause they won't be able to hurt you.
On that basis, battleships and battlecruisers should go first, then HACs, then the rest. If more than one jammers are present, they should be dealt with first by the fast ships.
The target caller must speak clear and correct English and have his mind set. He shouldn't doubt his calling and change targets cause that will lead to mayhem. As soon as he gives a target ALL fire should be directed at it. As with the FC's actions, his target-calling ability (or lack thereof) will be criticized later.
PvP encounters are a race against time. In that context, it takes time and a lot of practice to broadcast the targets in the fleet window. More often than not, the target caller will not be able to do that, so simply listen carefully.
The decision to flee or stand and die is given by the FC, NOT the target callers. Simply disregard any yellow-bellied cries for cowardly retreat on their part.

One more thing:When on TS, and if something happens that you must report, you must ALWAYS state your name first. The words "I've scrambled a hurricane" mean absolutely nothing, unless your voice is characteristically shrill and feminine. The next question from the FC will be "Who is 'I'?", followed by vulgar swearing. So, there is no "I", "me", "it is I" and "I am he", unless you're God, in which case you should drop EvE and go listen to your subjects' prayers.

And don't forget: IN FLEET OPS THE OVERVIEW SHOULD BE CLEAR OF ANYTHING THAT ISN'T HOSTILE, INCLUDING DRONES, ALLIES, CORP AND FLEET MEMBERS, BUILDINGS, RATS AND WRECKS (corpses are allowed in order to enhance the killing experience). You'd be surprised how often you try to lock a target only to find yourself locking the gate or a nearby rat.

Last edited by Niennor Verukoi on Wed Jan 07, 2009 10:57 am; edited 2 times in total
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Join date : 2008-12-07
Age : 37
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PostSubject: Re: PvP Wing, Part 3: Communications and scouting   Sat Jan 03, 2009 10:27 am

This is excellent niennor. I think everyone interested in joining the PvP operations should read this material.
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PostSubject: Re: PvP Wing, Part 3: Communications and scouting   Mon Jan 05, 2009 12:49 pm

loved the bit on scouting - ill read it a few more times.

I have to re-do my overview ...again
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