While we're on the subject of plugging videos, I'm happy to unveil the second of Agony's instructional videos, this one by written and presented by Greygal.
The directional scanner is a really important tool to master and is one that I've written about before. Greygal's video goes into a fairly high level of detail and I strongly recommend a viewing for anyone interested in scouting and skirmishing. It's a long one at 22 mins, so make sure you've got a little time before you sit down to watch it!
Showing posts with label scouting. Show all posts
Showing posts with label scouting. Show all posts
Saturday, 25 February 2012
Saturday, 4 June 2011
Break Break FC - Fleet Comms in PVP
When you're out PVPing with other people, being able to communicate effectively is really important. This doesn't necessarily mean being strict on comms - some people will have their own preferences regarding comms discipline - however there are a few simple guidelines which will make your life much easier.
Labels:
fleet operation,
scouting
Monday, 4 April 2011
The Directional Scanner in PVP
Things have been pretty busy offline recently, so unfortunately writing about internet spaceships has fallen by the wayside over the last month or so. However, I think I remember promising somebody I'd write an article about directional scanning, so here it is!
I don't think I can really overstate how useful the directional scanner is in PVP. Other than the mysteriously omniscient local chat, it is by far the most powerful intelligence tool in your arsenal. At a very basic level, it tells you everything in space around you up to its maximum range of 14.3au. Used well, it can also tell you where they are, and even give you an idea what they might be doing!
I don't think I can really overstate how useful the directional scanner is in PVP. Other than the mysteriously omniscient local chat, it is by far the most powerful intelligence tool in your arsenal. At a very basic level, it tells you everything in space around you up to its maximum range of 14.3au. Used well, it can also tell you where they are, and even give you an idea what they might be doing!
Labels:
navigation,
scouting,
skirmishing
Tuesday, 4 January 2011
Intelligence & Counter-Intelligence, Part 2 - Would You Kindly
Last entry we spoke about how important it is to know stuff. Of course, any opponent worth their subscription is likely to be trying very hard to know stuff too.
Believe it or not, most people are opposed to the idea of throwing themselves into a situation where they are likely to lose. Add a bunch of their friends into the mix, and many FCs will err on the side of caution and only take fights where they have a reasonable expectation of winning. There are a a fair number of noteable exceptions to this rule, many of whom I have a great deal of respect for as a result, but for the most part it holds true.
So here's our problem - our gang finds an opposing gang which we'd rather like to make explode. If we've both been watching carefully the chances are both gangs know what the opposing gang has, and quite often one side will look better than the other. Depending on the disposition of each FC, one or more may decide that actually, the other gang is too much for them to handle and bug out. Assuming our gang is capable of beating the other, how do we convince them to go into a fight they have a good possibility of losing?
Believe it or not, most people are opposed to the idea of throwing themselves into a situation where they are likely to lose. Add a bunch of their friends into the mix, and many FCs will err on the side of caution and only take fights where they have a reasonable expectation of winning. There are a a fair number of noteable exceptions to this rule, many of whom I have a great deal of respect for as a result, but for the most part it holds true.
So here's our problem - our gang finds an opposing gang which we'd rather like to make explode. If we've both been watching carefully the chances are both gangs know what the opposing gang has, and quite often one side will look better than the other. Depending on the disposition of each FC, one or more may decide that actually, the other gang is too much for them to handle and bug out. Assuming our gang is capable of beating the other, how do we convince them to go into a fight they have a good possibility of losing?
Labels:
fleet operation,
psychology,
scouting
Wednesday, 29 December 2010
Intelligence & Counter-intelligence, Part 1 - Because Knowing is Half the Battle
This is intended as the first of a number of articles dealing with intelligence in Eve PVP.
All cliches aside, the more you know about a situation before you commit to it, and the better you're able to control what your opponent knows, the easier things are going to be for you. The former allows you to avoid situations you don't want, and capitalise on those you do. The latter lets you convince your opponent to do exactly the opposite.
This article is going to focus on the first of those two points.
All cliches aside, the more you know about a situation before you commit to it, and the better you're able to control what your opponent knows, the easier things are going to be for you. The former allows you to avoid situations you don't want, and capitalise on those you do. The latter lets you convince your opponent to do exactly the opposite.
This article is going to focus on the first of those two points.
Labels:
fleet operation,
psychology,
scouting
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The Altruist is the Eve Online blog of Azual Skoll, PVP instructor and small gang PVPer.
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