Cadet I/Deprobing
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Mid Game - Deprobing
Deprobing: Both your team, and the enemy team will constantly probe the map during the game. They will focus on Key Sectors. (i.e. the sectors you are likely to bomb through and mine). You, as a team, want to keep your opponent's key sectors probed, and your own deprobed, so they won't have any usable information which they can act on.
This article will discuss deprobing to:
* Aid Miner defense * Aid bomb runs * Aid HTT runs
You want your miners to live and your offensive runs (Bombing/HTT) not to be "eyed" ... right? If they are, the enemy can act on this information, either killing your miners, or stopping your run dead in its tracks! Deprobing to aid miner defense
The most important is making sure that your miners are not "eyed". Your opponent has to know WHERE your miners are before they can come and kill them. The exception to this is a lucky SF or Int, that has not received any recon from a scout or probes in the area.
Start with checking for probes by helium rocks where your miners are working. That is where many vet pilots will probe early game, and the dedicated probers make a habit of it. Once you have checked them, raise your sig to that of an average miner (180-210). (Remember; firing weapons, mounting shields or missiles will help change your signatare) If you still get eye, check a bit further afield for probes. If you still fail to find anything, its either a well placed rescue probe, or a scout you can't see. (In this case, tell your Commander immediately so he can either move the miners or assign more defense)
If you know where your miners will be mining next (expand the minimap and check for high levels of Helium in friendly sectors, if you are still unsure, ask your commander or the person defending the miners.), don't leave it until the miners are in there, and have the possibility of being eyed. Go there, and deprobe that sector before they have finished mining the previous sector. Remember, if they can't see your miners, they can't kill them.
TIP: You can kill a probe by ramming it! Deprobing for Bombers
Go ahead of your bomber's path and find and destroy probes. If you have shields and missiles mounted, you can raise your sig to somewhere near a bomber's by firing your weapon (in the 250% range) and determine whether the bomber will be eyed when he's flying through the path you are following. When going through the path of a bomber, if you get eye, you'll need to find what's eyeing you and destroy it. If you can't find it, tell the bomber that he'll be eyed. If you have a clear path to your target for your bomber, you can unload your shields and missiles to stay stealthy.
A bomber, depending on who the pilot is, will have a sig of around 200-400. This means, with a standard EWS Probe 1 having a scan range of 500, it will eye your top sig bomber at 2000M. So, you need to fly along the path that the bomber will take. Try and get your sig to what you know the bomber will be at.
If you are immediately in front of the bomber (i.e. He is one sector behind), ask him his sig. Adjust yours to match it, and attempt to find the offending probe, if you get eye. If you do not, continue along the route, and inform the bomber pilot if you get eye at all. If the target aleph is 2 or 3k away, even if the bomber gets eye when he enters the sector, provided the bomber is pushed (Rammed by his nans) well, there will not be time for a camp to form. Deprobing for HTTs
Ah, HTTs These are generally the easiest to deprobe for. When your commander has researched Sig2 (Most competent ones will), it will lower the signature of the (shields and missiles unmounted) HTT to around 80. This makes things much easier for the deprobing scout. Try to get your sig as close as possible, but it does not matter if you are a little over (Say 100). If you do not get eye at 100 sig, the HTT pilot definitely won't at 80. So, proceed as if you were deprobing for a bomber. It should generally be easier, as with a lower sig, probes have to be closer to 'eye' you. Once you have verified that the HTT will not get eyed, inform the pilot, and allow him to proceed with his mission.
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