When you probe

Tactical advice, How-to, Post-mortem, etc.
Pos_21
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Post by Pos_21 »

Always have shields mounted. :P

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zombywoof
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Post by zombywoof »

Aeris wrote:QUOTE (Aeris @ Jul 5 2009, 10:38 PM) Always have shields mounted. :P
Yeah if you want to have your ass handed to you on a silver platter.

I shouldn't be saying this but... DON'T TAKE SEEKERS. Take dumbfires if you MUST carry missiles. You're not here to do dogfighting, and the difference between 1.5 sig and 1.75 sig is 3600m from a base and 4200m from a base.
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sagacious
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Post by sagacious »

Andon wrote:QUOTE (Andon @ May 18 2009, 04:08 PM) There's always the Deprobe-by-ramming route.
This also saves ammo. I used to shoot them but now don't bother unless my shields are down.

You guys left out another good reason to drop in an obvious place... To pick up retro boost, of course! (or other, more useful tech).

When I don't want to dogfight (most of the time I am probing), I generally go shieldless and with missiles docked after placing the first two probes. I might put them back up before entering into a likely enemy sector, but will usually rely on stealth, rip and my expert use of driving pods rather than dogfighting.

Adept made the point that dumbfires have a lower sig. They also enable you to do more than insignificant amount of damage to a miner or constructor, even though you won't be able to kill one if you did not stock spare ammo or missiles.

Use the grid when dropping probes. The small grid lines are 375m apart. two grid blocks is 750 (too close) and three is 1125 (too far), so you can judge approximately where the perfect 900m point is from that. You can also target something to get its distance, but that generally means you're heading for it, which probably means you're dropping the probe in the wrong place.
Adept
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Post by Adept »

phoenix1 wrote:QUOTE (phoenix1 @ Jul 6 2009, 08:41 AM) I shouldn't be saying this but... DON'T TAKE SEEKERS. Take dumbfires if you MUST carry missiles. You're not here to do dogfighting, and the difference between 1.5 sig and 1.75 sig is 3600m from a base and 4200m from a base.
Seekers are for n00bs anyway. If you must have them for dogfighting enemy scouts (let's say you're against TF), just place your first probe early (but still someplace useful!) and put the seekers in the hold. I recommend doing it with dumbs too actually.
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RohanRider
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Post by RohanRider »

I get picked on by some people that take note, but my scouts never pack shields or missiles. They are scouts. I don't like the weight, and I like the ability to hide a bit easier. I move a tad faster from the lack of missiles, and I have 50% sig gone that you don't. You can't see me, I turn around with LV on, I see you. I drop prox in your face and you never see it coming.

And if I'm doing RP/Beacon/Sanc placement when I do my probing, I definately don't want sig. I want to be just over or under the sig of the thing I place, so I can drop it right on the edge of the eye. I get to see more of their stuff, and they can't see mine. :)
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Adept
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Post by Adept »

RohanRider wrote:QUOTE (RohanRider @ Jul 8 2009, 08:15 PM) I get picked on by some people that take note, but my scouts never pack shields or missiles. They are scouts.
<snip>
I don't like the weight, and I like the ability to hide a bit easier. I move a tad faster from the lack of missiles
<snip>
Never carrying either is pretty extreme. A scouts dumbfires can make the difference between bagging a miner or a con, and you can put them away after you place your first probe. A scout without a shield has about 1/3 of the effective hitpoints of one with a fully charged shield, and that can make all the difference in the world.
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Dorjan
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Post by Dorjan »

Adept wrote:QUOTE (Adept @ Jul 11 2009, 01:38 AM) A scout without a shield has about 1/3 of the effective hitpoints of one with a fully charged shield, and that can make all the difference in the world.
Just remember, your shields are as good as figs shields.
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wizlawz
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Post by wizlawz »

girlyboy wrote:QUOTE (girlyboy @ May 20 2009, 03:52 PM) Don't run with... scissors.
i hear that is a good book :whistle:
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omegahero
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Post by omegahero »

...why do this for? why.

think of the children
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jpomailo2
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Post by jpomailo2 »

Jpo's quick guide to probing.
1. Place one probe like 10m away from aleph (finds even the sneaky-est of sneaky ships)
2. Place one probe 600m away from aleph (finds most ships)
3. Place one probe 900-1000m away from aleph (finds most early cons n such)
4. Check to see if any have been destroyed.
5. Repeat steps 1-4 as nessicary for enemy side, and for other alephs
6. ???
7. Profit.

3 probes on one aleph each in diffrent positions and distance from the aleph make it hella hard to find them (if any one takes the time)

DO NOT place probes on the path form the base you launched at (or telle, or aleph) to the aleph you want to probe (exluding step 1)
DO NOT place probes INFRONT of the alpeh only around the BACK SIDE, TOP SIDE, or BOTTOM SIDE.
DO Check to see if any of your probes have been killed, but BEFORE you launch.
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