
The Dispatcher
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Posted - 2006.12.15 12:43:00 -
[1]
I'm a pretty hard-core Buzzard pilot (yes, this is an alt, I don't want to compromise my main). In response to your questions:
1. BMs are your friend. Best case scenario, you have BMs that put you within scan (ship scanner, not probes) range of the gate. If you see hostiles, act accordingly.
Worst case scenario, you have no scan BMs. Either setup a scan spot on-the-fly (using celestial objects) or warp to the gate at a non-standard distance (NOT 100km, not 0) and take a look. If it's clear, warp to another spot (celestial, mid-warp BM, whatever) and then warp back in on the gate at 0. Avoid slowboating.
2. Cloak immediately, always. You'll be a blip on anyone's overview. Remember, you may not be able to see folks that can see you. If you're in a bubble, activate MWD and then cloak immediately, you'll go much faster cloaked than you ought to (until the MWD cycle finishes deactivating). Keep your distance (2,500m) with the tactical overlay.
3. Again, MWD then cloak. Keep your distance. Also, pray.
4. No. You're not a recon cruiser, you don't pack any sort of punch. No one should see you. Ever. This is Rule 0 of CovOps flying.
5. Fit for eternity. You should have CovOps cloak, probe launcher, MWD (preferably t2), 20km disrupter, a turret (I like to use a laser, no need to rely on ammo), and cap mods/nanos in any extra slots. If you've got lots of mids free, some people like to add a cargo/ship scanner.
The key to fitting is this: You don't need to have everything onlined at once.
When you're traveling, online the MWD and cap mods. When you're probing in a hostile situation, online the probe launcher, the disruptor (for catching logoffskis, please don't try to be a hero vs. active players), and the turret (pop your probes after they return results, to minimize the chance of someone else noticing you). When you're probing in a non-hostile situation, online the probe launcher and the turret (for popping found shuttles/other crap). Always have your cloak online. Don't fit WCS (super-lame, also see Rule 0). Don't fit inertial stabs, the sig radius penalty seems manageable until you get locked pre-cloak. Nanos are great, they boost your cloaked speed. You may need an MAPC, that's fine, better to be able to fit an MWD and a cap battery than to cap out when trying to warp because you wanted that extra 17m/s.
If you fit for eternity, you'll *always* be effective. Nothing says "noob covops" like the guy who has to tell the FC "sorry, I don't have X fit, I'm infinitely less useful".
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