Here's the concept.
- The FC employs an expanded probe launcher, and fills up with combat probes.
- Probes are positioned around points of interest, for example a gate and a station.
- Cloaked scouts are positioned at the same points, to provide visual. These scouts can be stationary, so T1 prototype cloaks on a frigate works great. If you fear spies, don't have scouts in fleet so fleet-members can't warp to them. Since it's the probes that provide warpins, not the scouts, the scouts can be hundreds of kilometers out, as long as they are on grid.
- The FC scans continuously, and scouts report any targets of interest. Since scans take less than 10 seconds now, chances are good that a target won't slip through.
- If a target is found, FC ninja-warps fleet to the warp-in acquired by the probes.
For illustration, this picture shows a typical situation from the war. A warp-in point on the incerceptor is aquired through probes. Note that in this case I'm alone, on grid with opfor and without a fleet. The point of the picture is just to show how probes can produce warpins. Note also the friendly chat with Melissa Dawn who agreed on the picture in a quiet moment of our battles. Thanks!
Fleet should be relatively homogeneous with regards to optimal range, since everyone will be hot-dropped at the same range from target. 10km or 20km is typically used, since it is inside tackling range, but outside smart-bomb range.
Here's a ship I've FC'ed in:
Droneboats are good for this, since they dish out decent DPS even without turrets/missiles. Also, when the FC flies a ship like everyone else, he's less likely to be singled out as a target by opfor.
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