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War Declarations

War Dec's
Corps or Alliances pay fees for War Declarations to Concord. During the war dec, anybody from the declaring entity (corp/alliance) and its target are fair game for all involved. This means ships and pods who belong to the opposing parties can be destroyed in highsec by each other without invoking Concord protection. Normal suspect rules will still apply for remote assistance, and if you’re not part of the war dec but your trigger finger gets itchy, you’ll be Concorded.
Low Sec – Working within the mechanics
Pirate players make a living understanding these mechanics. This understanding enables them to shoot players legally when those players may consider themselves safe.
For example:
You shoot at someone on a gate. This gives you a suspect timer, and the sentry guns start firing at you. It also gives you a limited engagement flag. Now align to a nearby celestial object or nearby safespot, then quickly turn around and warp back. The sentries won’t fire at you and you can engage your target. Even better: if your target jumps out of system, you can follow and catch him at another gate and kill him without the sentries interfering. This means that engaging on gates with a frigate is possible; if you see a freighter in lowsec you really can kill them on your own now, rather than having to get into a bigger ship that can tank the sentries.
Shedding sentry fire in combat
If you have multiple fleet members engaging targets and you take sentry fire, take turns to holding down a target and allow the other members to bounce off to a perch on the gate to rid sentry fire, before coming back to the fight.
Logistics ships (and other remote assistance) do not take sentry fire for helping a suspect on a gate; the guns will not switch onto them.
You can snipe near a gate or station without drawing sentry fire. If you are more than 150km from the protected body (gate/station) the sentries will not fire at you, even if you are closer than 150km to the sentry gun itself.
Overview settings for PvP
Overview settings are unique to each player, but there are some essential settings that you should be aware of.
We’ll explore some of the best tips for setting up your overview, but you should feel free to switch them around and find what’s most comfortable for you.
The Overview
Your overview’s default position is top-right of your screen while in space. It shows the nearest objects on-grid (we’ll talk about the grid later). Celestial objects such as stations, stargates, cynosural fields and more are always visible, regardless of distance. Depending on your settings, the overview can show the status of objects, their distance, speed, and other properties.
The overview is your most important information source, and its proper setting for PVP is indispensable. Be careful though; if it contains too much information your reaction time might be decreased, and if some information is missing, you may have short journeys in PVP.
There are huge steaming mounds of opinions about how to properly set up the overview and what’s important for who. Some pilots want to see ship types, or drones, or corpses, while others feel transversal velocity is more critical than ship type. The good news is that overview settings are easy to change, so feel free to experiment. What follows are generally accepted principles for setting it up.
First, a note about the overview’s range and when it will show items. Celestial objects such as the sun, planets and stargates are visible from anywhere within the system. Ships, pods, wrecks, NPCs etc will only show if they’re in the current grid, which generally is between 300 and 700 kilometers, depending the current contents.
The directional scanner or DSCAN will show ships and non-celestials even if they’re not on grid. This is a highly useful tool but it takes practice to understand and use it effectively. More on this later.
Overview vs. Bracket
When you set up your overview, the game will ask you whether you want an overview or bracket setting. Don’t panic! Here are the differences.
Your overview is the flat panel found (on default settings) top-right while you’re in space. In contrast, Brackets are visible in the 3d Projection around your ship. You can add icons and information to items in space. This view is useful but can have a large impact on your home computer’s resources. In large fights it’s common to turn the brackets off completely to prevent control lag.
Planets are signified by small circles; stations are squares; becons are arrows and so on. Overview and Bracket symbols are the same.
Settings for PvP
The following are generally suggested for PVP. Open the overview settings menu and click on the Filter. Choose “deselect all” at the bottom; this will makes the overview empty. Now go back and tick the following items:
FILTERS - TYPES
** ASTEROIDS **
- Everything is empty, you won’t need asteroids.
** CELESTIAL **
- General setting for combat – Beacon, Covert Beacon, Force Field, Stargate, Wormhole (maybe the Sun)
- Force Field. Useful to help find POS towers. Examples: a cynosural field has opened beside a POS, or enemy ships are hiding under a POS force field.
- Beacon (usually) shows cynosural fields. You can warp to the ship which has opened it, but it could be a big surprise too if some capital ships suddenly appear next to you… Beacons are also important in faction warfare areas as they show the open complexs currently in system.
- Note, if you’re filling a Scout, “eye”, or tackler role, add everything from above and the asteroid belts. Consider adding planets and moons too.
- Tick the Asteroid box to help find players who are ratting (fighting NPCs in the asteroid belts). Once you jump into a system, you’ll see what’s within 14.5 AU. If your Directional Scanner brings no result, you’ll know that those belts are empty. But if you find something, just narrow the scan angle, start the warp drive, and catch them... You can also narrow the angle while warping, ignoring the empty belts.
- Cloaking ships: general, plus biomass, cargo, and secure containers
- This is because biomasses, cargo, and secure containers can uncloak you if you get too close to them.
** CHARGE **
- Often just bomb is ticked. But you might as well select all. Note that watching a bomb launch is a funny thing.
**PROBES**
- Tick this because you should always know when you are being hunted, or if someone is hunting for NPC complexes.
** DEPLOYABLE **
- Select the Mobile Warp Disruptor when you’re travelling, but you can leave it ticked during the fight too. If it disturbs you, deselect.
** DRONE **
- If you’re piloting a ship bigger than a frigate or destroyer, it’s important to DESELECT them. Drones typically will clutter up your whole overview. You won’t see the enemy ships because they’ll be buried under all the drones, especially if you’ve sorted your overview by distance. Even if you see the enemy ships in between the drones, everything will be bouncing around the overview and clicking on an enemy ship to target them will be difficult. To see drones, try using their sign on the bracket. Or create a brand new setting for just drones, and when you need to see them, you can switch your entire overview quickly.
- It’s also worth adding Fighters and Bombers to your normal (non drone) overview, because these allow you to see the large frigate sized drones that are launched from carriers. These are very dangerous for larger ships.
- If you’re piloting small ships like interceptors, frigates, or destroyers, you must see drones, because they’re dangerous to smaller ships because drones have fast tracking and high speed.
** ENTITY **
- Tick nothing.
** NPC **

- Tick nothing.

** PLANETARY INTERACTION **
- If you’re not hunting for PI players or their couriers, leave it empty.
** SHIP **
- Select all! Right click on the directory icon, and choose the previous “select all” menu. With this, you can mark all the ship types with one click. Otherwise, you have to choose them one by one.
** SOVEREIGNTY STRUCTURES **
- Leave it empty, except if you’re conducting specialized operations like defensive or offensive Alliance operations or Faction war.
** STATION **
- Tick it.
** STRUCTURES **
- Control Tower, Jump Portal Array
- Only the Control Towers and Jump Portal Arrays. With this setting, the Directional Scanner will be easy to use. You’ll see the POS towers and the Jump Bridges (if they’re there).
** FILTERS – STATES **
- Tick the following:
- tick ** Pilot has a security status below 0
- tick ** Pilot has bad standing
- tick ** Pilot has bounty on him
- tick ** Pilot has neutral standing
- tick ** Pilot has no standing
- tick ** Pilot has terrible standing
- tick ** Pilot is an outlaw
- tick ** Pilot is at war with your corp/alliance
- tick ** Pilot is at war with your militia
** APPEARANCE **
Right below the tab, tick both fields:
- "apply to ships and drones only"
- "use small colortags"
** APPEARANCE – COLORTAG **
Here the order and the ticked boxes are important because you need to know what type of pilots are around you…especially who is shooting at you, or who has positive standing towards you, but has bad standing in empire space, etc.
You can change this order with the “move up/move down” icons. So, tick:
- Pilot is at war with your alliance
- Pilot is at war with your militia (Obviously, if you’re not fighting in the militia, it won’t change anything)
- Pilot is in your fleet
- Pilot is in your corporation
- Pilot is in your alliance
- Pilot is in your militia
- Pilot has excellent standing
- Pilot has good standing
- Pilot is an outlaw
- Pilot has terrible standing
- Pilot has bad standing
- Pilot has bounty on him
- Pilot has neutral standing
- Pilot has no standing
- The rest aren’t ticked; their order isn’t important.
** APPEARANCE – BACKGROUND **
At this, you only need three settings in order to warn you, since the enemy can shoot you anywhere if they have these standings:
- Pilot is at war with your corp/alliance
- Pilot is at war with your militia
- Pilot is an outlaw
** APPEARANCE – EWAR **
Select all. Any Electronic Warfare module activated on you is a pain in the ass. At the right side of the overview, you’ll see everything (warp jammers, web, target painters, sensor dampeners, etc.). This is important, because it helps you choose which ship(s) to be destroyed immediately if you want to flee.
** COLUMNS **
This is personal preference. The basic recommended settings are:
- Icon
- Distance
- Name
- Type
- Alliance/Corp/Faction (Optional)
- Velocity
For experienced pilots, add radial, transversal and angular velocity.
- Alliance Corp & Faction: Alliance and corp are useful as you can see who is with who at a glance. This is very useful when getting involved in a 3 way fight or flying into a hairball. In lowsec the faction warfare corps can be in different alliances but still together. It’s worth shrinking these columns so you can just see the first few letters of each ticker. If you want to learn how to “speed tank” you need to understand Radial, Transversal, and Angular velocity.
- Radial velocity: Approaching or moving away speed. At perfect “keep at range” this is zero. You can see the stability of the distance with this.
- Transversal velocity: Another ship’s horizontal / vertical speed in comparison with your ship. In other words, its speed relative to up, down, right, left. If you use turret weapons, the chance for hit is based on 3 things: distance, signature radius, and transversal velocity. If the transversal velocity is too high, the turrets won’t hit often, or won’t hit at all. A smaller and faster ship with smaller weapons, good skills, attacking a large ship like a battleship can take full advantage of this. The bigger ship’s turrets won’t be able to track the frigate because the frigate’s transversal velocity exceeds the turret’s ability to keep itself aimed at the frigate. So a frigate with stable orbital distance and speed could hypothetically take out a battleship.
- Angular velocity: Your angular speed in comparison with another ship. Orbiting closer and faster means this velocity will be quite high, and placing hits with turrets becomes difficult or impossible. This is best for testing PVP strategies because you can learn what your ship can do, what’s the best distance, what’s the best speed and orbit range in order to dodge a larger ship’s turrets.
** MISC **
Tick it! When somebody use the broadcast (need shield, need armor, etc.), the messages will appear at the top of the overview.

'OVERVIEW TABS
You can create 5 active tabs here with different settings for the overview. First of all, name it with both the type and the settings, and its bracket. For example, depending on both the ship you pilot and your actions during combat, you can create “Standard PVP”, “Drones”, “Capital” tabs.
You can only have 5 active tabs, but you can save a wide variety of overview settings. It’s useful to have several different types of overviews saved so that you can switch one of your active 5 tabs for something more appropriate to the current task. For example, start with a “travel” overview showing just ships, then when on target, switch to an overview showing you specific targets such as other Capital ships or Dangrous POS modules.
Create two types for the brackets: select all on the first, deselect all on the second. The deselect-all setting can help you against lag, and if you have a weaker computer, the loading-in of the environment will be much faster …which can be the key to long life in PVP…
Bookmarks, spots, safe spots
As you know, you can warp to almost anything within a system (celestials, wrecks, containers, etc.), but only then if these are beyond 150 km, and inside the grid (except Celestials). However, sometimes things can get a little crowded around these objects. You can’t warp to the middle of nowhere because your sensors won’t lock onto anything. But it’s often critical to be out in the middle of nowhere, especially if you’re hiding, scouting, or taking a break from the fight to repair. The solution? Bookmarks!
The bookmarks are coordinates that are stored on the server and can be created almost anywhere, subject to these limits:
a.You can see the object on the overview
b.You are physically at the coordinate
c.Your probes found something and the scan result is 100%
If you have spots: you can warp or align towards them (if the distance is at least 150 km), or approaching (if the distance is less than 150 km). This is a great advantage in the strategic operations as the EVE PVP.
When you have a bookmark saved, you can warp or align towards it, as if it were an object. This extremely useful feature creates a number of strategies that we’ll explore later.
How to create bookmarks? There are 3 typical ways:
1.Right click on the object on the overview, then click Bookmark Location. You can use it on the brackets too (onthe objects in space).
2.Open the “People and Places” window on the Neocon. There is a button at the bottom, called “Add bookmark”.Another window will appear with an automatically generated name (spot in xy-z12 Solar System). When you hitthe “Ok” button, your ship’s actual coordinates will be stored as a bookmark. Please note: your actualcoordinate, which will be stored, is NOT the moment when you hit the “Add bookmark” button but when youhit the “Ok” button. Also note that you can create these spots during warp.
3.You can store your 100% scan results as a bookmark with a right click on it, then “Save Location”.
Watch/Overview spot
These spots are at least ~180 km from the objects, and still inside the grid. Creating this at a Station, Outpost, or Stargate takes practice. They are exist for the purposes of watching the enemy, their fleet operations, comings and goings, etc. To create one, jettison a container with 1 piece of ammo inside. Start aligning towards the middle of nowhere.
Once you reach the distance you wanted, check the container: if you still can see it, that means you’re still inside the grid. Open the “People and Places” > Places > Add Bookmark, and give it a name (e.g. watch spot YZ-LQL 223 km), then click “Ok”.
Offgrid spot
The off-grid spot is similar to the watch spot, with one but important difference: create this when your container with ammo is NOT seen on the overview. The distance can be somewhere above 350 km, but sometimes this could be up to 1000 km. The point is, when you are close to a Stargate or Station you can warp to this spot fast, and the enemy won’t know where you are, because you disappear from the overview. Their Directional Scanners can find you, but the proper distance won’t be displayed. They’ll think you can be anywhere within 14.5 AU.
There can be some special situations. Sometimes the off-grid spots can be created at relatively close range, like 180-200 km (depending on the range of grid). If combat occurs, keep in mind how close to the grid’s border you are, and once you reach it, you’ll disappear from the enemies’ overview; they won’t be able to shoot any more, and you can flee.
Scan spot
Some systems are big ... very big … more than 100 AU big! You might be at a stargate scanning and it might seem like there’s nothing. How will you find it inside such a huge system? The solution is the scan spot: these are strategically placed bookmarks. Depending on the current situation, there are two ways how to create these spots.
- No hostile player, Local is empty. Warp to the Stargate and during warp, watch the distance between you and the Stargate (do this while you can see WARP DRIVE ACTIVE). Once the distance is less than 14.5 AU, hit the “Ok” button in order to bookmark your new scan spot. Please note: During the warp, you won’t have time to edit the bookmark’s name. Do it later! (Right click on the Bookmark in the “People and Places”, and Edit location.)
- System is surrounded by hostile players. You can’t see them anywhere which means they might be waiting for you at the Stargate. In this case, you have to slide. Remember when you were brand new and your warp skills were so low that you couldn’t make it across larger systems in one jump because your cap depleted too quickly? You’ll take advantage of that dynamic now. When you’re in warp, depending on the distance, the travelling consumes some energy from your capacitor.
With an almost-empty capacitor, your ship will arrive at a coordinate somewhere between the destination and the start point. Depleting the capacitor is simple: use your AB or MWD, and start warp. Align towards a celestial (not the Stargate). Start the warp drive, but stop it immediately (ctrl+space).
Do it a few times. This will consume energy but you’ll stay more or less where you are. Align to the destination Stargate. Once you see the message on the top of the screen about an insufficient energy, don’t stop any more; let the ship enter the warp. If you’re lucky, when your warp tunnel collapses you’ll be in a random spot within Scan range (14.5 AU) of the gate. If you aren’t, deplete your cap again and hope that your next warp collapse will be within 14.5 AU of the gate. Once you arrived and the Stargate is within scan range, just open the “People and Places” and save the spot. Done.
Sniper spot
Generally, Battleships, Battlecruisers, Heavy Assault ships, and in few cases, lonely pilots will use a sniper spot. These vessels are able to shoot at long range, sometimes up to 200 km. To achieve this range, snipers usually have to compromise on defensive modules and are vulnerable, so they need a spot where distance from the enemy provides the primary defense.
The Sniper spots are created by Covert Ops or Recon Ship pilots, usually minutes before the fight begins. The exact spot depends on the optimal range of the ships’ weapons. If a BS can shoot as far as 180 km, the Covert Ops pilot will create a spot 180 km away from where the targets are expected to be. The snipers then warp to the Covert Ops and proceed to tear the enemy fleet apart from a safe distance.
Exit spot
Undock or exit spots are extremely important. They help you because you never know if a station is being camped when you exit (apparently the windows in all those space stations are just for decoration). When you exit a station normally and activate the warp drive, your ship turns towards your destination and aligns before entering warp. This aligning takes 90% of the time it takes to leave the station, and leaves you vulnerable to being jammed by Warp Disruptors and easily butchered. They’re not fool-proof ways to avoid being tackled and killed, but they can make a difference.
To make an exit spot, climb into a fast ship. Interceptors are perfect. Undock. Exit the station and do nothing; just keep going in the exact direction you exited. Don’t turn in any other direction. Just leave your ship going straight. Wait 40-50 seconds at least, then start your MWD. Once you reach 160km from the station, bookmark that spot and name it “Exit Top Station” or whatever.
To test this spot, hop into a nice big slow Battleship. Undock from the Station, hit your AB or just go full speed straight out. Wait till the ship sets a course for the direction (the 30 seconds while you are invulnerable is enough for this), then warp to the exit spot. If you’re not able to warp to the spot fast enough, you’ll need to create another exit spot.
Note: the exit spot doesn’t provide safe undock from a Station, because once you start your warp drive, the 30 seconds invulnerability time is over. Enemy Interceptors with some support and good skills will be able to lock your ship within tenths of seconds. And of course the worst case scenario is the enemy has anchored Mobile Warp Disruptors or launched Warp Disruptor Probes. In this case, you can do nothing but engage them wait until they leave the system.
Safespot
Hopefully, you already have everything you need (exit spots, watch spots, etc.). But what if you’re stuck in an enemy system? What if all the Stargates are camped, and they’re trying to find you with Combat Scanner Probes in order to kill you? Let’s learn about the most important bookmark: the Safe Spot.
So far, all of the bookmarks we created were near celestials. The Safe Spot is completely different. You want to be far away from easily scanned objects like planets, belts, or the system’s star. The further the better -- try to be 14.5 AU away from anything. (You can see distances from objects in the Star Map.)
Since the enemy wants to find you, they’ll use Directional Scanners first. If you’re at a good Safe Spot, you should be out of this device’s range, so they’ll find nothing. This makes the enemy scanner pilot’s job more difficult, which is a good thing.
The first step is creating Emergency Safe Spots. Make these between two celestial objects that are ideally very far apart. You previously read about creating bookmarks while in warp. You can create Emergency Safe Spots by warping to a random celestial object, and while in warp, create a bookmark. When you come out of warp, turn around and warp back to that spot. Then warp to a new random celestial object, and create a bookmark while in warp. That second bookmark won’t be aligned between celestial objects, and becomes your emergency safe spot.
Be careful with this approach: systems are circular and players have a tendency to make spots toward the center of the system. Dust off your Geometry textbook and try to spread your safe spots around the system.
More information about the Safe spots.
Using a Safe spot means your ship is in great danger. Please read the followings cautiously:
- When you’re creating emergency safe spots, warp at 100 km to Asteroid belts or Moons! But be careful, Moons can be deadly if you warp to a hostile POS.
- Warping to Stargate or Station in order to create emergency safe spots is FORBIDDEN!
- One Safe spot is not enough. Make at least 5 or 6, far from each other!
- Don’t linger at safe spots. Even if you’re at your own safe spot, keep aligned to something, because if the enemy finds you and warps to you, you can flee instantly!
- Always warp to your safe spots at 100 km. An enemy might have found your previous spot and is waiting for you. If they don’t have Warp Disruptors (Mobile or Probe) you still can flee.
- Use the Directional Scanner all the time. If you see Combat Scanner Probes, don’t stay in place for more than 45 seconds unless you’re in a Cloaking ship.
- If you ARE in a cloaking ship, feel free to activate the Cloaking Device and go AFK. Maybe shopping, smoking, dining, etc. because it will be impossible for them to find you.
Ping point
During big fleet operations, one fleet might chase the other and try to get into optimal range with slower ships. If you’re sitting in a fast ship, you can create a special, temporary bookmark, 150 or 200 km from both the enemies’ fleet and your own. It can help when your fleet kills some enemy ships. You can warp to the wreck, then, your fleet can warp to you.
The fleet will be within the optimal range at once, where they can catch or kill more ships from the enemy fleet. This special temporary spot has another great advantage: if you’re not under warp disruption but your ship is taking damage and your HPs are low, just warp to this spot. The enemy’s lock will break, and you can warp back to where the logistic ships can restore your shield or repair your armor.
More is Better
Safe spots are strategically important and indispensable coordinates in PVP. Wherever you live, never forget: the first step at a new home is to create safe spots…as many as you can.
You might need as many as 100, and creating them will consume some time, but when that enemy fleet arrives with hundreds of ships, your strategic advantage will be priceless since you can see everything from safe distances.

Local
In all normal space systems, every pilot who is inside a system or who enters a system will appear in Local channel with their character pictures and names. This happens in real time. If your overview settings are correct, more icons will appear beside their names showing standing toward you. These standings are the same in the overview.
Watching local is always prudent. If you live in PVP territory or if your corp or alliance is under a war declaration, glue at least one of your eyeballs directly to that part of your screen. Local should be pinned to your interface and visible at all times. It’s one of the most critical sources of intel you have.
In Wormhole space, this changes. Local is always empty until someone types a comment into the local channel. If the pilot types something and leaves, their name and picture won’t disappear right away. Incidentally, this dynamic exists because in the game’s early history, local functioned this way in null-sec. When the developers changed null-sec to show all occupants in local as soon as they entered the system (in the name of game balancing), the forums erupted. Later when W-space was introduced, the “old” way was made new again.
Scanners
Obviously using scanners will provide way more information than glancing (or staring in abject horror) at Local. You can pop open your scanner quickly with ctrl+F11, or push the button on the interface. Two different scanner options are presented: the System Scanner and the Directional Scanner.
Directional Scanner
It doesn’t matter what ship you are piloting, this Scanner type is part of every ship, even the pods, and it’s usable with the same efficiency. There are not too much settings in it, and those are not too important either: it’s designed for getting fast, precise (or at least approximately) pieces of information of the objects in space.
Every ship has a directional scanner – even your pod. Its efficiency is based on your skills, not the ship. There aren’t a lot of settings, and you’ll normally just use your directional scanner for finding the approximate direction and distance of your targets.
However, with practice you can turn this simple tool into a powerful one. Take the time to read the following closely and then practice by jumping into a safe(ish) system and start scanning things down. Start by setting up your scan options.
Directional Scanner Options
„Use active overview settings”
If you choose this option, your scanner will only show the objects that are set on your overview settings. Be careful to make sure you’ve selected the proper overview (as opposed to a lightweight traveling overview, as an example). If you leave this option unticked, you’ll see all objects out to 14.5AU. This should be obvious, but to clarify, the scanner can find things ‘off grid’ … that is, out of the range of your overview.
"Range"
This sets your range in kilometers. There are no other units of measurement available. The max scanning range is 2147483647 km, which works out to 14.355 AU (Astronomical Unit). An AU is the average distance between the Earth and the Sun, or 149597870 km. You should memorize 150KM and 14.5 AU; they’ll be important later.
TIP: If you’ve set your scan range shorter and you need to quickly expand your range to max, don’t type 2147483647 into the box. Just hold the number 9 down for a second or two and let the box fill up. Hit enter and the game will substitute the max range.
TIP: If you have a smart mouse or keyboard with macro keys, it can be useful (and compliant with the EULA) to assign a few of them to paste various ranges directly into the range box.
"Angle" (visible angle)
On the bar below the text field, you can set the Scan Angle for each scale: 5, 15, 30, 60, 90, 180 and 360. Visualize these scan angles as “cones” not “pizza slices” because you are scanning within a sphere, not a plane.
Using the Directional Scanner
Although it’s dependent upon the situation, you generally use the directional scanner to scan ships, POS modules, wrecks, complexes, etc. You can get 3 types of results.
- Name – the name of the object (e.g. Ship’s name, given by the pilot). Note! You’ll often see lame attempts by pilots to fool you by naming their ship “Large Container” or something similar.
- Type – type of the object (e.g. Avatar, Merlin, Ibis, Amarr Control Tower, etc.)
- Dist. (Distance) The actual distance will appear only if the object is a celestial object, or the ship, POS, or other object is on-grid (meaning, really close to you). Otherwise, you’ll just see the name and a dash (-).
If you jump in a system that’s full of enemies, but they aren’t at the gate you’ve just entered, then cloak or get to a safe spot. Next, do a 360 scan with maximum range. Ignore celestials. If the enemy is within 14.5 AU, you’ll know they’re out there, but you won’t know exactly where. Let’s assume your scan registers 7 ships. If these guys are grouped together, they could be at a POS, they could be running a mission or a plex, they could be ratting at a belt, or they could be gate-camping.
Let’s say you suspect a gate camp, so you need to look for a nearby stargate. Click the stargate in the overview and then point your camera at it in space. (Your ship scans in the direction of your camera, not where the nose of the ship is pointing.) Decrease the scan angle from 360 to 5. If you still see the ships, that means they’re likely waiting for you at that stargate.
Tip : With object tracking set on your camera, clicking on an object on your overview will swing the camera AND the d-scanner to the perfect angle for scanning. Remember, there’s no connection between the direction your ship is traveling/pointing and your scanning; it’s dependent on where your camera is facing. You can find anything, even if it’s at a stargate, asteroid belt, planet, station, moon, etc., very quickly with this technique.
If the scan brings no result, meaning the stargate’s visible but the ship’s aren’t there, just turn the camera toward another stargate and hit the scan again.
If you want to scan objects near planets (in asteroid belts, at moons) from relatively far, decreasing the scale won’t work. The distance among these celestials is only a few hundred thousand kilometres, so, their angle in your viewpoint is less than 5 degrees in scale. In this case, get closer by warping to an asteroid belt or whatever and scan from there with decreased angle.
Don’t forget that if you can see someone, they can see you too. The exception is cloaked ships, which won’t appear on the scanner. In lowsec, and especially in 0.0, using this scanner is clearly essential. If you travel alone, you need to scan all the stargates before you warp to them. In a Fleet operation, scouts do this job. If you jump blind to a gate without scanning, you run the risk of landing in the middle of a hostile gate camp.
The mobile scan inhibitor can confuse your d-scanning results. This small deployable creates a bubble 30km in diameter. It’s easy to scan and is viewable on d-scan, but anything within its field is hidden from both d-scan and probes. Note that as the field disables sensors, anything hidden within it will not be able to see out either.
If you use the directional scanner, and your target is not very close to a warpable object, then either your overview settings are not showing all celestials and you missed something like a small moon (which is a common mistake the Ewoks took advantage of). If there still is nothing on scan near your target then he’s at a “safe spot.” At this point you’ll need to use combat probes to prove he’s not as safe as he thinks.
System scanner
The System Scanner is also used extensively for PVP. Given enough time, you can find the exact position of a ship, object, even a drone – and with a 100% result, you can warp directly to it.
Whereas the Directional Scanner relies on your own skill, the System Scanner requires in-game skills plus a suitable ship that’s properly fitted.
Now that’s not entirely true; you *can* use the System Scanner in any ship, but the only result that will pop up are cosmic anomalies. You’ll be able to warp to them if they’re out there. These can be quite lucrative plexes, especially in losec, so if you like PVE, knock yourself out.
When you’re roaming in 0.0 enemy territory, sometimes your enemies or neutrals in local may think they’re safe in these anomalies, but they’re wrong. If your target is at a cosmic anomaly you can find them quickly and warp there instantly and hopefully catch them unawares (buahaha). You won’t be spraying probes all over the system, so your prey may not recognize that you’re looking for him. He may think you’re just traveling through the system. Note that in larger systems, you might miss something because the system scanner only covers 14.5 AU from your ship.
If the target is at a safe spot or running a mission or inside a complex, you won’t be able to find them using the d-scanner. You’ll need specialized equipment on your ship to use in conjunction with the system scanner.
Probe Launchers and the System Scanner
To find hidden ships, you’ll need to launch probes, which means you’ll need to equip your ship with a probe launcher. There are two main types of launchers (along with their factional equivalents). The first is the core probe launcher which can be used to detect most types of complexes and wormholes. It won’t directly find ships or mission areas.
The Expanded probe launcher is able to use both core probes and combat probes. The combat probes have the very useful ability to search for common targets like sites, ships, drones, and structures.
Scanning using probes requires multiple steps and takes a fair amount of practice to become proficient. You will be in high demand in any fleet if you’re accurate and fast at scanning. The basic steps are:
•Launch your probes
•Within the system scanner, move the probes over the target area
•Narrow the target’s location by moving the probes and lowering their scan ranges until you get a 100% scanresult
•Cloak, warp near the target, and tell your fleet to come claim their prize.
Some ships have a scanning bonus. Use one of these ships if you can –even tenths of a second can count! The minute you launch probes,they’ll appear on the d-scanner and your target may become aware that you are looking for him.
Before you start to scan out targets you need to set up your ship, like the overview the scanning system can be used with filters, by using these you will improve your scanning speed significantly. Take the time now to set up several filters, one for ships, maybe one with POS & forcefields, one with data/relic sites and one with everything. If you are after a specific type of ship you can even set one with just Battleships or capital ships on.
Before you launch into space and start trying to scan down targets, you might wish to consider setting up your scanning filters. They’re like the overview filters. Setting these filters up can speed up your scans significantly. Take time to set up a filter for specific ships you might be hunting (or avoiding), and maybe one with POS and forcefields. Create one for data/relic sites so you can hunt players trying to run those sites. If you’re tracking a specific type of ship like a big crunchy-on-the-outside, juicy-on-the-inside Battleship, set one up.
Probes have several ranges, and when they deploy to their assigned position, the larger area they cover the less accurate the result. In most scanning ships, assuming you have excellent skills, you’ll have to reduce the range of the probes to within 2AU of the target. Some ships will require you to have probes within 0.25AU or less to be able to warp to it.
Scanning for ships is the same as finding Cosmic Signatures. The difference is the ship’s size: a smaller ship has a weak sign, and bigger ones have stronger signs. Thus, finding a crunchy, juicy Battleship is relatively easy, whilst an Interceptor can be very difficult to locate. Ok we’ll stop that crunchy-juicy bit now.
Before launching probes make sure you can see the target on the d-scanner and take time to get an idea of where he is in space. This will help you when you launch probes. Obviously to speed up your scanning, you ideally want to know roughly where the target is in space, that way you can start with a much smaller probe formation.
In space, press Ctrl+D. This activates the tactical overlay, and you’ll notice that there are now range rings around your ship and distance markers leading off into four cardinal directions.
Now press F10 to enter the map mode. Notice the same ranges and cardinal lines as before? What you might not know is that they are in exactly the same directions as the ones in the normal space view. You can use this to orientate your map with your directional scanner. With practice you’ll soon learn to be able to d-scan your targets direction, then by reducing the range of the d-scanner you will know exactly what range and direction to set up your first probe sweep. So rather than having to start at 32AU’s and working down, you can quickly start with a 2 or 4 AU probe range, often finding your target on the first sweep!
Try to find a place to launch your probes off d-scanner from your target. This gives you time to move the probes into position above him. Your probes won’t be visible until they’re on top of the target.
If you are following this fast technique you will want to pull your probes in the moment you hit 100%. With practice and a little bit of luck your target will never even see your probes on d-scan.
Probes are also useful when you’re gate-camping with your corpies, or you’re just waiting for something to come along, or you expect an enemy in Local. Position your corpies off-grid or at a nearby safespot. Somewhere away from the gate. Launch probes and place them with minimum range around the stargate. Align the edge of each probe’s “globe” on the stargate. Hit scan! You’ll get signs of the friendly ships.
Next, mark all, right click and then “ignore result.” With this setting, any ship arriving at the stargate is a potential target. Just hit the scan again, and you’ll get the 100% result immediately. Chances are your enemy won’t be looking for this little tactic and you can warp in for the kill.
Let’s talk a little more about filters. You can create specialized filters, for example, if you’d like to see nothing but Battlecruisers. This is useful, but the problem is that unless you know for sure that the scanned ship is really a Battlecruiser, you’ll see every ship within the range. This could end badly because you might scan a Frigate, thinking it’s a Battlecruiser. Once the sign is strong enough to know it’s NOT a Battlecruiser, the sign will disappear from the results. If that happens, you won’t know whether the filter made it disappeared or the target just warped away. Having multiple filters can solve this, as you can quickly switch back to the all-scan and see if your target is still there.
Covert ops frigates have a bonus to scanning, but they’re not always the best option for tackling hostile ships. In fact, you probably are pretty desperate if you try to be the primary tackler with a covops. Like really desperate. Or you have balls the size of small moons…then yeah, try that. In any case, if you’re flying a covops you’ll likely need a second pilot in system to warp in and tackle the target, and the presence of that other ship might spook your prey. The alternative is to use a heavier ship such as recon ships and tech 3 cruisers come into their own. They often have bonuses to probe launchers and are heavy enough to either kill the target themselves, or hold it down long enough for your backup to arrive.
Expect heavy use of probes by everyone, everywhere in Low Sec and 0.0.
In highsec one of the common ways to use probes aggressively is to find a pilot running missions. Once you find your target, warp into the mission space and start stealing from wrecks. You’ll draw a “suspect” flag and ideally your mission-loving prey will engage you…which is of course exactly what you want. Now you can complete your “limited engagement” and scoop up those expensive officer mods. Yay for carebears!
And just for yucks, sometimes suicide ganking squads will probe targets down and warp directly to the target ship. Then there’s suicide, explosions, and someone gets to hoover up the loot.

Editors (Authors)
Designer, article writing homepage maker.
Favourite Ship: Nyx
Favoured Activity: PVP
Eve “birth” date: 2006.12.19.
Motto: Mermalior: How many Serpentis could be refined from 1 Snake Ice? 5n4keyes: About 20-30 for a batch
Editing, article writing, tables, layout, information „gathering”. (Dust 514: ISK Laci)
Favourite Ship: Rorqual
Favoured Activity: Sniping and support
EVE “birth” date: 2004.12.03.
Motto: “Drones are like Childrens, small, annoying, destructive and never listens to you”
laci@isktheguide.com www.isktheguide.com
mermalior@isktheguide.com http://jmu.hu/
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Update in progress. Planned release date: 2015.

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