Simple Question: Scouts

Hello, just a quick question. During my single player matches the computers always put scouts all over my empire, but before I can kill them they jump away. What's the best unit/building for the TEC that can help me with this?

Thanks.
8,378 views 10 replies
Reply #1 Top
Hangars/Carrier Cruisers/Carrier Cap Ships with bomber squads and maybe a fighter squad or two in there. They'll attack from anywhere in the gravity well without needing your express permission, and are the only ships (the squads, I mean) fast enough to catch up and attack the scout ships. Though, you'll need a fair number to take out a scout ship in one pass. But it is possible with more than a handful of them.
Reply #2 Top
Personally< I just ignore scouts...
Reply #3 Top
Place ships in a location that is likely to catch the enemy as they enter the system.

Fighter Squads... bombers aren't suitable against these small lightly armored types. So, defense structures or carriers will do the trick here.

Phase inhibitors will slow down the scout's ability to jump.
Reply #4 Top


Phase inhibitors will slow down the scout's ability to jump.



Not in late-game.

And yeah, they're incredibly irritating, especially because the UI gives you false alarms when they're jumping around your planets, but don't even pay them any mind. T
Reply #5 Top
They're quick and later on can bypass inhibitors, if you don't have bombers present to chase it, don't even bother.

Advent can see your stuff anyways once they get a Revelation.
Reply #6 Top
Place a capital ship with a disabling ability in an appropriate location to stall the scout. Evacuators are the best with Gravity Warhead.
Reply #7 Top
As TEC your only chance is fighter swarms, I believe that both scouts and siege frigates have very light armour and so get bonus damage from fighters. Your forces should be at least 50% fighters anyway, your bombers are so silly in their targeting that the AI will chew them up before they can do any real damage
Reply #8 Top
As TEC you'd want to use an akkan's ion bolt to buy time to kill it.
Reply #9 Top
And yeah, they're incredibly irritating, especially because the UI gives you false alarms when they're jumping around your planets, but don't even pay them any mind.


Actually, there are no false alarms from the scout class. The game pretty much ignores them for warning purposes. It's only when the AI starts scouting with the cobalt class that you start getting all the false alarms.

Bh
Reply #10 Top
agree. if planet has a ring of hanger defense structure filled with bombers, scout will not make it. Specially if you place bomber squads close to jump points. I usually have hanger defense 2 level deep into my territory, so even if they jump away half dead, they will get killed on their second jump. Don't bother with inhibitors. Those only good in places where you get hit with large fleets so you can kill more of them when they start running away :))))