i'll write a small chart on the relations between ships at hw2/ site later.
CPU1 wrote:
they will outrun enemy fighters until the fighters get level 2 speed. Scouts are also a very good choice for killing enemy probes if you're not getting early fighters.
For vaygr scouts, you can still outrun any ships except for the vaygr scout themselves equipped with emp, in that case, you'd be better off just tossing a few probes to reveal everything for 10 seconds before they die, instead of wasting scouts, which is more expensive than 2 probes.
also, when you try to kill a probe near an enemy cap ship, the scouts have a good chance of dieing off ms gun fires... so, better not poke those ones, unless you have multiple scouts.
And about hig scout, if you give the scout to vaygr and vaygr does the fighter speed upgrade, the hig scouts become the fastest moving thing in the entire game (even faster than probes by some good amount), then it becomes almost impossible to kill even with vaygr emp speed 2 scouts, which is quite worth having, when i haven't seen anyone but the xeno bro use them regularly. and if you do that, you don't have to spread the vaygr scouts here and there for scouting, when you need them for emp at the battles.
CPU1 wrote:
inside a dust cloud.
didn't know ping won't reveal stuff in the clouds.
interceptors are also ok at killing cols, if you have more than 5 units without real interruption. which can be used for early rushing when they have not much to counter against. and if you have 8 or more ints, you can knock off a module quite easily as well including engines on capital ships that are running away or coming in. but of course you need to engage fighters as priority instead if they come in.