# DSCAN Skills?

**URL:** <https://forums.eveonline.com/t/dscan-skills/248875>\
**Category:** Skill Discussion\
**Created:** [June 14, 2020, 3:42am UTC](https://forums.eveonline.com/t/dscan-skills/248875 "2020-06-14T03:42:51Z")\
**Posts on this page:** 1\
**Showing post:** 43

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**Author:** ![Renge\_Ukyo](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/renge_ukyo/32/217661_2.png) [@Renge\_Ukyo](https://forums.eveonline.com/u/Renge_Ukyo)\
**Post date:** [July 14, 2020, 2:16am UTC](https://forums.eveonline.com/t/dscan-skills/248875/43 "2020-07-14T02:16:54Z")

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> [@Xeux](#):
>
> What is it, precisely, that you don’t like about scan probes? Because those really are the answer for what you are trying to accomplish.

Honestly with respect to triangulation it’s in a real world sense pretty redundant. It’s true it’s a lot more accurate to have as many points in space aimed at a single location - but only two are ever really required. Seems like needing to launch more than two is a waste unless you’re watching multiple places - but the way the game works you don’t know how accurate that probe data will be.

On the pilot workload end it’s a little hectic on screen real-estate, and the nature of needing more things on a ship makes a fleet dependant on a combat scanner, instead of anyone being able to do it. It’s to some extent a game play tweak and to some extend a quality of life tweak. I think that scan probes for PI and moons makes good sense, but on the combat end, mimicing what is on modern day aircraft is probably a little safer a bet in terms of both game play and realism. I know it ruffles some feathers, but I think we’d see more engagement in the game if a small gang was able to hustle a blob a little more often.

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