I didn't fancy the godly new powers of the scout sabotage, so I want to suggest something else. The scout's E button aka PWN Remove it! Turret E sabbing is okay though, of course, let it remain. Add a sabotage device! Weapon slots? Remove the Binoculars and add the sabotage devices there! Or make it selectable? Let this sabotage device be sticky! :D Let it be attachable to buildings, having the same effects and damage as the E sab we have now. Let it be attacheable to tanks and infantry too :D What is created: Sabotage with ammo capacity, enemy have to locate the device and disarm it, and we can kill infantry with sabotage for the lulz (and tanks) Please give feedback for this awesome idea that allows us to place sabbing devices in ass places
do not want. I love being the scout that can advance our front lines because we took out the forward rax because I stayed right by it, sabbing it constantly. This has two effect: -rax is easier to take down -any infantry/engineer spawning there to defend/repair it, is at half health Giving limited ammo hurts this strategy. If you let your buildings die from a scout sabotage on its own, then you aren't watching out for your base well enough. It just takes a single infantry with enhanced senses to take out a hidden scout. Not to mention that outlying refineries would be less likely to be attacked as most scouts would like to save their "sab devices" for the main base and sabbing things there for the lulz. Also creating separate turret sabbing and building sabbing is confusing. New players will wonder why they can't e sab buildings or why can't they use their sabbing device on turrets.
sab is not overpowered. if you let a scout walk up to one of your important buildings and ignore the telltale smoke that screams free repair points, then you deserve to lose the building.
Sabotage is slower than engineer seismics. And much easier to deal with, usually. Plus, do you really want to leave the scout with nothing? Sabotage is their big thing, right now.
Well lets see... Yesterday I did a few experiments with Scout. To be invisible, ya gotta think INVISIBLE. But that's aside from the point. Sabotage can be unnaturally powerful against frontline barracks under fire. Infantry that pop out have half health, Engineers have to frantically repair the barracks in threes only to find that some wag is sapping it to half health every time they bring it back to full, and most importantly, they can't spend the time looking for the culprit because then the barracks will definitely go down, or they'll get shot looking for the Scout, who very conveniently has hide. Scout E sabotage definitely needs a rework.
Or hide as that is the skill that gives scouts the ability to get up close and sit for while to sabotage the building. Making scouts be required to stand still inside the building to sabotage would be cool though..
I'm not sure I agree. Front-like barracks should be hard to defend. Until recently, way too much of the game's strategy revolved around "get to the frontlines first and drop a rax." The idea that raxes have to be kept back a bit so they're safe is not so bad; people can research APC spawning if they want to spawn right up close to the enemy.
But sabotage doesn't send a 'building under attack' message and show the building on the minimap. Thats much more useful in figuring out which buildings are damaged than smoke.
Covertly destroying a building is part of its charm. That much, at least, should be retained no matter the change to sabotage.
But it still takes considerable time to actually destroy something, if it's not getting any help. And if you have a whole group of people cooperating to destroy a building, it's not like it would last if they were all engineers or grenadiers, either... and, on top of that, it doesn't stack, so you can't combine it with other scouts. This avoids encouraging huge scout waves the way other powerful anti-structure weapons might.