title says it all. one scout in a jeep shouldnt be able to just run around a map destroying every structure. think if isle and dust storm... a sab scout can hold up around 4 engies at a time by just jeeping around and sabbing shit. a engy doing that is acceptable because he cant just WTFpwn turrets, and when he destroys stuff there is a warning. a scout pretty much means if you arent looking at EVERY building once every minute you probably lost it to a scout. /rage
Scouts are pretty worthless already limiting there sab pretty much kills them completly its the only reason people go scout in the first place (except to fail) there guns are the same as an engi (cept the sniper rifle but the acarbine rifle is better)
I really think scouts should be able to 1 hit 1 kill if its near the neck or torso. I mean its a killing shot no matter what game you play. What makes Empires different?
Wall in your refineries. Unless there's parachutes and a convenient hill nearby, it locks any non-engineer out. It can also, if he makes a wrong step, lock the scout in. Please make sure you build them all the way... That wouldn't disrupt scouts too badly, but 3 refineries sabotaged at once would still drive Tovarich insane.
just remove the bleeding effect from buildings. back to 2.12 sabotage - if it was too weak - reduce health to 33% instead of 50%. but this bleeding bullshit ruins games with few players. it turns into "capture the jeep" rather than what empires was supposed to be. on full servers its less of a problem because there are people scattered around the map. anyway, don megel said sabotage will be changed to deployables only ...
Huge open maps where this would be a huge pain. Also, isn't there a scout named sniper in cs? Which doesn't instakill
maybe primary and secondary buildings like scouts had 3 primary sab and unlimited seconadry sabs all buildings worth 400 or more res would be primary thoose worth less are secondary (including player placed turrets) dosn't sovle the ref problem but still. Wait what? what did you change?
I kinda like this idea cause it promotes scouts to use team work instead of just wandering around a map alone looking for buildings. I would like sab also to not bleed health. Just make a building half health and I would say 5 buildings instead of 3. Also if you wanna sab lots of turrets before a rush just use conc nades.
The main teamwork usage for scouts is taking out turret farms when splash weapons aren't available yet. If he can only sab a turret at a time, poof, there goes that functionality.
So long as it still has bleed, they'll just wander around the map alone looking for buildings, and then wait while doing nothing until the previous building they sabbed either explodes or gets repaired. That is pretty much what ninjaneers do when waiting for their ammo crate, except that they can still decon things.
they are always available. every class is able to at least disable a turret (without sabotage) engi - wall; seismics; deconstruct rofle - HE nade gren - mowtar; RPG scunt - concussion nades taking on turrets with hide and sabotage takes like forever compaired to what an engi or gren could do. you should know that better empty
Read the part where I said use concs.. Really all you have to do is sab a barracks, take that down and then others can kill the turrets at there own pace. Read the part where I said get rid of bleed.
how about this: 1) Scouts can normally sab an unlimited number of deployables 2) Scouts can pick a skill that allows them to sab buildings