Make Scout into Sabotager?

Discussion in 'Feedback' started by [PRKL] Werihukka, Dec 20, 2008.

  1. [PRKL] Werihukka

    [PRKL] Werihukka Member

    Messages:
    245
    Likes Received:
    0
    Trophy Points:
    0
    What do you think?

    Just make the scout into specialist of sabotage, it already is able to sabotage, why not give it more stuff and skills to sabotage with? Imo, Empires ain't really a game that needs silenced stuff, hide or anything like that, scouts are useless in game if they don't sabotage and players don't often spot things with scout, and if they do, anyone can spot them by themselves anyway and tell where something is to the team.

    Sabotager could use plantable, detonable, anti-infantry, -vehicle and -building bombs like claymore (not the sword) and others. Nothing too powerful of course. Make it take time to place bombs, so it would need teamwork to cover the sabotager.

    And if the scout is already getting shotgun, what else does it need? Does Empires need a sneaky class like scout, really?

    Pros:
    • Makes 'scout' more useful to the team
    • Removes need for 'lonewolf' sneaking and sniping
    • Gives variety
    • Encourages infantry teamwork and makes it more effective
    • Gives back alternative to the so-missed 9mining, but less effective to vehicles, maybe? Effective against defusal skill, unlike mines.

    Cons:
    • Increased Ninja'ing/Griefing?

    Alternatives:
    • Make the sabotager bombs uneffective to the teammates/CV, like any other weapons in game.
    • Make it so that one sabotager couldn't destroy buildings by itself, you'd need assistance.
    • Make sabotage-ability into selectable skill
     
  2. Satanchild666

    Satanchild666 Banned

    Messages:
    968
    Likes Received:
    0
    Trophy Points:
    0
    Interesting...
     
  3. Caelo

    Caelo Member

    Messages:
    2,371
    Likes Received:
    5
    Trophy Points:
    0
    sounds like 100000000 other suggestions :P

    but it still has some good points though
     
  4. Mageknight

    Mageknight Member

    Messages:
    391
    Likes Received:
    0
    Trophy Points:
    0
    I've seen this come up before... I building-specific timebomb would be interesting. You're right, Empires scouts should be more about directly hindering enemies.

    However, remember that the scout's current primary function is recon. This is really the only "sneaking" role I approve of as a comm, and the reason scouts should keep hide.
     
  5. [PRKL] Werihukka

    [PRKL] Werihukka Member

    Messages:
    245
    Likes Received:
    0
    Trophy Points:
    0
    That's almost the least thing they do, actually. I know they're supposed to, but they don't do that. And any class can provide information of what the enemy is doing and where.

    Sorry for not reading all the suggestions to find out if this was already mentioned before.
     
  6. Ikalx

    Ikalx Member

    Messages:
    6,210
    Likes Received:
    9
    Trophy Points:
    0
    Right now, at this second, I like the idea of claymores...however it would be a little different.

    -The Claymore mines would only be effective against infantry and vehicles - and would not be able to be placed inside enemy buildings (but of course, around them).

    -The scout would be limited to only 2! without ammo upgrade, and 4 with.

    Effectively, what I would like to make it, is something the scout can use to temporarily protect an area or short-stall some enemies while out scouting.

    -I would make them invisible - except to enemy scouts (i.e. buried).

    -I would make them recoverable. [maybe even by enemy scouts? yae/nae?]

    -Probably not too effective against enemy vehicles (not a replacement for mines). And not effective against the enemy commander.
     
  7. polaski

    polaski Member

    Messages:
    79
    Likes Received:
    0
    Trophy Points:
    0
    Well the binoculars were nerfed day one by the general spotting. Currently the options for the scout are very limited as to what it can do. Lets just stop trying to make the scout squad orientated, seeing that stealth types generally operate independently of any squad. There were so many suggestions in the forums as to make the scout better, instead of the inconvenience he is atm. I just put 5 quick suggestions up.

    My general scout gameplay suggestions are:
    1: put a MCT inside of the radar displaying the whole tech tree and showing whats been unlocked-scouting mission
    2:all classes have 2 ways to deal with tanks, so give the scout the ability to kill a driver of a tank while he is in it(APC and CV are uninfected) in some sort of exaggerated manner like give him the ability to sab a tank, the sabbed fixes its sab meter when not over heated or some sort of balance related game mechanic, the main counter to this is when you get sticky stunned hop out and kill the scout, keeping your tank constantly moving, and bio diesil-AT work
    3: combat scouts need a boost, make it so they are better affected by the regen perk than the other classes at the cost of extra bio damage
    4: allow scout tanks to become invisible with a perk, but not like the hide perk just replace the model with a wire frame, the lines need to be dark enough to be seen from far away but thin enough to not stand out at any distance, turrets and homing still lock on main counter-to make scout drivers even more usfull than the luzy jeep/apc rush
    5: allow scouts to some how get ammo from other sources like enemy sabed armories but resuply rate takes even longer than a sabed friendly armory-im half for it half against it
    6: think of some more fire wood for the scouts burn pile-the engi's are getting cold this winter
     
  8. [PRKL] Werihukka

    [PRKL] Werihukka Member

    Messages:
    245
    Likes Received:
    0
    Trophy Points:
    0
    I think you're right.

    If somebody is good enough to sneak into enemy base and not be spotted as scout, he should have more to do than just sabotage and be killed shortly after. The #1 suggestion would make scout into very important assistant for the team.

    That would make scouts more useful, if the class ain't redone almost completely.

    I also think that there should be somekind of player limit to the scout class, if it is going to be class that does no teamwork, but work alone for the team. Because team doesn't really need many scouts. Even one scout can be plenty.

    My suggestion about changing the class into more of a teamwork based class was because I think that all the other classes can work fully together, but scouts are those who can't be with their squad and if they are in a squad, the squad ain't getting as much squad points as they could without a lonely scout on the other side of the map sneaking in the enemy base. And a scout with a whole squad is spotted fairly easily.
     

Share This Page