I think sabotage should be changed to shift the scout's role from roving jeep/hide in your vf style gameplay to a more squad oriented power. What I mean is that the way scout is now, he doesn't need anyone else on the team to destroy a building (of course it takes a while but still) I suggest that when a building is sabotaged, it drops to 75% or 66% or whatever hp, but has no DOT. In exchange for the DOT, it could change a buildings resists to make it more vulnerable to squad based weapons (nades and mortars mostly) This way there's no point in a scout just touring around the map in a jeep holding 'e', but instead he should be a member of a squad who gets in to a base first, maybe while the squad waits a safe distance away, and sabs buildings/shoots defenders at close range while the squads attacks. pros: sab less annoying promote scout as a squad based class strengthen planned sieges teamwork baby cons: less sniping? (is that a con?)
why are all the things that have been bugged in previous versions so much better mechanics ... :p ok, to be fair, thats not true, but sometimes it appears like that oh and if thats not clear, im pro this
How about, after a scout sabotages a building, it actually repairs itself slowly to the health it was before the scout sabotaged the building? Up the damage to sabotage about.. 80% and the speed? Stops lone scouts being a pain in the ass, but becomes very useful when used in squad?
So we nerf sabotage, but we claim it's a rework because it's now just as good at something it's already good at (squad finishing off a building), can't do something it was good at (DOT), and is better at something that isn't a problem (outdamaging repairing engineers who've been shot dead). Deadpool, you're a genius! Too bad about that suggestion.
This suggestion isn't perfect, but I wanna throw it in, because I really like the majority of it. It was from the old scout rework official thread from Megel. As I said in reply to it though (back in September 2009), it should probably do a set amount of damage, so even 2 of them can't destroy a rax, but 1 could destroy an armoury, and each one might have enough charge to take out 4 turrets or something.
you could buff other aspects like the effects of it - for example additionally to 50% damage, reduce the amount of resources generated per tick for refs. the difference is that it still generates (reduced) resources and you at least need a 2nd guy (preferably engi) to wreck havoc. this should help lower population games where the jeeping scout destruction machine is the major pita ...
Exactly, sabotage as it is now is a pain in the ass on open maps and lower server pops. I just want a team to have to do something to a sabotaged structure, "hold e destroy building" is lame imo. That SDD idea is amazing, I love it.