Scout sabotage

Discussion in 'Feedback' started by Disposable_Hero, May 11, 2009.

  1. Disposable_Hero

    Disposable_Hero Member

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    So many threads about suggestions for scout. Here is one more :D

    Scout sabotage changed so it doesn't magically cut the HP in half or deal damage, but instead it disallows the repairing of that building for say 30seconds. Apparently the scout skill cannot be spammed (maybe make it a weapon like engineer's tool). Also the time to sabotage should be longer (while doing so you cannot stay hidden, since you are 'shooting your weapon', similar to engineer again).

    Now with this change, lonely scouts are completely useless, thus discouraging anybody to just go crawling into enemy base when the game begins. But in heated combats the aid of a scout's sabotage can make or break an assault, especially in public games where there might be legion of enemy repairers camping inside of a rax, repairing it constantly. Currently the cure for mass repairers is attack in as a rifleman, but let's face it: Infantry combat inside buildings feels like an attempt to masturbate without arms.
     
  2. mr_quackums

    mr_quackums Member

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    ^i like.

    but it should be obvious to the scouts team which building was sabotaged and that it is time to coordinate fire. combine it with a message and a HUD diamond to get the point across.
     
  3. PreDominance

    PreDominance Member

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    30 seconds is overpowered.:pathetic:
     
  4. Mashav

    Mashav Member

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    Fuckton overpowered
     
  5. mr_quackums

    mr_quackums Member

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    dont flame the details, they can be fiddled with.

    have some warning that a friendly scout in the area is sabbing a building then in a few seconds a new message with a HUD pop-up telling which building is unrepairable, then in 10-15 seconds (or what ever) the scout gets a point if the building was destroyed.
     
  6. RoboTek

    RoboTek Member

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    The general point is, it alternates frequently to blatantly overpowered and basically useless. The biggest problem is that it doesn't scale to team size like other things. This is an absolute cutoff, regardless of number of engineers, unlike most things it means you can just prevent the work of 20 people in a moment.

    The inability to realistically balance for all sizes makes this not a good idea in my eyes.
     
  7. Wertbarg

    Wertbarg Member

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    sabbing buildings that are left undefended would be worthless. As sabbing stands, it punishes teams who leave their buildings unattended. this change would cause two things: sabbing lonely buildings would be pointless, such as turrets that are away from combat, and scouts could easily farm bundles of points from sab spamming a ref and its turrets. Also, sab would only become useful in high coordination attacks, which is silly because those are rare. sab as it is is useful in both situations and prevents a scout from point farming unnoticed.
     
  8. mr_quackums

    mr_quackums Member

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    i think it would create coordinated attacks. it would give the unorganized mob on the front line a place to converge.

    as for it making it useless to sab undefended buildings: it is the engineer's and gren's job to take out buildings and targets of opportunity not the scout's.
     
  9. Alceister

    Alceister Member

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    I don't think this would be a good idea at all. In the right hands, this would be overpowered. In most cases it wouldn't help make the Scout useful at all. Few people really think in terms of overall teamwork: they just go for whatever serves their own interests. Engineer because it is overall balanced class and easy to farm points with, Riflemen to engage other infantry, Grenadier against vehicles.

    Forcing the Scout into a teamwork dynamic is not going to help the class at all.
     

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