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Re: Double Agent vs. Saboteur bug

PostPosted: Wed Nov 29, 2017 7:07 pm
by rlin81
Double agent - ownership of all specialists aboard are swapped and combat ends

Saboteur - Redirects surviving enemy[sub to its owner's nearest outpost. missing --and combat ends--

Saboteur is extremely strong. You also get 2. They are also buggy as hell.

Saboteur admiral - send sab, sends 2 driller, deflect any attack as long as enemy is greater than speed 1 or on nav or have elder or assassin. Forces enemy to use these elements to attack you.

Saboteur pirate - send sab, pirate twice. Deflect any single attack without losing your spec again forces the use of elder or assassin or navigator.

Saboteur pirate general - spec spec spec sab pirate first spec. First spec hits get freed by pirate, 2nd hits and freed by 1st, 3rd hits and freed by 2nd, sab hits and gets freed by 3rd but they also hit again on the way back and freed by the one behind them.

Saboteur + time - Enemy sends attack say 8 hours. Thats 16 hours back and forth then 24 hours to get back. That is enough time to get 1.5 hires roughly and in that time the enemy loses control of X amount of drillers while you only lose control of 0.5 spec.

Double general value saboteur

Redirecting the same sub multiple times

Re: Double Agent vs. Saboteur bug

PostPosted: Fri Dec 01, 2017 3:39 am
by niverio
Saboteur is NOT extremely strong. It's a good defensive specialist, however it has zero offensive capability (well unless you take a base and counter the counter attack maybe it might work) and it is COMPLETELY shut down by a single specialist, navigator.

Re: Double Agent vs. Saboteur bug

PostPosted: Fri Dec 01, 2017 7:46 am
by rlin81
Saboteur is OP! Its the only spec in the game that can stop 3 sub attacks with only 2 specs due to unintended side affects while at the same time potentially getting you killed because it is so buggy. It has a mind of its own.

Re: Double Agent vs. Saboteur bug

PostPosted: Mon Jan 01, 2018 6:12 am
by high commander jay
I wouldn't exactly call the saboteur op. It does grant defensive capabilities, but it cannot defend all kinds of attacks. It only ever comes to use if your opponent makes the mistake of not playing around it, which I see as his main downside.
It is outclassed by the martyr in power and the double agent in combo potential, the main upside being that you get 2.

I've personally found that the main power of the saboteur is his presence as a hire option.
Your enemy will have to play around it, but you don't have to make a hire that will not improve the power of your own drillers.
I wouldn't exactly call that op, like the smuggler, which is almost always an autopick, but it is at least not entirely without merit.