So Sabotuers are now 10 unit space only!

JMoney

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Apr 20, 2016
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8 with library tech buffs. Anyone think they're more viable in an army now? Might make a nice donation troop for attack too. Shame that they don't really spread out after spawning though and all focus down the same building to overkill it.
 

Quang t legend

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Jan 21, 2016
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they are always viable in EA for raiding to reduce total training time. But in Global there are too much spike trap and range defenders! But at 10 space I can use 1 in hurry game, or I will better use machine guns.
 

JMoney

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Apr 20, 2016
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I still see merit in having atleast one of them. Whether it be through donation troops or just building one yourself. Even if the unit only manages to kill one building, if it's a high value target like a mortar, anti-tank tower, or an anti-air building then that unit has payed for itself I feel. Basically compare a sabotuer to a living demolition tactic, for the cheap price of sub 100 oil you can essentially be casting multiple demolition tactics on an entire cell of buildings if they aren't properly set up with traps.

If you're Roman I'd probably outright say there is no reason to not have one, since you have the extra troop space to utilize atleast one of them and still have a normal army composition. Shame that castles attack the little guy.
 
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poop_

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Apr 7, 2016
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Ha! These troops are now defective as well. I decided to give them another try because they were only 10 troop space. Dropped it by a generaless castle. Castle shot and killed it. I messaged support, and apparently, they do get attacked by shooting defensive buildings... Someone is confused.

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Kraitok

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Sep 10, 2016
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Yeah, 98% certain that customer support tech has no idea what he's talking about on this one. The castle is the only building that shoots the Commando line, but as it also spawns generals I have no clue if this is an oversight ot not.
 

JMoney

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Apr 20, 2016
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Yea castles attack sabotuers. The interaction is weird given that since it does infact usually spawn generals it means the building should technically notice the sabotuer, yet it attacks you with its ranged attack ontop of spawning the generals. I feel like that could use a fix honestly so that the castle only spawns generals in reaction to the sabotuer and doesn't outright attack him with its ranged attack as well. Just so it's less confusing to players when the game literally says in its tooltip "Isn't shot by shooting buildings" but the castle shoots the unit to death. It is contradicting. That or fix the tooltip to say, "Isn't shot by shooting buildings (except for castles/forts)"
 
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