Only Engineers can remove land mines, but everyone can remove sticky bombs. I believe you just need to press F on a stickied teammate. Anyone can shoot a sticky bomb on the ground as well.
Sticky bombs are a hit or miss item. They require too much effort to use in a firefight and the delayed explosion makes them almost meaningless since the enemy will most likely be shot to death before the explosion goes off.
On the other hand, the sticky bomb can be used as a breadcrumb, especially if an enemy is chasing you. Once you hear the pop when the enemy runs over the bomb, you can hunt him down and shoot him to 2/3 health and then hide. He will soon blow up and you can comm hack + disguise.
My general thoughts on the Operative class:
[ul]
[li]Overall fairly weak. It has its moments but it lacks both the ability to absolutely decimate a target instantly (which this game is not about, so that’s fine) and the ability to greatly hinder enemies for his teammates to more easily dispose of them.[/li][li]More of the Operative’s abilities should keep his disguise. There’s no invisibility in this game, so once he loses his cover he is screwed. Sticky Bombs, Comm Hacks, disguising, turret hacking, etc, should not remove an Operative’s disguise.[/li][li]Specific abilities:[/li][list]
[li]Sticky bomb as mentioned is hit or miss.[/li][list]
[li]It’s best used as a means to cover your tracks so if a lone enemy stumbles upon it you know his location and can hunt him down.[/li][li]It is merely okay for team firefights when the enemy is too preoccupied with shooting and not enough with removing stickies, but you may as well just cook a normal grenade instead for greater gain.[/li][/ul]
[li]Comm Hack is too long and unintuitive.[/li][ul]
[li]Operative needs to get in and out quickly and cannot afford to spend 7 seconds hacking and then disguising while sitting still in one spot.[/li][li]Ability requires a living, incapacitated enemy meaning you are competing with both enemy medics and your own teammates to get to a downed enemy to hack him. Often your teammates will shoot or stock strike the enemy before you can start hacking. It is frustrating to use this ability as is for little gain.[/li][li]Comm Hack should be a throwable item (i.e. Engi buff, Soldier ammo, Medic heal) that does not remove the Operative’s disguise (but plays an obvious animation if enemies are paying attention). This way you can properly infiltrate the enemy team and hang out undercover with them, only for your teammates to find and jump them and then for you to start backstabbing everyone with sticky bombs and knife stabs.[/li][/ul]
[li]Hack Turret also takes too long for little gain.[/li][ul]
[li]It kills disguise, the turret AI is weak, and it makes the turret your own (i.e. Mapex’s turret).[/li][li]Taking a page from Fortress Forever, the turret should remain in the enemy’s possession but your hacking should confuse its targeting AI so it attacks friendlies instead of enemies. After ten seconds of its initial strike against an enemy, the turret should be dropped down to 1/3 HP so it appears overheated, requiring a repair from an enemy engineer before it can operate properly (and be hackable) again.[/li][/ul]
[li]Homing Beacon is good, but it could use a crosshair when disguised (maybe only when zoomed in)[/li][ul]
[li]This speaks for itself. It isn’t hard per se to keep your aim on an enemy without a crosshair, especially with many years of FPS experience (over a decade in my case), but when you are zoomed in it is noticeably more difficult and a crosshair would greatly help achieve this task. The Operative’s life isn’t nearly as easy as those of the other classes, so I think this slight change wouldn’t be too much to ask.[/li][/ul]
[li]Caltrops don’t achieve their purpose[/li][ul]
[li]It appears Caltrop Grenades are supposed to be for area control, either to keep enemies from chasing you/your teammates or preventing their escape. Unfortunately they don’t appear to do enough damage and thanks to SMART can be avoided even in the tightest of corridors (especially in the tightest of corridors for Light classes).[/li][li]Either the damage needs to be upped so enemies have no choice but to walk/crouch slowly when passing them (meaning the grenade is achieving its purpose) or they need to slow when an enemy takes damage (ensuring that the enemy is always slowed either by the grenades or by using walk/crouch).[/li][/ul]
[/list]
[/list]