Teaching Players about your gamemode via Challenges
This challenge is an example of how not to teach your gamemode to people.
As said in a previous discussion I posted, this gamemode has a unique quality in that engineers can help maintain objectives with their repair tool.
A better challenge to get people more on board with the Sabotage gamemode would have been to make the challenge "Repair cache's in Sabotage." maybe 1000 to 2000 health, whatever is more reasonable.
Currently, in sabotage entire games have been thrown because Defenders don't know about repairing their caches health. Aswell as the fact that everyone is going support on attack and defence to get this challenge out of the way and get their 6 tokens. Meaning supports are actively fighting each other unintentionally to give resupplies and beat other Supports to the revive by tap reviving every heartbeat they see on their HUD.
This not only is encouraging every Support out there to not charge their defibs (which is REALLY important by the way) but it's also encouraging them to revive someone on an active grenade, fire, incindiary, choke point, etc, JUST to get a tick on their challenges done. (I say this as someone who has been victim to this every game now.)
I consider this way of teaching to be INCREDIBLY toxic and not a team work driven challenge, but more so a selfish one in the grand scheme of things.
So even if (like my last post) the Devs were to stick with this gamemode specific formula of challenges, they really need to think more thoughtfully about what challenges specifically should be picked for said mode. I consider this one challenge another reason as to why this gamemode is on a the downhill.