Parabombs and crates
Parabombs and crates
After the parabombs were improved for Ukraine, they were taken away from crates it seems.
Were they regarded as too powerful? Or that they should be faction specific?
Were they regarded as too powerful? Or that they should be faction specific?
- Materianer
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They were in crates for a short while, like maybe 1 or 2 release cycles.
They were actually pretty powerful in the beginning, because you could take out a powerplant and put the enemy in low power.
In don't see any reason against including them again in crates in late game, might be too powerful at the 1 minute mark though.
They were actually pretty powerful in the beginning, because you could take out a powerplant and put the enemy in low power.
In don't see any reason against including them again in crates in late game, might be too powerful at the 1 minute mark though.
- AoAGeneral1
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- Materianer
- Posts: 199
- Joined: Mon Jul 04, 2016 8:27 am
In normal games they are usally turned on, maybe 1 of 20 games when a host turns them off and if he disables em there are often people who grumble about that.JuiceBox wrote: ↑Crates are usually disabled anyway and are always off for competitive games
We had a nukecrate a few years ago, i found them funny but they literraly destroyed too many games from the beginning even if at the time the nukes where much weaker than they are now.AoAGeneral1 wrote: ↑Crates are ment for adding fun to the game. I tend to have them off quite a bit but in TD IE its completely boring.
For RA imo I would like to see these spiced up by adding an explosive nuke crate (Would you really risk picking one up near your MCV?) ant in a crate, etc.
In TD i know they are usally disabled because an early vehicle or moneycrate is just crucial.
Why not make a 5 min delay for the initial crates, at that time it should be a minimal effect or?