Parabombs and crates

Discussion about the game and its default mods.
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zinc
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Parabombs and crates

Post by zinc »

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?

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Materianer
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Post by Materianer »

I'm pretty sure they were not in crates, the parabombs was introduced with the subfactions.

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JuiceBox
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Post by JuiceBox »

They did used to be in crates but they sucked.
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klaas
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Post by klaas »

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.

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JuiceBox
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Post by JuiceBox »

I was talking about original Ra parabombs. I see no reason not to have them back for fun. Crates are usually disabled anyway and are always off for competitive games
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AoAGeneral1
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Post by AoAGeneral1 »

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.

Minotaur
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Post by Minotaur »

Uber Mammoth as an crate only unit could work well, if had like 0.03% chance of occuring.

YuriMolina
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Post by YuriMolina »

I remember a time, when parabombs where the same 6 units in crates and like 12 bastards for Ukraine's powerup.

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Materianer
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Post by Materianer »

JuiceBox wrote: Crates are usually disabled anyway and are always off for competitive games
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.
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.
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.

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?

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