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				Parabombs and crates
				Posted: Mon Mar 13, 2017 8:32 pm
				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?
			 
			
					
				
				Posted: Tue Mar 14, 2017 6:47 am
				by Materianer
				I'm pretty sure they were not in crates, the parabombs was introduced with the subfactions.
			 
			
					
				
				Posted: Tue Mar 14, 2017 7:34 am
				by JuiceBox
				They did used to be in crates but they sucked.
			 
			
					
				
				Posted: Tue Mar 14, 2017 11:01 am
				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.
			 
			
					
				
				Posted: Tue Mar 14, 2017 12:09 pm
				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
			 
			
					
				
				Posted: Tue Mar 14, 2017 1:15 pm
				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.
			 
			
					
				
				Posted: Tue Mar 14, 2017 8:47 pm
				by Minotaur
				Uber Mammoth as an crate only unit could work well, if had like 0.03% chance of occuring.
			 
			
					
				
				Posted: Wed Mar 15, 2017 5:56 am
				by YuriMolina
				I remember a time, when parabombs where the same 6 units in crates and like 12 bastards for Ukraine's powerup.
			 
			
					
				
				Posted: Wed Mar 15, 2017 8:31 am
				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?