

You can even set a totem to give a little buff to characters. So as you respawn a rainbow follows you or even flames. In Rocket Arena, there were also customizable return trails. Which is great for consumers like me who don’t have the cash to spend on loot boxes nor do they really want too.
#Rocket arena patch notes full version#
I’m sure in the full version there will be some way to purchase the loot boxes but as long as there was a way to keep earning them at a consistent rate there really won’t really be a reason to buy them. Loot boxes are character specific and are earned almost every level up. It wasn’t just Blastbeard either, Izell was an easy character to use to stack and keep the enemy team from being effective. Understandably, this is a beta, so moving forward I hope that is revisited by the team and there is some sort of a lockout, albeit after one or two people pick a character. They would completely decimate the enemy and easily juggle them long enough to win whatever mode was being played. What made it all feel heavy-handed and unbalanced was when a full team chose Blastbeard. It knocks enemies back and completely disables any incoming rockets for its duration. He also has this shockwave that is highly useful for clearing points. He has a cannonball he has to arch at enemies but it hits hard, his anchor shot hits harder. Blastbeard was where I noticed the game could easily get thrown out of balance. Jayto has a rapid rocket ability as well as a precision shot while remaining agile because of his booster ability. Kayi has abilities like a grappling hook, a gravity field, and a charge bolt. There were six characters all with their own unique character builds and personality. This mode was Rocketbot Attack in which a team fought against hordes of AI controlled robots. There was a fourth mode in the beta but it was completely optional unlike the other ones listed above. Some of the maps have an added benefit, not mode specific but it helps, where you can activate a switch and have a barrage of rockets make scoring even more challenging for the enemy.


That stands unless the ball is thrown out of bounds, then it resets to the middle and chaos resumes. After the initial score is made the ball will spawn on the losing team’s side. The ball at the beginning of the game is dead center and both teams race to it while killing each other off. Rocket Ball was an enjoyable Grifball-style game mode. Kayi can fling her gravity orb in there and slow incoming projectiles and then use it with her hook to move higher and take enemies out. It easily can disrupt the enemy and allow your team to get to the point. Rushing the point with abilities like Blastbeard’s shockwave is highly amusing. I wish it had let me pick what game mode I wanted to play because I likely would have spent the entire time playing it. Teams have to capture five to win and it is perhaps the most enjoyable mode to play. Each team member has a limited number of lives, once every member of the team loses all three lives the other team wins.Īnother mode was dubbed Mega Rocket and it has teams competing to capture specific points on the map, similar to King of The Hill. There was a sort of last man standing style game named Knockout. During the Rocket Arena beta, players had access to a few different game modes on a handful of smaller arena type maps.
