15 seconds isn't going to bother anyone. 120 seconds is way too long to expect a player to sit around with his thumb up his ass.
Yeah, you're right, let's nerf ammoboxes to only lasting 15 seconds so they don't block refineries. Or we could just make buildings fucking ignore crates because that makes SENSE Not that theres any fucking sense in this entire mod.
Game is much better with the different scripts...actually been having fun, aside from Axeman's lecture theatre in spec...which was pretty great :p Guys, I really think you should make something specifically to deny ref nodes from being built on, rather than this half-cocked bug shit. Seriously, just make like an engy-radar have it's carcass stay alive for 60s after being destroyed, or something - it takes time to build, i.e. effort, but not long at all with build upgrade. It doesn't conflict with anything else, and you can make the carcass removal time 60s instead of 120 box time. That gave me another idea, but it's a really bad one, so I won't relate it in seriousness - engy radars could deny building in a small radius around them.
they had this with turrets in 2.12. people whined THAT was an exploit. now turrets disapear instantly.
My point is, if you're going to move one thing for blocking refs, why not remove all of them? Or, if you're going to have something that can block a ref, why not make that one of the features of the item?
The problem isn't that refs are being blocked. The problem is that the ref gets blocked for fuckin 120s, and you can't do ANYTHING about it. Even a vehicle carcass you can PUSH off with another vehicle.
Erm the first one of those has already been fixed and there is no reason why the second may follow the first if the idea works.
You have to either invest some resources for comm walls to block the refinery of or you have to spent walls from your wall limit, and you have to build these walls up, which takes time. This is already a good solution to deny the enemy access to a ref node. The enemy now can spent their time deconning those walls. Ammoboxes on the other hand are just cheap, you spent a fraction of a second placing it, and then forget about it. Access to the ref node is denied for two minutes + the time it would take to build the ref up + the time it would take the refinery to amortized itself. On a full server you just stole about 800 res from the other team, which is a fully equipped tank. If you are good you can go back after two minutes and place another ammobox. And what did you invest to make this happen? Basically nothing. Thats why I think, that res node denial with a ammobox is not only a horribly broken gameplay mechanic, but also a small exploit.