For or against molotovs

Posts: 23
I personnaly like to use them, i feel that even if they are easy to dodge, the enemy units have to go out of cover and it can be decisive for an infantry fight.
Sometimes i also like to use them to create a wall of flame to prevent AssPio and AssGren to close the distance

Posts: 521

Posts: 273


Posts: 168
1) Instead of slow aoe damage, they would instantly wipe squads and buildings alike caught in the flames
2) The cost would be reduced to 10 munitions
A longer cooldown might be needed to make it not as spammable, though

Posts: 4630 | Subs: 2
Get vet 2 with Cons.
Throw molotov like rifle nade


Posts: 1225

Posts: 2115 | Subs: 1
Get 3 molotov bulletins.
Get vet 2 with Cons.
Throw molotov like rifle nade
hey, good idea




Posts: 1094 | Subs: 20
1) Instead of slow aoe damage, they would instantly wipe squads and buildings alike caught in the flames
sure thing buddy


Posts: 742 | Subs: 1
I was thinking molotovs would be in a better spot if
1) Instead of slow aoe damage, they would instantly wipe squads and buildings alike caught in the flames
2) The cost would be reduced to 10 munitions
A longer cooldown might be needed to make it not as spammable, though
Seems perfectly fair ! lets push on master right meow !



Posts: 615
I was thinking molotovs would be in a better spot if
1) Instead of slow aoe damage, they would instantly wipe squads and buildings alike caught in the flames
2) The cost would be reduced to 10 munitions
A longer cooldown might be needed to make it not as spammable, though
Yeah...that would totally be a good idea... :-/ Or, alternatively it'd be absolutely insane. :-P
I tend to go for AT nades and rarely bother with molotovs.

Posts: 1355

Posts: 471
The animation is very long and very obvious - most people who are paying attention will dodge them.
I've pretty much stopped using them.

Posts: 1042
Personally, they could be thrown a little faster, but really the only really issue is rng, sometimes I've seen it kill 2-3 guys in an MG or gren squad, othertimes its like the flames aren't there, but that's a problem with all flamers.

Posts: 1802 | Subs: 1
I was thinking molotovs would be in a better spot if
1) Instead of slow aoe damage, they would instantly wipe squads and buildings alike caught in the flames
2) The cost would be reduced to 10 munitions
A longer cooldown might be needed to make it not as spammable, though
Blah Blah Blah. Are you a Soviet fanboy or something?

Posts: 2115 | Subs: 1
Blah Blah Blah. Are you a Soviet fanboy or something?
This is an obvious troll


Posts: 2885
Blah Blah Blah. Are you a Soviet fanboy or something?
He's just refering to infiltration nades. And I must say he's got the point.

Posts: 1802 | Subs: 1
He's just refering to infiltration nades. And I must say he's got the point.
No, he does not have a point. Molotovs are in good place, specially early game. I prefer molotovs to nades, every half decent player can dodge nades, but molotovs deny cover, the force you to change position and if you let your MG or ATG stay inside it's AoE, you're gonna regret it.
Don't try to pin this on OKW. OKW's got a thousand problems but infiltration nades are ain't one. The OP is either trolling, which is fine, or suggesting Molotov buffs. Those are pure buffs.

Posts: 1702
I mean why do we need to have a spammable, core infantry unit like conscripts, have a total RNG grenade? Sometimes the molotovs does amazing and triple flame crits squads, eveporates MGs and is amazing. Sometimes units sit in the flames for 5+ seconds and take no damage.
They just need to deal fast, and more consistent damage.

Posts: 137
Do you use them ? Like them ?
I personnaly like to use them, i feel that even if they are easy to dodge, the enemy units have to go out of cover and it can be decisive for an infantry fight.
Sometimes i also like to use them to create a wall of flame to prevent AssPio and AssGren to close the distance
4

Posts: 23
Molotovs, design wise, are just simply bullshit.
I mean why do we need to have a spammable, core infantry unit like conscripts, have a total RNG grenade? Sometimes the molotovs does amazing and triple flame crits squads, eveporates MGs and is amazing. Sometimes units sit in the flames for 5+ seconds and take no damage.
They just need to deal fast, and more consistent damage.
I actually like Coh because of the RNG. I find Starcraft 2 pretty boring. and the gren Nade is not 100% reliable as well.
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