For or against molotovs
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Their RNG based kills is poor design.
Their long animation is silly
They are too expensive for what they do, and they don't scale as well as other grenades.
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there is no such thing as axis garrisons with these soviet bottles.
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Only deny small buildings. An MG can sit start to finish of a molotov in a medium to large building before steeping out and mosying back to base, as there's no flame crit chance from garrison DoT damage AFAIK.
No alpha, so catching an unaware squad may get a few lucky crits but is nothing even -close- to as devastating as a genuine grenade. To be honest, this is my biggest problem.
Can't use them to finish off light vehicles like you can actual grenades. Killed plenty of halftracks with american frags, for example.
Horribly slow throw animation
DoT of fire on the ground is trivial, any squad can run through a molotov when a thrown frag in their path would have wiped them.
Yada yada. They're only any good for denying cover. Never use 'em any more unless it's a building heavy map- and even then I just buy flamethrowers most of the time. Save my fuel for something useful.
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........... god do i wish 'scripts didn't think it was the friggin hammer toss or something before chucking 'em...
That's what enables you to make the 'molo fake'
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aren't molotovs historically an anti-vehicle weapon?
Yes, historically they are an anti tank weapon.
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Permanently Banned
Yes, historically they are an anti tank weapon.
if only cons had a "swarm" ability at vet 3
that allowed them to hop on any tank without a top mounted mg to throw molly to kill crew and steal tank
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Researching Molotvs is absurd. There is no research needed to get a bottle filled with oil and gas.
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aren't molotovs historically an anti-vehicle weapon?
Yes, but no one likes random 100-0 squad wipes of their infantry let alone an ability that would guarantee a vehicle become abandoned when used.
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Yes, but no one likes random 100-0 squad wipes of their infantry let alone an ability that would guarantee a vehicle become abandoned when used.
It doesn't have to clear the crew, just make it so cons have a vet 3 ability for 45 mu to overheat the engine of an enemy tank for about as long as TWP or T34 failed ram.
Assuming that this is really needed, which I don't think.
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It's great for area denial and messing up MG's, right now it's fine. It would be cool to see molotovs not require an upgrade tho.
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That's what enables you to make the 'molo fake'
but mannnn if they threw them like or as quick as a shock 'nade?
:3
the fake molotov is great for drinking games. ie. every time someone loses squad whilst trying to throw one.
i do like how they seemingly are stuffed into their coats too.
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Infantry entities are vulnerable for freak kills at much higher percentages of health than any other damage type, starting at 100%, as opposed to 50% or 0% for everything else.
There's a 5% chance at 100% health an entity will die to fire damage. This only scales up as they take damage. I honestly feel that this is entirely too high for all types of fire damage. It makes sense in the context of flame throwers or the initial molotov blast, but not for the residual flames.
If that critical chance were ramped down to 1% or only begin at 50%, and instead the molotov's initial blast itself (and flamethrower weapons I guess) had the increased chance to instaburn entities, I think many issues would be resolved.
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aren't molotovs historically an anti-vehicle weapon?
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I have seen a photo of a disabled Tiger from a molotov dropped from a window but I forget where ti was.
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