Molotov - too useless
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This needs to be like a 125/10 costing unlock. I mean look at USF, they get smoke and nades both for 25 FU.
Wishful thinking would be something like the OKW infiltration nades with a special commander. Or gain better range or damage with vet. Something to make this core and base ability useful again.
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warm bath waterYes, it is. Problems m8?
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The problem with buffing Molotovs is Soviets don't have as many things to spend muni on compared to other factions, so Molotovs are easy for them to spam, which will be a problem if Molotovs are more powerful since Ost mainly have four man squads. Molotovs are an investment that can pay off if they're used well, since they can clear houses and force mg to change positions.
There is no problem with buffing molotovs... Have you played the game before the last patch? Molotovs were useful then and nobody complained about it. Molotovs were not OP before the global flame-crit nerf, but were completely made useless because of it.
I suggest giving the molotovs 25~30 impact damage, this will punish players for not dodging them and will kill models quicker if they stand in the flames.
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There is no problem with buffing molotovs... Have you played the game before the last patch? Molotovs were useful then and nobody complained about it. Molotovs were not OP before the global flame-crit nerf, but were completely made useless because of it.
I suggest giving the molotovs 25~30 impact damage, this will punish players for not dodging them and will kill models quicker if they stand in the flames.
So what you're saying is a Molotov needs to kill half a squad otherwise they're useless? Sometimes grenades don't even get a single kill, why isn't anyone saying grenades are useless?
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The problem with buffing Molotovs is Soviets don't have as many things to spend muni on compared to other factions, so Molotovs are easy for them to spam, which will be a problem if Molotovs are more powerful since Ost mainly have four man squads. Molotovs are an investment that can pay off if they're used well, since they can clear houses and force mg to change positions.We can increase ammo price. I just want a good grenade, like volks/grens/rilles have.
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Permanently BannedI think that the molotovs work the same way as flamers, aka cannot crit 50% or above healt models, that change pretty much made them shit, they should give back the crits
+1
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So what you're saying is a Molotov needs to kill half a squad otherwise they're useless? Sometimes grenades don't even get a single kill, why isn't anyone saying grenades are useless?
The only 2 times a grenade does not score a kill on a direct hit is when:
- The unit targeted is the Ostheer sniper (82hp vs 80 damage grenade).
- The unit is in green cover, which reduces explosive weapons damage by 50%.
There is no RNG involved in grenades, they always do the same damage when they hit; there is no 'sometimes a grenade does not kill' except when green cover is involved. Not dodging a (rifle)grenade will always yield in massive damage to the squad, and often will lead directly to squadwipes if the units are bunched up in yellow cover.
The molotov on the other hand are, as EtherealDragon so beautifully phrased it, like bottle of warm bath water. You don't get punished for not dodging it, the flame DPS isn't high and the crits only start to kick in when squad members are below 50% health. It's a useless ability; even against HMGs in buildings as the HMG can just kill 3~4 conscript at close range while you throw the thing, force your conscript to retreat, and then exit the building having only taken some damage from the flames.
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So what you're saying is a Molotov needs to kill half a squad otherwise they're useless? Sometimes grenades don't even get a single kill, why isn't anyone saying grenades are useless?
Well because they have a shitty range, slow animation, and they barely kill anything. Something might be wrong.
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It can deny a certain area for a longer time and has a longer effect plus can fire up things, which a grenade can't.
But I haven't played the game for a while so I don't know about UP
Posts: 30
We have all seen a well-placed grenade or rifle grenade wipe a squad with one shot. When was the last time anyone saw a Molotov do that? They both cost the same to use why is one able to do so much more damage than the other for the same cost?
If they are not planning on buffing the stats on the Molotov (which is very probable) I would suggest that it should be automatically unlocked when T1 or T2 is built. Or as suggested before include it in the AT grenade unlock.
As of right now it’s a tool that is never used because it’s only useful in very specific situations and never makes back its cost in both time researching it and in the munitions cost to actually throw it in combat.
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