Molotov - too useless
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Aerohank's suggestion for 25-30 impact damage is really good depending on how fast the HP damage per sec while squads are standing in fire is, which given the current performance of molotovs can't be that high. +1
Given the long wind-up of molotovs you can easily avoid them so there should at least be that much damage if you can actually hit someone with one. Not to mention that logic dictates that getting smacked in the face with a glass bottle would hurt~
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If I feel over confident and cheeky, I will throw one at a Kubelwagen, just to let it know I mean serious business.
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i really want soviets that have molotov for 25 fuel , that burn infantry and damage tanks when hit (yes i will heatseek tanks)
not this fresh bathwater.
Pooor comrade Stalin
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Don't use them for damage, use them to push troops out of cover so that your conscripts can tear them up in the open. The burn is damaging enough to deal with support teams if they don't start moving immediately.
Alternatively, you can throw them ahead of advancing infantry to make them slow down or burn a bit moving through the splash area.
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more allied fanboy crying about molotov now? do allies need every unit op as hell?
You know they just buffed flames right? Also, that OKW nade is still dumb.
Posts: 301
Playing primarily soviets, I don't believe they need a buff.
Don't use them for damage, use them to push troops out of cover so that your conscripts can tear them up in the open. The burn is damaging enough to deal with support teams if they don't start moving immediately.
Alternatively, you can throw them ahead of advancing infantry to make them slow down or burn a bit moving through the splash area.
+1
I rarely kill a squad with a molotov and i am ok with that as my prime motivation is to deny a zone to the ennemy. If people keep wanting to compare renades and molotov lets observe that exemple : two of your cons squad got caught by an entrenched HMG, one is far one is close to the gun, you have a window of 3 seconds before watching the red triangle pop.... you throw a grenade with the closest cons squad.
2 solutions :
-You throw a normal grenade and the hmg take huge damages, maybe loose a squad member or two...and keeps firing at your shootaboyz, pinning them and forcing a retreat.
-You throw a molotov and wait patiently one of the two answer of the ennemy :
-he dies in the flames, back on your feets boyz take this fuel point!
-he retreats from his cover/building, back on your feets boyz, da fight iz not over waaaagh!
With the molotov you lost 1-3 soldiers but won the engagement.
Molotovs are a frightening weapon. It is cheap because it is often paired wit
That beeing said, the OKW molotov seems one step above...
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I 100% agree with a lot of the complaints of this thread. The problem I see Soviets have when it comes to the Molotov is that other than forcing units in cover or occupying a structure to move it has very little use. All other factions’ base infantry have access to grenades that can when used correctly punish opponents that are not paying attention. The Molotov simply does not do enough damage for its munitions cost to throw.
What are you talking about? Molotov does great damage if they sit in it. Not to mention you'll shoot the guy dead if he's standing in it.
It's weak if they dodge it, but it's cheap enough that you can get away with using it just as cover denial (since that will usually let you win a fight anyway.)
Posts: 166
What are you talking about? Molotov does great damage if they sit in it. Not to mention you'll shoot the guy dead if he's standing in it.
I'd be cool if Axis HMGS had a long ass animation to pick up the gunner when killed or if the Allied HMGs actually suppressed enough to prevent infantry from running straight at them across an open field.
Aside from the Vickers the allies don't a reliable HMG.
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Against an inf squad where attention is stretched and so momentarily elsewhere load shedding in multiple simultaneous firefights, a thrown molotov just like OKW's replacement incendiary grenade = complete squad loss. OUCH!
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