Molotovs
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Permanently BannedPersonally, I kind of like this kind of situational, ingame world, randomness. As to me, I like that it resembles the unpredictability of warfare.
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I've been noticing some pretty weird infantry behavior and lack of response to my commands. Really frustrating.
You mean when you get damage from the molotov? Please elaborate.
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But to see the mg can just sit in 1 molotov relatively unharmed is frustrating, I even had times where a full health no vet mg could take 2 molotovs and survive....
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You mean when you get damage from the molotov? Please elaborate.
I've been having a similar problem to - and it's not from molotov damage. You'll tell your unit to do something, and it simply won't. Tell a sniper to fire, and it'll just stand there, or actually run at the enemy (like it was given a move order). Sometimes a mortar is told to fire, and it won't even setup. It'll just stand there.
As for Molotovs, my only complaint is their price. They are simply so cheap, and so much better than rifle-nades.
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Permanently Banned/Thread.
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1. Once I`ve flanked an MG in building, threw a molotov inside, waited cooldown, threw second molotov, waited, then a reinforcement came to MG and drew me away, while MG was still alive in the building...
2. Also molotovs are no match for rifle nades in my opinion:
- has 4x time lower range, killing 2 snipers instantly with rifle nade? Easy. Now try it with molotov. Also you usually have to run out of cover to throw a molotov.
- has low damage, rifle nade instantly kills 2-3 units on direct hit, molotov kills 1, but only if Jupiter was in third fase, otherwise it does pretty low damage, not enough even to kill an MG crew
- the animation... after you hear 'MOLOTOV!' it might take up to 5 seconds before the animation of throwing actually starts, enough time to react, while the only reliable way of dodging rifle grenade is to actually predict where it will be thrown.
So my question is what is so great in molotovs? Why is this thread even exists? I was thinking about stopping using them at all due to their inefficiency, and then I bump into this thread
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Posts: 2425
Permanently Banned1) Both Molotovs and RNades are unreliable vs buildings. Depends on whether it goes in through a window and where the specific models are located in the building.
2) - RNade has minimum range.
- Only a retard loses Snipers to an RNade.
- Rnade is burst dmg, Molotov is AoE DoT. This is the asymetric balance. Are you suggesting Molotov should also do burst, and RNade should also do DoT?
- The cast time for RNade and Molotov are identical. RNades are easier to dodge due to the travel time of the projectile over the minimum range area.
In answer to your question, use of Molotov is to force units to move out of cover and for area denial.
Posts: 16
@Kepa:
1) Both Molotovs and RNades are unreliable vs buildings. Depends on whether it goes in through a window and where the specific models are located in the building.
2) - RNade has minimum range.
- Only a retard loses Snipers to an RNade.
- Rnade is burst dmg, Molotov is AoE DoT. This is the asymetric balance. Are you suggesting Molotov should also do burst, and RNade should also do DoT?
- The cast time for RNade and Molotov are identical. RNades are easier to dodge due to the travel time of the projectile over the minimum range area.
In answer to your question, use of Molotov is to force units to move out of cover and for area denial.
Well, thank you for calling me a retard, was nice to meet you too.
As for the rest - didnt know that rifle grenades have minimum range, that changes a lot. And I actually thought that those thingies were quite effective against buildings, if not then what should I use to take mg out of building? Are there any options except flamethrower engies?
And about difference in dmg - yeah I know that it has different natures, but I meant that molotov were ususally not doing sufficient damage, luckily BartonPL`s explanation about molotov random criticals settled this issue
Posts: 2425
Permanently BannedBut letting Snipers get hit by RNade is a big micro fail.
Because of range, because of stealth and because they (incomprehensibly) also have Oorah.
I try often to RNade Snipers, but its more to force them to move, than in any hooe of actually hitting them.
Options vs buildings, reliably, are pretty much limited to flame or destroying the building itself with heavier munitions.
Posts: 627
You mean when you get damage from the molotov? Please elaborate.
Auto-cover system. You click for your units to move, they'll dive for cover and due to the fact Molotovs are DoT AoE, they'll usually kill themselves diving into fire, or not moving fast enough to avoid it.
Also, the standard net code issues that lead to about a one second delay in pretty much every multiplayer match. The benefits of Peer 2 Peer.
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