At that point SU should also pay for oorah and merge.
40fuel to upgrade the ABILITY to use molotov and AT nade...and now you want to make Sov faction pay for their utility abilities? Wow...
Posts: 157
At that point SU should also pay for oorah and merge.
Posts: 334
Yes, that is exactly what I meant.
Posts: 334
As far as I understand (please somebody correct me when I say now total bullshit, because I'm not too sure about it):
Before you had damage coming in this intervall: 0.5 sec 1 sec 1.5 sec 2 sec 2.5 sec. etc..
Now its like this: 1.25 sec 2.5 sec 3.75 sec 5 sec
So instead of 5 dot ticks you will have 2 dot ticks after 2.5 seconds. That's a severe damage nerf ~60 %. Radius really doesn't matter that much once you micro your units out of the flames.
Posts: 473
Permanently Banned
Meaning there is no sidegrade cost to use them, unlike their Allied counterparts...
Posts: 1604 | Subs: 3
And what about the damage on impact they have? Now with a larger radius? I don't think molotovs have damage on impact do they?
Posts: 721
radius even wider Kappa. Yesterday I've throwed a flame nade into the retreat path of 5 squads. All went down into the fire Kappa
Posts: 17914 | Subs: 8
there is, 15 more muni every time you use it. They do the same damage.
Posts: 205
Posts: 622
there is, 15 more muni every time you use it. They do the same damage.
Posts: 622
The only thing that really gets to me about inc. grenades is the one shot on fighting positions.
Posts: 17914 | Subs: 8
it is not 15 more mu, it is 30 more mu as OKW have mu 33% income penalty, if 30 mu translate into ally mu it is 45. which is 3 times price of molotov
Posts: 473
Permanently Banned
No, they don't.
Its 0.8 muni income.
Posts: 205
so is Molotov to bunkers, both dot damage need to be look at and nerf.
Posts: 1593 | Subs: 1
Really? If thats the case then yeah..equally stupid
Posts: 205
it brings the bunker almost down, with a sliver of health. and it only costs 15munis and you cant brace it like brits. relic doenst want sim citys to be viable and thats a good thing. a well placed emplacement with good support is strong. if you wanna build it somewhere near your cutoff and leave it alone it will die.period.
Posts: 1653
Posts: 334
there is, 15 more muni every time you use it. They do the same damage.
Posts: 1653
Sidegrade, "SIDEGRADE". They're included in tech, which the cost of is conveniently included in OKW's starting resources (40 fuel). Molos have a sidegrade cost to unlock at HQ (can't remember how much) which is independent of teching.
But yeah, longer throw time and nil/less damage on impact would be good for both.
Edit: Longer throw time on the incendiary nade, not the molotov lol.
Posts: 473
Permanently Banned
Sidegrade, "SIDEGRADE". They're included in tech, which the cost of is conveniently included in OKW's starting resources (40 fuel). Molos have a sidegrade cost to unlock at HQ (can't remember how much) which is independent of teching.
But yeah, longer throw time and nil/less damage on impact would be good for both.
Edit: Longer throw time on the incendiary nade, not the molotov lol.
Posts: 334
15 fuel for a faction that isn't fuel starved
22 | |||||
5 | |||||
1 | |||||
17 | |||||
13 | |||||
9 | |||||
5 | |||||
2 | |||||
1 | |||||
1 |