Molitov and incendiary nade are the same rin the same way thatBrit at tommies snare is the same as the panzer Faust... Completely ignoring the fact that getting molitov costs almost as much as a Wehr scout car
Essentially the same then
Molotovs almost cost as much as a Scout Car but not quite there, squire.
the actual performance is about what you would expect from 15 mu.. Its animation is long enough that an mg can pack up and its range is short enough it doesnt have to. Compared to the incendiary nade where you can toss it in half a second, it will deal damage as it his and it can be thrown from farther away the molitov is GREATLY out classed.
Spending 15 munitions for force an MG team to relocate is a damned good deal to me. It's even better if you're able to force a retreat via the Conscript squad that forced to pack up or another flanking squad.
The Volks Incendiary grenade on the other hand, you have to pay a hefty 30-40 munitions which is about half the cost of a panzershrek, so you can't be throwing them sparingly unless you don't want any panzershreks for some reason. If you're paying more munitions for the damage on impact, and if the enemy dodges it, it almost a waste of munitions.
Honestly, I don't see why communist fanboys insist on the Molotov being bad. Flanking, forcing MG and support weapon teams to relocate and/or retreat is important in engagements. If you're able to force an MG team to pack up and potentially force retreat it, that's 15 munitions well spent.
The reason the volks nade is a better investment is because it works.
Except it's not an investment, it's a straight up pay out via a large sum of munitions. Molotovs can be considered an investment because you're spending 100 MP and 15 petrol to get access to much cheaper anti garrison and support team grenades.
95% of the throws will connect vs an mg (even a maxim)
Vs players who can't micro perhaps. I've played my fair share of the Allied factions(British Army mainly) and the only times a Volks grenade has landed on one of my MG teams or Infantry Sections is when I was trying to micro squads in 4 different skirmishes.
If I see a Volks that's within grenade throwing distance on a flank, I retreat my MG team; if the Volks charge infront of my Vickers or Maxim, I take a burst then retreat.
additional problems with the molotov are the higher than normal target size om cons, the better supression on the mg42 amd incremental accuracy/aoe supression
So one of the reasons why Molotovs and Conscripts are bad is because of MG42 suppression? Usually, you want to flank an HMG team, and not run on front of it hoping to throw a grenade before it suppresses you
The very fact that you reference MG42 suppression as a reason why molotovs/conscripts aren't good is enough reason to discredit your claims. Suppression only matters if you're in front of the MG team; if you flank it from the sides ot the back, then the suppression won't affect the Conscripts
which punishes bigger squads harder. Its basicly the same thing as giving allies more AI vs axis smaller squads (or higher armour values vs garbage pen for axis) Its overkill.
I guess that's why a lot of communist faction fanboys want even more anti infantry for the their faction
Kinda like having cheap nades on a faction that has nothing else to spend muni on.... (as in the price of the moli doesn't matter, it could cost 45mu and the soviet would STILL float)
If you're floating munitions then you're not spending it on mines, doctrinal upgrades, vet abilities and etc.
Also if you think volks nade and moli are the same in all but name shows you are delusional
Longer range and faster throw are incredibly noticeable differences, then the impact damage to boot...
They function the same, the only differences is in cost which the Molotov is better in.
For someone who plays as much as you you think you would notice these things...
If you question my credentials, I'll gladly 1v1 you and we'll see who's more qualified to talk about balance. I'll play my British Army and you can play as the OP Axis