molotovs are pretty bad but they're cheap and they have their place (anti-garrison/emplacement). they're not something you should get unless you're fighting those specific situations though.
90% of my games are mg building spam or spio rush fuel/cutoff buildings to stall for hmg.
Mollies are okay.
Really pale in comparison to OKW incendiary nade though just because the animation is stupid short.
One way to use mollies is to screen against units like Spios or pgrens. If they have to run through the fire to get you they will lose.
Mortars are my preferred garrison counter though. Just smoke off the building and they aren't doing shit to you.
I am just so underwhelmed by the soviet non-doctrinal mortar compared to the german couterparts. counterbarrage
|
Molis burn garrisoned units really well. If you are baiting with one squad, most of mg models will be on one side of the building. If you throw a moli on the other side you will do little to no dmg.
This goes for any type of garrison assault method (grenades, mortars, small arms fire, flamers), always engage/aim the side of building where the opposition engages from.
It only took a day but someone finally gave a concise and critical response without kneejerk reaction.
That said, I am aware. I have thrown multiple molovots into the front of a building and watched in horror as they burned 2 guys out of 3 squads. I have never seen an incendiary nade do this. I have also never seen an incendiary nade need to hit the right side of a building. |
Just wondering if this is a bug or not. I'm pretty sure they show up when you have vision on them, but they do not show up like other permanent structures.
Is it treated like artillery? Do Brit AT buildings show up? |
Cpt. QQ on duty. Molo and Volk nade got the exact same stats except throw time.
And yes flamehalftrack needs 1/2 of the time because it got 2 flamethrowers instead of one (kv8)
On paper they may have the same stats but experience tells me they are not the same. Would you like to try again without resorting to name calling?
Regarding the halftrack, I'm talking 1-2 second wipes vs 5-8 second wipes. Half the time indeed. |
Do you have a replay for 3 molotov doing almost nothing for 10 sec against MG or you are just randomly texting ?
I guess i need to start saving the replays that make me mad too... |
I know... I know... I can remember running around with at least 2 sniper cars as a standard doctrine. There was even a brief window when western front came out where a USF player could abandon his car and you could put snipers in it. |
I haven't seen this brought up in a few months so I guess I will wade into the shit river with my two cents.
At the moment, I feel that the molotov are simply unrewarding vs garrisoned units.
Time and time again I have planned out molotov assaults against a garrisoned HMG.
We all know the play
Step 1
Align your cons so that they are attacking from multiple angles
Step 2
Oorah one in to bait out the MG
Step 3
Send the rest in all set to throw a molotov when they get in range.
1 splash
2 splash
3 splash
Fuck yeah! GREAT SUCCESS...
10 seconds later the HMG is still firing with 1-3 men and 1/2 to 1/3rd HP left.
You've just spent 45-75 munitions depending on how many you threw and how many oorah'd and you have almost nothing to show for it. The HMG is still in the building and re-enforcements have arrived to shove you back off. (I know that the muni expenditure could potentially have been as little as 15 depending on how you played it but sometimes it has got to be more.)
I have even watched in horror as 3 spio squads laughed off multiple flame nades as they killed off the 2 squads that threw them. He lost one model.
The overall health of the building doesn't seem to factor into the damage done, nor does what side of the building you hit seem to matter. Experienced players know they can stay calm and carry on.
Here it comes...
As for the OKW option, I have to get out of the building every time. I cannot tank the incendiary grenade. It will wipe the squad. Every. Single. Time.
In the early game, forcing a forward MG out of your territory can set the tempo for the rest of the game and knowing that I can no longer trust my beloved cocktails can be very disheartening. I would need to take off my shoe to count the number of times I have flanked my little heart out only to be rewarded with a few model kills and not much else.
OK. There you have my experience. pls no bully
And while we are on the subject of fire vs buildings, the flame half track seems to be able to almost instantly wipe squads while the KV8 needs at least 2 bursts. Don't get me wrong I still love my KV8s but holy fuck are flame half tracks scary.
Also, a teammate that can micro a Uni carrier with a wasp is worth his weight in gold. |
Save the resources for Panzergrens with schreck's, 680mp and 240 munitions, they're not only useful against a T-70 rush when grouped together, but they're also useful against every t3 (and t4 unit for that matter) that the Soviets build and cost no fuel to build, just munitions while you wait for your own tank.
This post is the manifestation of everything that is bullshit about german factions.
I played Ost a few weeks ago for a few hours and it was so easy. No fucks given about early armor whatsoever. |
Sure! The more info the better haha
thanks
Well this is embarrassing. I can't find the replay.
Could you post a warnings logs from a Match where this happened?
Where would I find this log.
|
I'd do the dickhead move and report to Steam directly :>
I doubt that Steam would be happy that companies advertise and sell things that are different to what they offer in-game.
This is what I want them to avoid... though if it is Sega that would be handling it I have no false hope. |