Does someone really have to explain why you can’t compare Molotovs to flamenades?
It’s like saying what’s the difference between mp40s and stg44s? They both shoot bullets kinda fast so they must be the same.
YES YOU CAN COMPARE how deluded are you??, they both do the same god damn thing, both counter buildings and deny cover and do the SAME DOT DAMAGE. Molotovs u can tech with if u need it fast, have a longer throw time, but its cheaper in munitions to use whilst OKW has a faster throw time but has higher munition cost finished.
Fine, give it also a longer throw time and reduce its munition cost, guaranteed cry babies like you will still bitch about it
The whole idea behind the flame nade change is to hurt OKW early game because they're obviously too strong in the opening 3-5 minutes. The problem is and its one I tried to put across in the balance team but people disagreed with me, it doesn't really hurt their early game in any meaningful way. All it does is lead to more frustrating gameplay like you see with USF and Brits to a lesser extent, not having access to an actual building counter because you dont have access to flames.
Curious if people would agree that putting some of sturms vet 0 damage to vet 1 or increasing Volk build time by 8-10 seconds are better ways to nerf the opening 5 minutes without leading to the "oh theres a building on that side of the map, i have to ignore it for 5 minutes". Because the flame nade changes really doesnt actually do anything to solve OKW's snowball vs USF and now Brits.
wtf did i just read? USF dont have a building counter? what is the mortor for in t0? sounds to me your just spamming rifles and heading straight to occupied buildings, clearly this is a l2p issue. didn't know only OKW is aloud to occupy buildings, are you somehow being refused entry? u wna nerf volks and sturms lol, rifles absolutely shit all over volks in engagements and sturms can only win if they catch them off guard in cqc