Someone launches a grenade at you. You decide to stand in the same place and launch a grenade back... not the best move I've ever seen.
I am fairly sure that molotov range is shorter than rifle grade min range.
Also, riflenades have a minimum range, which affects their usefulness somewhat, and unlike Molotovs, they don't have any area/building denial thing.
That's untrue. Rifle Grenades can crit buildings or crit on the units inside of the buildings (wiping them). Molotov is a slow burn always (yes flames can crit but only one unit at a time). I find RG much more useful against garrisoned units than molotovs, for the range alone (let's face it, the only time you need to throw nades at a garrisoned unit, it's an HMG)
And Conscripts have OOorah to get them into molotov range, not to mention the various way they can close the gap otherwise (M3 drop, Truesight use, mortar smoke, straight up vet). Assymetric balance, working as intended.
Yeah that's precisely why a slightly faster molotov would make a lot of sense.
There are other, more pressing issues, and blaming molotovs for your defeat is to me a sign of bad play.
I never blamed molotovs for anything. If you want to know what I blame for defeats it's in order
- Forgetting about a unit that then gets gibbed by a nade
- Pgrens
- 222 ScoutCar
- MG42
- PzIV