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For or against molotovs

13 Mar 2015, 09:45 AM
#1
avatar of totalchuck

Posts: 23

Do you use them ? Like them ?

I personnaly like to use them, i feel that even if they are easy to dodge, the enemy units have to go out of cover and it can be decisive for an infantry fight.

Sometimes i also like to use them to create a wall of flame to prevent AssPio and AssGren to close the distance
13 Mar 2015, 09:49 AM
#2
avatar of FaustCostBulletin

Posts: 521

Yep, they give me a warm feeling.
13 Mar 2015, 09:52 AM
#3
avatar of Erguvan

Posts: 273

the best ability to deny enemy from a cover (deny cover from enemy, I dont know which phrase is true :D)
13 Mar 2015, 10:01 AM
#4
avatar of jeesuspietari

Posts: 168

I was thinking molotovs would be in a better spot if

1) Instead of slow aoe damage, they would instantly wipe squads and buildings alike caught in the flames

2) The cost would be reduced to 10 munitions

A longer cooldown might be needed to make it not as spammable, though
13 Mar 2015, 10:03 AM
#5
avatar of Australian Magic

Posts: 4630 | Subs: 2

Get 3 molotov bulletins.
Get vet 2 with Cons.
Throw molotov like rifle nade
:megusta:
13 Mar 2015, 10:15 AM
#6
avatar of __deleted__

Posts: 1225

Molotovs are extremely important and beneficial well into the midgame, not so much because they kill stuff - good players will evade them - but because they force a reposition/deny houses, and that wins you all the infantry fights and snowballs into map dominance with a conscript heavy strat.
13 Mar 2015, 10:20 AM
#7
avatar of dasheepeh

Posts: 2115 | Subs: 1

Get 3 molotov bulletins.
Get vet 2 with Cons.
Throw molotov like rifle nade
:megusta:


hey, good idea :megusta:
13 Mar 2015, 10:53 AM
#8
avatar of luvnest
Strategist Badge
Patrion 39

Posts: 1094 | Subs: 20


1) Instead of slow aoe damage, they would instantly wipe squads and buildings alike caught in the flames

sure thing buddy :snfPeter:
13 Mar 2015, 11:10 AM
#9
avatar of Blalord

Posts: 742 | Subs: 1

I was thinking molotovs would be in a better spot if

1) Instead of slow aoe damage, they would instantly wipe squads and buildings alike caught in the flames

2) The cost would be reduced to 10 munitions

A longer cooldown might be needed to make it not as spammable, though


Seems perfectly fair ! lets push on master right meow ! :megusta:

13 Mar 2015, 12:04 PM
#10
avatar of Kobunite
Patrion 15

Posts: 615

I was thinking molotovs would be in a better spot if

1) Instead of slow aoe damage, they would instantly wipe squads and buildings alike caught in the flames

2) The cost would be reduced to 10 munitions

A longer cooldown might be needed to make it not as spammable, though


Yeah...that would totally be a good idea... :-/ Or, alternatively it'd be absolutely insane. :-P

I tend to go for AT nades and rarely bother with molotovs.
13 Mar 2015, 12:24 PM
#11
avatar of The amazing Chandler

Posts: 1355

I like them. The only thing i would say is that the throwing takes to long.
Neo
13 Mar 2015, 12:25 PM
#12
avatar of Neo

Posts: 471

I think they take too long too throw to be any use against mid and high skill players.

The animation is very long and very obvious - most people who are paying attention will dodge them.

I've pretty much stopped using them.
13 Mar 2015, 13:12 PM
#13
avatar of MarcoRossolini

Posts: 1042

I see the ability getting stuck half way through and doing nothing, it's very aggravating to say the least.

Personally, they could be thrown a little faster, but really the only really issue is rng, sometimes I've seen it kill 2-3 guys in an MG or gren squad, othertimes its like the flames aren't there, but that's a problem with all flamers.
13 Mar 2015, 13:13 PM
#14
avatar of RMMLz

Posts: 1802 | Subs: 1

I was thinking molotovs would be in a better spot if

1) Instead of slow aoe damage, they would instantly wipe squads and buildings alike caught in the flames

2) The cost would be reduced to 10 munitions

A longer cooldown might be needed to make it not as spammable, though



Blah Blah Blah. Are you a Soviet fanboy or something?
13 Mar 2015, 13:17 PM
#15
avatar of dasheepeh

Posts: 2115 | Subs: 1

jump backJump back to quoted post13 Mar 2015, 13:13 PMRMMLz



Blah Blah Blah. Are you a Soviet fanboy or something?


This is an obvious troll
13 Mar 2015, 13:55 PM
#16
avatar of ferwiner
Donator 11

Posts: 2885

jump backJump back to quoted post13 Mar 2015, 13:13 PMRMMLz



Blah Blah Blah. Are you a Soviet fanboy or something?


He's just refering to infiltration nades. And I must say he's got the point.
13 Mar 2015, 15:25 PM
#17
avatar of RMMLz

Posts: 1802 | Subs: 1



He's just refering to infiltration nades. And I must say he's got the point.


No, he does not have a point. Molotovs are in good place, specially early game. I prefer molotovs to nades, every half decent player can dodge nades, but molotovs deny cover, the force you to change position and if you let your MG or ATG stay inside it's AoE, you're gonna regret it.

Don't try to pin this on OKW. OKW's got a thousand problems but infiltration nades are ain't one. The OP is either trolling, which is fine, or suggesting Molotov buffs. Those are pure buffs.
13 Mar 2015, 15:28 PM
#18
avatar of Burts

Posts: 1702

Molotovs, design wise, are just simply bullshit.


I mean why do we need to have a spammable, core infantry unit like conscripts, have a total RNG grenade? Sometimes the molotovs does amazing and triple flame crits squads, eveporates MGs and is amazing. Sometimes units sit in the flames for 5+ seconds and take no damage.


They just need to deal fast, and more consistent damage.
13 Mar 2015, 15:38 PM
#19
avatar of BIS-Commando

Posts: 137

Do you use them ? Like them ?

I personnaly like to use them, i feel that even if they are easy to dodge, the enemy units have to go out of cover and it can be decisive for an infantry fight.

Sometimes i also like to use them to create a wall of flame to prevent AssPio and AssGren to close the distance


4
13 Mar 2015, 15:49 PM
#20
avatar of totalchuck

Posts: 23

Molotovs, design wise, are just simply bullshit.


I mean why do we need to have a spammable, core infantry unit like conscripts, have a total RNG grenade? Sometimes the molotovs does amazing and triple flame crits squads, eveporates MGs and is amazing. Sometimes units sit in the flames for 5+ seconds and take no damage.


They just need to deal fast, and more consistent damage.


I actually like Coh because of the RNG. I find Starcraft 2 pretty boring. and the gren Nade is not 100% reliable as well.
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