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For or against molotovs

13 Mar 2015, 15:51 PM
#21
avatar of Imagelessbean

Posts: 1585 | Subs: 1

I wish molotovs were not in the game as they are now.

Their RNG based kills is poor design.
Their long animation is silly
They are too expensive for what they do, and they don't scale as well as other grenades.
13 Mar 2015, 16:06 PM
#22
avatar of dasheepeh

Posts: 2115 | Subs: 1

am i the only one enjoying molotovs?

there is no such thing as axis garrisons with these soviet bottles.
13 Mar 2015, 16:11 PM
#23
avatar of braciszek

Posts: 2053

I use molotovs to deter sturmpios and stuff from closing in on my conscripts. Works very well.
13 Mar 2015, 16:24 PM
#24
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Use them everytime you expect your opponent not to be paying attention. AKA don't throw it when there is only 1 engagement on the whole map (although you can fake throwing it)
13 Mar 2015, 16:25 PM
#25
avatar of Katitof

Posts: 17891 | Subs: 8

They are definitely better then normal nades in denying buildings, but not half as good at that as certain 10 muni nades.
13 Mar 2015, 16:38 PM
#26
avatar of Death's Head

Posts: 440

Molos ARE CoH2.
13 Mar 2015, 18:19 PM
#27
avatar of Brachiaraidos

Posts: 627

Terrible.

Only deny small buildings. An MG can sit start to finish of a molotov in a medium to large building before steeping out and mosying back to base, as there's no flame crit chance from garrison DoT damage AFAIK.

No alpha, so catching an unaware squad may get a few lucky crits but is nothing even -close- to as devastating as a genuine grenade. To be honest, this is my biggest problem.

Can't use them to finish off light vehicles like you can actual grenades. Killed plenty of halftracks with american frags, for example.

Horribly slow throw animation

DoT of fire on the ground is trivial, any squad can run through a molotov when a thrown frag in their path would have wiped them.

Yada yada. They're only any good for denying cover. Never use 'em any more unless it's a building heavy map- and even then I just buy flamethrowers most of the time. Save my fuel for something useful.
13 Mar 2015, 18:58 PM
#28
avatar of turbotortoise

Posts: 1283 | Subs: 4

the molo-fake is pretty good... god do i wish 'scripts didn't think it was the friggin hammer toss or something before chucking 'em...
13 Mar 2015, 19:24 PM
#29
avatar of sir muffin

Posts: 531

aren't molotovs historically an anti-vehicle weapon?

13 Mar 2015, 19:35 PM
#30
avatar of MajorBloodnok
Admin Red  Badge
Patrion 314

Posts: 10665 | Subs: 9

........... god do i wish 'scripts didn't think it was the friggin hammer toss or something before chucking 'em...


That's what enables you to make the 'molo fake' ;)
13 Mar 2015, 19:44 PM
#31
avatar of Burts

Posts: 1702

aren't molotovs historically an anti-vehicle weapon?




Yes, historically they are an anti tank weapon.
13 Mar 2015, 20:58 PM
#32
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned
jump backJump back to quoted post13 Mar 2015, 19:44 PMBurts



Yes, historically they are an anti tank weapon.


if only cons had a "swarm" ability at vet 3

that allowed them to hop on any tank without a top mounted mg to throw molly to kill crew and steal tank :megusta:
13 Mar 2015, 21:18 PM
#33
avatar of pussyking
Donator 11

Posts: 551

Remove Molotov upgrade cost and just make em available from the getgo as cons ability.

Researching Molotvs is absurd. There is no research needed to get a bottle filled with oil and gas.
13 Mar 2015, 21:45 PM
#34
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

aren't molotovs historically an anti-vehicle weapon?


Yes, but no one likes random 100-0 squad wipes of their infantry let alone an ability that would guarantee a vehicle become abandoned when used.
13 Mar 2015, 22:58 PM
#35
avatar of comm_ash
Patrion 14

Posts: 1194 | Subs: 1

jump backJump back to quoted post13 Mar 2015, 21:45 PMVuther

Yes, but no one likes random 100-0 squad wipes of their infantry let alone an ability that would guarantee a vehicle become abandoned when used.


It doesn't have to clear the crew, just make it so cons have a vet 3 ability for 45 mu to overheat the engine of an enemy tank for about as long as TWP or T34 failed ram.

Assuming that this is really needed, which I don't think.
13 Mar 2015, 23:24 PM
#36
avatar of Alexzandvar

Posts: 4951 | Subs: 1

Throw the molotov were the person is going, not were they are. If they see you throwing one they will back away or get out of cover, so throw it behind them to cut them off.

It's great for area denial and messing up MG's, right now it's fine. It would be cool to see molotovs not require an upgrade tho.
13 Mar 2015, 23:41 PM
#37
avatar of __deleted__

Posts: 1225

...which would make OH even more hopeless against Conspam. If anything, I'd like to see a lategame utility upgrade for Conscripts...
14 Mar 2015, 00:39 AM
#38
avatar of turbotortoise

Posts: 1283 | Subs: 4



That's what enables you to make the 'molo fake' ;)


but mannnn if they threw them like or as quick as a shock 'nade?
:3
the fake molotov is great for drinking games. ie. every time someone loses squad whilst trying to throw one.
i do like how they seemingly are stuffed into their coats too.
14 Mar 2015, 00:57 AM
#39
avatar of ZombiFrancis

Posts: 2742

I think much of the issue with molotovs isn't with the actual ability at all, but how flame damage criticals are handled in the game.

Infantry entities are vulnerable for freak kills at much higher percentages of health than any other damage type, starting at 100%, as opposed to 50% or 0% for everything else.

There's a 5% chance at 100% health an entity will die to fire damage. This only scales up as they take damage. I honestly feel that this is entirely too high for all types of fire damage. It makes sense in the context of flame throwers or the initial molotov blast, but not for the residual flames.

If that critical chance were ramped down to 1% or only begin at 50%, and instead the molotov's initial blast itself (and flamethrower weapons I guess) had the increased chance to instaburn entities, I think many issues would be resolved.
14 Mar 2015, 02:20 AM
#40
avatar of What Doth Life?!
Patrion 27

Posts: 1664

aren't molotovs historically an anti-vehicle weapon?





I have seen a photo of a disabled Tiger from a molotov dropped from a window but I forget where ti was.
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