I've played a couple of games with the "new" changed molotov cocktail. A buff was needed yes, but I think it's a little bit too much. You need a single molotov to destroy OH bunkers/caches/medium buildings.
Maybe reduce the DOT/damage for molotovs?!
suggestions?
molotov cocktails
4 Sep 2015, 20:03 PM
#1
2 Posts: 1108
4 Sep 2015, 20:09 PM
#2
Posts: 4951 | Subs: 1
They do 30 damage every .5 seconds for a duration of 20 seconds so yeah, just a little bit nuts lol
4 Sep 2015, 20:14 PM
#3
Posts: 1890 | Subs: 1
OKW incendiary grenades are just as powerful... They both felt a bit much to me as well. If anything they could potentially use target tables (assuming flames are grenade specific) to mitigate damage against buildings or something to that effect.
4 Sep 2015, 20:14 PM
#4
Posts: 270 | Subs: 1
Leave the poor conscripts alone.
With the preview patch buffing the PPSH, Molotovs, and the Cons vet 3 performance, they'll become a worthy army.

With the preview patch buffing the PPSH, Molotovs, and the Cons vet 3 performance, they'll become a worthy army.
4 Sep 2015, 20:19 PM
#5
2 Posts: 1108
@EtherealDragon: i haven't tried the OKW incendiary grenades yet. But if they are also too strong, relic need to check them as well.
@Flying Dustbin: yeah a buff was needed for cons. The molotov was utterly trash. But 1 molotov for a single bunker?! Come on
@Flying Dustbin: yeah a buff was needed for cons. The molotov was utterly trash. But 1 molotov for a single bunker?! Come on

4 Sep 2015, 20:20 PM
#6
92 Posts: 374
Fire in general is OP
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