[quote=“terminal;187937”][quote=“Equanimity;187843”][quote=“terminal;187738”]
You can at least change the gun names to be more original.
Also, panic molly does nothing but hurt your team and will put 40 seconds down on your cooldown. So no, it’s not “every 1v1” unless you only feel like fighting every 40 seconds and decide to just hide when the molotov is on cooldown.
P.S you’re welcome for the free LOL by copying me
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It was a play off of what you said, and stoker has an equally strong weapon kit as fragger so it works. If you can’t win a gunfight with a rifle as stoker you still have the option to panic molly if it isn’t on cooldown, and even if it is then you still can at least fire off a burst or a few shots and run away behind your bullet sponge of an ammo station if you’re so inclined. The only reason not to use your molotov in this way would be opportunities where enemies clump up, which against competent players is few and far between, or otherwise for area denial on an objective, which can be more valuable than 2 kills with a frag grenade in some situations, and especially more valuable than winning a 1v1 when you get outgunned.
By no means am I calling fragger weak, I’m merely stating that stoker is at least as strong, if not stronger in a lot of ways.[/quote]
With Fragger you don’t need to run back to a corner, because you can already soak up the damage with your high health pool. Also, you’re assuming you’re gonna always have an ammo station up behind every corner and be able to hide behind it. You’re also assuming people don’t aim for the head. You’d be dead if you were low and run around behind an ammo station expecting for them to miss all their shots in a high level game. Fragger’s weapon choices are better overall because he gets the LMG as opposed to the Timik, which is just a M4 with higher recoil. That “2 kills” with a frag grenade can be done again after 17 seconds as opposed to the Molotov’s 40 seconds. Also, it’s easy to get out of a fire pit by long jumping. If you use a Molotov to clear areas, you’re using it wrong. Fragger is obviously the superior merc in both killing and area denial.
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20hp isn’t such a huge difference, and even if it is the difference between life and death you’re not going to be sitting out in the open at sub 20hp unless you’re a fool. Playing corners is optimal no matter the situation unless forced to otherwise. Unless you’re dropping your ammo station to block a door or for EXP farming at your team’s spawn then the station is always available and generally nearby. Yes, competent players will aim for and successfully land headshots most of the time, but you can drop it and crouch walk behind it to a neighboring corner (as I mentioned most if not all competent players would play around) or use differences in elevation to use it to even cover your head while standing. Even if you are caught in the open you can use it to crouch behind for a quick reload if caught out so you can at least trade reliably. In general the ammo station has a ton of utility, not to mention its intended purpose of supplying essentially infinite ammo, which if you’re winning firefights comes in handy when not being fed ammo by a competent fire support. The likelihood of actually landing those “2 kills” against competent players is, again, very low, because there is a very big tell when you see a fragger not shooting off his guns, let alone the fact that if you’re playing against a fragger you should know better than to bundle together. Fragger can deny an area in a ‘burst’, but so can stoker. He has no tell on his molotov usually, and you simply have to play around knowing when he last used his molotov, because he can just throw it at ease without concern for cooking, and his area denial is persistent, up to 10 seconds, or at the least forcing cooldowns out of opposing mercs. Sure if you happen to not be in the middle of a firing or ability animation, and also happen to be sprinting, you can long jump out of the fire, but when enemies are nearby you’re not usually sprinting anywhere, as you can only really sprint forward, which would be towards said enemies (and you wouldn’t be doing that unless you’re using a shotgun, most likely, and even then probably way over extending). The fact that stoker does not have to cook his molotov is what allows him to be able to use it as a reliable panic defense when he knows he is/will be outgunned. The fact that it lasts up to 10 seconds if not denied is an added bonus and can be incredibly annoying for anyone trying to get through his area denial. That is something fragger cannot do. Sure fragger has a nice lmg, but it reduces your move speed making you an easier target, and it has about the same effectiveness as the current br-16 and/or stark, so there’s no real reason to mention it as some shining example of superior fire power.