If you take my prescious Stark from Stoker, I dare, I will find you, and I will do bad things to you!
Stoker Molotov is too weak
[quote=“CCP115;144302”]Molotov needs buff?
No, no, no, molotov needs nerf.[/quote]
It does have a lengthy cooldown and can be extinguished by any type of explosives, which there is an abundance of mercs who have access to, along with Redeye’s smoke.
I at least agree with the idea of swapping his health/speed a bit, it feels weird that there are 3 120 health mercs, while every other merc archtypes at have just two mercs with the same health, unless Turtle gets 110 like Bushwacker and Fletcher.
Haha, no.
Fuck you, play Arty or Thunder.
(By the way, don’t take this personally. I just stooped to your level to show you what you are doing right now.)
I mean, I feel like the molotov is so inconsistent it makes him frustrating to play when the flames don’t arc out the way you thought they should, but… Instant kill every 25 seconds with a guaranteed finish? What? That’s would be like, the most overpowered thing in the game.
Fire Supports are balanced by being good at area denial and being able to easily finish with their abilities. You don’t survive an airstrike, or a molotov - if you go down to 'em you stay down. Assaults don’t get that. Nor do they get the power to take out EVs, or give ammo.
[quote=“JJMAJR;144382”]I’d like to see Stoker’s character changed, not his ability. Make him have higher health/speed but at the cost of changing his weapons to SMG/PDWs. I am quite upset with the weapon diversity in the Fire Support classes and I’d love to see an SMG/PDW class, as well as shotgun classes.
[/quote]
But. But. But. TIMIK 47 :’(
I am having 2.4 kills/min with Stoker, the highest kills/min that I ever had.
Stark Timik and M4 can be used by other mercs too, so where are the other kills coming from?? No comment.
Yup, my KPM on Stoker is higher than any other merc (Thunder, oddly, is a close second). A lot of that has to do with the power and versatility of the molotov. It’s not only powerful for combat when used wisely but also extremely good for area denial as well. You can use the molotov for many different situations unlike Skyhammer’s air strike, Kira’s laser or Arty’s artillery making him a great all around great choice because of the molotov. I don’t believe any buff is necessary.
If there’s one thing that should be improved about the molotov, it’s reliability. Though, basically all the fire support abilities sans Skybro’s could do with some reliability improvements.
Enemy molotovs always cover a huge stretch of land, friendly molotovs get 90% sucked by extradimensional forces 
Haha, no.
Fuck you, play Arty or Thunder.
(By the way, don’t take this personally. I just stooped to your level to show you what you are doing right now.)[/quote]
You mean showing how stupid your idea actually is with a nice, sarcastic comment?
Either get rid of, or lower by quite a bit the direct damage.
Taking 60 and then 40 immediately afterwards is ridiculous and is far too effective. I’ve fought so many Stokers that just give up on guns, and throw the molotov at me. What can I do? Nothing. I’ve already taken 100 dmg in less than half a second, and usually that’s enough to kill me.
Make direct impact damage much much lower, and make it so the flame doesn’t chunk you for 40, and instead does much smaller faster increments of damage. Come on SD, it ain;t that hard.
[quote=“CCP115;144771”]Either get rid of, or lower by quite a bit the direct damage.
Taking 60 and then 40 immediately afterwards is ridiculous and is far too effective. I’ve fought so many Stokers that just give up on guns, and throw the molotov at me. What can I do? Nothing. I’ve already taken 100 dmg in less than half a second, and usually that’s enough to kill me.
Make direct impact damage much much lower, and make it so the flame doesn’t chunk you for 40, and instead does much smaller faster increments of damage. Come on SD, it ain;t that hard.[/quote]
And I’ve hit people with 100 hp or less with direct hits for them to survive. His molotov is on like a 35-40 second timer, it’s not every 17 seconds like Fragger’s grenade.
If anything the Molotov needs an arm time like Naders nades, so people can’t panic throw them anymore.
[quote=“CCP115;144771”]Either get rid of, or lower by quite a bit the direct damage.
Taking 60 and then 40 immediately afterwards is ridiculous and is far too effective. I’ve fought so many Stokers that just give up on guns, and throw the molotov at me. What can I do? Nothing. I’ve already taken 100 dmg in less than half a second, and usually that’s enough to kill me.
Make direct impact damage much much lower, and make it so the flame doesn’t chunk you for 40, and instead does much smaller faster increments of damage. Come on SD, it ain;t that hard.[/quote]
If you see a Stoker stop shooting long jump in a random direction sideways to his throw. It’s similar to what you do if you see a Fragger stop shooting at you…you get the hell out of there and stop worrying about shooting them. This has not only kept me alive but mostly unharmed in almost all of the situations where a Stoker does this. They might still get lucky but you severely reduce your chances of taking damage if you pay attention to that detail in a fight.
You must face really bad players if they can’t direct hit.
Stoker is a field support. Not an assault.
All these people complaining about getting BBQ’d in the faced must be purged, 1v1 molotov is the only molotov.
And I bet you are a pain in the ass in real life. That was disrespectful.[/quote]
1v1 molotv to your face on longspawn
[quote=“SaulWolfden;144842”]
And I’ve hit people with 100 hp or less with direct hits for them to survive. His molotov is on like a 35-40 second timer, it’s not every 17 seconds like Fragger’s grenade.[/quote]
Yet Fragger’s nades have a 3 second fuse, while Stoker’s are literally instantaneous.
This, so much this, all of this, can I have this?
[quote=“Amerika;145016”]
If you see a Stoker stop shooting long jump in a random direction sideways to his throw. It’s similar to what you do if you see a Fragger stop shooting at you…you get the hell out of there and stop worrying about shooting them. This has not only kept me alive but mostly unharmed in almost all of the situations where a Stoker does this. They might still get lucky but you severely reduce your chances of taking damage if you pay attention to that detail in a fight.[/quote]
Except Fraggers need to hold the nade for a long time if they want it to kill anything, leaving them wide open to get shot. This gives you a large window to finish them off and then they will subsequently just drop their nade.
Stoker can literally tap Q, and at close range that doesn’t give you enough time to change the direction you were facing, build up momentum, then long jump.