Stoker - Molotov


(riptide) #1

Why does this not do 90% damage to the EV.

Arty’s AS 20 second cd and has 2 charges, 40s effective cd to do 90% damage to the EV.
Skyhammer 1min 10 second cd - 100% damage
Kira’s Laser 50 second cd -100% damage

Please fix.

So tired of such obvious things requiring further iteration because reasons unknown . I’d imagine you guys are tired of working on the same exact thing over and over as well.

edit) Don’t forget there is counterplay to the molotov by extinguishing it.


(Smooth) #2

Because it’s a different ability and has different advantages, one big one being that it can be used indoors and also deny a large area for a long time while also being a lot quicker/easier to deploy that some of the other you mentioned too.


(ZGToRRent) #3

40% of damage on direct hit would be enough :slight_smile:


(Kl3ppy) #4

This behaviour is awesome, but I do miss some damage on a direct hit of the EV. It is clear that the molotov doesnt make as much damage as the Airstrike/laser, but It should do a bit more damage when you hit the EV directly. The damage vs players and the duration are fine for me. Maybe give him the perk of more damage or less cooldown.


(riptide) #5

It already has counterplay to it, none of the others do. Kira’s is the only one that is hard to get off in combat, but you can go behind a corner and then pop out, that’s assuming you don’t already have los on a wall by your target while maintaining cover.But it is WAY better than the molly for denying an area, you will make a whole team run away or die.

It being used indoors has nothing to do with the EV, unless that’s your justification for Arty and Kira being screwed on most parts of the indoor maps. ‘Oh we will just have stoker not be effective on the ev segment.’ This merc is good at X, Y doesn’t matter boys.

I already know it will get buffed. It’s just a matter of when. You’ll have to give in eventually :slight_smile:


(potty200) #6

I am sure if you ran up to a tank with a Molotov you’d not do much damage to it at all :smiley:


(Kl3ppy) #7

When you start this discussion then the game will get boring. One death and the game is over for you and also every single headshot kills :wink:


(Szakalot) #8

actually molotov was designed specifically against tanks in WWII


(ostmustis) #9

so the lore wouldnt hold if this was et? lucky!


(poiuasd) #10

Arty and especially Kira don’t do nearly as much damage as to the EV as you claim they do.


(riptide) #11

Yes, they do.


(poiuasd) #12

Made this just for you = D

//youtu.be/sG-H5mZp3SQ


(neg0ne) #13

the monotov has a certain purpose in the game - and i like that .
its not another version of another thing like one more EV destroyer ( as if three wasn´t enough )
its a area and pathway blocking tool - well balanced and designed impov


(Violator) #14

^^

The molotov was OP before tbh, against players and the EV, though I think it should do more damage than it does now against the EV. Its about right for players and still fun. Its meant to be used for area denial (stop engies repairing) rather than direct EV damage.


(Kl3ppy) #15

[QUOTE=Violator;540511]^^

The molotov was OP before tbh, against players and the EV, though I think it should do more damage than it does now against the EV. Its about right for players and still fun. Its meant to be used for area denial (stop engies repairing) rather than direct EV damage.[/QUOTE]

Yes. After playing some time with Stoker I say that the damage vs EV is fine. Also the burning time + damage vs players is fine. Altough many complain about Stoker being op.
Yes he is strong but is it Stoker’s fault when 4 ppl stand around the generator and I light them all up and finish the rest with my gun? Dont think so.


(Demolama) #16

I’m fine with Stoker being weak against the EV. But I also think that Kira and Arty should be a tad bit stronger against it. Right now Skyhammer with Explodiwhatsit can one shot it, the others can’t, even with explodiwhatsit.

I thought the whole point of the 3 merc rule was to pick and choose what merc works best for what map and not just have a “main” merc to play for all situations and all maps. With the upcoming change to Arty having an indoor ability we’re already moving away from that concept. IMHO Kira and Arty should be weak indoors so that players can pick either Stoker or Skyhammer and still rock the BR or Stark if they want.

I’m just not a fan of having different mercs if they are slowly moving back into weaker classes with interchangable abilities regardless of which merc you rock.


(FireWorks) #17

I was afraid of the Stoker release, I expected a lot of neverending objective spam and so I was pleasantly surprised how it turned out to be pretty ok, with good potential but not overly frustrating.

Actually I am not sure if he didnt get over nerved a bit. From my guts, he could go with some reduced CDs. Molly and ammo alike. Just a few seconds but currently he feels to have too long downtimes compared to what he can do with these skills. Especially with the low impact damage on players and the low EV damage, I dont see why he has to wait endlessly for it to come online. Even indoors the Skyhammer airstrike marker sometimes outshines the molotow due to his low CD.
Ammo station is similar - boring to use and doesnt give points unless placed in spawn or with campers. Would feel better to be able to place it a bit more often to new fighting areas without running back to where it was placed first.

Just a few seconds less of his CDs.


(Szakalot) #18

just wait until stoker free rotation and come back here and tell me that stoker cooldowns are too long


(KeMoN) #19

That truely sounds like a horrible idea, sorry mate. I don’t know, but I don’t have the impression that the molotov has low impact damage. If one of those things really hits you you are dead in probably at least 80% of the cases. Plus it denies the access to that area for quite a long time, especially indoors!
Like Szakalot I would wait at least until the first free rotation is over to really talk about nerfing/buffing that charakter.

But I do agree, there was more complaining when Phantom was released. This merc release was rather quiet and more enjoyable.


(NeroKirbus) #20

If anything I’d be happy with a CD nerf. As long as you get people with a long spawn you’ll have it back up by the next team push. With the length of the fire, it essentially has a CD of 30 seconds… It just simply has too much up time and I’d even argue it is more powerful than Fragger’s nades.