Stoker'a Molotov/Inc grenade.


(cordovanJive) #1

I feel the molotov is in a weird place. I feel it isnt much down to the area denial role as it could be. Right now it’s often used as a panic weapon or is thrown down right as people walk into an area/deliver an obj as a scapegoat. You don’t/shouldn’t throw it down before they get there it seems… Which I feel is a bit wrong.

I’m feeling as if it’d be nice to see it deal less damage. So not an outright insta-kill. And make it last a bit longer. Maybe see a faster recharge too.

The idea of it is supposed to be area denial, but right now it just feels too similar to the air strike. Maybe it’s just me?

Thoughts?


(cordovanJive) #2

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(SirMurder) #3

Lets all agree to the . of @cordovanJive!


(SirMurder) #4

10/10 would type . again
-IGN


(Frogteam) #5

I concur!


This is a real Signature.


(SirMurder) #6

@Frogteam How wait what how did u get a signature that fast


(Frogteam) #7

@SirMurder I can’t confirm anything, but lets just say “theoretically” it might be possible for admins to give out signature privileges. Totally hypothetical though.


This is a real Signature.


(cordovanJive) #8

Sorry I had accidentally posted something and couldn’t delete it so I just edited in a . XD


(SirMurder) #9

[quote=“Frogteam;121476”]@SirMurder I can’t confirm anything, but lets just say “theoretically” it might be possible for admins to give out signature privileges. Totally hypothetical though.


This is a real Signature.[/quote]

K. ima ask Faral33t


(Tommy) #10

I appreciate the suggestion, but I don’t think this would help and here is why:
In the Molotov’s current state, if there is one on the ground and you want to pass over it you can do a long jump off a near wall and jump over it but you usually loose about 3/4 of your health.

If you increased the duration and reduced the damage, more people would just jump over the fire with little damage to their health. And, fire would no longer be able to deny areas as effectively.
Just my opinion. Makes since what you were thinking though!


(god1) #11

The direct hit damage should be reduced and the DPS of the actual flames increased.


(Randomdeath) #12

make the area bigger, make it last a little longer, but also remove insta kill, never gib, but enemies also stay on fire for a small bit after exiting the flame area, and being on fire OUTSIDE the flame does small damage