[quote=“Lumi;101802”]@[SDS]DOA
I disagree. Fragger still has an extra 30HP and the K-121 as individual attributes. While a Stoker can send one Molotov a Fragger can use one grenade to blow it out and still use another grenade during Stoker’s cool-down. And during the course of a match, assuming you throw your ability as soon as it is available, the ratio for grenades vs molotovs is still slightly higher than 2 in favour of the grenades.
Same goes for Nader’s nades that replenish very fast. Unless you’re spamming her, you’re guaranteed to have explosives to blow out Stoker’s Molotov. And what about Fletcher? He’s just another moerc that can take care of the Molotov and still use stikies in between Stoker’s cool-down.
Furthermore, Molotov’s can be long jumped away from, long jump + wall jumped over and are not that deadly for experienced players. I think that the current onslaught of deaths to Molotov’s is going to last a short time. When Nader came out, a lot of people died to martyrdom’s. Now you barely see someone dying to one.
I firmly believe that they very over cautious when giving Stoker the high cool-down. I’ve yet to see people counter him with the many methods there are. People just need to get that shift in mentality. Using explosives on fire has something of counter intuitive. Seems like adding oil on fire, you know? Yet it is actually used to blow out fires, even in some specific real life situations.
Finally, the amount of times a Molotov can be wrongly thrown is through the roof. Hitting a window frame when trying to shoot through it, hitting a stupid wall or lamp post when trying to shoot over it, etc. Also, the throwing animation is so long that you either need to throw it defensively, predictively or in an exposed manner, where you could easily get gunned down before throwing it. And if any of those mishaps happen, or if you “wasted” your Molotov somehow, you have to wait 40s, because the 10s burn time are not doing anything.
Fragger’s keep throwing grenades to possible merc routes and don’t get penalized for it. It actually seems more that if you’re not using a grenade you’re wasting it. Molotovs shouldn’t have an as low cool-down as Fragger, but I’d like to see one of two changes:
-reduce cool-down of the single Molotov to something like 30s, then 25s if it still doesn’t seem enough
-or add a second Molotov and keep the cool-down the same, allowing for correction of a mistake or enforcing a previously blown out Molotov, while paying the time for it after.
Preferably the first option though.[/quote]
Reduce the cool down to 30 seconds? No way.
His cool down is completely fine. His molotov is very powerful and denies an area for 10 seconds, he doesn’t need a lower cool down. However I do agree is throwing speed is a bit sluggish but other than that he’s fine.
I’ve played several matches against him and if he throws the molotov near you or on you, you’ve got like a split second to shift jump away with minimal health.