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#31 |
![]() Join Date: May 2008
Location: Al Bashra
Posts: 41
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ok time to defend the mighty molotov.... ok I do agree its radious is a little too big but.... it shouldnt be "a lot" smaller too. why? well u guys are just thinking of the standard molotov, a little of gasoline with a piece of cloth in a bottle of coke, rite? well gasoline its made to be used as an explosive(kind off) so it is made to light off quickly"why?" (its used to cause an explosion inside of an engine), u throw a standard molotov and the fire is gonna happen in the middle where the biggest amount of gas is concentrated but all the way around it the fire is gonna go off pretty quickly, but.....now to defend the molotov, there are lots of ways other then just filling a bottle with gasoline to make a molotov, there are other sources that burn up for longer periods of time and are more flamable, example: there is a special type of fuel made to light up campfires(I know this by personal experience) that can stay burning for about 8-9 minutes, I created a mix one time that lasted for about 15 minutes, the good thing about it is u dont need a gallon to make this happen, I made it with a vasefull of (hellfire) thats how I called it and it doesnt concentrate in the middle so it has a big ass radious with just a bottle, I mean its never gonna b the same as in pr but it does come kind of close to the radious,so there u go an special combat mix could b used to defend the molotov. my opinion, dont reduce the radious, just reduce the volume of the fire.
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#32 |
![]() Join Date: Jan 2009
Location: Alberta
Posts: 171
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Hmm i think just reduce the radius a little bit and it would be a bit better.
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In Game Name - Gr1mSoldier
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#33 |
![]() Join Date: Jan 2009
Posts: 93
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No matter what concoction you use, it's still a make-shift weapon; it's not for heavy combat.
And are we forgetting about the part about being able to burn people through walls? Realistic? |
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#34 |
![]() Join Date: Apr 2009
Posts: 64
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Molotov is almost always used best as temporary area denial weapon. Need to escape from a squad of marines? Throw a molotov down to block their path. Killed a marine but there's a medic nearby? Throw a molotov on his body. Need to block off a entrance to a cache as you get into position? Molotov.
As for the burning through the walls, that's an engine bug, can't really be fixed. I've been killed by explosions through walls before. Even if they made the radius smaller for the molotov, people could still throw it onto a wall and it would burn through. |
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#35 |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. In-Game Name: SmukeUK
Wild_Bill: Smuke, you are a true ninja!. |
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#36 |
![]() Join Date: Sep 2008
Posts: 2,197
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Yeah, the wall bugs are an engine problem. Just like I can get the suppression effect from rounds hitting the opposite side of a stone wall or even on the other side of a building. You can also put an IED on the bottom floor of a building and kill everyone on the next floor up. I exploit that one a lot.
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#37 | |
![]() Join Date: Nov 2008
Location: Alberta
Posts: 1,662
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Quote:
Also, realize the insurgents are so underpowered that it's not even funny. The only way they win is to be sneaky and use RPG's. The molotov, imo, shouldn't be removed. Maybe just have less damage and a smaller radius. @ Underline, you also can't complain to the devs over something they don't have control over either. Remember that the BF2 engine is rediculously outdated. It's limited to what the devs can and can't do. | |
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#38 |
![]() Join Date: Jun 2008
Posts: 479
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Could the damage be made so that it will get everyone bleeding but thats about it?
like insta 1/4 health down and then the same damage every 1 minute so it would not be as deadly but would still be used for other things these weapons are used (killing wounded, area denial etcetera) |
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BF universe: Jorma[fIIn], Tahanmikaansovi, Vge, Lou Bang, Marjapiirakka
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#39 |
![]() Join Date: Jun 2009
Location: Los Angeles
Posts: 261
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Insurgents are already too nerfed. the molotov has been very useful to me against a HMMV or a building with a full squad of soldiers. without the molotov the US army/marines and Brits will have even more fire superiority.
i, as an insurgent player 7 of 10 rounds (by default team balance), am willing and even happy to give up the molotov for more RPGs or hideouts (reduce minimum distance between hideouts). but are u, or do u want to nerf the insurgents more? |
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Violence is power
In .308 we trust |
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#40 |
![]() Join Date: Jan 2009
Location: March Airforce Base, California
Posts: 30
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I don't think that the Molotov needs a "fix" just slight adjustments, simple change to damage by reducing it would eliminate the problem of it being a uber "squad killer", low damage would still allow it to be a area denial weapon since no one is going to risk damage and potential bleed and downtime for healing afterward even though the damage is moderate, it is kinda psychological in a way. The problem with it being used to remove troops held inside a building since the damage clips through walls is a different matter that the devs should look into, is it fixable? Maybe not BF2 engine isn't exactly the most flexible.
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| cocktail, molotov, remove |
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