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#41 |
![]() Join Date: Apr 2008
Location: V?sterg?tland
Posts: 549
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Just a simple question, are there acctually any real evidence that someone has been killed by a molotov cocktail in modern time?
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#42 | ||
![]() Join Date: Nov 2007
Location: Nottingham
Posts: 42
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#43 |
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PR:BF2 Beta Test Team
![]() Join Date: Apr 2008
Location: oG.WarrioR Lives in NYC
Posts: 255
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OMG thats horrible.. im going to play al basrah for their revenge now.
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#44 |
![]() Join Date: Jun 2009
Location: Los Angeles
Posts: 261
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Violence is power
In .308 we trust |
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#45 |
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Banned
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I think there are a number of things to change with the molotov, I did give a big loud scream ingame yesterday when one came flying towards me on Fallujah, perhaps I fear them a bit too much.
1 - Their radius should be slightly reduced, or it should be made so that the fire spreads across the ground. This means you can't just get trapped in the middle of a huge fireball. 2 - They shouldn't damage you so fast. IRL the problem isn't that they just burn you to death super quick, it's that the fuel and shit stays on you and is hard to put out. I guess you can't really make people actually burn slowly ingame rather than the normal bleeding, but I think they should be nerfed a little bit. Their actual use is supposed to be for flushing people out of vehicles, perhaps buildings and alleyways too, not to just throw at a soldier's face in the open knowing that he can't escape the flames. |
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#46 |
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thats awful the way they attacked them, personally if i was the gunner in the warrior i would have just slaughtered the mob-*sigh*but then id be the bad guy
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#47 |
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Banned
![]() Join Date: Mar 2008
Location: Tora Borah
Posts: 193
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Remove molotov, its to gamey and the radius is to big and same as damage.
But it would make big disadvantage to insurgency, because rpg nerf and ins nerf in general. Accoriding to this video ----> YouTube - RKG-3 in Project Reality <---- RKG do piercing damage to armor and damage over time. "..Slow burning explosives.." CBS News I would say, make RKG same as it is(or bit more damage to apc´s) + damage over time(10hp points x 5 every 2-3 seconds or 5hpx10) with small fire animation and small radius(2-3meters) which stick to Vehicles and do damage to passangers like IRL. It would actually simulate the real RKG´s and remove the ridiculous molotov damage, but still make rkg usefull in CQC. |
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#48 |
![]() Join Date: Mar 2008
Posts: 487
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Only thing i dont like in molotov is fire and smoke effect, it should be improved.
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#49 | |
![]() Join Date: Feb 2009
Location: London
Posts: 670
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#50 |
![]() Join Date: Mar 2009
Posts: 224
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lol. yes it is big. But anyone who has seen one in action knows that even a small amount can get quite big.
I perosnally do not use them much, but they are a HUGE part of the Insurgent arsenal. EDIT: seems everyone that wants them removed is just mad that they get burned |
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Last edited by mosinmatt; 08-04-2009 at 09:29 PM..
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| Tags |
| cocktail, molotov, remove |
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