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Old 02-14-2009, 03:23 PM   #1
R.J.Travis
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Default the molotov cocktail

Yes At lest limit it and reduces its splash.

Is a known bug when you die by a molotov cocktail you are punished for suicide this is not acceptable you can not punish players for something they have no control over.

also the molotov cocktail has no use in the game anymore besides exploiting the fire threw walls you have upgraded the INS guns to the point of Run-an-Gun they are 100% better close combat and even long range there guns can hit there target at 300+ meters now.

they no longer needs this bugged Anti Inf molotov cocktail.

Your thoughts?

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Old 02-15-2009, 01:45 AM   #2
[R-DEV]Rudd
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Default Re: Remove the molotov cocktail

Radius is pretty big for a coke bottle of petrol.


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Old 02-15-2009, 01:51 AM   #3
Zeppelin35

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Default Re: Remove the molotov cocktail

Just reduce the radius to about 2m-3m and problem solved. That's pretty much their effective radius in RL.
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Old 02-15-2009, 02:42 AM   #4
Expendable Grunt

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Default Re: Remove the molotov cocktail

You know, I'm a horrible bastard and even *I* feel bad for flaming people with the coke bottle of Satan's Delight. It's just...bad.

Also, I've noticed a bug On occasion, I will throw the bottle at around a 45* angle, and obtain a great distance thrown. It also hurts me while doing so; as if I was on fire as well.

M.


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Old 02-15-2009, 04:51 AM   #5
RedAlertSF

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Default Re: Remove the molotov cocktail

I've always wondered why the flame just flies out of the bottle. Is it impossible to have molotov act like grenade?
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Old 02-16-2009, 05:05 AM   #6
Jonathan_Archer_nx01
Default Re: Remove the molotov cocktail

Uh, I've experience a total uber rainy molotov spam. Our squad got totally pwned by dozens of molotovs being thrown by a whole insurgent squad. But I liked it, don't change that.
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Old 02-16-2009, 07:16 AM   #7
General_J0k3r
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Default Re: Remove the molotov cocktail

dont change it. it's balanced as it is right now.
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Old 02-16-2009, 10:30 AM   #8
R.J.Travis
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Default Re: Remove the molotov cocktail

Quote:
Originally Posted by General_J0k3r View Post
dont change it. it's balanced as it is right now.
how is forcing a player into suicide balanced? do tell.

there is a very simple way to fix it.

Make dieing to static fire not count as a suicide boom Molov fixed but its not easy to fix it aka would be easier to just limit it to a pick up kit and give all ins one smoke/frag.

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Old 02-16-2009, 11:33 AM   #9
Salah ad Din

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Default Re: Remove the molotov cocktail

hm, I guess the main problem is that Molotovs spawn those fires.

What if the molotov would spawn multiple mini-grenades during its burning duration.

Those grenades would have an extremely small radius (say, 50 cm) and do very low damage (10 hitpoints). Explosions would be soundless, instead the Molotov projectile (the one spawning the mini.grenades) gets a fire sound.
The mini-grenades would spawn randomly inside the Molotov radius, lets say 4-5 per second (I suppose the mechanics from Arty can be used for that to randomize the locations).
For optics, is it possible to have the Molotov also spawn the fire, but not have it do any damage, just for the looks?


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Old 02-16-2009, 10:05 PM   #10
Expendable Grunt

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Default Re: Remove the molotov cocktail

I say just use them as an "incendiary grenade" replacement for irregular forces. Small radius damage, lots of smoke, less actual flame. Something like the current incendiary.

And to take their place? I dunno...pipe bomb or something.

M.


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