They very useles at their current state.
Theyre bad at AT
They bad at AP
Theyre decent at are denial. But someone could just jump over it and spray everyone with a PPSH or a MG
How would you make them actually good?
They very useles at their current state.
Theyre bad at AT
They bad at AP
Theyre decent at are denial. But someone could just jump over it and spray everyone with a PPSH or a MG
How would you make them actually good?
3 molotov burn a tank engine
1/2 molotov can close a path for 30 sec
They are useful in CQC map useless in the open one
And they dont need rework a molotov is a molotov not a napalm bomb
I feel they already boosted them. Feels like the flames they create last much, much longer than before…
Like @gastanofrizzi said, you can effectively block an entryway for about 30 seconds, which is huge!
I would like to add that it’s funny when you throw a molly into a sniper hiding spot and watch them burn
They’re very situational, so I don’t really use them much; however, they do a good job at area denial and if the enemy are stacked deep inside of a building it can need a ton of hilarious kills if you lob it in at a good angle.
I’d still prefer just the raw killing power of a good grenade or detpack though
if you spam enough they can be “ok”, but if you ask me I would buff them so that they create a "big flame burst upon impact that kills reliably. So that they work kinda like a “impact grenade”
Overall good. Could be slightly better against tanks though but at the end they are no Wunderwaffe.
Germans: “I must be of the making a Wunderwaffe that would bankrupt a small country”
Finns: “I dunno, dip that rag in some gasoline and tie it around a bottle of vodka”
what nice proposals
you can make it so if you were to throw one on a tank’s engine intake, you could suffocate to crew. Otherwise I think the molotov is ok right know.
kindly offered by the Soviets on a camping trip
killed by his own spirits.
What a world what a world
Only buff I can think of is making it so that all troops immediately ignite into fire if they are in a small radius from where the Molotov is thrown, which I think Keo mentioned is a possibility
1 Molotov should be able to disable a tank by burning it’s engine if thrown anywhere near it.
And maybe add a slight bit of a radious (maybe half of a granade) that causes nearby enemies to instantly light on fire when it breaks.
And while we’re at it, I’d give frag nades an actual frag effect on top of it’s kill range, as rn they only seem to be insta kill or no damage at all.
Let me copy paste:
So molotovs would become throwable AT weapons that can disable tanks and EPs would become “finisher” type of weapon.
molotovs are fine in their niche i don’t think they’re meant to be as effective as grenades and no matter what you do i don’t think they ever will be, just wish the fire effects were actually representative of the damage field
I mostly agree. Dough they are really out of sync. If thats how they say it.
After you throw it, it takes like 2 seconds for it to start actually burning someone, unlike IRL where immeadeatelly everyone would be set on fire instantly.
How exactly as an AT weapon? It can be used already to kill engines. What else?
Somehow attack the crew? Share id like to know
Only destroy engine. I just find it quite unreliable (although I don’t have much experience with them because why would I use them?).
Moltov should be able to imobilize a tank.
Like when you aim at the air intake to asphyxiate the engine.
Source: recent event in east europe.