How would you buff molotovs?

I would like to add that it’s funny when you throw a molly into a sniper hiding spot and watch them burn

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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.

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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
WhatsApp Image 2022-03-07 at 10.05.33 (1)

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

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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

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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.

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Let me copy paste:

So molotovs would become throwable AT weapons that can disable tanks and EPs would become “finisher” type of weapon.

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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.

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My way to buff molotovs - make them cost bronze weapon orders

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extend burn time, double the area, add impact damage and if it lands on a tank its guaranteed to disable the engine over time; the time depends on how much landed on the deck.

also, lower cost. no one in their right mind would buy a molly for 2 silver orders when det packs exist for the same cost and are infinitely more useful.

To improve them I would make it impossible for soldiers burnt by a Molotov (OR a flamethrower) to extinguish a flame. That’s rather ridiculous and should only be possible for people who ran through a fire on the ground/of a room or perhaps were at the most outer parts of the Molotovs effective range.

On top I feel that a tank hit at the right place by a single molotov should always result in an engine fire. Requiring 3 for that job is simply extremely inefficient when one detonation pack would already likely result in the complete destruction of that tank. Therefor no one uses them.

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