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Molotovs[message #308965] Sun, 12 August 2012 04:13 Go to next message
Saibot is currently offline Saibot

 
Messages:198
Registered:September 2009
Anyone else experience problems trying to use them, where they end up practically worthless? I just had a bunch of enemies sit inside what looked like a solid wall of fire(formed by 2 strategically placed cocktails, not to mention grenades were chucked into the fire to pin them there), and come out barely scratched to pick apart my team.

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Staff Sergeant
Re: Molotovs[message #308966] Sun, 12 August 2012 04:27 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Would be helpful if you mentioned, which game version exactly, any mods etc.

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Sergeant Major
Re: Molotovs[message #308967] Sun, 12 August 2012 04:52 Go to previous messageGo to next message
Saibot is currently offline Saibot

 
Messages:198
Registered:September 2009
Current release 4870.

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Staff Sergeant
Re: Molotovs[message #308978] Sun, 12 August 2012 13:01 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
On a side note , they work great in Renegade Republic mod .....

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Captain

Re: Molotovs[message #311693] Thu, 01 November 2012 16:54 Go to previous messageGo to next message
Sigurd is currently offline Sigurd

 
Messages:13
Registered:October 2012
To me, molotovs are so awesome that they remain useful for the whole game. They do work, but maybe amidst the flame simulation you miss the actual damage dealt to enemies? It's difficult to perceive the damage dealt by molotovs, I give you that. But they do work.

First, they do a decent, very decent damage.
Secondly, they light up the nights (unconfirmed, but every time I use them in night ops they seem to reveal a few squares around).
Thirdly, they fit perfectly in the TIMS pack's canteen slot. Since there's no use for canteens but you do need the TIMS, carrying them is "free".
Fourth, sometimes the enemies try to "cross" the flames and burn themselves up.
Fifth, gas is useless because you cannot relay on enemies not wearing masks. If you can't, then why would you carry mustard or tear? Take molotovs instead.
Sixth, there's a virtual unlimited supply of them since you can buy alcohol in bars by the tenths and rags are very easy to produce. In the Drassen counter-attack, they always save my life.

I was surprised to see that there are no incendiary grenades or shells for mortars, for example. A definite worth-adding thing for future releases.

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Private
Re: Molotovs[message #311695] Thu, 01 November 2012 18:02 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Worthless? WHAAAT?!
They're absolutely wonderful when/if you get overrun. Area of denial.

Only downside for me is on ironman games. Those things going off in your pockets can be very, very bad.

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Sergeant Major
Re: Molotovs[message #324669] Tue, 03 September 2013 22:39 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Probably I'm risking general public conviction just to dare to put some criticism of fire weapons, sorry but in current state those are ridiculous weapons.

Come on, they behave worst then napalm bombs in movies, creating area of 10 tiles with devastating fire for several turns and if anyone in it next turn is bye,bye, as will have no APs for move, and all of that from just one bottle of whiskey ROFL
Seems far most deadlier then any weapon in game except maybe direct hit by tank cannon.

So I politely ask modders to analyze again effect of them and balanced them as they are great addition to game.
:welder:

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Master Sergeant
Re: Molotovs[message #324670] Tue, 03 September 2013 22:49 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Their damage is defined in Explosives.xml. Everybody can change it.

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Captain

Re: Molotovs[message #324671] Tue, 03 September 2013 22:50 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Burn the heretic!

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Captain

Re: Molotovs[message #324672] Tue, 03 September 2013 22:52 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
Kill the mutant!

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First Sergeant
Re: Molotovs[message #324674] Tue, 03 September 2013 23:05 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Yes it could be changed, but again what is point of insisting in some real characteristics of other weapons and equipment and leave this so unbalanced :blah:

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Master Sergeant
Re: Molotovs[message #324675] Tue, 03 September 2013 23:07 Go to previous messageGo to next message
deknegt is currently offline deknegt

 
Messages:140
Registered:June 2007
Location: Doetinchem, Netherlands
Just saying, if you want it to be even more awesomely badass... Stun grenade + molotov cocktail = Mook Barbeque.

Add some rice and you have a great meal Smile

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Sergeant
Re: Molotovs[message #324749] Wed, 04 September 2013 22:50 Go to previous messageGo to next message
iklop is currently offline iklop

 
Messages:82
Registered:July 2013
Location: Germany
Kriplo
Yes it could be changed, but again what is point of insisting in some real characteristics of other weapons and equipment and leave this so unbalanced :blah:

If molotovs are made realistic, then grenades have to be made, too: throwing range of up 20-30 tiles (200-300 metres Surprised ) ? No way Wink

I guess the imba-ness of thrown objects simply lies in the usefulness: if they were made "realistic", noone would use, apart from a first "try them out" very experienced players.

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Corporal 1st Class
Re: Molotovs[message #324893] Sun, 08 September 2013 14:56 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Agreed, grenade throwing distance should be reduced too, as especially throwing knives which flies almost 50 tiles away cause had distance of 200 :sick:

Don't mean to be fully realistic rater SF then pure fantasy as are now Smile

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Master Sergeant
Re: Molotovs[message #330486] Mon, 10 February 2014 01:37 Go to previous messageGo to next message
Anthropoid is currently offline Anthropoid

 
Messages:145
Registered:February 2014
Mausi
Kriplo
Yes it could be changed, but again what is point of insisting in some real characteristics of other weapons and equipment and leave this so unbalanced :blah:

If molotovs are made realistic, then grenades have to be made, too: throwing range of up 20-30 tiles (200-300 metres Surprised ) ? No way Wink

I guess the imba-ness of thrown objects simply lies in the usefulness: if they were made "realistic", noone would use, apart from a first "try them out" very experienced players.


Is that true that one tile is 10 meters? I find that a bit hard to believe, given that each merc takes up exactly one tile. Given that single doors are one tile, then each tile being 10 meters would be rather problematic eh?

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Sergeant
Re: Molotovs[message #330488] Mon, 10 February 2014 10:20 Go to previous message
grim is currently offline grim

 
Messages:344
Registered:July 2006
Location: France
One tile equals 10 meters for weapon ranges. It's a gameplay tweak to give some sense to weapon ranges on JA2 map sizes. A weapon range of 100m to several km would mean nothing with 1 tile = 1m, as it would always exceed map size. So they compressed it and in the end we have more of close encounters.
Grenade ranges didn't need such compression to be playable, so they didn't change it that much.
Throwing knives ranges seem somewhat excessive compared to other weapons, yes.

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Master Sergeant
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