Other > Suggestions

Rework the molotovs

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Ganado:
I like the fire-damage idea because it would give another reason to pick Pyromaniac so it isn't just for a "Improved Flamer build".

I think the total cost of thrown "grenade-type" weapons will be re-done after updates so that it requires more AP, but since the damage is bad, I think whatever the new AP use will be, subtract one from that will be a good idea with combination with Pyromaniac.

And yes, I don't think there is any balance between making Flamer Fuel vs Molotovs vs Frag/Plasma Grenades; Frag grenades would always be the best for people that have trouble with HQ gathering.

Lexx:

--- Quote ---Molotovs should be fire damage not explosive and be affected by the pyromaniac perk.
--- End quote ---

It wasn't possible back then. I don't know if it is now.

Alvarez:
I can't help but think about a possibility of crafting napalm grenades. Burning men running around.
And a very weakness of floaters to fire.

Haterade:
if AP to throw decreases... then grenadiers have chance with jet to throw 16 molotovs... i mean if AP costs 3. lol

vilaz:

--- Quote from: Quentin Lang on August 14, 2010, 10:36:14 pm ---I know this is a molotov thread, but i just wish to point out that no, it is not ok; its easyer to make 10 plasma nades than 5 frags. It would be balanced if you would get twice as much frags for the same ammount.
Best part is im talking/fighting for thrown weapon balance and i dont even play a grenadier, lol...

--- End quote ---

Oww I was talking about grenades in trade, i thought cost in vendors/traders is balanced. I'm not much into crafting grenades beside obvious wiki knowledge but I know that molotovs are pretty useless. So you're right also about crafting those more danger ones.

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