Seconded. I had no idea they were explosion, that's crazy.And do we have any better sound effects for grenades? Can we not use the dynamite sound or something? Frag grenades sound like a wet fart.
They also shouldn't be 5 ap to throw considering the low damage, grenades are 4 ap
Duorden, are you stoned? Lots of pointless posts from you lately. AnywayIm gameplay terms i agree the AP should be decreased, but if you think logically, to throw a grenade you gotta pull the pin, while for a molotov you gotta take your lighter or whatever and light the cloth up, so actually molotovs should take more APs.
Topic resurrection because something has to be done about this.Also I don't think it is and easy task but throwing molotov could cost 4AP normally and 3AP while one is holding a lighter in his or hers other hand. The production of 10 molotovs is in my opinion harder than production of 10 frag nades, so they are kind of useless.
You should get crown or some kind of tiara, from mods in this part of forum. Those are brilliant!Making molotovs is giant problem comparing to effect. Almost no one is crafting them becouse, it's easier and a lot faster to buy them, and following this. You won't buy molotov when grenades are available becuse of even bigger discrepancy in dmg dealt to cost. While comparing plasma nades to normal nades are just fine.
Molotovs should be fire damage not explosive and be affected by the pyromaniac perk.
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...