fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • December 23, 2024, 04:06:40 pm
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: 1 [2]

Author Topic: Rework the molotovs  (Read 5988 times)

Enzo

  • Homeless wastelander
  • Offline
Re: Rework the molotovs
« Reply #15 on: August 15, 2010, 02:55:06 pm »

while for a molotov you gotta take your lighter or whatever and light the cloth up, so actually molotovs should take more APs.

its not really hard job to make self-flammable molotovs, which blow out after impact  ;)
Logged
Enzo Wolf
former President of Fenix Trading company
former Trading counsellor of former Gray Rock village :D
Re: Rework the molotovs
« Reply #16 on: August 15, 2010, 03:50:59 pm »

if AP to throw decreases... then grenadiers have chance with jet to throw 16 molotovs... i mean if AP costs 3. lol
You can already throw grenades for 2AP each. If i get it right, you could throw molotovs for 1 AP lol
Logged
I give a fuck.

Ganado

  • Moderator
  • Dishonest Abe
  • Offline
Re: Rework the molotovs
« Reply #17 on: August 16, 2010, 03:20:44 am »

And since, afaik, the AP is going to be increased for grenade-type weapons, so if it is made so that whatever the post-update AP-usage of a Grenade is, subtract 1 AP from that for a Molotov, and it will be a good combo since it does little damage, but little AP to use it; it will be more than 1 AP after updates anyway.
Logged
Error while opening cfg file: spawnnpc.cfg
Shit! Damn admins! Always ruining my fun! I guess I'll talk to them. WITH MY FISTS!!!! No seriously, I will write them a nice email or make a thread on the forums or something. Thanks!
Pages: 1 [2]
 

Page created in 0.081 seconds with 22 queries.