![]() |
|
Why is molotov cocktail not a heavy sk weapon? (archived by $4m4el) - Printable Version +- -TWC| Forum (https://board.twcclan.org) +-- Forum: Archive (https://board.twcclan.org/forum-50.html) +--- Forum: Archive (https://board.twcclan.org/forum-51.html) +--- Thread: Why is molotov cocktail not a heavy sk weapon? (archived by $4m4el) (/thread-7936.html) |
Why is molotov cocktail not a heavy sk weapon? (archived by $4m4el) - Fury - 18-10-2017 Morning lads, I play regularly on the Nodowload server and it really suprises me why molotov cocktail is not considered a heady spawnkilling weapon yet. You often see people just rushing to the enemy's spawn (allies to axis spawn in goldrush 2nd phase) and throwing the molotov either in the spawn or the entrance way. Thus killing multiple people all the time, when timed correctly. The molotov is pretty overpowered. Comparing it to a grenade who doesn't kill a full health player unless you litteraly throw the nade to his face, the molotov kills a player in like 1 second if you stand in the fire and it has a huge radius (which makes it ez to sk). You pretty much cant do much about it in a spawn, just like a panza shot. I'd like to hear your thoughts about this. ps. dont mute me for saying cocktail
RE: Why is molotov cocktail not a heavy sk weapon? - Butcher - 18-10-2017 Agree -> forbid Molotovs at NON-capturable spawns and spawn exits! //Edited: NON-capturable spawns RE: Why is molotov cocktail not a heavy sk weapon? - Dr_C - 18-10-2017 my opinion, stop molotov complete, especially in spawn areas... RE: Why is molotov cocktail not a heavy sk weapon? - Valk - 18-10-2017 I always wondered why molotov's were allowed to enter the spawn, when like Fury said, grenades are different. (18-10-2017, 11:31 AM)Butcher Wrote: Agree -> forbid Molotovs at capturable spawns! Capturable spawns... Meaning flags, CP's etc. Nearly every map on ND has them and heavy weapons are allowed on capturable spawns. They need to be forbidden on non- capturable spawns. Like Fury stated above with Goldrush second stage. Taken from ND rules: #1. Heavy spawnkilling is not allowed, unless it is done at a capturable spawn point. Weapons considered heavy are: Artillery, airstrikes, panzer, mortar, mg42 and flamethrower (Splash damage from heavy weapons in spawnareas are considerd as heavy spawnkilling!) Be aware that you CAN use heavy weapons/arty in captureable spawns at all times. RE: Why is molotov cocktail not a heavy sk weapon? - ReXxus - 18-10-2017 // Pls set Molotove as arty weapon You haven't Chance then molotove in spawn to go out of there. RE: Why is molotov cocktail not a heavy sk weapon? - Enigma - 18-10-2017 It is actually weird to see flamethrower being mentioned but not molotov, true. I agree. RE: Why is molotov cocktail not a heavy sk weapon? - PunnnnnnK - 18-10-2017 Has been suggested many times already, here four examples that i could find easily because i took part in the discussion: https://board.twcclan.org/thread-2076-post-36252.html#pid36252 https://board.twcclan.org/thread-6464-post-134247.html#pid134247 https://board.twcclan.org/thread-34-post-145080.html#pid145080 https://board.twcclan.org/thread-34-post-152089.html#pid152089 So yeah, i doubt it will be changed this time, but good luck
RE: Why is molotov cocktail not a heavy sk weapon? - Haures - 18-10-2017 Even i suggested this one in stick and stones age. Either make it sk wepon give engis only 1 moLOWtov RE: Why is molotov cocktail not a heavy sk weapon? - Kokok - 18-10-2017 Maybe let's not make it heavy weapon only reduce to 1? Then it will be no molo spam at spawn exits. RE: Why is molotov cocktail not a heavy sk weapon? - Fury - 18-10-2017 (18-10-2017, 04:31 PM)Kokok Wrote: Maybe let's not make it heavy weapon only reduce to 1? Then it will be no molo spam at spawn exits. Perhaps make is a heavy one and reduce to 1, both should be a good option?
|