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Why is molotov cocktail not a heavy sk weapon? (archived by $4m4el)
#31
Instead of dismissing the proposal of changing molotov to a heavy weapon straight away because it would (supposedly) cause too much confusion, one should first look at the amount of maps / spawnpoints that would actually be affected by this change.
I tried to do just that some time ago in one of those threads that pnk already mentioned here:
SpoilerLet's see where nades, molos or rifles are actually likely to be used at non-capturable spawnpoints:

Goldrush:
1st Allied: not really | 2nd Allied: not really | 2nd Axis: yes

Oasis:
1st Allied: not really | 2nd Allied: yea might happen here or there, but with more or less fair teams not often either | 2nd Axis: same as second allied

Fueldump:
1st Allied: not really | 2nd Allied: not really | 2nd Axis: yeah, might happen

Radar:
1st Allied: not really | 2nd Allied, only with pretty uneven teams | 2nd Axis: not really

Battery:
1st Allied: yeah, might happen| 2nd Axis: not really, since allies rarely get so close

Railgun:
Allied: only with uneven teams | Axis: same

Pirates: 1st Allied: not really, only with a pretty strong Axis team | 2nd Allied: Same as 1st | 2nd Axis: not really

Venice: 1st Allied: No | 2nd Allied: Not really, only with strong Axis team | 2nd Axis: Not really

Transmitter: I haven't played the map that often yet but as far as I know heavy sking with molotovs is not a big problem here either



So all in all, the map by far most affected by the change would be Gold Rush at the second Axis spawnpoint and Fuel Dump (Axis 2nd spawnpoint) & Battery (Allied 1st spawnpoint). At mostly all the other non-capturable spawnpoints molotovs are only used when the teams are pretty unbalanced.
In other words, changing molotov to a heavy weapon and disallowing its use at non-capturable spawnpoints would not be such a radical change as it's often been portrayed here. I'm sure the big majority of the people playing at ND would get used to the change pretty fast.

Don't get me wrong, I love to play as engineer and to use molotovs sometimes as well, but at those spawnpoints I mentioned above molotovs can be really annoying. That is why I would agree with changing it to a 'heavy' weapon (even though I am a non-ND member as well Innocent )

Maybe we could make a poll where the vote of every ND-member counts for two, so as to prevent the poll from being decided by people who don't even play on ND.


Messages In This Thread
RE: Why is molotov cocktail not a heavy sk weapon? - by PunnnnnnK - 18-10-2017, 12:24 PM
RE: Why is molotov cocktail not a heavy sk weapon? - by PunnnnnnK - 09-11-2017, 08:52 PM
RE: Why is molotov cocktail not a heavy sk weapon? - by Storch - 10-11-2017, 07:33 AM

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