02-01-2014, 12:40 PM
I would like to consider it as a heavy weapons, mainly when allies throw it at axis spawn on goldrush.
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molotov a heavyweapon ? (archived by Kokok)
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02-01-2014, 12:40 PM
I would like to consider it as a heavy weapons, mainly when allies throw it at axis spawn on goldrush.
02-01-2014, 12:51 PM
I know this sounds stubborn and kinda conservative but in my opinion we should keep the settings as they are, as far as molotovs are concerned.
ND is pretty crowded most of the time isn't it? So it seems like all these people have no problems with molotovs. Of course there are some people who frequently complain about them, but those are mostly Et Pro players and I don't see why we should aim to satisfy them. I also think that the molotov spam rule doesn't make very much sense. What is spam? 3 Molotovs in a row? Within 2 seconds? I don't want to stay in spec with a stopwatch all the time to bust molotov spammers. It's just too hard to control and we have many frequent molotov users who would be very confused and upset about it. Besides, molotov is one of the few very useful weapons for obj. For example at capturing the flag in Oasis, or at blowing up the 2 tank barriers in Gold rush, or defending the planted dynas in Fuel Dump, Battery or any other map. The objective is usually hard enough for Allies and by taking molos away it would even more difficult. Changing it to a heavy weapon wouldn't help much either I guess. It is mostly only used at non-capturable spawnpoints when the teams are very unbalanced. So the problem lays somewhere else.
02-01-2014, 02:54 PM
I agree with storchel. Just keep it like it is now. And most of the spawn areas have a second way to go out. Also it is very confusing for the guests in our server.
Verzonden vanaf mijn iPhone met behulp van Tapatalk ![]() #2 meeting 2015: Netherlands, Hellevoetsluis (Rotterdam)
02-01-2014, 03:10 PM
to reasume - current settings seem to be friendly to majority of visitors, changing them would create unnecessary influence on the number of guests. Number of mines seems to work perfectly, hw limitation, soldier class limitation, hw weaponry recharge (fdops) etc etc.
The only moot stays cvops limitation, but its mho only. --------------- ND Supreme
02-01-2014, 04:13 PM
I totally agree with storch, but so you can use it to do objective, but when its non-capturable what's the interest of spam molotov at spawn ? only do easy kill, like with panza so imo itshould be considered as hw, just see in goldrush, when allies repaired the tank, you're an allies you go on the bridge and throw molotv at axis spawn exit and you obvious kill and axis cant react first time, ofc second time they could exit by the second spawn exit, but you kill as fast as a hw weapon, if its not faster than flameror mobile...
So I stay with my opinion which is molos should be consedered as HW, but like noone aggres with me, no problem let the rules and the settings as they are now.
02-01-2014, 05:28 PM
I accept Kenny's idea. Let's make a limit for molotovs. And also poison gas. I hate spammers.
02-01-2014, 09:33 PM
(This post was last modified: 02-01-2014, 09:42 PM by a TEAMMATE.)
If it ain't broke, don't fix it
![]() Molotov might be annoying but I could say the same for overpowered S mines ![]() I think server is good the way it is. I also think our guests like it since it's going pretty good... Only funny thing is that BG have smaller hitboxes than ND but still, we should just leave ND the way it is
03-01-2014, 10:20 AM
for me engi should have one molotov, poisonous gas should take all the energy bar and it would be ok.
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