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Why is molotov cocktail not a heavy sk weapon? (archived by $4m4el)
#11
Make it a heavy weapon, keep the current number of molotovs, reduce its damage, keep the radius.

because it's overpowered.
#12
(18-10-2017, 07:36 PM)kamikadze_pl Wrote: Make it a heavy weapon, keep the current number of molotovs, reduce its damage, keep the radius.

because it's overpowered.

Not sure if it's possible to reduce its damage.

I'd prefer to give engis one molotov. In some (non-spawn) situations the spamming of molotovs is just annoying (e.g. oasis) as well
#13
It is impossible to reduce molotovs damage,i can only reduce to one but after a visit to the ammo cabin engis will be still have 3 in backpack. Tbh i'm not a fan of changing engi settings because for me molotovs is a good weapon to fight agains rambo meds :P
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#14
Molotov is a nice raping tool , true, so no ammo limit I thjink (even one molotovs sucks in spawn anyway) just classifiy it as heavy weapon and so no molotov raping by basterds in spawns, he?
[Image: tenor.gif]
#15
Sooo as I see there is alot of support to making molotov a heavy sk weapon and perhaps reducing its spawn amount to 1 instead of 2. Are the server supremes considering changing it ingame or whut??
#16
well i vote on making it heavy sk weapon.

the limit can done but then engis rush to ammo to get 3 and then move on.

so the only option here would be making it Heavy SK weapon

just my opinion though. Sam is the boss of nd Biggrin
#17
ssooooooooooooooo bois, taking too long. Or shall I make a vote for you guiz
#18
i don't change it, coz imo now its fine.
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#19
[Image: tenor.gif]
[Image: kvMpcRs.gif]
[Image: ZwR89Ne.png]

[Image: trolling.png]
#20
Make a voting about it.
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