View Poll Results: Should Molotov size be reduced?

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  • Yes

    10 43.48%
  • No

    13 56.52%
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  1. #1
    McSic's Avatar L e a d e r

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    Should Molotov size be reduced? Yes or no?

  2. #2
    Linzor's Avatar White shores, and beyond

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    Almost everything should be changed. The capacity, the damage, the duration and range lol.

    6 molotovs are way too much (should be max 3 imo) and it lasts forever, and you can just throw the next one immediately after to just keep people from rushing you.

    If you just touch it for half a sec half your ap disappears like that. You can't in small areas jump over it either cuz it has some height to it so it still burns you if you try jumping over it.
    Last edited by Linzor; 11-05-2022 at 07:05 PM.

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    Bangarang (11-06-2022)

  4. #3
    TomasEdison's Avatar ✨ שָׁוִיתי ה' לנֶגדי תמיד

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    Definitely should be reduced imo. Just think about it - when 5 molotovs are thrown one by one all over the place, you can barely escape and avoid being damaged. Also, it becomes a whole mess in A&D and TDM rooms, and I won’t even talk about the Turbo rooms, lol.


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  5. #4
    McSic's Avatar L e a d e r

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    Originally Posted by Linzor View Post
    Almost everything should be changed. The capacity, the damage, the duration and range lol.

    6 molotovs are way too much (should be max 3 imo) and it lasts forever, and you can just throw the next one immediately after to just keep people from rushing you.

    If you just touch it for half a sec half your ap disappears like that. You can't in small areas jump over it either cuz it has some height to it so it still burns you if you try jumping over it.
    We did change the damage and duration in the update yesterday. You still think it deals too much damage and lasts too long?

    I agree the amount of molotovs could be a problem.

  6. #5
    Linzor's Avatar White shores, and beyond

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    Originally Posted by McSic View Post
    We did change the damage and duration in the update yesterday. You still think it deals too much damage and lasts too long?
    Had not noticed the dmg reduction so just tried it out, I think its fine now. It still lasts a bit too long tho imo, it just becomes a waiting game if everyone blocks a path with molotovs like in garden or mansion for example. And it's annoying how you can't like go over it unless you're very high up. The height of where the dmg starts should be lowered so you have a bigger chance of jumping over it or use walls to get over it without getting burned cuz now it just forces the enemy to either wait it out or take a detour. Kinda ruins the fast pace. I think that if you make it easier to get over it then the range of it doesn't matter as much.

  7. #6
    McSic's Avatar L e a d e r

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    Originally Posted by Linzor View Post
    Had not noticed the dmg reduction so just tried it out, I think its fine now. It still lasts a bit too long tho imo, it just becomes a waiting game if everyone blocks a path with molotovs like in garden or mansion for example. And it's annoying how you can't like go over it unless you're very high up. The height of where the dmg starts should be lowered so you have a bigger chance of jumping over it or use walls to get over it without getting burned cuz now it just forces the enemy to either wait it out or take a detour. Kinda ruins the fast pace. I think that if you make it easier to get over it then the range of it doesn't matter as much.
    If we make it possible to jump over them without taking damage we kind of defeat their purpose (you can already use walls though).

  8. #7
    Bunny's Avatar woof.

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    Originally Posted by McSic View Post
    If we make it possible to jump over them without taking damage we kind of defeat their purpose (you can already use walls though).
    Being realistic in terms of how fire works in real life, is it perhaps possible to create a gradient of damage/sec depending on your height above the source? Obviously the further you are away the less damage/sec it does.

  9. #8
    McSic's Avatar L e a d e r

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    Originally Posted by Bunny View Post
    Being realistic in terms of how fire works in real life, is it perhaps possible to create a gradient of damage/sec depending on your height above the source? Obviously the further you are away the less damage/sec it does.
    Easily doable but less damage when you jump over them also defeats their purpose (-> everyone jumps over them -> minimal damage -> useless).

  10. #9
    Faky's Avatar Stop Being Fake

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    How about reducing fire effect? Its toooooooooooo much even in low effect quality

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  11. #10
    McSic's Avatar L e a d e r

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    Originally Posted by Faky View Post
    How about reducing fire effect? Its toooooooooooo much even in low effect quality
    Do you have frame drops?

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