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Re: Molotov Cocktails
Posted: 2008-08-18 01:28
by Cyrax-Sektor
[R-DEV]coderedfox wrote:
It be the yellow wink of the blue team!

Now if it's possible to change the way the flames spawn so the (team)kills go to the person that threw it, that'd be nice. Still, that's one promising wink.

Re: Molotov Cocktails
Posted: 2008-08-18 02:21
by Waaah_Wah
Cyrax-Sektor wrote:It be the yellow wink of the blue team!

Now if it's possible to change the way the flames spawn so the (team)kills go to the person that threw it, that'd be nice. Still, that's one promising wink.
The first lesson you learn from playing PR:
NEVER thrust a blue guy.

Re: Molotov Cocktails
Posted: 2008-08-18 03:27
by ReadMenace
Waaah_Wah wrote:The first lesson you learn from playing PR:
NEVER thrust a blue guy.
I'll thrust you any time Waaah.
-REad
Re: Molotov Cocktails
Posted: 2008-08-18 04:02
by Fonveh
Maybe they can add some coughing/blurred vision effects if you're very close to the molotov fire. This would only last a couple of seconds after you've stepped out of its range. Would make it lethal in enclosed spacing and against soldiers who are exiting vehicles.
Re: Molotov Cocktails
Posted: 2008-08-18 04:48
by Rudd
I would support the radius being decreased
Re: Molotov Cocktails
Posted: 2008-08-18 05:50
by Bringerof_D
it would realy depend on what the molotov is filled with, if you use gasoline or kerosene, yes it would be small and quick, but if you say fill it with some kind of thin oil it might be more deadly and spread more. as well i've heard of (not sure if this is true or not) people mixing in with the gasoline, magneseum powder. the size of the bottle also is a factor. but yes the current molotov radius is too large, although if it wasnt it would be too unbalanced. i mean as someone said before the insurgents kill by tactics of knowing the terrain, well...the brits here also know the terrain on basrah, EVERYONE has memorised every other hill on basrah, there is no home turf advantage for either side.
Re: Molotov Cocktails
Posted: 2008-08-18 08:33
by CodeRedFox
I will never tell what the wink was about.
Re: Molotov Cocktails
Posted: 2008-08-18 08:35
by SleepyHe4d
Give them dynamite that can blow up cars and people but has a VERY small damage radius, but a large suppression radius, and the suppression can be longer lasting or something. Make them loud too.
So yeah, I agree with removing molotovs.
Re: Molotov Cocktails
Posted: 2008-08-18 08:43
by Blackie
EOD_Security-2252 wrote:First of all, why do you have lots of experience with molotovs?
THink hes from Ireland
I like the molitovs just like they are.... how else are we supposed to take out a tank ?!
Remember watching this ?!
BBC NEWS | World | Middle East | British troops arrested in Basra
TRUE STORY
Re: Molotov Cocktails
Posted: 2008-08-18 18:25
by EOD_Security-2252
Hey, I resent that comment! I'm an American, but I a definately support of the Republicans of Ireland (if you catch my drift)
Dynamite sounds ok, but the regular Insurgent is supposed to be more anti-personnel than anti-vehicle.
Finally, mixing gasoline with other stuff is very dangerous Bringer of D. Especially with something like magnesium powder. I doubt that Insurgents could get a hold of magnesium powder though, that kind of stuff is reserved for mad scientists and kids who buy chemicals online.
Someone seriously needs to research some more improvised anti-personnel devices. I'm kind of busy, but I'll try.
Re: Molotov Cocktails
Posted: 2008-08-18 18:57
by Bringerof_D
EOD_Security-2252 wrote:Hey, I resent that comment! I'm an American, but I a definately support of the Republicans of Ireland (if you catch my drift)
Dynamite sounds ok, but the regular Insurgent is supposed to be more anti-personnel than anti-vehicle.
Finally, mixing gasoline with other stuff is very dangerous Bringer of D. Especially with something like magnesium powder. I doubt that Insurgents could get a hold of magnesium powder though, that kind of stuff is reserved for mad scientists and kids who buy chemicals online.
Someone seriously needs to research some more improvised anti-personnel devices. I'm kind of busy, but I'll try.
lol its just what i've heard of being done before. if i recall when the germans defending Berlin ran out of grenades thats what they did was mix wierd stuff with gassoline to make molotovs. i'd never do it but hey it's been done.
and btw if a guy can get road flares he can get magneseum
Re: Molotov Cocktails
Posted: 2008-08-18 19:30
by EOD_Security-2252
Yes, but you need to make the devices in a controlled environment or they might accidently have an explosion. Even more so than when dealing with convention explosives. Chemistry experiments (such as that one) are often more dangerous than handling explosives.
While on the topic, I've found an area on wikipedia (I know, bad resource) where they actually have a list of IED types (more like WikiTerror). Anyway, as a joke, PR definately needs this -
http://en.wikipedia.org/wiki/Bicycle_bomb.
Ok, now back on topic -
Improvised Chlorine Bombs (article about their use against coalition forces):
http://en.wikipedia.org/wiki/Chlorine_bombings_in_Iraq
Other than chlorine bomb, pipe/nail bombs still seem like the primary replacement for the molotov.
Re: Molotov Cocktails
Posted: 2008-08-18 20:15
by FireStrike
you have to take in concederation that the insurgent are one of the least liked faction in the game. we want the game to be as realistic as posible but also fun to play. we don't want to have a game of 64 players and 32 quit because they are insurgents who don't get scopes on their weapons, who have sucky weapons, who can't set rallies, and one of their few effective weapons on the field, the molotov, is now a very small podle of fire wich the brits/US don't even notice on the battle field.
Re: Molotov Cocktails
Posted: 2008-08-18 20:25
by gazzthompson
FireStrike wrote:you have to take in concederation that the insurgent are the least liked faction in the game.
i would not think so, or are they ?
Re: Molotov Cocktails
Posted: 2008-08-18 20:43
by Celestial1
Personally, I'd like to see some smaller changes to the molotovs.
1. An 'eruption' effect. Make the molotov basically a 'grenade', but make the explosion show some kind of bursting flame effect (The bottle's eruption, releasing the contents and exposing the flame). The explosion should be less than the strength of a grenade, with a small radius. Preferably strong enough that when standing directly on it, you are heavily injured and begin 'bleeding' heavily, but do not die right away.
2. Assuming the insurgents know their trade well enough to make very good molotov cocktails, give some leeway to the fact that these things could be potent; but it is gasoline/kerosene FLAMES, not some kind of unstable chemical fire. The flames should preferably have a somewhat low damage (but still enough to be feared, but not to kill you nearly instantly) so that if you avoid the actual 'bottle' eruption, but are still standing in the fire you can make it out injured but still in the fight.
The molotovs would be a bit more potent to infantry if used well, and (although I'm assuming the magic molotov armor-penetration is fixed for v0.

still not heavily effect armor.
Re: Molotov Cocktails
Posted: 2008-08-18 21:27
by Bringerof_D
lol wiki-terror, can you believe it actually tells you the most potent ratio for mixing ANFO?
and YES, DEFINETLY YES, BYCICLE BOMBS FTW!!!
Re: Molotov Cocktails
Posted: 2008-08-18 22:07
by EOD_Security-2252
Yeah, internet somtimes scares me. And Celestial, molotovs actually do affect heavily armored people. Kevlar is fire-retardant, but even heavily armored soldiers are not walking tanks. Seriously, a real "heavily" armored soldier is just wearing a flak jacket or similar armor, elbow pads, knee pads and an extra protective helmet.
I don't know about the eruption effect. It maybe be possible using some sort of equation, but I'm 95% sure that explosives (molotovs, etc. included) must have a constant number for a radius (this is weapon file wise, I don't know about using Python).
Also, I don't think Insurgents are the least liked faction. I mean, I'm generally angry when I'm an Insurgent because other team gets such better guns, but I'd rather by an Insurgent on Basrah than be a MEC or Chinese soldier. Finally, in 0.8 Insurgents will have to set up rallies like everyone else (no more lots of spawns).
If I get bored I'll try to model a nail device. I'll offer it up for the devs, but if they don't want it I'll just include it in the "PMC" community mod that I'm working on (with assistance of course)
Re: Molotov Cocktails
Posted: 2008-08-19 01:31
by Celestial1
EOD_Security-2252 wrote:And Celestial, molotovs actually do affect heavily armored people. Kevlar is fire-retardant, but even heavily armored soldiers are not walking tanks. Seriously, a real "heavily" armored soldier is just wearing a flak jacket or similar armor, elbow pads, knee pads and an extra protective helmet.
I don't know about the eruption effect. It maybe be possible using some sort of equation, but I'm 95% sure that explosives (molotovs, etc. included) must have a constant number for a radius (this is weapon file wise, I don't know about using Python).
I know it would; I'm not saying that it should be super low 'oh noes, fire, what will I ever do', but it shouldn't burn your body to a crisp in literal seconds.
Yeah, you'd be on fire. Unfortunately, I'm sure the BF2 engine couldn't understand someone being on 'fire', it just understands damage, right? So why not, in the radius of the after effect 'fire', the damage could be lowered to a heavy, steady burn. You could make it out alive, but chances are you'll be near black and white if you were close to where it hit. And then you'd be delightfully easy pickins' for the insurgent. The burn could even last longer in an area, if such an effect was seen fit to balance out the loss.
I have no clue about python/weapons in BF2, I just figured it might be possible because of the way I have come to understand (what little I do) how things work in the engine.
I just like tossing out ideas that are not completely off the rocker and could lead to some interesting changes. (not that the DEVs don't impress us enough!)
Re: Molotov Cocktails
Posted: 2008-08-19 01:55
by JohnnyRaygun
For a replacement for anti armor insurgent weapons heres the RKG-3
http://upload.wikimedia.org/wikipedia/c ... .jpg/300px
Basically it's a hand grenade with a shaped charge. When you throw it, a parachute deploys stabilizing it so that it strikes on the warhead. They are being used more and more and there is not real way to defend against them. There are some videos of them being used on youtube and what not but I can't watch that insurgent propaganda ****.
Anywho, just a thought. Very effective and very deadly.
Re: Molotov Cocktails
Posted: 2008-08-19 02:18
by Sabre_tooth_tigger
Some related weapons
Sabre_Tooth_Tigger wrote:
Shotgun charge
A round of dragon's breath being fired at night. Dragon's breath is a shotgun shell that is loaded with a zirconium-based incendiary load. It is capable of sending a fireball 100 yards downrange which can burn for 3-5 seconds.
Everyone would play engineer if they got this
Rogue Turtle:: The Armory : Ammo
Dragon's Breath
Sabre_Tooth_Tigger wrote:
Replacement for the flamethrower,
M202A1 FLASH - Wikipedia, the free encyclopedia
As seen in 'commando' , its a rocket launcher incendiary system
YouTube - Commando - Trailer
The M202A1 FLASH (Flame Assault Shoulder Weapon) is a type of rocket launcher that was designed to be a replacement for the flamethrower, which was showing its age after World War II.
The M202A1 is lightweight, and features four tubes that can load 66mm incendiary rockets. Each M74 rocket consists of an M235 warhead, containing approximately 1.34 pounds (0.61 kg) of thickened pyrophoric agent (TPA). The rocket-launcher is also capable of firing all four rockets at once, not just one at a time.
TPA is triethylaluminum (TEA) thickened with polyisobutylene. TEA, a organometallic compound, is pyrophoric and burns spontaneously when exposed to air at temperatures of 1200°C (2192° F). It burns "white hot" because of the aluminum, much hotter than gasoline or napalm. The light and heat emission is very intense and can produce skin burns from some (close) distance without direct contact with flame, only by thermal radiation.