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Re: Molotov Cocktails

Posted: 2009-03-04 13:22
by Tirak
In real life, the flames of a molotov would stick to people because the accelerant soaks clothing and skin. Since PR cannot seem to replicate this fact, the only way to ensure that the molotov is worth having is to either increase the damage to a very high level, or increase the radius, which would you prefer?

Re: Molotov Cocktails

Posted: 2009-03-04 13:27
by TheFaceCC
Tirak wrote:In real life, the flames of a molotov would stick to people because the accelerant soaks clothing and skin. Since PR cannot seem to replicate this fact, the only way to ensure that the molotov is worth having is to either increase the damage to a very high level, or increase the radius, which would you prefer?
neither i would prefer a nail/shrapnel grenade like i suggested a couple posts down. Those two big problems are more than enough to get rid of the molotov and replace it with some kind of makeshift bomb (like my drawing).

Re: Molotov Cocktails

Posted: 2009-03-04 13:33
by Incomplete Spork
High damage low radius is needed

Re: Molotov Cocktails

Posted: 2009-03-04 19:44
by -=chris=-
the great way to make a Molotov is to break of Styrofoam and add it to gas it becomes basically napalm and it can stop tanks. just drop it on the air intake and the engine will choke and die

Re: Molotov Cocktails

Posted: 2009-03-04 22:47
by TheFaceCC
-=chris=- wrote:the great way to make a Molotov is to break of Styrofoam and add it to gas it becomes basically napalm and it can stop tanks. just drop it on the air intake and the engine will choke and die
i dont know if this is possible through code....and napalm for insurgents....maybe if the radius was decrease half the size haha

Re: Molotov Cocktails

Posted: 2009-03-05 02:12
by aperson444
We need a weapon that will otherwise be damaging to vehicles. Ingame, an insurgent is powerless against most vehicles. Even light vehicls.

And don't even think of replacing the hand grenade. They aren't that poor. Soviet Army in Afghanistan left behind thousands of F1 Grenades.

Re: Molotov Cocktails

Posted: 2009-03-05 03:34
by TheFaceCC
aperson444 wrote:We need a weapon that will otherwise be damaging to vehicles. Ingame, an insurgent is powerless against most vehicles. Even light vehicls.

And don't even think of replacing the hand grenade. They aren't that poor. Soviet Army in Afghanistan left behind thousands of F1 Grenades.
were not talking about replacing a hand grenade were talking about replacing the molotov with a shrapnel grenade or shrapnel bomb because of two reasons:

a. when you die by a molotov cocktail you are punished for suicide
b. the fire can go through walls and kill you when your hiding on the other side
c. splash radius of molotov to large (not the biggest deal the first 2 r though)

Re: Molotov Cocktails

Posted: 2009-03-05 03:55
by gclark03
I said this a long time ago, and I'll say it again:

Do we really want a whole faction running around with cheap, plentiful bottles of portable Hell?

Nerf Molotovs, but on the condition that something else is gained.

Re: Molotov Cocktails

Posted: 2009-03-16 02:16
by Raufbold
Is it just me or are the molotovs just bugged? I throw one, i don´t see flames and getting burned, while other ppl are much closer and don´t take any damage.

Re: Molotov Cocktails

Posted: 2009-03-16 02:35
by waldo_ii
Raufbold wrote:Is it just me or are the molotovs just bugged? I throw one, i don´t see flames and getting burned, while other ppl are much closer and don´t take any damage.
Did you have the G3A3 in your hands? There is a bug where the G3A3 causes you to be damaged even if you are out of the damage radius of the molotov.

Also, occasionally the fire effects won't appear. This is random and AFAIK there isn't a fix for it. It has existed ever since molotovs have.

Re: Molotov Cocktails

Posted: 2009-03-16 02:55
by Tannhauser
The guy that was saying insurgents were powerless against armor ... Give more of the classes at least one RKG?

The molotov needs more damage on its radius, currently you can survive 1st degree burns like 3 times during the same round and still be combat effective. A molotov should kill/incapacitate soldiers in 3 seconds.
I just can't stand the fact that sometimes I run away from a huge fire and still am able to shoot insurgents back.

Re: Molotov Cocktails

Posted: 2009-03-16 14:11
by Raufbold
waldo_ii wrote:Did you have the G3A3 in your hands? There is a bug where the G3A3 causes you to be damaged even if you are out of the damage radius of the molotov.

Also, occasionally the fire effects won't appear. This is random and AFAIK there isn't a fix for it. It has existed ever since molotovs have.
I had actually, thanks for the info

Re: Molotov Cocktails

Posted: 2009-03-16 20:33
by R.J.Travis
https://www.realitymod.com/forum/f255-v ... ktail.html

I have told the devs about this same problem dating back to 0.6 to 0.85.

They need to remove the Molotov Cocktail and replace it with a (Field Pack) so Ins can heal there wounds if only shot one time like they all cry about.

Re: Molotov Cocktails

Posted: 2009-03-16 23:00
by Sgt. Mahi
Look at the other youtube videos related to the one you posted. Not all of them are as gay as the one you linked to :)

Re: Molotov Cocktails

Posted: 2009-03-17 19:19
by JohnTheRipper
The poster has a good point they are not really realistic in Project Reality, because yeah they are just really a beer bottle with gasoline in it and a rag jammed into the opening then lite on fire and thrown. also the fireball you can get from them you could just make into a explosion in PR but as a plum of fire they quickly goes to a burning puddle.
Also the insurgents are just ambushers not soldiers so it would still be useful.

Re: Molotov Cocktails

Posted: 2009-03-17 20:08
by Incomplete Spork
I think the high blast radius represents you being able to actually throw one. In bf2 we can't have a good organic throw like in real life. So we cant throw the molotov accurately and differentiate the speed of it of it. The high radius represents that there is some control involved in it. It can be abused at some points, but the good outweigh the bad.

Re: Molotov Cocktails

Posted: 2010-01-01 07:21
by xXbrick84Xx
I'd like to sort of restart this post. I totally agree with Doedel. The molotov's radius is completely insane. A little coke bottle filled with vodka, or whatever, covers a HUGE radius with flames that somehow kill everybody that comes into contact with it. I've been in an alleyway with my squad moving through and a molotov comes over the wall and kills us all. In real life the molotov is used for riot control, it was used in WW2 yes, but not very often, and they weren't nearly as effective, and still aren't, as they are in PR. I'm not asking that they completely remove the molotov, but just tone down the fire radius to much smaller.