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Molotov cocktail kills Warrior???

Posted: 2008-01-03 04:27
by Lieutenant-FPS-Bob
My friend and I were messing around in an empty server and I threw a molotov onto his Warrior and it blew up within 2 seconds. Why does it do that???

Im pretty sure it isn't an anti-tank weapon. :whistlebl

Posted: 2008-01-03 04:38
by <1sk>Headshot
The Molotov Cocktail was designed to be an anti-tank weapon :29_slaps:

Posted: 2008-01-03 07:54
by Spearhead
It's not intended to kill them this fast but it has been around since 0.6 and has not been fixed in a satisfying way yet. As far as I remember those cocktails pose a threat to the engine but I'm not sure if anyone improved the resistance on those recently.

Posted: 2008-01-03 09:37
by Zrix
Was in a Challenger 2 squad on Al Basrah yesterday.
Some insurgent throws a molotov at us, which lands just next to us. Before I even had time to reverse away we blew up.

One of those WTF moments..

Posted: 2008-01-03 09:41
by NiGHTWoLF
Zrix wrote:Was in a Challenger 2 squad on Al Basrah yesterday.
Does Al Basrah have C2's......I dont think it does because that would be rather unfair I expect. I knew from .6 that the crew loose life when they have been molitov'd but i never realised it blew the armour up :twisted:

Posted: 2008-01-03 10:34
by Spearhead
It's a general behavior with the Molotov and armor. There is a C2 on Basrah in 0.7 and I recommend keeping it away from anyone with a Molotov.

Posted: 2008-01-03 11:57
by BabaGurGur
[R-DEV]Spearhead wrote:It's a general behavior with the Molotov and armor. There is a C2 on Basrah in 0.7 and I recommend keeping it away from anyone with a Molotov.
AKA drive into a desert and look around for the whole round, in al basrah getting in a apc or tank is just asking to be suicide bomb'd or molotov'd.

Posted: 2008-01-04 00:22
by <1sk>Headshot
I believe the Molotov Cocktail isn't enough to destroy a modern tank but can burn or damage external equiment such as optics or weapons, making the tank crew effectively blind.

Posted: 2008-01-08 22:30
by Sadist_Cain
Molotovs are useless on modern day armour.

Ever since the effectiveness of molotovs since WW2 and vietnam pretty much all modern armour has measures to counter the flames.

the only effective place for a molotov is in the engine.

In the case of air cooled you wanna drop the molotov at the air intake so the engine sucks in fire (not healthy) or on the grill above the exposed engine bay.

Water cooled youll go for the radiator, as the idea of a radiator is to lose heat, cooking it with some fire can make the engine rather unhappy.

as for damaging the optics all a molotov could really do against them is perhaps stain the visor/melt the wiper blade. its this sort of simple thing that causes damage, e.g. rubber seals melting and such, guns just getting too hot to touch

as for lobbing a molotov against a warrior or a challanger and it exploding in a few minutes :neutral: as the devs well know, dosn't happen. Modern units have protection in the engine bays against molotovs and such.

Your only chance is getting the fire somewhere where itll overheath the engine.

Now if there was a specific place we had to lob the molotov and if it burned for long enough itd be awesome if the engine was disabled somehow :D not in a way that chucking more and more molotovs will destroy it.
Itd be cool to disable armour with a molotov and see the engineers coming to repair him, ambush them :P disable an apc and wait for the crew to escape...

In short the best you're gonna get these days is disabled not destroyed. on an intense battlefield it's the same thing

Would be awesome instead of having instant destruction having the tank very gradually lose its functions due to the heat. Engine, 50.cal, Coax, main gun etc
shame we dont have a heat engine... overheating the weapons after a certaiin period of time.

Molotov cocktails (John Schilling)

EDIT: "molotovs are useless against modern day armour" lol not exactly but its very very very hard to get any real use out of them against some heavy metal.

Posted: 2008-01-08 22:59
by strima
Tell that to this bloke then.

Image

Posted: 2008-01-08 23:57
by The_Blitzcraig
I remember in the .6 beta where molotovs stuck to vehicles, the only bad part was it always killed the occupants even if they were inside a warrior or some sort of apc. by the way can some DEV tell me if it is possible to have them stick to vehicles again but not hurt occupants?

Posted: 2008-01-09 00:07
by Sadist_Cain
strima wrote:Tell that to this bloke then.

Image
You can easily see the top hatch is open as there's a man on fire on top of it. So an exposed guy sat atop a tank still does catch fire yes :D What's your point?
Shame there isnt a turn in/out option like in arma so folk who wander around with the hatch open suffer the pressure cooker effect of the molotov, whilest the guys keeping it closed will be reletively safe

and if you throw a molotov inside a tank itll get a lot hotter than some flames licking the outside of it.

In other words trying to cook your meat with fire on the outside of the oven, it's not healthy, fire inside will work better :)

That warrior will still work unless the molotov has gotten right inside and started melting the electrics.

How about having two driving positions, one where the driver is exposed but has a good all around view and another where he's inside and has a restricted view but is far more protected.
Give the CO periscope to the 50 cal gunner with a lower quality, with the option of someone else mounting it outside with a clearer field of view.

That'd be good for drivers of armour to have to think whether it'd be best to be inside the tank safe from gunfire, molotovs, RPGs etc and then move outside where he can see far better but he's more exposed to enemy fire (pun intended :P )

Silly buggers would be punished with a prompt molotov/rpg down the hatch, dead crew = disabled tank...

Posted: 2008-01-09 01:26
by MarineSeaknight
A possible solution?

Have the molotov cocktails do different amounts of damage depending on where it lands on the vehicle. As Spearhead has stated, these cocktails pose a great threat when landing and burning near the engine of a vehicle. It should work similarly to the differences in damage caused by an RPG hitting the front armor of a tank instead of the threads/rear.

Example:

A molotov cocktail lands on the front armor plating of a Challenger 2. Since the engine of the C2 is in the back, the cocktail should continue to burn itself out causing slight damage to the tank as well as visibility problems for the gunner.

A cocktail landing near the rear of the tank, however, would cause the engine to explode within a few seconds.

Posted: 2008-01-09 02:48
by Silvarius2000
In Iraq, a majority of abrams that were damaged and abandoned were due to fires. Rpg shots that always fail to penetrate would instead ignite crew personals (bags and such) thats attached on the outside of the turret or get the tracks to burn. Initially this isnt a concern but if left untended the fire would get hot enough that the chance of ammo cookout would be real enough that the crew would abandon the tank. Happened at Fallujah.

Posted: 2008-01-09 03:04
by Sadist_Cain
Silvarius2000 wrote:In Iraq, a majority of abrams that were damaged and abandoned were due to fires. Rpg shots that always fail to penetrate would instead ignite crew personals (bags and such) thats attached on the outside of the turret or get the tracks to burn. Initially this isnt a concern but if left untended the fire would get hot enough that the chance of ammo cookout would be real enough that the crew would abandon the tank. Happened at Fallujah.
exactly why its a shame we cant have heat. then we could simulate sustained fire, overheating etc and ammo exploding

Posted: 2008-01-09 06:24
by MarineSeaknight
Sadist_Cain wrote:exactly why its a shame we cant have heat. then we could simulate sustained fire, overheating etc and ammo exploding
That would be a most realistic capability.

The BF2 Engine can simulate fire as constant health degeneration but I'm unsure if we can make it so it can gradually get hotter inside a tank and eventually get so hot that you're taking damage and must bail from it.

Posted: 2008-01-09 12:28
by MACDRE
strima wrote:Tell that to this bloke then.

Image
:shock:

Oh...my...god. Thats horrible. :|

Posted: 2008-01-10 01:28
by s3v3ndust
the only fix for this is a water cannon vehicle to put out the flames and blast the insurgents. :-)

Posted: 2008-01-10 09:25
by strima
Sadist_Cain wrote:You can easily see the top hatch is open as there's a man on fire on top of it. So an exposed guy sat atop a tank still does catch fire yes :D
The live footage showed the hatches were closed. The turret was burning for roughly 2 minutes before the crew had to bail.

1. The seals on the hatches aren't very good, the vehicle is NBC proof but works on an over pressure system so water and fuel etc can enter the vehicle easily.

2. Inside the turret is the 'ready use rack' with 66 rounds of 30mm with a further 159 rounds of 30mm stowed to the right. There are also 2000 rounds of 7.62mm for immediate use in the turret. No wonder he got out.

3. The 'rules of engagement' are some what to blame for that situation. The bloke throwing the petrol bomb could have been shot but the troops would have been in court for the 30 innocents that would have been caught up in the blood bath.

I'm a Warrior instructor and I know how vulnerable Warrior is, as are may other AFV's around the world.

Posted: 2008-01-10 13:06
by Sadist_Cain
strima wrote:The live footage showed the hatches were closed. The turret was burning for roughly 2 minutes before the crew had to bail.

1. The seals on the hatches aren't very good, the vehicle is NBC proof but works on an over pressure system so water and fuel etc can enter the vehicle easily.

2. Inside the turret is the 'ready use rack' with 66 rounds of 30mm with a further 159 rounds of 30mm stowed to the right. There are also 2000 rounds of 7.62mm for immediate use in the turret. No wonder he got out.

3. The 'rules of engagement' are some what to blame for that situation. The bloke throwing the petrol bomb could have been shot but the troops would have been in court for the 30 innocents that would have been caught up in the blood bath.

I'm a Warrior instructor and I know how vulnerable Warrior is, as are may other AFV's around the world.
Point taken and I stand corrected :D

So how thick is the armour on the turret? I knew the seals were a weak point but 2 minutes is a really short time to heat up the turret to a dangerous level for the ammo. 2 minutes is no time irl... It's forever in PR.

Back on point, worrying just how quickly the thing heats up to a bit of fire, thinking of the amount of metal involved. my cooker dosn't heat up that quickly lol :P and last I checked that can't even take an RPG.

I trust you understand where I come from. that the pic looks like a chap sat atop his warrior and had a petrol bomb lobbed at him.

Soooo this brings another point. Someone mentioned making Molotovs stick to vehicles, so the fire follows the armour around.
Hell yes :D lets have some of that.

Add to this overheating damage e.g. Molotov Burns for 30 seconds, several minutes of continuous burning (2 sounds enough as is for any armour...) would result in the turret jamming, tracks not working and/or crew damage (after 1 min 30 maybe?)

Never wanna see armour randomly explode due to a molotov :roll: but disabling them, turret jams, crew damage etc. after several minutes of burning molotovs sounds like it's certainly part of reality.