Molotov's ???

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Should we remove molotovs

1 Yes remove them i dislike them
 
2 No keep them we just have 1
 
 
 
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Molotov's ???

Post by mkj13 on July 18th 2012, 5:22 pm

Want to hear what you guys think about adding this

Molotov BileBomb PipeBomb

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Re: Molotov's ???

Post by JibJabJessie on July 18th 2012, 5:53 pm

I like the added pressure of knowing the other team has a molly. It requires more strategy for both teams, really. Tank has to be a bit more aware and use his dodging skills at times. Survivors have to decide whether to get an awesome light or hold it to scare the tank from committing.

I also would prefer teams to search for items, too. A molly would be a valueable choice. Maybe a few seconds searching do not matter, so this point may be weak.
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Re: Molotov's ???

Post by Foxtwins7 on July 18th 2012, 8:00 pm

yeah i agree with jessie
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Re: Molotov's ???

Post by SicKxLiquiD on July 19th 2012, 3:16 am

I took a little break to play L4D1 not to long ago and they don't use molly's over there. Wasn't really a big factor. Of course power weapons are used chapters 4 and 5, but I didn't think I would automatically get wiped during the first 3 (and that's without an HR). Just use gas cans. They are everywhere.

As for a competitive aspect, don't we want the better team to win? I say this cause good teams should be able to kill tanks without fire, where as a bad team can lite a tank and run away until it is dead. Doesn't matter if the throw was skill or luck, anyone can go back to an open area and run around in a circle until the tank dies. There was a thread about taking out Parish 5 because of possibly lucky instant kills. A possibly lucky molotov can change the game too.

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Re: Molotov's ???

Post by for_twin_te4 on July 19th 2012, 8:44 am

I think on the other end of that though, good tanks wont get lit. None of these are factored by luck whatsoever. luck is where you are getting charged of the roof on dark carnaval 2 and your charger gets stuck, was a good charge, but luckily they hit an invisible wall. I think anything where both teams have an equal oppurtunity to do something is no luck at all, its about who uses what is given to them better. If you good with molly you can light tank, if you good with tank you should not get lit. but at least I dont really have to debate to hard for this one, looks like Im on majority side.
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Re: Molotov's ???

Post by Machiavellus on July 19th 2012, 9:51 am

Saying that luck has nothing to do with tank lights is silly.

Molly spread is hard to gauge, and particularly odd on xbox.

That said, before we ban mollies, how about we see what tanks do to people when they're not slowed down by fire.

With the update coming with the DLC the tank's will be fixed to no longer be slowed by fire damage, and I have a feeling that's going to give even weaker tanks a lot more opportunities for wipes/near wipes.
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Re: Molotov's ???

Post by kdawg416 on July 19th 2012, 3:51 pm

l4d2 molotovs spread like a fucking bitch as opposed to l4d1 molotovs. I remember when it use to be kinda fun to dodge mollies on l4d1 when every survivor had one lol

Hopefully they do fix the tank so that it doesn't slow up while on fire. If l4d2 is anything like l4d1 then more teams will wipe or get worked doing tank fights now

Keep the molly
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Re: Molotov's ???

Post by SicKxLiquiD on July 19th 2012, 4:05 pm

I'm just considering now that we have an HR we can do a lot of chip to rock-sniping tanks and rely less on the hail-Mary molly. For example, the tank on top of the stage of Dark Carnival 5 is now kill-able without a molly. Not saying its impossible to kill it without an HR, but it doesn't take forever while people bleed out. I would like if we played without throwables (molly's) but its not really a big concern of mine if we don't.

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Re: Molotov's ???

Post by xShAmE oN YoUx on July 19th 2012, 4:28 pm

Yo I'm going in banging with my tank I don't give a slight fuck. If you go in banging, positive results gotta follow
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Re: Molotov's ???

Post by dave14810 on July 19th 2012, 6:36 pm

Since we have the HR and the possibility of taking up extra health items do we really need to use mollies on tanks?? Most molly lights are not skillful or strategic, its rush the tank, light him and run back and let him burn out or fire block with cans and then molly the tank when he comes in because of losing control. If the tank is going to try and rock snipe the HR is more than adequate to deal alot of damage to him. The tank fight is the most important part of every map and people need to stop using the molly as a crutch, kill it with your guns.

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Re: Molotov's ???

Post by for_twin_te4 on July 19th 2012, 8:03 pm

Dave makes a good point. was for having mollys, but now that I think about it, that is very frustating when stuff like that happens. so maybe there should be no throwables
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Re: Molotov's ???

Post by Killa Tofuuu on July 19th 2012, 8:06 pm

For the record, in ProdigySim's latest version of confogl, there will be no gastanks spawning. So keep that in mind 'cause i saw a bunch of you mentioning them.

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Re: Molotov's ???

Post by xXEstrangedSoulXx on July 19th 2012, 8:27 pm

I could find situations where the molotov is overpowered and gives the humans too much of an advantage but I can also think of locations where the tank can lay waste to teams just by keeping line of sight and a molly would even out the battlefield. Being that there is only one real ranged weapon in confogle, chip will be low. And as long as the tank just keeps sight (and cover) rather than throwing rocks. The humans will eventually fall to the pressure of multiple attacks plus whatever rocks the tank lands during attacks. My vote would be to keep the molly in the game with the rules as they are. Maybe one variation.

I have a question though. First play through of any level. Attack goes in, the humans clear it and push forward. The tank spawns shortly after so they rush it with the attack down. The tank gets control but with no support and probably no cover yet because he just gained control. Is it legit to light a tank in this scenario? I feel as though it's a luck based strategy more than it is a skill based one. The player never would have put himself into this situation voluntarily.

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Re: Molotov's ???

Post by Patriots8781 on July 19th 2012, 8:40 pm

Heres an idea. DONT GET LIT? keep the mollys. like ive said everyone is being such a fucking baby about this game. LETS JUST PLAY. omfg lmfao where are we? are we back to complaining about every little thing? its so rare for a team to survive every map. now we have tanks every level so lets just keep the mollys for atleast fire blocking the tank and if he/she is stupid enough to get lit then so be it

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Re: Molotov's ???

Post by xXEstrangedSoulXx on July 19th 2012, 9:05 pm

The scenario I mentioned is not about stupidity or bad playing, it's about bad luck. I'm just trying to find ways for people to have more fun playing a strategic game rather than getting beaten by the AI director. It's a suggestion, I'm not going to get angry if people don't agree and I'll still play either way. So why not discuss ways to make playing the game more fun?

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Re: Molotov's ???

Post by Killa Tofuuu on July 19th 2012, 9:11 pm

^^^ This guy has obviously never met patriots

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Re: Molotov's ???

Post by xXEstrangedSoulXx on July 19th 2012, 9:17 pm

Something I should know?

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Re: Molotov's ???

Post by KGthaGod on July 19th 2012, 10:41 pm

No rules bro ,
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Re: Molotov's ???

Post by xXEstrangedSoulXx on July 19th 2012, 11:26 pm

The game isn't worth playing without rules.

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Re: Molotov's ???

Post by Knighticu5 on July 20th 2012, 12:05 am

at this rate we'll be having polls whether or not to use pump shotguns or uzis because they're too overpowered. keep the molly. this vote is basically over, 16-3.

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Re: Molotov's ???

Post by Foxtwins7 on July 20th 2012, 12:31 am

agreed^
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Re: Molotov's ???

Post by xShAmE oN YoUx on July 20th 2012, 12:44 am

xXEstrangedSoulXx wrote:The game isn't worth playing without rules.

i hope you didn't play this game pre-patch otherwise you probably would have taken it back rofl.

but back to your question. in that situation i mean, the tank spawns in kind of a stasis anyways but you have to allow him/her a chance to runaway. if i can remember correctly once it appears that the person has full control of the tank then you can light them. obviously if they are running away the person has control so if i were you i would wait a few seconds then light them. either way the other team won't be happy. they could feel as if there tank got pre-lit because it spawned real close with no support and got chased down but that's the name of the game.

btw for whatever it's worth kg only admins can see your sig...
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Re: Molotov's ???

Post by Machiavellus on July 20th 2012, 3:54 am

The kinds of lights that are unskilled, are the kind of lights that are generally avoidable.

But there's still no reason to pull the molly out of xbox yet. Record your games for season 3. And if the tanks are just getting shitted on by fire by every team every time, maybe MK will think about banning mollies.
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Re: Molotov's ???

Post by KGthaGod on July 20th 2012, 3:24 pm

people are still gonna die with mollys , you guys act like you shit on every tank you see when u have a molly , sometimes u miss , sometimes u light him and still get wiped , alot of times youll still die from attacks after you kill the tank . i understand you want the game to be hard but alot of teams can make a saferoom or kill a tank on regular vs with tier2's let alone starters , The hole reason and objective of the game is to make the saferoom , if people start making every level with eas then i say you start adding rules but thats not gonna happen ,........... and accidently awesome played season 1 kdawg i pretty sure he was on chuck mc balls team .....Hr arent gonna make that big of a differnce idk why everyone act like they do people have always used them and still died so idk , i say play the season see what happens and then add to the rules if its a cake walk for people
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Re: Molotov's ???

Post by xShAmE oN YoUx on July 20th 2012, 3:52 pm

chuck mc balls team ewww

jk
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