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Thread: Getting all fired up
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08-17-12, 12:41 PM #51
Re: Getting all fired up
The balancing factor of the Molotov is probably the cost (same concept as the AWP… but we all know how powerful the AWP is). It’s $850 to buy; that’s more than a deagle. So it’s probably not something you’ll probably be able to buy each and every round in a normally balanced game.
However, I could see how Molotovs could still be pretty game breaking in our 10v10 environment. The difference between a flash and/or nade versus a Molotov is the duration and blinding effect. The flash and nade is instant; you can duck behind some cover and avoid it. Or, if you are straight up rushing, you can delay the rush for 1 or 2 seconds. With a Molotov, it lasts 4 to 5 seconds and everyone inside is blind and taking damage. One could also argue that a defensive CT smoke serves the same purpose; it blinds the rushers (and even lasts way longer! And is cheaper!). The difference between smoke and a Molotov, however, is that a Molotov will only blind those that are in the area of effect; smoke blinds both the rushers and the defenders (until the rushers appear out of the smoke). This means that CT’s can shoot down the T’s that are caught in the Molotov with accuracy; T’s will always be firing blind.
Once CT’s start winning and have a bunch of cash, everyone can buy a Molotov each round. This means that they can pre-molotov each key choke point (usually 3, 4, or 5 on a map) with safety, easily stopping any ‘straight up rush’ call. Then, the CT’s would still have about 5 more molotovs in reserve. And their FB’s and nades (that’s another point – it only takes one pre-molotov to be effective; where as it takes a couple of other fb’s or nades to pre-nade a choke).
I can think of a few spots on particular maps where this pre-molotov tactic will absolutely stop straight up rushes 99% of the time.
Dust 2
Straight B
Long A (on a split A call)
Aztec
Double Doors
Bridge
Train
Straight Out
Ivy
Rushing B
Season
Rushing Mid
Rushing Lower A
Rushing B (oh god…)
Lost Temple
Lower A
B Tunnels to Bridge on a 3 Way Split on A (the CT has the jump and can molotov before T’s make it to bridge)
Inferno
Banana (oh god…)
Middle
Nuke
Straight In
Ramp
Take any of those locations. A CT can pre-molotov those spots. And those are just a few.
As mentioned before, what this will probably result in is a lot of slow plays. Or delays. Or T’s setting up for a strategic execution. Not necessarily bad, but different and requiring a much higher level of skill (and while we have many skilled and talented regulars, non-regs that join the server will probably have much more difficulty following, executing, and performing those calls). Question is, is this what we want?
The AWP is restricted on one of our servers due to it’s power in a 10v10 public environment (which in my opinion is working extremely well). Auto Snipers are banned (I forgot those even existed).
On the flip side, having molotovs might actually help the T’s. Think about Long A for example. Right now we are currently flashing over Long A before we rush it. Imagine what a few well placed molotovs will do. Also, the windows in B site in season. Or B windows in cache. With some practice there are a few instances where the T’s could use it strategically as well.
I think the right move is to let the servers run unrestricted for the first month or so and see how it goes. After that have a discussion on what to do with it.
I’ll tell you this though… as a CT I’m buying an incendiary before I buy a helmet every time.Stephen Haddad liked this post
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08-17-12, 03:06 PM #53
Re: Getting all fired up
Rob with an amazing post.
Also to add to the layered bit posted above, now with FF turned off, team mates can go through the fire without much problem. Comparable to a HE grenade I guess where team mate's don't get damaged (but then what about team flashes).
Will take time getting used to, that's for sure.
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