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Thread: Getting all fired up

  1. Registered TeamPlayer *Rob's Avatar
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    Getting all fired up
    #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.
    Likes Stephen Haddad liked this post
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  2. Registered TeamPlayer judedeath's Avatar
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    #52

    Getting all fired up

    Something that no one has mentioned yet the fire also slows you and it can be layered.


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  3. Registered TeamPlayer PMD's Avatar
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    #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.

  4. GReYVee's Avatar
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    #54

    Re: Getting all fired up

    Quote Originally Posted by judedeath View Post
    Something that no one has mentioned yet the fire also slows you and it can be layered.
    Funny is slows you.. you'd think being on fire would make you run faster!
    Likes iLLusioN liked this post

  5. Registered TeamPlayer space.cowboy's Avatar
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    #55

    Re: Getting all fired up

    Quote Originally Posted by MRBUCKET View Post
    You can also vote kick, and with the server constantly full they can't rejoin right away. Everyone should take advantage of the problem player thread for when there are admins so they can take care of them.

    from the buckets mouth
    Voting was disabled in the server last I saw.

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  6. Registered TeamPlayer MRBUCKET's Avatar
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    #56

    Re: Getting all fired up

    Quote Originally Posted by space.cowboy View Post
    Voting was disabled in the server last I saw.
    Ah, havent played since last night, and it was enabled then.

  7. Registered TeamPlayer space.cowboy's Avatar
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    #57

    Re: Getting all fired up

    Quote Originally Posted by MRBUCKET View Post
    Ah, havent played since last night, and it was enabled then.
    Last night was when I tried and it was disabled. :P

    Quote Originally Posted by Mr_Blonde_OPS View Post
    I would like $20 for using a quote of mine in your signature.

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