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Add Molotov Cocktail? (Merged)

[CoR]MiccyNarc said:
They were actually quite common weapons on the Eastern front.

Yes but not to warrant it being an optional weapon for RO :rolleyes:

And as richard b said, "Brandflasche" should be issued to germans too if it ever was added to the game. There was nothing exclusivly Russian about fillinf a bottle with a flammable liquid, adding a wick lighting it.... well u know how it works hehe

But peeps think that it makes sense for ruskies to have em :eek:
 
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Molotov cocktails were actually viable, and complicated weapons issued to (mostly Russian) troops. Germans made them themselves in the field, but Russian vodka/drink factories started producing Molotov cocktails in specially modified bottles (no open neck or cap) with a complicated automatic lighter system that would light the whole thing up if the bottle broke.

They consisted of a complicated and exact mix of certain chemicals and the factories that produced them didn't even have to go through any major constructions of overhauls to be able to produce molotovs.
 
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The problem with molotov cocktails used in RO:O is: when there would be bushes or grass, and you would throw a molotov on it, it would have to start burning.
maybe it would be easy to do with some bushes and a bit grass, but imagine a village build of wood, you throw a molotov, and 5min later the whole village would have to be burning! Or large forrests!
Thats the problem!
But it would be really cool. Cut russian supply by burning down the village near russian spawnexit - bad, but exciting.
 
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Richard_B. said:
The problem with molotov cocktails used in RO:O is: when there would be bushes or grass, and you would throw a molotov on it, it would have to start burning.
maybe it would be easy to do with some bushes and a bit grass, but imagine a village build of wood, you throw a molotov, and 5min later the whole village would have to be burning! Or large forrests!
Thats the problem!
But it would be really cool. Cut russian supply by burning down the village near russian spawnexit - bad, but exciting.
It doesn't have to be 100% realistic. Just throw the cocktail, let it burn for a minute or two, then the fire dies out.

To prevent spamming, they'd only be available like the Pfausts were when they were first available, in certain spawn points around the map.
 
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Death_Eagle_571 said:
Or they only could be available to AT class....

Functionally might not be too different from the satchels, but would look pretty cool. I would presume you could throw them a lot further than satchels, but I would hope that they wouldn't be as accurate as the current 3.3 grenades (which I think could use less accuracy).

Plus it wouldn't destroy the entire tank, probably just burn out the engine, but may leave the turret functioning for a while (until the smoke gets too bad).
 
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