Colfer Posted May 4, 2022 Share Posted May 4, 2022 I saw a person try to throw a Molotov cocktail at security and it hit the security officer, but didn't go off, then the security officer threw it back, and it hit the floor but didn't go off, then that guy threw it back and it missed the security officer and didn't go off, fast forward 6 more times and the guy was detained by security, that molotov never went off despite hitting multiple people and the floor repeatedly. This isn't acceptable, bashing somebody over the head with a bottle and lighting them on fire is consistent 100% of the time, so how is throwing the bottle at full force at somebody not consistently breaking it, much less having an apparent really low chance of doing so. This suggestion is to just straight up remove the chance that molotovs will break, and instead requesting them to break every time they are thrown. Link to comment
Colfer Posted May 4, 2022 Author Share Posted May 4, 2022 I was just told that molotovs apparently will only break when thrown on harm intent, maybe instead of that, they break if thrown on any intent. I misunderstood and assumed that it was just a chance to break like many other things being chanced based Link to comment
Carver Posted May 4, 2022 Share Posted May 4, 2022 Breaking on any intent would make sense. Having to cycle through intents in combat just to make your molotov actually function sounds dreadful. Link to comment
Triogenix Posted May 5, 2022 Share Posted May 5, 2022 Yea, that also sounds like it isn't really explained or shown anywhere. Just having it break on any intent is good. Link to comment
KingOfThePing Posted May 9, 2022 Share Posted May 9, 2022 I forgot about this. I will look into this when I got the time. Link to comment
KingOfThePing Posted June 15, 2022 Share Posted June 15, 2022 (edited) I did some testing. If you throw a bottle on harm intent it almost always breaks. Like, a 90%+ chance. I tried with 25 bottles and I had it one time that one bottle did not break on the first attempt. It doesn't matter if the bottle hits an obstacle or the floor. It breaks almost guaranteed. Second observed problem: Molotov didn't go off. Alcohol is not a liquid that burns in the game. You have to use welder fuel. If you use welder fuel, then the broken bottle spawns fire and this quickly spreads to however many tiles are affected (depending on it's size). Using booze as molotovs does not work and it probably shouldn't. If you dont use harm intent then the bottle just straight up doesnt break. Takes forever, which lines up with what you describe. I assume the person in question didn't use harm intent. All in all I think molotovs work as intended. Edited June 15, 2022 by KingOfThePing Link to comment
Zelmana Posted June 15, 2022 Share Posted June 15, 2022 16 minutes ago, KingOfThePing said: Using booze as molotovs does not work and it probably shouldn't. It should. Source: Molotovs Link to comment
KingOfThePing Posted June 16, 2022 Share Posted June 16, 2022 Right. I am not sure what consequences it would have for gameplay purposes when you make booze flammable. I will test this, if it impacts gameplay in a negative way. Link to comment
ReadThisNamePlz Posted June 19, 2022 Share Posted June 19, 2022 On 16/06/2022 at 03:39, KingOfThePing said: Right. I am not sure what consequences it would have for gameplay purposes when you make booze flammable. I will test this, if it impacts gameplay in a negative way. Honestly, make certain booze types flammable. Beer? Nah. Tequilla/Vodka? Yeah. That'd balance it out/add to the realism. Pure ethanol should be the most flammable though. Link to comment
KingOfThePing Posted June 19, 2022 Share Posted June 19, 2022 The problem is more how fluids other than welder fuel behaves. I uh, don't think that should be changed. So I either have to think about a workaround or we have to accept how it is. The main complaint on why this thread has been made has been disproven, though- Link to comment
Recommended Posts