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    Molotovs

    Some folks complain about the AWP, but the molotovs are way, way OP.... one AWPer cannot do what one molotov can do.

    One or two guys with molotovs can stop an entire team from rushing.

    I saw this command this morning, I'm gonna try it with 15 secs:

    -> mp_molotovusedelay

    "mp_molotovusedelay" = "0" ( def. "15.0" ) min. 0.000000 max. 30.000000 game replicated - Number of seconds to delay before the molotov can be used after acquiring it

    Lets' see how this works.

    The CTs use the molotov to stop the entire team from rushing on many maps like Inferno, let's see how a 15 sec delay works.

    Feedback welcome.

    #2
    I think it is worth a try...will let you know how it pans out


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      #3
      I can live with that.

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        #4
        It's not working btw. I've had golden try to molotov me 12 seconds or less into the match.

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          #5
          It must have worked early today, I was wondering why I could not throw it.
          [hlx]

          "Why so serious"

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            #6
            IMO, molotovs are a cool part of the game, but some maps haven't translated well to their use (i.e. inferno). With the server constantly full, having 16 t's rush B site of Inferno isn't very easy. IMO, if molotovs are kept in the game, t's should be given 30-45 more seconds per round to account for the delayed rush. CT's could still use them effectively, and rotate to where the rush is, but the terrorists wouldn't have to be damaged if they held back for 30 seconds.

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              #7
              I'm trying to figure out how and when this setting works.

              It seems to work sometime, and not at other times.

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                #8
                Originally posted by Cain View Post
                I'm trying to figure out how and when this setting works.

                It seems to work sometime, and not at other times.
                You only set it for T's(molotovs). You forgot to set for CT's(Incendiary)

                apache found out the hard way when he couldn't lit up his molotovs and the Ct unleashed 3 incendiary on vetigo (ramp). not good we need to fix it.
                Hit 'em like comic books, kaboom! pow pow!

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                  #9


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                    #10
                    oh thats funny.. I wish i could have heard apache

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                      #11
                      Hmmm, I only saw the server command in my first post, I had assumed it would work for both sides.

                      I'll remove it.

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                        #12
                        Yep it was funny. NOT.
                        I rushed the ramp and tried to throw my Molotov. Then I died.
                        Vertigo where the CT side has Incendiary and the T side does not makes for a very unbalanced map. We lost every round that side.
                        Apache

                        Where do you put the Bayonet?
                        Chesty Puller (upon seeing a flamethrower for the first time)
                        I am all in favor of keeping dangerous weapons out of the hands of fools. Lets start with typewriters.
                        Frank Lloyd Wright

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                          #13
                          Like I said, I removed the setting.

                          I have no idea why they only have a command for one team and not the other, when we need to limit the CT use mush more than the T use of those weapons.

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                            #14
                            Originally posted by Cain View Post
                            Like I said, I removed the setting.

                            I have no idea why they only have a command for one team and not the other, when we need to limit the CT use mush more than the T use of those weapons.

                            Ill lok into the comands for u


                            Comment


                              #15

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