PC How Good Are Molotov's...?

I feel like fire feels really under powered
Damage from Molly's is different than fire traps vs zombies, so you might be lumping all fire damage together with that opinion. 

TFPs nerved the fire trap damage to zombies, because they didn't want us building around it and creating a very potent free trap.

 
Molotovs are the only DoT weapon that gets nerfed as the difficulty goes up. On insane difficulty they are barely able to kill the basic zombie with one molotov.
I used to use them a lot in A20 and A21, but since most of the zombies got a massive health buff, I much prefer pipe bombs.
IMO I think the fuel cost should be no more than 200 now that they feel underwhelming.

 

Damage per second depending on difficulty

<effect_group>
            <requirement name="!EntityTagCompare" tags="player"/>
                <passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,8,14,18" value="10,36,51,56">
                    <requirement name="CVarCompare" cvar="_difficulty" operation="Equals" value="0"/></passive_effect>
                <passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,8,14,18" value="7.5,27,38.2,42">
                    <requirement name="CVarCompare" cvar="_difficulty" operation="Equals" value="1"/></passive_effect>
                <passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,8,14,18" value="5,18,25.5,28">
                    <requirement name="CVarCompare" cvar="_difficulty" operation="Equals" value="2"/></passive_effect>
                <passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,8,14,18" value="4.2,14.9,21.1,23.2">
                    <requirement name="CVarCompare" cvar="_difficulty" operation="Equals" value="3"/></passive_effect>
                <passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,8,14,18" value="3.3,11.9,16.8,18.5">
                    <requirement name="CVarCompare" cvar="_difficulty" operation="Equals" value="4"/></passive_effect>
                <passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,8,14,18" value="2.5,9,12.7,14">
                    <requirement name="CVarCompare" cvar="_difficulty" operation="Equals" value="5"/></passive_effect>
        </effect_group>

 
Molotovs are the only DoT weapon that gets nerfed as the difficulty goes up. On insane difficulty they are barely able to kill the basic zombie with one molotov.
I used to use them a lot in A20 and A21, but since most of the zombies got a massive health buff, I much prefer pipe bombs.
IMO I think the fuel cost should be no more than 200 now that they feel underwhelming.

 

Damage per second depending on difficulty

<effect_group>
            <requirement name="!EntityTagCompare" tags="player"/>
                <passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,8,14,18" value="10,36,51,56">
                    <requirement name="CVarCompare" cvar="_difficulty" operation="Equals" value="0"/></passive_effect>
                <passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,8,14,18" value="7.5,27,38.2,42">
                    <requirement name="CVarCompare" cvar="_difficulty" operation="Equals" value="1"/></passive_effect>
                <passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,8,14,18" value="5,18,25.5,28">
                    <requirement name="CVarCompare" cvar="_difficulty" operation="Equals" value="2"/></passive_effect>
                <passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,8,14,18" value="4.2,14.9,21.1,23.2">
                    <requirement name="CVarCompare" cvar="_difficulty" operation="Equals" value="3"/></passive_effect>
                <passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,8,14,18" value="3.3,11.9,16.8,18.5">
                    <requirement name="CVarCompare" cvar="_difficulty" operation="Equals" value="4"/></passive_effect>
                <passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,8,14,18" value="2.5,9,12.7,14">
                    <requirement name="CVarCompare" cvar="_difficulty" operation="Equals" value="5"/></passive_effect>
        </effect_group>
I use them in conjunction with pipe bombs for early game blood moons (days 7 and 14).  Mollies to soften up a crowd of zeds, then a pipe bomb to finish them off.  End up with a decent bit of both of them via early game quests, so my crew and I put them to good use.

 
Back
Top