Is the Molotov Cocktail too unbalanced?

I tend to agree too. This thread should probably be put to bed at this point.

The thing is discussing “balance” seems to be a big deal for some these days, to the point it bleeds into other threads as well. To stop exactly that I would like to keep a thread like this open so I as a moderator can kick yall back here. :stuck_out_tongue:

May I ask you very kindly to not comply to these urges? :stuck_out_tongue: And other people with that issue as well?

Closing a thread is more a sad confession the people are generally unable to talk about this. If I remember correctly that was the step to be done before the forum reboot for a E-Phone discussion thread.

Just let me point out that if I think the reason this can’t be discussed is only rooted in very few users, the more classic approach is to flag and warn people. :cowboy_hat_face:

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This conversation is funny. To me it’s a silly idea that the game is single player so ANY item added would be fine. Even a button that instant killed targets and provided an instant escape.

I usually ignore these arguments because they the foundation of the argument ignores the balance of items when used in ETs, Escalations, contracts, and what have you. It offers nothing to the conversation of balance because difficulty is not a factor and self regulation just turns a blind eye to the problem and chooses to ignore a solution.

But i would rather put the fault on IOI for these discussions. If there was proper loadout restrictions between difficulties or a sandbox mode, then I imagine the balance discussions would be far less toxic.

Anyways I’ll call a spade a spade and say that if you consider an accident kill SA friendly fire going 10 feet through a wall is balanced, then that is a very dishonest opinion for a thread talking about balance.

It’s honestly like saying the invisibility camo in metal gear is balanced.

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The arguments ignore those specific game modes because they’re too specialised. If we were talking about the levels’ design, then that’s more reasonable to talk about stuff like this as it encompasses these things. Contracts mode is essentially the sandbox, as the NPC’s in the level are much more freeform than that of the targets, simply by design.

ET’s are (or were) designed to be limited, simpler, experiences for the most part with gimmicks attached, so balancing around that would be trickier.

Putting loadout restrictions between difficulties isn’t a wise idea. For one thing, that’d stifle creativity, not breed it (see: ETA and escalations enforcing specific loadouts). The loadouts are restricted as they as you have to start somewhere, and it’s already a little stupid you can only bring in a few items, and yet you can carry half the population of Bangkok in coins and small items.

The molotov wallbanging appears to be unintentional, that part seems to be mostly agreed upon in this thread, considering how much that can hurt you and harm you if you merely throw it wrong. That part is what makes it overpowered. Otherwise, the other downsides and upsides of it seem fine to me.

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I have to disagree. This argument assumes people can’t be creative with limited options. However it is widely considered that “purposely limiting oneself can actually drive creativity.”

However the fact, I assume that people trying to be creative would want a mode where everything is available from the start (easy) while people playing competitively (lets not ignore the fact that there are leaderboards) or as a challenge to themselves (problably would just ignore the item) would want a mode with cheat items disabled like in other video games. Often broken items aren’t allowed in a non casual difficulty.

Anyways there are two ways to balance items. Either balance the item around the game or the game around the item. A limited loadout is the latter way of balancing while allowing an OP toy to exist in its current state without becoming a toxic element to the challenge of the game or its various modes.

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Dude CJ is such a baller

Are you all starved for content, or conflict?

I must admit it’s an epic match, though I’ve skipped some of the longer, more Biblical passages, because hoo-boy! You guys!

Goddamnit, this is not a multiplayer game. It’s a single player game with an always online requirement!

Would it be so delusional to hope that we could agree that the Molotov is unbalanced, but not TOO unbalanced?

Just remember, when your grandchildren are playing this always-online game and pulling up old YouTubes of fire that can walk through walls, you can swivel around in your worn out chair and creak, “I was theeeeere.”

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Also the dart gun thing, but yeah. I think everyone agrees that those two aspects need to be patched.

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i 100% agree with you

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i know right i can’t believe it too

I dislike your version of the future, you either assume that Hitman 3’s servers are still online or that there’s a functional offline mode.

And I’ve missed the biggest assumption: we as a species haven’t forced extinction upon ourselves.

Seems like things we should be assuming, though.

I dont know. From another perspective the wallbang ability is what makes this item cool/fun/more interesting. Without it not so much. Ive always been a fan of wallbanging.

Wether such an item should have a place in the game is another story.

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I do not agree with this.

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I disagree cuz that takes some serious skill whereas a fire through a wall doesn’t.

Gotta get to the right wall and throw it in the right spot though. And currently, that can only be done with one item. Seems fine to me.

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Me too, but the lancer wallbang also took some serious skill cuz body found would negate SA. This Molotov causes an accident. I would say tho, if it wasn’t made an accident, then it would be fine. But fire not as an accident doesn’t make sense.

That’s not skill, that’s opportunity. Big difference.

The point of that particular comment though was not anything to do with the fire, or the wall. The point was that the video I commented on originally showed someone using a breaching charge to launch a Molotov across a map. Since that technique had already been used in that exact same level without the Molotov, it wasn’t the Molotov, in that example, that was the issue. Thus, my point that the Molotov didn’t “break” the game was proven. If anything (in that specific example), the breaching charge “broke” the game, not the Molotov.

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This kill disagrees with you

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