Remove Molotov and Lower Satchel Charge Cost.

-1. It’s an integral part of going against groups or cops of criminals.
Hank_Montgomery wrote:
-1 even if it doesn't synchronize properly, why suggest removing it?
if satchels are rarely used by people, why it bothers you in the first place?

Um? It doesn't synchronize properly? And it causes problems regarding if someone is disabled/on fire or not? I'm fine with lowering its ammo count to 1 because that'll make it a gambit card instead of spam throw and ez kills. Read the OP?
Satchels are rarely used by people, thats the point :/ I'm suggesting to make it more relevant.

[59 wrote:Dudesdog link=topic=6387.msg30393#msg30393 date=1611263135]
-1. It’s an integral part of going against groups or cops of criminals.


I understand that but still it boils down to who has the more molotov spamming capability, the party which has more molotovs and better throwers, wins. Instead of that reduce its ammo count to 1 or remove it completely so it isn't a crutch and more of a dire situation ace card. Also the fire sync is so bad that you throw the molotov properly on your screen, they're on fire on your screen, but on their screen you missed the molotov by a mile, the flame that generates is far away from them and they aren't on fire. So on your screen they're on fire but they aren't taking damage and able to shoot their weapons and just walk straight through the generated flames on your screen without any consequences. Its almost as if we're back to the no lag-sync days of SA-MP.
molotovs are pretty much the only thing that can save you when fighting multiple players..it's true, they are annoying and buggy but i don't think removing them will improve anything
Masteroid wrote:
Ig so but my main problem with it is that SAMP Fire sync sucks bad. Having 1 molotov would solve the problem of Molotov spammers & people using it as a crutch to disable opponents, but not the Fire Sync.

What do you want me to do, rewrite SAMP?

The script has absolutely no control over or detection of throwables. I can't tell when you throw them or detonate them (satchels), I can't tell where they land, I can't remove them or place them. I give you the weapon and you do what you do and SAMP does what it does (badly sync it).

These are not issues I can resolve myself.
Mike wrote:
What do you want me to do, rewrite SAMP?

The script has absolutely no control over or detection of throwables. I can't tell when you throw them or detonate them (satchels), I can't tell where they land, I can't remove them or place them. I give you the weapon and you do what you do and SAMP does what it does (badly sync it).

These are not issues I can resolve myself.


Judging by the things we want you to implement/fix maybe you should try 😛

Okay so theres people who want it for clutch situatuons so lets just reduce its count to 1 or 2 so people can't mass spam it. As for sync, well I'll pray to the luck gods to hope it works well when I seldom throw a molotov.

I'll take reducing the Molotov ammo count.
As for satchels, I guess just make them cheaper do people will give it a chance to try.
No, molotovs are really crucial in outnumbered fights and are very useful.
Zack Hemsey enthusiast