Best Fletcher loadout?


(Jurmabones) #1

In your opinion, what’s the best loadout card for Fletcher?

I haven’t played him nearly enough to know or have much of an opinion on it myself, but am thinking of practicing him and would like to know what you Fletcher players prefer to use. Thanks!


(Yes) #2

A31 and it’s only gonna get stronger when Lock-On gets fixed for him.
Bl32 is alright as well.


(x3H) #3

Ask to Master Fletcha, Sniff.


(Mescman) #4

BL33 is good too !


(RyePanda) #5

A23 is my favorite but the A31 is also very strong.


(cornJester) #6

A31 baby! Empire-9 is a solid machine pistol and having a shotgun lets you play peek-a-boo with enemies due to all of the damage coming out at once as well as being great for finishing enemies. On top of all of this you have double time which plays into Fletcher’s playstyle absolutely perfectly!


(aRagRappy) #7

I would say BL33 is an amazing loadout for fletcher. Quickdraw lets you switch to your stickies and detonator faster allowing you to blow up your stickies faster. Also with quickdraw when you run out of shots in your magazine in the middle of a fire fight you can quickly pull out your other gun to finish them off. Toughness is a nice perk to have to keep you alive. Having the blishlock gives you much better mid to long range options that most of fletchers other loadouts dont have. With fletcher’s stickies I tend to stay at mid range during fights, making the blishlock fit him nicely. You still have the emp 9 especially for close range. Overall it just greatly improves the general way you play fletcher, though there still are some other nice loadouts for him that focus on more specific things.


(Mister__Wiggles) #8

As soon as they fix lock on people will be crying for a Fletcher nerf and if phantom is anything to go on they will over do it.


(cornJester) #9

I highly doubt it will have that big of an effect… So maybe the stickies will detonate 30% faster. good Fletchers like Sniff already tear it up as is though.


(Mister__Wiggles) #10

@cornjester that is true, but 30% is nothing to be sniffed at (pardon the pun). He’s already a strong merc and arguably the best engi so any buff would be greeted with shouts of op. I think the disappearing stickys need fixing as well. I’m holding off on getting Fletcher until his arguments have been fixed and the inevitable nerf that will follow. I already seen the same thing happen to phantom and SD nuked him after the outcry. I’m hoping Fletcher isn’t changed too much though because I had fun with him when he was in rotation.


(aRagRappy) #11

quickdraw makes his stickies detonate faster already, been personally enjoying it on fletcher


(Jurmabones) #12

That’s fairly convincing. Well said Rappy. I think I just have to try BL33 first. Since no loadout has quickdraw AND lock on, I think quickdraw is the way to go. It benefits all weapons, rather than just stickies like lock on. Thanks a bunch for posting everyone.


(LifeupOmega) #13

BL33 / 32, or A31.


(Eox) #14

A31 Guardian Close Assault :
Pretty oftenly considered as the best loadout, and for a good reason : you get the Empire 9, you get double time (reload while sprinting), the Ahnuld is a fine weapon and you also get Lock On (detonation takes less time) and Though (You start your health regeneration faster)… Except that Lock On just does not work at all, and may never work since Fletcher’s rework. Besides that, it’s still a solid enough loadout card to use due to the weapon combination and the presence of double time. If Lock On gets replaced, it can be even more good.

A23 Guardian Close Assault :
Another good pick in my opinion. You still get the Ahnuld, but your Empire 9 is replaced with the Tolen MP : oftenly considered as a worse choice, but it’s actually not that bad. The weapon have very few if not no recoil. It has less DPS though. The force of that loadout is that it comes with the unshakeable augment, that gives you a 20% resistance against everything explosive. And well, there’s a lot of things explosive around. You also get with that Though (still an appreciable bonus) and Enigma that reduces the time where you are spotted : it’ll only work if there’s a Vassili in the opposite team, so it’s not that great… However, if you want Unshakeable with both a shotgun and a machine pistol, you do not have any other choice anyway.

A62 Superb Close Assault :
At first view, it’s not that great. Augments overall are meh, and you’d prefer to have a machine pistol with your shotgun (much more forgiving)… But wait, is it Quick Draw that I see in a corner ? While Cool is a bad augment and sneaky is not that useful, Quick Draw is really a great advantage in combat for Fletcher since you have to switch your weapons a lot ! Actually, Quick Draw is almost enough by himself to make that loadout fine ! Almost ! The weapon combination is not that great, but the Ahnuld-12 makes you able to rivalise at range a bit more, so you shouldn’t have that much range issue (at least as long as you have a good aim). It’ll be hard to convince everyone to use that loadout. But if you want Quickdraw with a shotgun, you don’t have any other choice anyway. Probably not the best, but not the worst either.

H22 Standard Close Assault :
What have we there ? Hollunds (better firepower than the Ahnuld, can one shot 80hp characters, but far less efficient range), Tolen MP… Fine. Enigma, meh… Drilled, less reload time, oh that one is good !.. And… Focus (-50% flinching while aiming down sights) ? On a shotgun loadout ? Yuck. In my opinion, A31 is better than this one. Drilled is fine, but it does not allow you to compensate the time lost while reloading like Double Time does since it allows you to reposition yourself efficiently during the reload. Though feels better than Enigma, and Ahnuld tends to be a better choice for Fletcher. Also, you get Empire 9 with A31. And Lock On may be replaced with a very good augment… A31 has much more potential than this loadout.

H31 Standard Close Assault :
Those augments are just the worst you could get for Fletcher. Plain and simple ! Spares gives you one more clip carried… It’s fine. But cool, with quick eye (35% more speed while scoped) on a shotgun loadout ? The only thing good with that loadout is the Empire 9. If you want a loadout with a shotgun and a machine pistol, go for A31 or A23 : the augments are just way better, and the Ahnuld will make enounters with ranged weapons less painful.

H63 Standard Close Assault :
Another loadout considered as the best loadout for Fletcher by a lot of people. The augments are just excellent ! Drilled, with Double Time ?! Wow ! And you also get Unshakeable ? Is it too beautiful to be true ? Well. Sort of. While the augments are just extremely good, the loadout available is far from being the easiest to use. You get the Hollunds, that has a range far worse than the Ahnuld, combined with the Simeon revolver, that is far less forgiving than our beloved Empire 9, even if it packs a lot of punch. A loadout that would have made a lot of players look away due to the lack of reliable mid-ranged options. Fortunately for you, you are Fletcher, and Fletcher comes with a pretty nice mid range fighting tool : stickies ! Expect much more switching work with that loadout that the others (you’ll quickly empty your clip), and, well, expect regretting to not have Quick Draw. It’s still a very good loadout if you can aim well with your stickies.

BL32 Standard Operative :
Suicides with Fletchers can happen, and less rarely that you think. An enemy bum rushing you with your stickies on him, an enemy that luckily shoot your sticky on the fly, a teammate blocking the way… That’s why Fail Safe is not that a dumb augment, especially since more experienced players may be able to use it to “sticky jump”. Too bad that it comes with the Blishlok, limiting your efficiency while ambushing… Well, you can still use your stickies for it. And you also get the Empire 9 that completes the Blishlok in a very good way (the slowest SMG with the fastest Machine Pistol !). The other augments ? Well, Springy is fine, and Lock On is borked, but if Lock On get’s replaced, expect that card to become potentially better. Not the best, but not the worst. Players that knows how to sticky jump may like it. However beware, sticky jumping may be a very risky tactic.

BL33 Standard Operative :
Quickdraw is back, and with much better buddies than with A62 ! Though, and Flying Pig (no more fall damage) are two pretty fine augments… That loadout comes with the Empire 9 (excellent !) and the Blishlok. Overall that loadout does great ! It’s my favourite. Faster switching that improves your fighting capabilities a lot, more range than shotgun loadouts, a wondeful secondary… It’s awesome !

BL63 Standard Operative :
Unshakeable, Flying pig and Chopper (+20% melee weapon damage), with the Blishlok and the Simeon. Not a lot of gamechanging augments, but Unshakeable is a very good one… If you want a SMG with Unshakeable, it’s your only choice. It’s actually not a very bad one : a SMG weapon with a Revolver pistol ? It’s much more balanced than a Shotgun + Revolver loadout.

My personal top 3 would be : BL33, A31, H63.


(Jurmabones) #15

I’ve been using BL33 and quite enjoying it. The MP is nice for close range, blishlok works well with the stickies because they’re both mid range.

Thanks a bunch for all your feedback everyone, it was very helpful.


(GrandMasterFalcor) #16

[quote=“Eox;67925”]H31 Standard Close Assault :
Those augments are just the worst you could get for Fletcher. Plain and simple ! Spares gives you one more clip carried… It’s fine. But cool, with quick eye (35% more speed while scoped) on a shotgun loadout ? The only thing good with that loadout is the Empire 9. If you want a loadout with a shotgun and a machine pistol, go for A31 or A23 : the augments are just way better, and the Ahnuld will make enounters with ranged weapons less painful.[/quote]

I use Fletcher as my main engineer and have this card in bronze. I actually thought it was pretty good and came in to this thread to see what the general opinion was. Are those really the worst augments for Fletcher? Not asking that rhetorically btw. I understand that the extra mag isn’t the best augment, but it’s not unhelpful in any way. I actually really like having cool for fletcher. As an objective specialist, you naturally spend more time around the EV, so being able to use the mounted gun more efficiently seems useful, especially considering Fletcher’s loadout isn’t really meant for long range engagements so you would have to abandon the EV to better defend it in most cases. As for the increased ADS speed, considering the Hollunds is the least accurate shotgun, being able to get the ADS spread reduction without losing much aim speed seems helpful. Not to mention it also affects the secondary weapon.

I totally agree the H63 is the better Hollunds loadout and am going to try to get it when I have a chance. Just don’t think H31 is as bad as you made it out to be. I wanted to post this just to see if there were any gaps in my thinking.


(Yak) #17

The difference is that Phantom took no skill to use. Fletcher stickies are arguably the hardest thing to use in the game, so I doubt people will be crying for nerfs.


(N8o) #18

A31, because my shotty got a nice range increase today :3
What a time to be alive.
P.S: Be sure to occasionally miss a sticky stick on purpose so the enemy team doesn’t accuse you of hacking.