Does Fletcher Really Need to be Changed?


(solace_) #1

Hey Everyone,

I have been seeing some people discussing on the forum lately about whether or not fletcher should be changed and if so, what should the changes be.

i personally feel that he is fairly good where he is at right now. he is powerful merc but I would say it is debatable as to just how over-powered he is. If he does need to change I have made a video discussing some of the possibilities.

heres a link because I don’t know whats going on witht the embedding: https://youtube.com/watch?v=cjqTrRHvYIc

What do you think the changes should be if any?


(Dawnlazy) #2

Airbust stickies need to be taken away forever, it should only be possible to start detonating once a sticky has actually stuck onto something. And as long as everyone else has jumpshooting nerfed, it would only be fair if the jumping black man could no longer have accurate jump throws.


(solace_) #3

true true. I said in the video, perhaps if the stickies base damage was decreased by 20-40% then he could recieve a damage bonus for whenever more than one sticky damages an enemy at a time.


(PleasantWheat) #4

@Dawnrazor I completely agree with you, too bad the last time i shared that opinion i got about 8 disagree votes.


(solace_) #5

lol seriously? That’s nuts. Its a perfectly valid opinion on how to balance him.


(PleasantWheat) #6

Apparently not. Same thing happened when I said that the sparks nerfs are justified. I guess people are ok with buffing weaker mercs but not toning down the better ones to put them in line -.- but i digress this is the wrong place to be discussing how badly people react to opinions they don’t agree with. I think having the stickies only detonate after being stuck would put fletcher more in line with the other obj specialists, having to use his ability with more forethought like proxy and bush will probably do the trick to toning down this Assault/engi merc


(TheVulpesFox) #7

I believe that the sparks nerf was justified too. However IMO Fletcher is fine the way he is. If you miss a sticky, it’s most likely you will miss badly (unless there is a wall behind) and detonating it would do nothing any way because the sticky has already flown past the enemy. If you detonate to early then you are denying yourself the chance to inflict full damage.
Efficient Fletchers are those who can land the stickies.
Just IMO.


(PleasantWheat) #8

Then why is it a bad change for the stickies to only detonate when stuck? It would raise the skill floor and have no effect on skill ceiling because like you said, the Efficient Fletchers can land stickies. I think the best part about this change is that it would nullify some of the spammyness we see from most fletcher players which would be very welcomed imo.


(Jesus) #9

And thats how they started to kill the last funny unique gameplay of the game.
Fletcher nerf should prepare for the NerfHammer that they are gonna take in the balls i think this one is gonne hurt too


(PleasantWheat) #10

How? You can’t just spurt out opinions like they are true. It’s a DISCUSSION forum give us something to discuss.


(TheVulpesFox) #11

Well, because, you know, when it’s like, you know, like, thing?
I don’t know I just like sticky spamming, that’s basically what I’m saying :stuck_out_tongue:
I have never had a big problem with other people playing Fletcher, or anything about him.
This does make Fletcher more skillful to play as not only do you have to stick the stickies first, you have to time it right so you don’t detonate to early and nothing happens, because then you have to panic and mash your keys/mouse button while trying to dodge the bullets.
I still don’t know to be honest.


(Eox) #12

lol seriously? That’s nuts. Its a perfectly valid opinion on how to balance him.

[/quote]

Because there’s some people who thinks that he does not deserve a nerf, and this is a valid opinion too. There’s some people who thinks that you can beat him easly just by exploiting his mid-long range weakness, that his stickies are already balanced as they are, and some of the suggested nerfs are just the way to go to kill the whole merc.

People are free to disagree with what you say. This is called “freedom of speech”. As long as one don’t insult you for your opinions you should be fine with it, and you are free to disagree to it by yourself.

Now about Fletcher : there’s seriously no issue with the stickybombs. I would even say : if someone got blew up by them, it’s because they almost allowed Fletcher to do it. Let me explain : Fletcher has a very strong weakness, and that weakness is mid-long range. Stickies just can’t fly far and fast enough. Pair it with a very small splash radius and at the end you’ll get a totally avoidable projecile as long as you stay at least at mid range, where missing a direct hit will just put him in a very tedious situation, while you can still deal full damage with your SMG/assault rifle/burst rifle. Fletcher has huge range issues, yet I hardly see anyone exploiting that in pubs.

Another thing : Fletcher is at his best in choked areas, with a lot of walls, covers and corners to exploit. If someone follow him through a corner and got blown up, he deserved it. There’s something that a lot of people forget in pubs : you are not forced to fight every single enemies you see ! If an area is crowded and you can’t get through, just pick another way. You’re not forced to fight that Fletcher who waits for you in the corridor.

Pubs are chaotic. A real mess of explosives and disorganised fights that makes Fletcher a good pubstomper. But put him in a competitive 5v5 with friendly fire, and you won’t be surprised why most of players will pick Bushwhacker over Fletcher.

Fletcher is fine. Pubs just make him looks strong, and we shouldn’t balance around pubs. At least not too much.


(WaffleMonster) #13

lol seriously? That’s nuts. Its a perfectly valid opinion on how to balance him.

[/quote]

Pubs are chaotic. A real mess of explosives and disorganised fights that makes Fletcher a good pubstomper. But put him in a competitive 5v5 with friendly fire, and you won’t be surprised why most of players will pick Bushwhacker over Fletcher.

Fletcher is fine. Pubs just make him looks strong, and we shouldn’t balance around pubs. At least not too much.[/quote]

Fletcher has been getting a lot of use in comp recently as more players have figured out how to play him.

I personally think he only needs a very minor nerf. His stickies do slightly too much damage.


(solace_) #14

lol seriously? That’s nuts. Its a perfectly valid opinion on how to balance him.

[/quote]

Because there’s some people who thinks that he does not deserve a nerf, and this is a valid opinion too. There’s some people who thinks that you can beat him easly just by exploiting his mid-long range weakness, that his stickies are already balanced as they are, and some of the suggested nerfs are just the way to go to kill the whole merc.

People are free to disagree with what you say. This is called “freedom of speech”. As long as one don’t insult you for your opinions you should be fine with it, and you are free to disagree to it by yourself.

Now about Fletcher : there’s seriously no issue with the stickybombs. I would even say : if someone got blew up by them, it’s because they almost allowed Fletcher to do it. Let me explain : Fletcher has a very strong weakness, and that weakness is mid-long range. Stickies just can’t fly far and fast enough. Pair it with a very small splash radius and at the end you’ll get a totally avoidable projecile as long as you stay at least at mid range, where missing a direct hit will just put him in a very tedious situation, while you can still deal full damage with your SMG/assault rifle/burst rifle. Fletcher has huge range issues, yet I hardly see anyone exploiting that in pubs.

Another thing : Fletcher is at his best in choked areas, with a lot of walls, covers and corners to exploit. If someone follow him through a corner and got blown up, he deserved it. There’s something that a lot of people forget in pubs : you are not forced to fight every single enemies you see ! If an area is crowded and you can’t get through, just pick another way. You’re not forced to fight that Fletcher who waits for you in the corridor.

Pubs are chaotic. A real mess of explosives and disorganised fights that makes Fletcher a good pubstomper. But put him in a competitive 5v5 with friendly fire, and you won’t be surprised why most of players will pick Bushwhacker over Fletcher.

Fletcher is fine. Pubs just make him looks strong, and we shouldn’t balance around pubs. At least not too much.[/quote]

Thanks for the lecture on freedom of speech. I was never saying that anyones opinion was invalid thank you very much. I understand the concept of varying opinions quite well.

What I meant about the “thats nuts” comment is that is seems like people just use the diagee button on this forum as a means of saying “thats stupid” and not even giving a reason. I think the disagree button should probably be taken away and if people disagree they should voice their opinion rather than just pushing a button.

Yes, you might say that he has a mid range weakness. But, what about most of the smaller mercs in the game? Aura, Proxy, Sparks. They all rely on mostly close range weapons, or, all of their weapons rely on closer range proximity to enemies to do well in combat. And that is the issue that I have in combat because I like to play aura proxy and sparks a lot, but when there is a really good fletcher on the enemy team, he makes it hard to have a good time because the stickies are just so powerful against smaller mercs.

I suggested a rebalance in the video in which the stickies damage is reduced but when more than one of the stickies damage an enemy at a time. He recieves a damage bonus on top on the damage that the stickies did.

You are free to disagree with me, I just happen to think fletcher could use some rebalancing.


(Mr-Penguin) #15

Increase the CD for each sticky and he’ll be fine.


(solace_) #16

a good suggestion.


(Eox) #17

[quote=“succinctDeer;149450”]

Yes, you might say that he has a mid range weakness. But, what about most of the smaller mercs in the game? Aura, Proxy, Sparks. They all rely on mostly close range weapons, or, all of their weapons rely on closer range proximity to enemies to do well in combat. And that is the issue that I have in combat because I like to play aura proxy and sparks a lot, but when there is a really good fletcher on the enemy team, he makes it hard to have a good time because the stickies are just so powerful against smaller mercs.

I suggested a rebalance in the video in which the stickies damage is reduced but when more than one of the stickies damage an enemy at a time. He recieves a damage bonus on top on the damage that the stickies did.

You are free to disagree with me, I just happen to think fletcher could use some rebalancing.[/quote]

Sparks is actually more a mid range merc. You should use the REVIVR at the same range than a SMG.

If I can’t counter Proxy and Aura with Fletcher, do you think it would be fair that I can still be harshly countered by long ranged mercs ? When you play some mercs, you have counters and you have mercs that you counter. It’s normal : it’s called game balance. With Fletcher I’ll be able to fight shotgun Aura and shotgun Proxy nicely, but I will have a very hard time against mercs like Red Eye, Arty or Kira… Well actually even mid ranged mercs already can give you a hard time if they don’t rush you.

Complaining about Fletcher being strong at close range is like complaining about Vassili being good at long range. He’s supposed to be at his best at close range.

Fletcher does not prevent you from playing your favourite light mercs. Just let your friends taking care of Fletcher, or try to outsmart him (it shouldn’t be difficult to outsmart someone in pubs).


(solace_) #18

[quote=“Eox;149478”][quote=“succinctDeer;149450”]

Yes, you might say that he has a mid range weakness. But, what about most of the smaller mercs in the game? Aura, Proxy, Sparks. They all rely on mostly close range weapons, or, all of their weapons rely on closer range proximity to enemies to do well in combat. And that is the issue that I have in combat because I like to play aura proxy and sparks a lot, but when there is a really good fletcher on the enemy team, he makes it hard to have a good time because the stickies are just so powerful against smaller mercs.

I suggested a rebalance in the video in which the stickies damage is reduced but when more than one of the stickies damage an enemy at a time. He recieves a damage bonus on top on the damage that the stickies did.

You are free to disagree with me, I just happen to think fletcher could use some rebalancing.[/quote]

Sparks is actually more a mid range merc. You should use the REVIVR at the same range than a SMG.

If I can’t counter Proxy and Aura with Fletcher, do you think it would be fair that I can still be harshly countered by long ranged mercs ? When you play some mercs, you have counters and you have mercs that you counter. It’s normal : it’s called game balance. With Fletcher I’ll be able to fight shotgun Aura and shotgun Proxy nicely, but I will have a very hard time against mercs like Red Eye, Arty or Kira… Well actually even mid ranged mercs already can give you a hard time if they don’t rush you.

Complaining about Fletcher being strong at close range is like complaining about Vassili being good at long range. He’s supposed to be at his best at close range.

Fletcher does not prevent you from playing your favourite light mercs. Just let your friends taking care of Fletcher, or try to outsmart him (it shouldn’t be difficult to outsmart someone in pubs).

[/quote]

what I was trying to say is that he is too good at close range… not that he should be nerfed so that any merc can deal with him. The stickies are too powerful because of how much damage they do. Im not saying that it should necessarily be easy for an proxy or aura to deal with him, I am saying that right now, if it is a competent fletcher in question, then they have next to zero chance of survival unless they simply run away.


(watsyurdeal) #19

I think what it comes down too is he is too spammy, and a bit too easy to use.

I’d rather they increase the rewards but increase the risk as well.


(Private_Falcon) #20

Fletcher doesnt really need a nerf.