Does Fletcher Really Need to be Changed?


(Mrarauzz) #21

I think he is fine but the way SD is handling things don’t be surprised when he gets a wall of text nerfs like sporks, and spoopy katana man.


(RyePanda) #22

Yeah, not like timing when to detonate a sticky midair takes skill or anything. The cooldown should be increased by a second, but keep the detonation the same. Taking away midair detonations would slow down a merc that is fun because of his fast playstyle.


(MY_MAN) #23

@succinctDeer If you miss your first sticky in a close quarters combat situation you immediately have a huge disadvantage and chances are you will be killed or forced to retreat. He’s not overpowered, you just play mercs easily countered by a fletcher.


(BananaSlug) #24

but remember he is an engineer not assault, and i am tired of monkeys taking away my health in 1 second. i like his play style but now he is too spammy


(KattiValk) #25

Really the only major issue is the fact that he resupplies so quickly. Nerf the resupply time for stickies by 2-5 seconds and he’ll be fine IMO.

•••

Free hugs!

http://i.imgur.com/6FGXtSH.png


(solace_) #26

I actually play a lot of stoker and fragger as well, and I can still stay that my opinion is that Fletcher has a problem with his sticky bombs being a little too good. Its not just because i like to play aura.


(Ritobasu) #27
  • Stickies must be attached to a surface for an extremely brief period before being allowed to detonate; no more airburst stickies, that’s Frogger’s job
  • Increase Sticky resupply time from 8 to 11 seconds. Fletcher players are actually forced to use… their guns!
  • Decrease maximum damage splash radius of Stickies by 50%, just like every other class who’s explosives has been nerfed (Fragger, Proxy, Nader)
  • Decrease maximum damage of Stickies to 75 (it currently does 100 damage, literally more than a Nader nade), and attach a 25 dmg bonus to a successfully stuck enemy (just like Nader)

Can’t wait for the Fletcher players to join everyone else in complaining about their class nerfs. You guys had it coming a long time ago since the CW patch, not once has he been touched while the majority of other classes were adjusted in some way.


(Black) #28

The problem I have with fletcher is him simply being able to spam his sticky bombs like nader.
I find that a bit too strong in some cases to the point I believe there should be a two second delay for sticky bomb throws.


(RyePanda) #29

[quote=“Ritobasu;149779”]- Stickies must be attached to a surface for an extremely brief period before being allowed to detonate; no more airburst stickies, that’s Frogger’s job

  • Increase Sticky resupply time from 8 to 11 seconds. Fletcher players are actually forced to use… their guns!
  • Decrease maximum damage splash radius of Stickies by 50%, just like every other class who’s explosives has been nerfed (Fragger, Proxy, Nader)
  • Decrease maximum damage of Stickies to 75 (it currently does 100 damage, literally more than a Nader nade), and attach a 25 dmg bonus to a successfully stuck enemy (just like Nader)

Can’t wait for the Fletcher players to join everyone else in complaining about their class nerfs. You guys had it coming a long time ago since the CW patch, not once has he been touched while the majority of other classes were adjusted in some way.[/quote]

So it’ll take throwing 2 stickies, which takes quite a long time, letting them stick, and then detonating, just to kill an Aura or Sparks? That’s just going to make them useless.


(Dawnlazy) #30

[quote=“RyePanda;149797”][quote=“Ritobasu;149779”]- Stickies must be attached to a surface for an extremely brief period before being allowed to detonate; no more airburst stickies, that’s Frogger’s job

  • Increase Sticky resupply time from 8 to 11 seconds. Fletcher players are actually forced to use… their guns!
  • Decrease maximum damage splash radius of Stickies by 50%, just like every other class who’s explosives has been nerfed (Fragger, Proxy, Nader)
  • Decrease maximum damage of Stickies to 75 (it currently does 100 damage, literally more than a Nader nade), and attach a 25 dmg bonus to a successfully stuck enemy (just like Nader)

Can’t wait for the Fletcher players to join everyone else in complaining about their class nerfs. You guys had it coming a long time ago since the CW patch, not once has he been touched while the majority of other classes were adjusted in some way.[/quote]

So it’ll take throwing 2 stickies, which takes quite a long time, letting them stick, and then detonating, just to kill and Aura or Sparks? That’s just going to make them useless.[/quote]

It will lit them up so that then you have to finish them off with your guns. At his current state and after the last patch Fletcher is essentially power creep over Nader in almost every way, why is it allowed for an engineer to be more complicated than assault mercs to take down? Look at how Bushwhacker and Proxy have to work hard for their kills, usually either straight up outaiming their opponents or outsmarting them. Fletcher has a huge entry frag potential as well as a get out of jail for free card, I think his combat capabilities need to be brought down to same level as the other engies.


(MY_MAN) #31

@Ritobasu There would be no reason to use fletcher in a competitive match. Bushwacka and Proxy would easily outpreform him.


(solace_) #32

Well, I think any devs or community people that have looked at this thread have enough, am I right @Amerika . To sum it up, there is Net 0 consensus in the thread. So yeah, I was 100% in the video. lol.


(Ritobasu) #33

If you read my post, you can still oneshot any classes 100hp and below with a successful stick, that’s still fucking generous for an Engineer class

@MY_MAN Fletcher would be cut down to be brought in line with the rest of the Engineer mercs, the same argument could be made that there’s no reason to use Proxy or Bush in a competitive match now when you have a Merc that can 1shot or grievously wound other classes every 8 seconds while simultaneously being an objective specialist


(Jesus) #34

Except fucking shotgun of course but they are fine fucking lol.

This along with the other modification is just a big process of dumbing down the game making it casual.


(Dawnlazy) #35

Except fucking shotgun of course but they are fine fucking lol.

This along with the other modification is just a big process of dumbing down the game making it casual.[/quote]

Well I agree that the excessive Vassili and Sparks nerfs make the game more casual since they take actual aim to play well (I would have been OK with some tweaks/minor nerfs though, like how PDP Redye is broken even though it takes good tracking to use efficiently), also adding more RNG spread to weapons and aimpunch is a crappy way to balance the game, but I don’t see how nerfing ez mode mercs like Fletcher or Fragger would do anything other than making the game more skill based.


(TheVulpesFox) #36

Sounds to me like your being racist. “Monkey”? Just because he is black, doesn’t mean he is a monkey. That’s implying that he/black people of less intelligence. Is that what you are saying?


(PleasantWheat) #37

@TheVulpesFox I think they mean the players who play fletcher not fletch himself


(TheVulpesFox) #38

Ah ok


(ZeroFactor) #39

Rather than a nerf, I would prefer a balance change to make him more like the rest of the engineers: Defensive. As of now, fletcher is really more of an assault class than an engineer and is just about as powerful as some of the assault classes, if not more so. I would love to see the stickies implemented as a defensive weapon more than an assault. (though still make them applicable to assault)

TL;DR: Make fletcher more like the rest of engies, defensive based


(Eox) #40

[quote=“ZeroFactor;149997”]Rather than a nerf, I would prefer a balance change to make him more like the rest of the engineers: Defensive. As of now, fletcher is really more of an assault class than an engineer and is just about as powerful as some of the assault classes, if not more so. I would love to see the stickies implemented as a defensive weapon more than an assault. (though still make them applicable to assault)

TL;DR: Make fletcher more like the rest of engies, defensive based[/quote]

First, Fletcher absolutely does not share the power of an assault class. Comparing him to the raw power of Fragger or Nader is seriously flawed : Fragger can clear whole team in a chokepoint with a single powerful blast and Nader is not half bad at clearing a room as well, thanks to her slightly higher detonation radius and five grenades stock. On my side, I NEVER was able to kill more than two person with a single triple sticky bomb detonation, and catching two players in your explosion is already extremely difficult, unless the whole team in front of you is made of suicide Proxies. Not only counting the fact that throwing all three stickybombs takes time and is very risky : you oftenly get killed before you have the time to trigger them. Second, we don’t need another defensive engineer for the sake of diversity. Fletcher is supposed to be versatile : impairing his offensiveness would just kill that.

Making Fletcher more defensive is just the worst idea I could ever imagine. Making a merc with manually triggered explosive more defensive is just a flawed concept : babysitting your own traps is not fun and far less effective than a trap that will trigger by itself like a Proximity Mine. None of the Fletcher mains want to play him just to look at his own bombs permanently. We like Fletcher because he has a different and quick playstyle, not because we like to wait for hours to catch a level 6 Proxy at the objective point.