I’m not sure about what you mean about increasing draw speed.
[quote=“Watsyurdeal;c-216182”]
Unfortunately there is no real way to punish spam without nerfing his versatility, and as you said before I was mostly playing Fletcher correctly anyhow.[/quote]
There’s one. Apply the changes in the OP.
I am positive about that : if you apply what I suggested, spammers will be much less of a threat, even with 3 stickies. It doesn’t mean that you will beat them 100% of the time of course : there’s too much factors to take into account (and if you’re engaging Fletcher in a tight indoor area spam or not if you die you deserve it). But at least evading the first sticky bomb, even partially, should give you a pretty big advantage if the Fletcher doesn’t switch and keep hurling Sticky Bombs at you.
[quote=“sweetColumn;c-216194”]
but another problem is fletcher still able to play like assault or even better than before if you decrease the sticky count and increase the damage.
they key in here is cooldown. while you can drop proxy mine, it cant be thrown far enough over a cover. While fletcher can deny cover by throwing over it or airburst at longer range.
i think cooldown nerf slightly higher than proxy (12-11 sec) but still retain the same 3 stickies and less damage on maximum range would reduce constant spam.
im also not sure how to justify fletcher sticky shotgun combo.
proxy is Close range specialist, bush is kind of in the middle, fletcher is weird. He can do in any range as long as the player is good enough. Ive seen fletch players that are able to do stick at very long range against snipers.
lastly, the loadout.
both proxy and fletcher got smg secondary paired with m.pistol.
i think, rather than nerfing the m.pistol SD could have nerfed the cooldown because sparks got hit very hard by the nerf for the machinepistol.[/quote]
Wow wow wow. Careful about the wording. Are you suggesting Stickies to have 11-12 seconds Cooldown or are you suggesting a bigger cooldown than a proximity mine (20 seconds per mine if my memory is clear) ?
About the maximum range, if that Fletcher got a stuck stickybomb on that sniper, I’d first congratulate the Fletcher on the very good throw (long range stickies look easy, but they aren’t), and blame the Sniper for his tunnel vision. Being able to toss the sticky bomb afar is not an issue to me. Getting the direct hit past mid range is hard : sticky bombs aren’t hitscan. They’re projectiles. This means that by the time you throw one, it’ll take some time to reach its destination. Considering that, you should have more time to evade it. Good players will probably attempt to pre-detonate though, reducting a bit the time you have to evade, but at a long range it’s easy to pre-detonate too early or too late, so I think there’s a skill indexing factor here. Throwing stickies far also requires the Fletcher to earn some inertia before throwing : you can use that to predict what the Fletcher will attempt to do.
Fletcher is supposed to be weaker at long range and giving falloff to the Sticky Bombs (is it what you are suggesting though ?) makes sense. But I think there’s more interesting changes to pull out first.