Fletcher Buff/Nerf


(Trestos) #1

Fletcher

Increased Sticky Bomb detonation time to 0.5s (up from 0.366s)
    With the Lock-On Augment's 30% faster detonation, time is 0.35s (up from 0.256s)
Sticky Bombs can no longer be detonated by enemy fire for 0.2s after being thrown

What do you think about that?


(terminal) #2

Well, Lock-on has a use now at least.
I really like the fact that enemies can’t shoot the sticky right when I throw it though. Now I can fight Rhinos without worry :slight_smile:


(tome_weng) #3

It looks like a pretty big nerf, especially to using them for traps as they were intended, but it seems to make his sticky bombs a little more reliable in exchange for reducing the spammy element which is good for the skill base of it I suppose. Still, I wish they had fixed the numerous bugs with the sticky bombs before looking at nerfing them.

Also any cards without quick draw or lock on are now considerably worse than those with them. If dirty bomb is still not pay to win then surely the viability of a merc should not be dependent on augments.

One of the key distinctions between fletcher’s grenades and that of Nader and Fragger is that he gets full control over the detonation making it much more difficult to avoid them in exchange for lower damage output and a lower chance of a gib. Now as of this change it is much easier for other mercs to escape the blast radius before the detonation thus making them little more than a deterrent to a skilled player. The exception to this is when you area able to ‘stick’ the enemy player however now they will have a considerably longer amount of time to kill you before the detonation.

Overall a bit un-called for. Prior to this he was a mediocre combat merc, albeit very fun, that made up for such by being an engineer. Now he’s a poor combat merc.


(Eox) #4

I don’t think that detonation time increase will change a lot of things. It makes sticky traps even less viable though. 0.2 sec of sticky invulnerability is a very good thing though : it avoid some dumb deaths were an enemy luckily shot your bomb in a duel.

I have make a game or two before setting my mind though.


(neverplayseriou) #5

Any game developer would’ve just nerfed the dmg of an ‘engineer ability’ which does 100 dmg imo…


(exaltedLodge) #6

decrease the detonation time to 0.44 or somethning, cause now it’s to easy to escape stickies


(watsyurdeal) #7

Some changes to the throwing would be nice, same arc and speed as Fragger nades at least.


(CCP115) #8

Haven’t actually played with the new stats, but it looks like a nerf overall to me.

Not being able to get blown up is obviously amazing,

but a half second det time? It’s practically discouraging traps. Fletcher is just turning into bomb thrower man.


(AggressiveHamster) #9

Keep killing people after dying due to the higher detonation time. Not noticing too big of a difference but feel like shit anyways thinking I might’ve killed someone rather than traded him with the new det time :\


(terminal) #10

That would be a little OP, no?

Fletcher is supposed to be close-ranged, and if his stickies have the speed of a Fragger nade then he can just stick people in absurd distances and watch them explode without worrying about self damage.


(capriRocket) #11

doesnt everyone shoot stickies for traps? the delay was unpractical even before the increase.


(N8o) #12

No. They for sure did not. Most Fletchers (that are good) use sticky bombs in duels and try to stick the enemy before they kill you. It’s not that hard.


(Dawnlazy) #13

No. They for sure did not. Most Fletchers (that are good) use sticky bombs in duels and try to stick the enemy before they kill you. It’s not that hard.[/quote]

He’s specifically referring to when you use them for traps though. Like when Proxy just shoots her own mine to make it go off faster.