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.