Fletcher Discussion (nerf? buff? fine? Speak your mind)


(avidCow) #61

I know, I know. But I’m lazy.


(capriciousParsely) #62

Fletcher with the Blishlok (spelling?) is alot better than his stock shotgun. Running stickies as a softener then reliably finishing enemies off with the SMG made him alot more enjoyable.


(vdll) #63

[quote=“Szakalot;20065”][quote=“avidCow;20040”]Ah, that would be explain why I had to finish off someone with three solid shotgun blasts after landing a sticky on them and detonating it.

Had a bit of fun last night just tapping Q>E in quick succession to create a a short range bomb.[/quote]

oh gawd, how many times am i saying it: youre doing it WRONG. Using ‘q’ n ‘e’ doesnt allow you to pre-arm stickies from cover. Peeking & throwing + E is much more efficient than peeking & 'Q’ing + E[/quote]

There is no right and wrong, there are different playstyles.

For instance, since throw animation takes considerable time to perform, I tend to use Q preemtively (round the corner), peaking just when the sticky is being thrown and retreating to safety as the animation ends, while pressing E. If you time it right, it works even better than 4.


(avidCow) #64

[quote=“convincingMollusk;20099”][quote=“Szakalot;20065”][quote=“avidCow;20040”]Ah, that would be explain why I had to finish off someone with three solid shotgun blasts after landing a sticky on them and detonating it.

Had a bit of fun last night just tapping Q>E in quick succession to create a a short range bomb.[/quote]

oh gawd, how many times am i saying it: youre doing it WRONG. Using ‘q’ n ‘e’ doesnt allow you to pre-arm stickies from cover. Peeking & throwing + E is much more efficient than peeking & 'Q’ing + E[/quote]

There is no right and wrong, there are different playstyles.

For instance, since throw animation takes considerable time to perform, I tend to use Q preemtively (round the corner), peaking just when the sticky is being thrown and retreating to safety as the animation ends, while pressing E. If you time it right, it works even better than 4.[/quote]

This is what I was doing. You can press Q then step out after a slight delay… Bit like charging the panzerfaust in rtcw


(Szakalot) #65

If right means = more effective, there are definitely rights and wrongs!

a) by adding another factor (timing the peek so that you throw it as soon as you peek around the corner) you make the action more difficult. More difficult means less effective for a given skill level
b) keep aiming to one hemisphere of your brain (mouse hand aims& shoots). This is a physical property of your physiology that will make you better at aiming. Just imagine ‘press space to fire’ and how wonky would it be to aim with the mouse, but fire with space.
c) sometimes you want to peek around the corner but you are not yet certain when to release the sticky (enemy is moving/hiding/not yet visible) - are you gonna hold ‘q’? this limits your movement, unless you have 6 fingers!


(_Sniff_) #66

Press 4 to bring out sticky bombs as a weapon type. Like 2 for your pistol. That will help free up your fingers.

Press 5 to bring out your detonator. Having the detonator out drastically increases the speed of detonation over using E.


(capriciousParsely) #67

I wouldn’t mind if stickybombs dealt less damage but could be instantly detonated, without delay instead. Camping traps requires at the moment you to keep your weapon on your stickies all the time and I feel that could be improved. Personally I don’t think that Fletcher would become op with this, especially considering you could just use explosives around corners to clear them.

Also. I’ve noticed that the buttons for his weapons could be improved. I would like that the Q would work like Nader’s Q. Meaning, you switch to the weapon only and do not shoot. This makes it so you don’t have to worry about auto-switching back to the last weapon and make it easier for people (me) to rebind his buttons so I can have detonate on Mouse2 but still play Sniper (because I can’t zoom if I rebind mouse2).


(Ardez1) #68

[quote=“capriciousParsely;20206”]I wouldn’t mind if stickybombs dealt less damage but could be instantly detonated, without delay instead. Camping traps requires at the moment you to keep your weapon on your stickies all the time and I feel that could be improved. Personally I don’t think that Fletcher would become op with this, especially considering you could just use explosives around corners to clear them.

Also. I’ve noticed that the buttons for his weapons could be improved. I would like that the Q would work like Nader’s Q. Meaning, you switch to the weapon only and do not shoot. This makes it so you don’t have to worry about auto-switching back to the last weapon and make it easier for people (me) to rebind his buttons so I can have detonate on Mouse2 but still play Sniper (because I can’t zoom if I rebind mouse2).[/quote]

You can rebind weapon slot 4 to Q and that will fix your second concern.

The stickies are armed when they enter the air, the only delay is the animation to trigger.


(umberInlet) #69

@Ardez I should’ve thought of that!


(Gi.Am) #70

And as I just found out armed stickies can be shot mid air aswell. Funny when you die because someone blows your stickie just when you throw it.


(Glot) #71

[quote=“Gi.Am;20224”]And as I just found out armed stickies can be shot mid air aswell. Funny when you die because someone blows your stickie just when you throw it.
[/quote]

funny thing. it was one of those things, asked by community, and devs said - ok will do it (stickies can be shot midair)

a lot of <333 for them


(Reddeadcap) #72

I have a question involving Fletcher, how exactly would Lock on work with him, he has a loadout card with it. Does this make detonating or the delay for his stickies shorter?


(_Sniff_) #73

Simple. It doesn’t work.

It used to detonate when an enemy was in range. Which included if you threw it on an enemy it would auto detonate.

They have since removed this.

Personally I would like to see the perk give a 30% quicker detonate time using “E”
Ideally I would like to see it become a sticky “mine” again and not a sticky “bomb”


(Reddeadcap) #74

@Sniff Feels bad that it does nothing, would’ve been nice if it armed or made detonation faster and them just turning into mid air mines would go against the initial remote detonation.

As for my general though on Fletcher, nothing wrong with him, his grenades have a really small blast radius, the need for them to be primed enforces trap or long range throws needing compensation for the grenade drop and leading the target, the execution of his abilities are user friendly when used defensively and more skill oriented when used offensively and requires thinking ahead and outside of the box which is what I believe all engineers should be like, He’s fine as is imho and a really fun merc to play as, can’t wait to unlock him.

Engineer wise, all that’s left is Turtle and that has me guessing a lot as to how his barrier will be.


(_Sniff_) #75

In regards to his “Small blast radius”. A lot of people fall into the idea that they need to put the sticky bombs on the wall. I blame this on Splash Damage’s Video of Fletcher throwing his bombs on the wall. This is bad. Bad bad bad bad. Poorly placed mines can have their effective kill range reduced by 75%

You limit the size of your kill zone by so much by placing explosives on a wall. Immediately you half the effective size of the blast radius. You also don’t need any vertical height to your explosion. Adding any vertical height to your explosives you are further reducing it’s effective blast radius. Foot level does fine.

Ex.1 You have to be more precise on your detonation to be able to kill the enemies by placing it on the doorway.

Wrong
[spoiler]http://i.imgur.com/EGStZks.jpg
http://i.imgur.com/T36VjcH.jpg
[/spoiler]

Placing mines on the ground makes a larger kill area along the ground rather than having it in the air and along a wall. It’s also just as sneaky as on the door.

Right
[spoiler]


[/spoiler]

Making triangles are also a good way to increase the size of your kill zone while remaining sneaky and safe from your own explosions.

[spoiler]http://i.imgur.com/Trp9kib.jpg
http://i.imgur.com/BM4nlVm.jpg
[/spoiler]


(Szakalot) #76

[quote=“Sniff;20323”]

Personally I would like to see the perk give a 30% quicker detonate time using “E”
Ideally I would like to see it become a sticky “mine” again and not a sticky “bomb”[/quote]

According to shoe you are not right:

[quote=Szakalot]
got a fletcher with ‘lock on’ augment (your turrets n mines etc. react 30% quicker) - does that mean that detonator animation is 30% faster?[/quote]

[quote=shoe]
That is correct. The delay between firing them off and detonation is reduced [/quote]

Also, splash radius would have to be significantly increased, or detonation sped up; if stickies were to be used only as mines. I think they are in a great place at the moment, and Fletcher is the most offensive engineer out there, even though he still excels at defense; when you control the engagement.


(god1) #77

[quote=“Sniff;20331”]In regards to his “Small blast radius”. A lot of people fall into the idea that they need to put the sticky bombs on the wall. I blame this on Splash Damage’s Video of Fletcher throwing his bombs on the wall. This is bad. Bad bad bad bad. Poorly placed mines can have their effective kill range reduced by 75%

You limit the size of your kill zone by so much by placing explosives on a wall. Immediately you half the effective size of the blast radius. You also don’t need any vertical height to your explosion. Adding any vertical height to your explosives you are further reducing it’s effective blast radius. Foot level does fine.[/quote]
Using the bombs as traps is a waste of time about 99% of the time.


(Gi.Am) #78

Good stuff Sniff, never thought about the triangle placement but makes perfect sense.

Traps are highly effective imo.
Setup time is short and the 3 stickies means you can pretty much cover every place perfect, no matter how bad it is designed (unlike bushwacker).

Also stickies don’t expire so you can place them once and the spot is secure forever, sure doing that means you gimp yourself in the damage output but that just balances fletcher out. You got to ask yourself “Do I wreck faces or do I want to make 100% sure that objective is secured”.
Another nice thing about that is they stay after you died. And alot of people flat out ignore them as soon as they killed the guy with the trigger. If you catch a nice short spawnwave you can very often blow them up right before they plant from the comfort of your own spawn ^^.


(Szakalot) #79

[quote=“Gi.Am;20342”]
Another nice thing about that is they stay after you died. And alot of people flat out ignore them as soon as they killed the guy with the trigger. If you catch a nice short spawnwave you can very often blow them up right before they plant from the comfort of your own spawn ^^.[/quote]

From what I know, stickies only stay during your present ‘life’. If you tap out and spawn (rather than get revived) , all your stickies disappear.

If you get revived though, they stay.


(god1) #80

[quote=“Szakalot;20346”]
From what I know, stickies only stay during your present ‘life’. If you tap out and spawn (rather than get revived) , all your stickies disappear.[/quote]
Nope. They stay until they’re blown up.