Fletcher: The Forgotten Merc


(Ardez1) #21

[quote=“Szakalot;36280”][quote=“Gi.Am;36277”]Fully agree except this.

While I haven’t played fletcher much.
My impression was that he is alot better in protecting the C4. A Proxy kills one defuse attempt and then has to basically stand on the spot to plant a new mine. Fletcher on the other hand lays a trap and hides. Remote trigger as soon as the defuse starts. after that you come out throw new stickies (since you have more range easier and stealthier to do than proxy) and repeat.
Granted that tactic gimps your offensive potential, but when it comes to protecting a charge he is harder to counter.[/quote]

good point, though both mercs play differently when it comes to defending C4. Proxy is more effective at charging in dropping the mine and shooting the mine to instagib the engineer.

Regardless, I was referring to the general defensive capacity, as Proxy can just drop the mine and go somewhere else, Fletcher needs to babysit his trap.[/quote]

Not always. I like to set the trap by the C4 and run off. When I see that blue bar move I pull the detonator. The problem with this is that it severely reduces his combat potential in the moment because you won’t be able to use your stickies without them being removed from the C4. I honestly think it isn’t worth it unless you are fighting directly by the objective or need clutch timing.


(watsyurdeal) #22

I like the flexibility of the traps, honestly I could see them being useful if the had maybe just a bit more aoe or cumulative aoe, like my team mate could say “coming through shed…now”, and I detonate and kill a good number of them.


(expessiveGene) #23

Guys is there a “best primary weapon” for him? i have 2 gold cards the smg and his shottgun idk which one i like best or if i should get a bronze with the hollunds shotgun what u guys think?


(Ardez1) #24

Honestly, I love the Ahnuld… The additional effective range makes the less damage/longer reload worth it imho.

What might be more important is getting a machine pistol as secondary… It can really save the day on Fletcher.


(capriRocket) #25

get the last of his cards. it has good weapons and the tough augment which gives you a lot of flexibility because you dont always need to run to a medic when rushing forward.
also, the quick eye augment does NOT make him move faster while you got his sticky out or on max throw.
if that was the case then the h31 card would be a decent alternative imo.


(Fuze) #26

Honestly, I love the Ahnuld… The additional effective range makes the less damage/longer reload worth it imho.

What might be more important is getting a machine pistol as secondary… It can really save the day on Fletcher.[/quote]

[left]
THIS^

The Ahnuhld-12 is one of the most badarse weapons in the game. Not only is it an obvious reference to Arnold Schwarzenegger, but the type of rounds it fires (flechette) is what gives Fletcher his name. So of course it’s a must use! A lot of people like to claim that it’s under-powered, but I feel that the extra range is worth it. As far as secondaries go, the Empire-9 is one of the best. The Tolen being a slower firing alternative and the revolver wrecks some serious face, even tho it’s a far less forgiving weapon. As far as augments go, Double Time is a game changer. Being able to sprint while you reload will really help you out. Now if only they gave Fletcher a motorcycle…[/left]


(Eox) #27

I really want to see the Blishlok unnerfed : I have the feeling like Fletcher with a damageful SMG can be a very good thing. Especially when that loadout card gives you Quickdraw AND the Empire 9.


(Szakalot) #28

does fletcher’s quickdraw affect sticky blow up speed, after throwing it out there?


(Eox) #29

It affects your switch speed. Allowing you to quickly switch between your weapons and indirectly speeding up the time you take to blow them up. It’s REALLY powerful actually. Being able to pass from your stickies to your empire 9 in the blink of an eye makes you way better in direct combat IMO.


(LANshark) #30

my usual squad is:
1-proxy. She has a lot of mobility and is an engineer.
2-nader. I tend to use her while on defense or if the enemy is grouped up.
3- Sparks. She fits both my medic slot and can be used as a pocket sniper if necessary.

If i tire of any of these or just want to have fun i replace them with Fletcher. The few bugs he has and his primaries are not a big enough downside for me not to play him. With double time and the empire nine you just flank the opponents, stick them, spray the with the empire 9 and detonate, run away, and repeat.


(aquaSandal) #31

Proxy is better.

Her movement is better for capping,

her mines unlike stickie bombs take absolutely no skill so you can just spam them after capping and not have to pay attention to them.

She has access to better weapons.

Overall fletcher is just a worse proxy.


(Sinee) #32

I just bought Fletcher because of this thread to give him a try. I do have to agree, he’s a very fun merc. I feel like he’s a combination of several mercs and gives me sort of a “best of both worlds” feeling in regards to having similar capabilities as this merc or that merc.

Also, he’s the only shotgun merc with decent health AND speed. The others either have too little health and a ton of speed, or a lot of health and too slow… he’s nice and comfy for my play-style. Setting traps with stickies is so much fun, too.

I was surprised there were no sticky bomb augments. Maybe a bigger blast augment or something? Hmmm.


(Jojack) #33

[quote=“aquaSandal;36566”]Proxy is better.

Her movement is better for capping,

her mines unlike stickie bombs take absolutely no skill so you can just spam them after capping and not have to pay attention to them.

She has access to better weapons.

Overall fletcher is just a worse proxy.[/quote]

Get outta here with that noise.


(Ghosthree3) #34

Proxy is aggressive where Fletcher is defensive. Completely different styles of play, you can’t really say “one’s better”.


(Eox) #35

“Fletcher is defensive”

Also fire is cold. And water is dry.


(Ghosthree3) #36

[quote=“Eox;36695”]“Fletcher is defensive”

Also fire is cold. And water is dry.[/quote]
Just how I’ve seen him used best so far. Using stickies aggressively often puts the Fletcher in a slightly more vulnerable position, and it’s possible to kill him as he moves forward to use them. If he holds his ground though and you have to move into him, much harder.


(Jojack) #37

You can definitely be offensive with his stickies, it’s harder to learn how to do that without getting shot in the face though. His flank attacks are devastating. Saying proxy is more offensive, when she has an ability that can only be used (against decent players) defensively is kinda funny when Fletcher’s bombs can definitely be used offensively to great effect. I think what you meant to say is, “Proxy is fast, and Fletcher is not as fast.”


(Ghosthree3) #38

Flanks are good yeah, but I was talking about more head on attacks, of course any class is good when you aren’t seen.

Yeah I kind of meant that Proxy is fast and Fletcher is not. I mean that she’s the class you pick when you wanna just rush the objective over and over again, gunning everyone as you go past. Fletcher is the guy you choose to lock it down.


(LifeupOmega) #39

I saw this thread, was going to mention how awfully buggy his stickies are ( failing to det, outright disappearing after being thrown, etc etc), but everyone already laid that out.

Which is a shame. I love him. I loved playing Demo in TF2. But his buggy ability coupled with an awful weapon selection (Hell, I use the Empire-9 more than the Blish or Ahnuld) it’s hard to want to play him.

On top of this, why doesn’t Fletcher hold his detonator in his other hand? Switching between the two is really, really clunky.


(Ghosthree3) #40

One problem I do have with Fletcher is that if you press 4 to take stickies out and keep clicking, it switches to your weapon then fires when you’ve run out. There’s been a couple of times I’ve thrown 1 or 2 stickies, thinking I had more, then immediately shot them.