Fletcher


(Phantombrotherhood) #1

So, I’m going to apologize in advance for what is probably a necro thread, but I sincerely feel like Fletcher is way too spammy/OP in his current state, because for the past 3 days, I’ve noticed fletchers hardly actually use their guns, and just spam their stickies in such a way that they can deal 240-300 DPS in seconds, then mop up with a Blish. Therefore I propose another idea, either remove one of his stickies, and give him access to better weapons, or increase his cooldown between nades. I’ve also given him a fair bit of playtime and I still stand by my decision since I managed to time my stickies to have nearly an infinite supply while suppressing a movement by playing him like I play Thunder while killing 2-3 mercs per barrage with Blish Cleanup.


(watsyurdeal) #2

If he does get a cooldown nerf he better get some new cards too.

No reason he can’t get the SMG 9 or Hochfir on some new cards.


(Phantombrotherhood) #3

@Watsyurdeal honestly, with the empire-9 as a secondary, he’s fine on his most logical loadout card, because even at medium range, the EMP-9 still deals decent damage, but I’d say your option is still a good balance, as long as his cards aren’t dual SMG or the like


(Chr1spe) #4

I think they need to heavily nerf the cooldown, but then buff the stickies themselves. In his current state he is just a bouncing spam character that takes very little skill. If you raise the cooldown only he will just be weak, but if you raise the cooldown and buff the stickies he could still be useful, but be far less spammy and forgiving if you miss your stickies.


(3N1GM4) #5

It’s generally hard to evaluate a merc when they are on free rotation. It’s usually low skill players using them, and filling a team full of them at that. When their is only one fletcher per side he’s not that spammy, but when its 2 or 3, its can get crazy.


(Chr1spe) #6

I’ve had a problem with fletcher for weeks or months now. In public games he is one of the more common mercs even off rotation and for a period of time literally every time I played someone playing fletcher was top of the scoreboard every single time. I think I counted it happening at least 10 times in a row one day and it wasn’t the same person more than twice.


(LifeupOmega) #7

You buff stickies and he can one shot even more mercs.

If ANYTHING needs to be changed about Fletcher, it will be his cooldowns. Anything else will probably render him useless when compared to Bushwhacker.


(Eox) #8

300 DPS ? Seriously ? This is misinformation. You have to take into account the travel time, the detonation time and the time to switch to your detonator. Considering this, you’ll be extremely far from reaching 300 DPS.

Sticky bombs have a very short explosion radius compared to other explosives, have travel time, detonation time and you need to directly stick them on someone if you want to get maximum damage. This takes a lot more skill than you think. Fletcher’s weaponry has also a very poor range Blishlok aside, and the Blishlok isn’t even considered as such a good weapon. This makes Fletcher extremely good at close range and around corners, but seriously lacking at range. In a game where most of fights are mid to long range at high level of play, where the metagame is dominated by KEK-10s, M4A1s and other K-121, you can consider that you have a serious disadvantage. At mid range, the time I take to throw a sticky, wait for it to reach its target and make it go boom is enough for the guy in from of me to kill me, and he can perfectly dodge my sticky bomb.

Humping walls constantly while spamming as much stickies as they can is what bad Fletchers do. Stickies are barely aimed, wasted, and it’s just countered by standing farther from the wall or just having some basic aiming skills. You can also exploit the walls by yourself in order to dodge explosions, nothing prevents you from doing that.

Fletcher is not supposed to be Fragger. His explosives should be weak yet versatile, even if this means that some of them will spam theme around, which is not even an issue since a good player should be able to dodge them at range.


(triteCherry) #9

Do you have any stats on that to compare to other explosives?


(Phantombrotherhood) #10

Okay, I misspoke gravely with the DPS figure, but at 240-300 a salvo (80 per splash damage and 100 on direct stick) it’s still quite powerful especially for wall jumping sticky spammers


(Eox) #11

One have the time to kill you at least twice if you take the time to pull up three stickies on him. If one looks away you’ll likely succeed, but you would get much better results with a frag grenade. You don’t need 300 burst damage to wipe the team.

Do you have any stats on that to compare to other explosives?
[/quote]

http://dirtybomb.gamepedia.com/Sticky_Bomb
http://dirtybomb.gamepedia.com/Frag_Grenade
http://dirtybomb.gamepedia.com/Grenade_Launcher

Blast radius is 192 “whatever is the main unit in UE3” units. In the wiki, it’s as much as the Grenade Launcher’s grenades, but it’s outdated since Nader got an explosion radius buff with the most recent fine tuning update (source : http://forums.dirtybomb.nexon.net/discussion/20108/fine-tuning-update-november-update-notes/p1). So explosion radius would be actually 205ish, which is better than the Sticky Bombs.

A Fragger’s grenade has a blast radius of 240 units following gamepedia, but it’s pobably outdated too. I suspect the blast radius to be a bit bigger than that.

As far as I know Fletcher is still available in free rotation, so go try by yourself. It’s anyway obvious that a Sticky Bomb has far shorter radius than a Frag Grenade or a Proximity Mine.


(Chr1spe) #12

[quote=“Eox;117333”]

Humping walls constantly while spamming as much stickies as they can is what bad Fletchers do. Stickies are barely aimed, wasted, and it’s just countered by standing farther from the wall or just having some basic aiming skills. You can also exploit the walls by yourself in order to dodge explosions, nothing prevents you from doing that.

Fletcher is not supposed to be Fragger. His explosives should be weak yet versatile, even if this means that some of them will spam theme around, which is not even an issue since a good player should be able to dodge them at range.[/quote]

Of course you can dodge them at range, but close range Fletcher is by far the easiest and best merc close at least in non-competitive play. Stickies are practically impossible to dodge close range. I haven’t played any arranged matches or a ton of competitive mode. In pubs I normally stomp everyone, but I can’t deal with these “bad” fletchers. I can out aim them and stomp them if they are playing another character, but I can’t fight them when they are playing Fletcher or I’ll just get spammed out. Stickies are never remotely a problem at range, but seem game breaking close range.

Also clearly Fletcher isn’t supposed to be Fragger, but he is currently completely broken from what he SHOULD be with the amount of spamming he can do at any time on a whim. The mercs he should be similar to are Proxy and Bushwacker, but he is completely different from them as far as abilities currently and I would say he is more similar to Fragger and Nader though his ability is better for close range while being more range limited. If we are looking at him in the context of the mercs he should be similar to I guess the problem is clearly that the stickies don’t take long enough to arm. With both proxy and Bushwacker your abilities need setup time and are most effective as traps that you need to pull people in to or you can use to give yourself a clear fallback. By that logic stickybombs should have a long setup time so they are primarily used as traps.

You buff stickies and he can one shot even more mercs.

If ANYTHING needs to be changed about Fletcher, it will be his cooldowns. Anything else will probably render him useless when compared to Bushwhacker.[/quote]

I don’t think they should be buffed much and I didn’t even say a specific buff and damage is not the only possible buff. Also I don’t particularly have a big problem with a fair amount of damage for a direct hit as getting a direct stick is fairly difficult and should be rewarded. I have a problem with the amount of spam that can be done and something needs to be done to limit the spamming. Even with just increasing the cooldown I’m not sure if that would be good enough if they could still hold 3.


(Eox) #13

Fletcher is supposed to be powerful at close range. Especially around corners. If you struggle against him at low range it’s just logical. It’s like complaining about Vassilis killing you from afar. Range limitations are hard to manage in Dirty Bomb, this is the reason why Shotguns are never played in a competitive environment and why Bushwhacker is the metagame engineer and not Fletcher (thanks to KEK-10). In Dirty Bomb so far, range is the dominating factor.

Sticky Bombs were never meant to be used only as trap. They are meant to be both offensive and defensive and should remain so. Fletcher is meant to be kind of an aggressive engineer and does it well : sticky bombs should NOT become more defensive. His “spam” as you call it only works well at short range and you should not have any issue at mid range. You are complaining about things Fletcher is supposed to be good at : remove this and there won’t be any point about playing Fletcher at all.


(Phantombrotherhood) #14

[quote=“Eox;117665”][quote=“Chr1spe;117528”]

Humping walls constantly while spamming as much stickies as they can is what bad Fletchers do. Stickies are barely aimed, wasted, and it’s just countered by standing farther from the wall or just having some basic aiming skills. You can also exploit the walls by yourself in order to dodge explosions, nothing prevents you from doing that.

Fletcher is not supposed to be Fragger. His explosives should be weak yet versatile, even if this means that some of them will spam theme around, which is not even an issue since a good player should be able to dodge them at range.

Of course you can dodge them at range, but close range Fletcher is by far the easiest and best merc close at least in non-competitive play. Stickies are practically impossible to dodge close range. I haven’t played any arranged matches or a ton of competitive mode. In pubs I normally stomp everyone, but I can’t deal with these “bad” fletchers. I can out aim them and stomp them if they are playing another character, but I can’t fight them when they are playing Fletcher or I’ll just get spammed out. Stickies are never remotely a problem at range, but seem game breaking close range.

Also clearly Fletcher isn’t supposed to be Fragger, but he is currently completely broken from what he SHOULD be with the amount of spamming he can do at any time on a whim. The mercs he should be similar to are Proxy and Bushwacker, but he is completely different from them as far as abilities currently and I would say he is more similar to Fragger and Nader though his ability is better for close range while being more range limited. If we are looking at him in the context of the mercs he should be similar to I guess the problem is clearly that the stickies don’t take long enough to arm. With both proxy and Bushwacker your abilities need setup time and are most effective as traps that you need to pull people in to or you can use to give yourself a clear fallback. By that logic stickybombs should have a long setup time so they are primarily used as traps.
[/quote]

Fletcher is supposed to be powerful at close range. Especially around corners. If you struggle against him at low range it’s just logical. It’s like complaining about Vassilis killing you from afar. Range limitations are hard to manage in Dirty Bomb, this is the reason why Shotguns are never played in a competitive environment and why Bushwhacker is the metagame engineer and not Fletcher (thanks to KEK-10). In Dirty Bomb so far, range is the dominating factor.

Sticky Bombs were never meant to be used only as trap. They are meant to be both offensive and defensive and should remain so. Fletcher is meant to be kind of an aggressive engineer and does it well : sticky bombs should NOT become more defensive. His “spam” as you call it only works well at short range and you should not have any issue at mid range. You are complaining about things Fletcher is supposed to be good at : remove this and there won’t be any point about playing Fletcher at all.[/quote]

The only solution I can see for your side of this is to just increase his cooldown/arming time so he doesn’t just simply become an instant death close range machine, because he honestly is used far more like an assault than an engineer in almost every instance I see him played in


(triteCherry) #15

[quote=“Eox;117435”]
As far as I know Fletcher is still available in free rotation, so go try by yourself. It’s anyway obvious that a Sticky Bomb has far shorter radius than a Frag Grenade or a Proximity Mine. [/quote]

I tested him out yesterday (already own him) and it doesn’t seem that bad. I get more kills with explosives then I do with Nader due to her fuse time. It takes a while to get used to using two abilities in sync (had to change key bindings). Didn’t have much trouble killing people with explosives even without using momentum to shorten travel time, although I did use my primary weapon more then most other Fletchers I come across.


(3N1GM4) #16

I find it easiest with a 4 button mouse. add the abilities on the thumb keys.


(triteCherry) #17

I used Q+E for abilities, Q being the secondary ability. MB1 switch to primary, MB2 switch to knife, MMB switch to pistol so I also put the secondary ability on a third mouse button which I don’t use at all. It shall be my Fletcher button. It’s just under the switch to primary button so I think it works better, but it’ll take a while to force myself to use that button more often as a habit.


(3N1GM4) #18

[quote=“Chr1spe;117528”][quote=“Eox;117333”]

Humping walls constantly while spamming as much stickies as they can is what bad Fletchers do. Stickies are barely aimed, wasted, and it’s just countered by standing farther from the wall or just having some basic aiming skills. You can also exploit the walls by yourself in order to dodge explosions, nothing prevents you from doing that.

Fletcher is not supposed to be Fragger. His explosives should be weak yet versatile, even if this means that some of them will spam theme around, which is not even an issue since a good player should be able to dodge them at range.[/quote]

Of course you can dodge them at range, but close range Fletcher is by far the easiest and best merc close at least in non-competitive play. Stickies are practically impossible to dodge close range. I haven’t played any arranged matches or a ton of competitive mode. In pubs I normally stomp everyone, but I can’t deal with these “bad” fletchers. I can out aim them and stomp them if they are playing another character, but I can’t fight them when they are playing Fletcher or I’ll just get spammed out. Stickies are never remotely a problem at range, but seem game breaking close range.

Also clearly Fletcher isn’t supposed to be Fragger, but he is currently completely broken from what he SHOULD be with the amount of spamming he can do at any time on a whim. The mercs he should be similar to are Proxy and Bushwacker, but he is completely different from them as far as abilities currently and I would say he is more similar to Fragger and Nader though his ability is better for close range while being more range limited. If we are looking at him in the context of the mercs he should be similar to I guess the problem is clearly that the stickies don’t take long enough to arm. With both proxy and Bushwacker your abilities need setup time and are most effective as traps that you need to pull people in to or you can use to give yourself a clear fallback. By that logic stickybombs should have a long setup time so they are primarily used as traps.

You buff stickies and he can one shot even more mercs.

If ANYTHING needs to be changed about Fletcher, it will be his cooldowns. Anything else will probably render him useless when compared to Bushwhacker.[/quote]

I don’t think they should be buffed much and I didn’t even say a specific buff and damage is not the only possible buff. Also I don’t particularly have a big problem with a fair amount of damage for a direct hit as getting a direct stick is fairly difficult and should be rewarded. I have a problem with the amount of spam that can be done and something needs to be done to limit the spamming. Even with just increasing the cooldown I’m not sure if that would be good enough if they could still hold 3.[/quote]

If stickies get nerfed AGAIN with a longer arm time, and as you want it, become primarily traps, why would I want to play fletcher over proxy… her “trap” doesn’t have to be watched and baby sat and has insta-gib potential along with being able to deploy two of them. Each merc should be distinct and individual.

If each merc was “similar” to each other of its class why have classes at all?