Make Fletcher an Ammo class instead of an Engineer


(Ballto) #1

To get right to the point, fletcher is overpowered.

The reasons for this are he has access to some of the best weapons in the game, both primary and secondary, has sticky bombs which ohk (almost) every class, and where if you have the aim above that of a toddler will be as effective if not more than fraggers and naders, can clear C4 points with one or two bombs that, again, OHK every engineer class and almost oevery other class,and on top of that can plant and disarm c4 twice as fast (give or take) as most other mercs.

I think that the best way to balance him would be to, instead of nerfing his ability to kill, would be to make it so he cannot have as much if not more killing potential than naders/fraggers/thunders, or even rhinos if its a decent fletcher while also being able to do objectives at the rate of the weaker engineering classes.

Give him an ammo station instead of ammo packs and maybe buff his HP to 120 also to fall in line with the other ammo givers (save kira)

Id even go so far to say that rhino is more balanced, because yes head on he has more killing potential but he cannot do objective at all, pretty much needs a pocket medic unless the other team is bad, and fletcher can get kills out of LOS easily


(MvMArcher) #2

[left][quote=“Ballto;21749”]To get right to the point, fletcher is overpowered.[/quote]
He really isn’t.

The reasons for this are he has access to some of the best weapons in the game, both primary and secondary,

Weapons that aren’t used in competive because of their lack of range, the only ranged weapon is the blish, which is one of the, if not the least used smg.
The secondaries are indeed quite strong.

has sticky bombs which ohk (almost) every class, and where if you have the aim above that of a toddler will be as effective if not more than fraggers and naders,

It does 100 damage on a “stick”.
Which means that he can one hit kill 6 out of 18 mercs, this is not almost everyone.
They have almost no range, so you have to explode them quite near your target to get any worthwhile damage out of them.

can clear C4 points with one or two bombs that, again, OHK every engineer class and almost oevery other class,and on top of that can plant and disarm c4 twice as fast (give or take) as most other mercs.

There’s 3 engineer mercs currently ingame, out of those 3 he can one hit kill 1, the other 2 have 110 total health.

I think that the best way to balance him would be to, instead of nerfing his ability to kill, would be to make it so he cannot have as much if not more killing potential than naders/fraggers/thunders, or even rhinos if its a decent fletcher while also being able to do objectives at the rate of the weaker engineering classes.

If anything I would think that giving him the option to give out ammo would make him even more overpowered.
Besides that, he wouldn’t fit the firesupport role, because of his sticky bombs.
Firesupport mercs have a very strong ability to clear objectives, with a moderate to long cooldown.

Give him an ammo station instead of ammo packs and maybe buff his HP to 120 also to fall in line with the other ammo givers (save kira)

Why the extra health?
We already have 3 firesupport with 120 health, let them be diffrent.

Id even go so far to say that rhino is more balanced, because yes head on he has more killing potential but he cannot do objective at all, pretty much needs a pocket medic unless the other team is bad, and fletcher can get kills out of LOS easily

Rhino is a bad merc, he’s slow, has crappy weapons and a massive hitbox.
[/left]


(CCP115) #3

Don’t even bother, @MvMArcher has the numbers, I suggest you learn them so you don’t look kind of dumb again.

Fletcher is good in the right hands, but then who isn’t?

Also going around and changing mercs roles is too extreme, the devs already have a sort of roadmap of who will go into what roles. If we were to change Fletcher, we wouldn’t have enough engies and too many ammo givers.


(watsyurdeal) #4

Well I will agree Fletcher is op atm, way too spammy, but a simple cooldown nerf will suffice.


(Ctrix) #5

Idk about all this. I feel if Fletcher needs to be nerfed, his stickies simply need a longer arming time, so you can’t blow them up right after you throw them but actually have to place them in advance, like the other engineers.
Or increase the delay after the trigger.


(Eox) #6

[quote=“Ballto;21749”]To get right to the point, fletcher is overpowered.

The reasons for this are he has access to some of the best weapons in the game, both primary and secondary, has sticky bombs which ohk (almost) every class, and where if you have the aim above that of a toddler will be as effective if not more than fraggers and naders, can clear C4 points with one or two bombs that, again, OHK every engineer class and almost oevery other class,and on top of that can plant and disarm c4 twice as fast (give or take) as most other mercs.

I think that the best way to balance him would be to, instead of nerfing his ability to kill, would be to make it so he cannot have as much if not more killing potential than naders/fraggers/thunders, or even rhinos if its a decent fletcher while also being able to do objectives at the rate of the weaker engineering classes.

Give him an ammo station instead of ammo packs and maybe buff his HP to 120 also to fall in line with the other ammo givers (save kira)

Id even go so far to say that rhino is more balanced, because yes head on he has more killing potential but he cannot do objective at all, pretty much needs a pocket medic unless the other team is bad, and fletcher can get kills out of LOS easily[/quote]

Shotguns are the least used weapons in competition due to their range issues (being low ranged in a mid-long range metagame is a death sentence). Blishlok makes you able to be potent at range but is far from being a miracle weapon, though the Blishlok got a nice buff recently. Sticky bombs can only OHK mecs with 100 health and under, and that is only if you score a direct hit (get the “stuck” prompt). If you don’t, you can only expect to one shot Sparks or Aura, and it’s very unlikely that you’ll catch the first one if the player is decent. Since sticky bombs have a travel time, a rather small splash radius and their damage is reduced the further you are from the explosion, they are plainfully dodgeable at mid range. Especially with one of those fast mercs.

Making Fletcher a fire support will remove one engineer from the merc roaster. We don’t need that. Especially since we already have four fire supports available.


(LifeupOmega) #7

OP, have you even touched a 5v5 game with friendly fire enabled? Like the game is meant to play.

His guns are, frankly, awful compared to what other mercs can get. Shotguns are a situational type that won’t be used due to their inconsistencies, and the Blish is considered one of the weaker SMGs in the game overall. His main damage dealers are his sticky bombs, and his damage is indirect fire. That’s the whole point. And with FF on your damage is even more limited because you want to minimise the splash on your own team. You suddenly can’t throw wildly like you can in a pub, because you risk injuring your own side.

Also Rhino is a terrible, small-niche merc with no redeeming qualities, and is outclassed by any other assault merc being played at the same skill level. I wouldn’t called that balanced, but I would call him slow, boring, and a waste of a slot.


(darlingClaymore) #8

[quote=“LifeupOmega;128793”]OP, have you even touched a 5v5 game with friendly fire enabled? Like the game is meant to play.

His guns are, frankly, awful compared to what other mercs can get. Shotguns are a situational type that won’t be used due to their inconsistencies, and the Blish is considered one of the weaker SMGs in the game overall. His main damage dealers are his sticky bombs, and his damage is indirect fire. That’s the whole point. And with FF on your damage is even more limited because you want to minimise the splash on your own team. You suddenly can’t throw wildly like you can in a pub, because you risk injuring your own side.

Also Rhino is a terrible, small-niche merc with no redeeming qualities, and is outclassed by any other assault merc being played at the same skill level. I wouldn’t called that balanced, but I would call him slow, boring, and a waste of a slot.[/quote]

Game isn’t meant to be played like that. That’s a awful mode that nobody should have to play.