Proxy and Fletcher


(JJMAJR) #1

Okay, I could understand why Fletcher’s explosives aren’t very sufficient to damage an Extraction Vehicle, but why can’t Proxy be able to take out Extration Vehicles with a comparable efficiency to Arty?

Whereas Fletcher, if his explosives are less spammy then his ability should be able to damage the EV at the same DPM (damage per minute, this counts the cooldown) as Nader’s GL.

Say… What if Fletcher’s sticky bombs have a preemptive arm time of 2-4 seconds? Like how TF2 balanced the Scottish Resistance.


(LifeupOmega) #2

To the last part, why break a merc who’s only real balance issue is his cooldown rate (according to most complaints I see)?

Scottish Resistance was trash by the way, no one used it over the Sticky Bomb Launcher if they wanted to be a good Demoman.


(Captain_Forward) #3

Engineers are bad at taking out EV because their job is fixing it. Damaging EV is fire support’s job.


(JJMAJR) #4

[quote=“LifeupOmega;136487”]To the last part, why break a merc who’s only real balance issue is his cooldown rate (according to most complaints I see)?

Scottish Resistance was trash by the way, no one used it over the Sticky Bomb Launcher if they wanted to be a good Demoman.[/quote]
But increasing the arm time means that players can’t just spam bombs and then blow up people. The sticky bombs aren’t supposed to function as grenades, which came from the sticky bombs being detonatable right when they land on a surface. It’s also the primary complaint about Fletcher.

Changing the sticky bombs cooldown alone would cause Fletcher to be really useless. He is supposed to set up traps, so it would be better if he can make incredibly elaborate traps instead of being reliant on spamming bombs to succeed.

Also, the pop-and-drop tactic for Fletcher is one of the most circumventable tactics in his book. It’s the opposite to what TF2’s gameplay is like. Reason: Medics.

When playing defense against an Extraction Vehicle, explosive engineers aren’t useful at all. Bushwacker can at least provide a line of defense, while Turtle, the upcoming Engineer, can provide cover for allies.

When playing offense with an Extraction Vehicle, fire supports remain useful as they can wipe out defenders easily.

This is why I want Fletcher and Proxy to be buffed in this way.


(streetwiseSailboat) #5

Think less of it as the Scottish Resistance more as the Quickiebomb Launcher where if you can’t land a stick, you airburst it.

Why can’t they not function as grenades? Making them traps will force a Fletcher to stay within their line of sight until an enemy walks by because he has to manually detonate the trap. Proxy does it better because her mines have a larger radius and she can just forget about them. Giving him an increased arm time will severely hinder his mobility which is why he’s often selected over Bushwhacker.

And if he does land a stick on someone, wouldn’t it be annoying if he couldn’t detonate them the moment they land and he has to run away for 2-4 seconds while the annoyed enemy keep shooting him?


(Captain_Forward) #6

[quote=“JJMAJR;136491”]When playing defense against an Extraction Vehicle, explosive engineers aren’t useful at all. Bushwacker can at least provide a line of defense, while Turtle, the upcoming Engineer, can provide cover for allies.

When playing offense with an Extraction Vehicle, fire supports remain useful as they can wipe out defenders easily.

This is why I want Fletcher and Proxy to be buffed in this way.[/quote]

Again, this isn’t their job. You wanna hit vehicle hard? Bring fire support. Want to fix the shight out of it? Bring an engineer. Not the opposite.


(LifeupOmega) #7

[quote=“JJMAJR;136491”][quote=“LifeupOmega;136487”]To the last part, why break a merc who’s only real balance issue is his cooldown rate (according to most complaints I see)?

Scottish Resistance was trash by the way, no one used it over the Sticky Bomb Launcher if they wanted to be a good Demoman.[/quote]
But increasing the arm time means that players can’t just spam bombs and then blow up people. The sticky bombs aren’t supposed to function as grenades, which came from the sticky bombs being detonatable right when they land on a surface. It’s also the primary complaint about Fletcher.

Changing the sticky bombs cooldown alone would cause Fletcher to be really useless. He is supposed to set up traps, so it would be better if he can make incredibly elaborate traps instead of being reliant on spamming bombs to succeed.

Also, the pop-and-drop tactic for Fletcher is one of the most circumventable tactics in his book. It’s the opposite to what TF2’s gameplay is like. Reason: Medics.[/quote]

If you increase the arm time no one will use Fletcher over Bushwhacker, who already has the best SMG, and with this a better ability. Trap watching is boring, I don’t know anyone who actually likes it. People may complain about it, but the alternative to an already easy to dodge ability would be no one using him because of his sub-par weaponry then coupled with a sub-par ability. Traps are Proxy’s thing anyway.


(watsyurdeal) #8

For me my only issue with Fletcher is how fast he gets his bombs back, it’s so fast it feels like that’s ALL he does. You have to fight Fletcher’s who seem to always have 3 bombs at the ready, in comp especially it gets frustrating fast.

I’d much rather he get more cards with SMGs and nerf the cooldown a bit.


(JJMAJR) #9

[quote=“Ford_Prefect;136501”][quote=“JJMAJR;136491”]When playing defense against an Extraction Vehicle, explosive engineers aren’t useful at all. Bushwacker can at least provide a line of defense, while Turtle, the upcoming Engineer, can provide cover for allies.

When playing offense with an Extraction Vehicle, fire supports remain useful as they can wipe out defenders easily.

This is why I want Fletcher and Proxy to be buffed in this way.[/quote]

Again, this isn’t their job. You wanna hit vehicle hard? Bring fire support. Want to fix the shight out of it? Bring an engineer. Not the opposite.[/quote]

Well I guess you aren’t going to listen to why I wanted Proxy to take out vehicles. [quote=“streetwiseSailboat;136499”]Think less of it as the Scottish Resistance more as the Quickiebomb Launcher where if you can’t land a stick, you airburst it.

Why can’t they not function as grenades? Making them traps will force a Fletcher to stay within their line of sight until an enemy walks by because he has to manually detonate the trap. Proxy does it better because her mines have a larger radius and she can just forget about them. Giving him an increased arm time will severely hinder his mobility which is why he’s often selected over Bushwhacker.

And if he does land a stick on someone, wouldn’t it be annoying if he couldn’t detonate them the moment they land and he has to run away for 2-4 seconds while the annoyed enemy keep shooting him?[/quote]

The reason why I am choosing the Scottish Resistance is because that Fletcher can use more bombs than Fragger.

Grenades are already good on offense, which is why I want Fletcher to have more focus on defense due to already having an offense-oriented ability: completing objectives faster.


(streetwiseSailboat) #10

[quote=“JJMAJR;136942”][quote=“streetwiseSailboat;136499”]Think less of it as the Scottish Resistance more as the Quickiebomb Launcher where if you can’t land a stick, you airburst it.

Why can’t they not function as grenades? Making them traps will force a Fletcher to stay within their line of sight until an enemy walks by because he has to manually detonate the trap. Proxy does it better because her mines have a larger radius and she can just forget about them. Giving him an increased arm time will severely hinder his mobility which is why he’s often selected over Bushwhacker.

And if he does land a stick on someone, wouldn’t it be annoying if he couldn’t detonate them the moment they land and he has to run away for 2-4 seconds while the annoyed enemy keep shooting him?[/quote]

The reason why I am choosing the Scottish Resistance is because that Fletcher can use more bombs than Fragger.

Grenades are already good on offense, which is why I want Fletcher to have more focus on defense due to already having an offense-oriented ability: completing objectives faster.[/quote]

No one really wants to stay and watch bombs all the time. The sticky bombs are his best defense because his primaries aren’t great. The Demoman gets the SR because he has a reliable grenade launcher to deal with enemies if they don’t fall for his traps. Besides, nothing is stopping anyone from laying traps and watching stickies. Forcing a severe gameplay change wouldn’t be fun for anyone.

And like I said. Making his stickies function as traps really lowers his mobility


(Apofenas) #11

Let’s make 3 sticky bombs damage EV like 1 arty strike. Next month we will discuss his ability to get ammo from repairing EV and planting/defusing C4. In 2 months we will talk about his ability to restore HP from exploding his sticky bombs. Why not?

Fletcher is one of the best mercs in dirty bomb already. Not so ling ago i suggested to add him a load out with burst rifle instead of Blishlock. Shame to admit, but with current burst rifles even with weak pistol as secondary he would become OP. Same with taking out EV - it’s not his job.

For Proxy… well may be mine could get some buff in this area, but with one condition - mine must be pressed by EV wheel directly so you could take like 1/4 of EV health per mine. It wouldn’t be an efficient way compare to fire supporter (exept stoker). There would be risk of losing mine before EV reaches it. I would still use it in emergency rather than drop mines under EV all day.