She has a 5 grenade capacity compared to his 3 both with 8 second cooldowns and although it doesn’t happen often, there are times where players manage to destroy my grenade the moment it leaves my hand which leaves me with 40 hp. It’s a decent deterrent for tossing grenades in a firefight which brings me to my question as to why Nader’s grenades cannot be destroyed?
Why can Fletcher's grenades be shot, but not Nader's?
Well it’d make her pretty useless if all you had to do to counter her load was to spray in her direction as she fired.
Because his sticky bombs (not grenades) are meant more for traps than open combat. They explode when you want them to, not after a timer like Nader’s. Nader’s nades are more like watered down versions of Fragger nades, and Fletcher sticky bombs are closer to Proxy mines.
They don’t have to be on a wall or a player to be destroyed. The moment they’re in the air it can be shot and blow up in Fletcher’s face.
I use them while in combat all the time. If his grenades didn’t bug out and disappear half the time, I would be getting more than the 40 kills I average with him.
[quote=“Watsyurdeal;39692”]Because they stick to walls, Naders nades don’t…like seriously?
[/quote]
You can hit them during flight too. I had few Rhinos essentially suicide on me this way 
And proxy’s mines don’t need to be on the ground to be shot. What’s your point?
And proxy’s mines don’t need to be on the ground to be shot. What’s your point?[/quote]
That by allowing Nader’s grenades to be destroyed, players would have be more thoughtful with their shots and bank them off of walls and ceilings instead of firing off all 5 directly at me.
There is also the fact that throwing stickies at a player should be done more from behind and flanking, rather than straight at them in the middle of a fight.
I stick players in firefights all the time, although my favourite thing to do is to toss a couple of stickies on downed players and the medic, wait for the revive shield to disappear and then detonate the grenades.
I’m OK with this happening simply because it means that a person who is playing Fletcher might recall that they have primary and secondary weapons that are pretty good and to not simply throw sticky bombs the whole time.
Nobody plays Fletcher, probably because his sticky bombs are incredibly underpowered compared to Nader’s/Fragger’s grenades or Proxy’s mines. The splash damage on stickies is pitiful, plus you can direct hit someone with a sticky and still not kill them.
There’s little reason right now to play Fletcher when you can just pick Proxy/Nader/Fragger instead.
[quote=“wEEman33;39883”]Nobody plays Fletcher, probably because his sticky bombs are incredibly underpowered compared to Nader’s/Fragger’s grenades or Proxy’s mines. The splash damage on stickies is pitiful, plus you can direct hit someone with a sticky and still not kill them.
There’s little reason right now to play Fletcher when you can just pick Proxy/Nader/Fragger instead.[/quote]
I disagree. I guess I’m nobody for playing as fletcher when doing objectives but his sticky bombs are great for defending objectives or guarding them after planting c4. The sticky bombs can stick to the ceilings and their size makes them harder for enemies to detect compared to Proxy’s mines. I have reached top scores numerous times when I played as fletcher but I understand he is difficult to get used to. My only gripe is that detonation is too slow.
[quote=“wEEman33;39883”]Nobody plays Fletcher, probably because his sticky bombs are incredibly underpowered compared to Nader’s/Fragger’s grenades or Proxy’s mines. The splash damage on stickies is pitiful, plus you can direct hit someone with a sticky and still not kill them.
There’s little reason right now to play Fletcher when you can just pick Proxy/Nader/Fragger instead.[/quote]
I have to disagree as well. I consistently top matches in points and kills with Fletcher. Proxy’s mines are very predictable to the point where I rarely die from them and I would say the blast radius are comparable to Nader’s grenades. His grenades can deal anywhere between 40 to 70 damage depending on how close they are to the explosion and 100 damage if you stick them. Once they patch his grenades from disappearing, I’ll be able to get more kills than I already do with him.
Also, there’s the fact that they can, stick and more often are expected to be used as booby traps, only activating when the Fletcher that planted them can detonate, unless a vigilant player spots them.
The idea of tossing them directly ag an enemy is more risk/reward and should at best be used when the enemy is unsuspected and if I’m a direct firefight, best to shot at them, since Fletcher is well equipped at that thanks to his shotgun, machine pistols and decent health
+1 for being able to shoot the naders nades. Makes the nader more interesting to play.
Fletchers stickies stay forever and therefore can threat an area indefinitely. So enemies need to be able to clear them out (like proxymines and turrets). Naders grenades have a fuse time and go away on their own. So they don’t need that functionality.
The ability to shoot stickies midair is something that, according to another player on this forum, the closebeta/alpha folks specifically asked for as a cool feature.