In this video, I talk about Spy. ------------------------------------------------------- My Patreon! - / hintshot Join my Discord Server! - / discord My Twitter - / hintshot1 --------------------------------------------------------
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@@ArpaZha Yeah. People tend to say that disguises don't work anymore because nobody falls for them, but I think that the actual reason is that there is no downside in smacking any other player with a melee weapon or shooting at them to see if they get hurt or not, outside of losing some ammo. I'm not saying that enabling friendly fire on casual servers would be a good decision, but what I mean is that the Spy was designed to be very easy to counter if you pay enough attention.
@@succubastard1019 yup theres a reason alot more people pick sniper for insta kills hes long ranged he can kill people without dying right after and the machina just exist
@@ArpaZha no engineer is huge pain in the butt when you play trollder, pyro are not much of threat sens they are not as fast but if they catch you in closed room you're as good as dead
that could be a new playstyle for spy that could see use in competitive, where the spy swaps his sapper out for a limited charge listening device that can briefly patch enemy text and voice chat through to his team. tbh, the sappers look perfect for such a device, and this may have been their original purpose, who knows?
@@quanariin1290 I think I would give spy like a fog machine or something that could hinder opponents with like slowness or poison to replace the sapper. One because, other than bugging engies, it serves no real purpose, and two, it might make spy more versatile and less predictable and bland, and over relaint on enemy slip ups and hoping they forget to just turn around, while still keeping his disruptor type elements, while keeping things fun and interesting, just a thought
spy: does literally everything right. the enemies: press the s button and it completely makes my brain stop working and I miss my knife and every enemy in the video game looks at me.
@@user-rj8ei7ci9n to be fair, i know a lot of trickstabs from my own time playing spy and from seeing other people try them, so i usually can read when a spy is about to try one, and will bait it. what gets me is when the enemy randomly turns.
I tell people to use their gun, and I get it, trickstabbing is cool, but spy's primary is basically a FUCK I MISSED MY BACKSTAB, which is its intended use. So when the enemy gamer presses the S key, just click on em? Easier said than done, but it works.
honestly giving spy more playstyles could go a long way to making him better. He becomes far less predictable and means he won't get stopped by any competent player
Exactly. Something that can change up their cloaked behavior, instead of always aiming for the get-behind-back, can go a long way. A ranged option like he mentioned could be interessting.
Knife should be just a possible playstyle. Giving him something like 2 or 3 hit knifes that don't need to backstab and possibly make his revolevers better so he can get in just kinda close and then make him use his guns
@@victorvirgili4447gunspy works well with pre-nerf ambassador. Still works when you have a charged diamondback. Doesn't work with stock if your enemy can aim. Engie has a lot more firepower with his unlocks and even with stock. Engie was designed as a demo/spy victim but his too powerful with his short circuit/southern hospitality/wrangler/frontier justice loadouts. EVEN for demo. You understand that things is broken when you can enforce your enemy to switch class (from your counterpick to your pick).
Spy, at his core, is an equalizer. He's the only class that doesn't add advantages to your team, but is the only class that removes advantages from the enemy team. While he can never win a fair 1v1 in most circumstances, every second they spend dealing with a spy is a second not pushing the objective or defending the point.
he does have this advantage tho, if you have a team that coordinates, you could gather intel for them. I mean there's scout/trolldier/jumper demo that can do the same tactic which uses their mobility to their advantage while also dealing decent dmg and waste time, and there's also the kill cams but spy does better from this overall. and currently rn players are coordinating or at least in my experience
@@jukebox581 True, but my point is Spy can't do anything with that info himself most of the time. The role of an equalizer is one that strips advantages and secrets from the enemy and forces them to fight inefficiently to compensate. Acting as his namesake on the enemies activies is a good example, since it removes any hidden surprises, but you still have to deal with the enemy. And when I say inefficient, I mean it. There are more anti-spy weapons in the game then any other anti-class and ALL of them are frankly useless outside of ruining spy. Hell, pyros that dedicate themselves to spy checking spend more time away from the front lines meaning they are as good as dead as far as the fron is concerned.
Solar light is both astonishing to watch and terrifying as f*ck to think about fighting. He has mastered the ways of the Scottish drunkard to where he can drop out of the goddam sky from the other side of the map and erase you from existence faster than the KGB disposing political opponents.
i've done it to a few spies you realise they're a spy, so you follow them they don't turn around but you can't catch up to them so the moment they get a backstab, you catch them and backstab them yourself
I haved watched a 5 part multi hour long circle strafe tutorial and can confirm this ABSOLUTELY IS FALSE IT IS ABSURDLY EASY TO STAB SOMEONE BACKING UP DO NOT DO THIS TO A COMPOTENT TRICKSTABBER PLEASE
I used it on a Test server, it's pretty cool, but they seemed to have nerfed it there, that it doesn't need to do an instantkill, your targets are more like an unaware suicide bomber that survived and also doesn't kill anyone, just gives them an ouchie. But hey, there's also this Sapper that can change the Team of the building, but they made it fair, so the buildings have less health.
@SCP Foundation all the classes can insta kill enemies at low enough health. Spy is weak because he can not insta kill a team that turns around while sniper does what he does by clicking on your head
@SCP Foundation when your main source of damage is so buggy that you can never be sure if its even going to hit i'd say you're pretty weak. When all the enemy have to do to beat you the majority of the time is be aware of your existence you aren't strong. Having one very powerful ability on a bad class does not make that bad class good. It just give a bad class one good thing to do. A single spy wont have the same effect as a medic with uber, a soldier/scout/demo/heavy just using their primary weapon, a pyro protecting his team with airblasts, an engineer with his infinite healing source and teleporters, and even snipers, who basically do what spy does but from a safe distance. Sure, spy has his moments. But basically all of the time is every other classes moment.
@SCP Foundation If you want to deal with engies play soldier or demo. If you want to deal with snipers play sniper. The problem with spy is he is outshined by the other choices. Sure he can insta kill but he has to work so much harder to insta kill than any other class to kill someone. If your distracted then you can kill them instantly with spy, and every other class
@SCP Foundation the problem with spy is the fact it requires more skill to accomplish everything other classes can do. Engie nest can be taken down with a very smart spy, or a demo man with stickies. A spy can easily kill snipers if they do not equip the razorback, or cannot hear you decloaking and don't tunnel vision but a sniper cal click the other snipers head, or a scout could kill him in 2 shots via flank routes. Wanna play a flank class? Scout just flanks with less risk to himself because he can dip from any fight much easier than a spy. Finally spy is hard countered by decently smart players and a pyro worth their salt. The situations spy is useful other classes are better in
Spy, Demoknight, and Pyro are all weak in sixes because they lack range and thus leads to loosing 1v1s and being outnumbered. Heavy and Engie are kinda bad in sixes for similar reasons such as only being being useful in defense due to slow mobility/setup. All these classes are pretty good in Highlander and all classes in TF2 are pretty well balanced in 12v12. Sniper's skill is determined by how calm yet focused and well slept/healthy you are and medic is the strongest class in leading to victory but the weakest class in overall dmg and kills
I really want a Support Spy subclass. Maybe something focusing on the Spy as an information gatherer--like, maybe instead of backstabbing, you can inflict a "Tracker" debuff that lets people see that player through walls, that sort of thing. Or a replacement for the watch that eliminates your cloak entirely but gives you a more flawless disguise capability where you can fake-fire and stuff like that. Or maybe an alternative Disguise Kit that basically just flips your sprite, so when you walk backwards you appear to be walking forwards and vice versa (thus making it really hard to tell who you're going for, and making backpedaling way easier).
I remember having an idea for a spy watch that, instead of turning invisible, gave you the Wrangler shield. From there, you could click on teammates to give them the shield too; however, while there was no limit to how many teammates you could shield so long as you didn’t drop it, the shield would’ve had a limited damage tolerance that’s shared across everyone using it (damage counts toward everyone’s shield, it breaks for everyone). You can use it as a makeshift Uber, but it might only survive one rocket if the splash damage hits six shielded people at once. For a more realistic support spy, I’ve always wanted the Enforcer to be reworked around its damage piercing, make that the focus stat so it becomes a counter to Battalion’s and Vaccs. I say give it mini-crits on players with resistances, on top of the pierce (might get weird where vulnerabilities are concerned; I know the Pain Train’s vulnerability is just a negative resistance, but I think we could keep the mini-crits if that’s the only case).
@@chamitoempire1672 Completely true! I think it could be solid if it doesn't make you as completely obvious--either no indicator or, like, a sound, instead of your disguise collapsing. I don't know, though--it's been a while, and Past Me is a tricky gal to read. You're totally right that just like with Sniper, any weapon that doesn't outright kill faces an uphill battle for people wanting to use it.
@@koboldcatgirl there are some solutions to this problem though, spy could set trackers on enemies that have found him out but don't manage to kill him. Example: A sapper that can be put on enemy players (maximum 1 player) to track them for as long as the spy stays alive, but with the added weakness of being removed in one wrench strike by engineers, and everybody in game getting to know the location of the tracked player, like their friendly engis who can remove it, the sapper can also be removed by using the resupply closet. This rewards spies for going for risky plays and managing to get out without dying or a counter for tricky players that seem to be always paranoid, but also making your match up against engineers worse, which is a crucial utility for spy. I'd like to admit as well that I don't do weapon design and there is 0 way to playtest this, but I think it's a decent idea.
I feel like the Eternal Reward used to kinda give the Spy a new playstyle back in the day, especially when paired with the Dead Ringer, but now all of Spy's weapons have been adjusted to the point where nothing feels terribly unique.
I love the ambivalence of how important the Spy is in the game. For all the reasons you mentioned here, he most likely is the weakest class - yet, if he was hypothetically removed from the game, it would throw off the overall balance and game feel a ton. I'd argue just the Spy existing has a big impact on the flow of TF2-rounds. Everyone's constantly on their toes, on the move, looking around, etc. Without them there would probably be a lot more downtime, and just periods of litterally nothing happening (Engies defending the Intelligence with just nothing to do except waiting - well, even more than what's the case now). The very concept of Spy makes sure noone is idle for too long and ups their playstyle to the most optimal. Even if Spy himself might not be all that good.
Spy is the biggest embodiment of a "glass cannon" trope. He can one-shot everyone, but also can die from a Soldier's sneeze. His one-hit kill requires him to be smart and stealthy, in order to get behind enemy backs.
Spy really needs something where he can do actual spy work. Im thinking of something like a single shot arrow gun that does like 10dmg, you can shoot it and stay disguised and it marks players and sentries through walls for your team to see. Fades away after a short time. Some weapon where you can give your team more support from further away.
The only thing I have trouble with is getting the backstabs. And even at that, I'm amazed at those who can do those fancy stabs over the head or under the enemy player
for an overhead stab you need to brake/slow your movement and crouch to access the hitbot Ive onyl recently been doing it and it can get you killed but basically... just gotta decide to commit for those trickstabs if you want them. here's a guide on them: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-J06nMkjwtt4.html
@@elgatochurro Eh, I don't really think braking or slowing down is needed tbh, it kills your momentum once you fail the stab and can get you instantly killed, just turning around in the right time and stabbing is better since if you fail you still have the momentum you need to pull another stab or get away, spy relies heavily on momentum so even a bit of momentum lost can be the difference between life and death, which is why I recommend most spy mains try to practice jumping in rails or other objects without losing momentum since it helps you do escapes or pull off unexpected trickstabs.
The problem with spy is that they've nerfed all of his good weapons to the ground throughout the history of this game, and his only good loadout now is just straight up his default loadout.
“Trolldier isn’t an effective way to play” The entire trolldier fanbase: *Oh boy here I go killing again!* Edit: Holy shit this blew up along with the channel, I didn’t even think my own joke was that funny...
Fun fact, if you tap a+d over and over all slowdown effects do not affect you due to unknown reasons. Can be in the air to so the Natasha really doesn't help
My idea for a new spy weapon that could open new options would be a sapper that instead of damaging an Engineer's buildings causes them to switch sides for a few seconds. Even only a few seconds of a level 3 sentry wailing on an unprepared team or giving your team access to an enemy's teleporters could be huge for turning the tide of a match. The downside is it doesn't damage the engineer buildings so once it expires or it is removed it goes back to normal. So if your team isn't ready for the sentry to turn back on them they'll get mowed down or could possibly get telefragged if they step on a teleporter at the wrong moment.
While other Spy players like to use the dead ringer, I'm more of a cloak and dagger person myself. I just love the feeling of being able to know when to decloak without that loud noise the dead ringer makes
I had an idea for a Spywatch that when equipped would reduce max health over time. The bonus? No charge meter AT ALL, so you can stay invisible as long as you like, AND while equipped it gives you damage resistance and a 30% speed boost (until unequipped) you also remain invisible when bumping into enemies. Name: Toll of the dead
Dead ringer still isnt a play style as like mentioned in the video it doesnt change your way of playing spy its like a really good extra but u still have to backstab and sometimes have to use revolver
@@FancyCatYT what about paranoia-spy? cloak and dagger, letranger and red tape... just get to enemy turtle engie and harass/annoy him all the time. its a different playstyle. ;)
The counterpoint to this is the Heavy. a class that, while having a huge amount of health, is so much slower than all of the other classes that it can easily be outmaneuvered and killed, as well as having pretty short effective range. Soldier, spy, sniper and demoman especially all destroy the class with the mildest bit of thinking about it. There is no real variation in heavy gameplay either, as the sandvich is honestly the main option with the shotgun/fatscout being more of a meme than anything unless you are running something like the brass beast. Even though in a straight up fight a heavy will beat the spy, most of the time the spy is striking when the heavy is busy with combat and will find it far more difficult to respond if they notice at all. Although this video has changed my viewpoint, and I agree that spy is probably the second weakest class if not the weakest.
What I'll say about heavy is that even a bad heavy can make a big impact on the match. Being an effective damage sponge/Über farm for a competent medic can be very good. Hell, I've won a ctf match because of a friendly heavy who would occasionally get damaged and got me Über faster so we could set up a wacky intelligence steal
The Cloak & Dagger is probably the closest Spy gets to another playstyle, instead of running circuits behind enemy lines you slowly sneak into a key point and then wait there until opportunity strikes. Which is boring as hell but hey, at least it's different!
@Baruch Iriah The person who has the bomb on them wouldn't know that it's on them unless a teammate calls it out. But in the situation that a teammate calls them out and they decide to kill bind so that no one else dies, that could be fixed by just adding ways to remove the bomb. The first way would be to kill the spy. This would be the most common way of removing the bomb. The second way would be to have a pyro airblast you (and maybe the engineer can hit you with a wrench to "unsap" the bomb). For the second way to be practical, there needs to be a delay in the planting of the bomb and the manual detonation of the bomb. Also, removing the bomb makes a sound effect so that the person who has it knows it's not on them anymore.
@Baruch Iriah I don't get how it would be unfair. They could just spy check so that the spy doesn't plant a bomb on anyone or if the spy does plant a bomb, kill him. And teammates won't be heavily punished if they keep their distance from each other (which they should already be doing so that soldiers and demomen don't get optimal splash damage). Unless they're right next to the person with the bomb they should be taking at most 50 splash damage.
@Baruch Iriah "any mechanic that punishes people for being close to their teammates is bad" feels like a very weird point to make in TF2. Pyro, Soldier, Heavy, and Demoman are most effective when people are close to each other, so would those classes be unfair to fight against? And why would keeping your distance from someone who has a bomb planted on them not require skill to avoid?
@Baruch Iriah I'm confused because you seem to be changing what you said. "ANY mechanic that punishes people for being close to their teammates is bad" is what your reasoning was for why this weapon concept would be unfair. Now in this new reply, you're saying that keeping your distance from teammates doesn't require skill (which to me implies that it's easy to do). So... What's the problem with the weapon then? You haven't said anything that makes this weapon sound unfair.
@Baruch Iriah "We shouldn't create mechanics that achieve that for no reason other then to say they are." We're not creating a mechanic for no reason, we're making one so that there could be another way to play Spy. And how would you give Spy a new playstyle without creating a mechanic? This Spy concept doesn't seem that problematic in regards to functionality (not in regards to balancing though since that's a different story and not the focus of this discussion). Giving Spy the ability to kill multiple enemies by replacing the backstab with a bomb-plant fits the class and changes how you play spy. "It is not fair to any teammate that they might die because you've got tagged" You're saying that as if these teammates don't have options. These teammates could just kill the spy, and in the scenario where the spy has already planted the bomb, kill him before he can detonate. And then there's also the fact that they won't ever die from splash damage as long as they keep their distance and are healthy. "just as it isn't fair in general that a spy can damage multiple people at once with a single stab or even destroy buildings" Soldier can damage multiple people by pressing m1 on the floor, Spy has to land a backstab and time his detonation properly to damage multiple people. And also, you saying that it isn't fair "in general" implies that there are specific moments where it is fair, what would those moments be? The destroy buildings thing I'm not sure if you're referring to the sapper or to this weapon concept doing splash damage to buildings. "This is not what spy is and he shouldn't become like this because it doesn't take any extra skill to pull off" I would argue that it DOES take extra skill to pull off. Instead of getting a chainstab or getting a backstab and running off, you have to plant a bomb, not get caught/killed, and then wait until everyone is close together or weak to detonate. And 65% of sidegrades don't take extra skill to use, so why would we specifically judge this weapon based on how much MORE skill is required to use it? "it doesn't take skill to avoid" Again, you keep saying this which implies that it's easy to avoid getting killed by a teammate who's tagged, so what is even the problem? "it's basically just an annoying game of where's Waldo which if lost can cost several lives/buildings which I don't see why the spy should be able to do." Bruh, bruh, bruh. Spy as a class is ALREADY a game of where's Waldo, it's called spychecking. And if people got used to spychecking then they will get used to plantchecking (or whatever the community decides to call it). All in all, you have not convinced me that this weapon would be unfair to fight against.
For the "no other playstyle" problem, I think a good weapon to give it a playstyle would be a new disguise kit and watch that makes it so you can fool enemies easier, doing things like using the watch to go through them and their buildings, reload any time, maybe a revolver that can hace a "fake shot" to mmaekpeople think you're a sinper shooting somebody, those kinds of things (and if it ever releases, I would call it the "actor" spy)
I don't main spy, but he is my 2nd most played class in tf2 right next to my soldier. There's just something oh so satisfying when you finally pull off a backstab or two especially on a medic who is ready to pop his/her uber. The only sad thing I find about spy is his "gimmick" of relying on your team to distract the enemy team for you to get in to get a backstab.
@@techedbirb6663 I'd say Sniper's actually rather versatile in terms of playstyles, you can be toxic and use jarate, or use the sydney sleeper, etc etc Scout's a maybe? His secondaries can be versatile but I don't know if I'd call those playstyles? The only thing I can think of is memeing with the force-a-nature or baby face's blaster
@@ketchuplover6160 well yea babyface blaster with cleaver is the only interesting play style but the toxic body shotter isn’t really a play style.. just the same dumb mechanic with increased damage.
Each class seems to have its problems; I think that giving each class a tailored update to address any underlying issues with the classes is in the best interest of the game, but this is Valve we are talking about... Edit: Incomplete sentences.
@@YansenQT that's true, but if you couple it with the cloak and dagger and wait for someone unsuspecting to get a backstab off (or better yet, and engie with his buildings) then you're set. Diamondback gunspy requires you to still do some of your typical spy things but with the bonus of being able to blast enemies with the might of Zeus as a payoff. Gunspy isnt as straightforward as it once was in playstyle, but if you put in the effort, it will pay off
@SCP Foundation Well, cloaking and disguising are both forms of hiding. While the Sahara set definitely changes your play, my point is that it's not really a 'subclass'.
Spy's strenght is directly attached to it's player's experience and skill, a god spy could take care of half a team and maybe even more with the kunai, without any help. unlike soldier or demo for example, if they're crit boosted then they easily do much more than half a team, sometimes the whole teams gets blown to pieces, but god spies can do that without anyone's help. it just boils down to skill and experience like i said before.
Lmao “god spies” stop watching swipez kid, just because he is destroying everyone in pubs doesn’t mean the class itself is good, i mean have you seen hundred of sniper, soldier, demoman top scored and hitting airshot left and right but everyone only care about the edgy spy main that stab f2p player and get praise, i never said they were bad but just because they are good doesn’t mean they can destroyed half a team or specifically a coordinations team not your average pubber. Ever wondered why there isn’t alot of spy in comp? And also your argument that spy is independent is totally wrong, he probably the most dependent on the team than anyone else.
@@g2ltt733 since when did I say that spy is good? I just said that spy's strength relies more on the player's skill than other classes, because let's be honest, your average pub spy is an easy kill most of the time and a below average soldier can rack up more kills in a general setting
"if you can topscore as spy you can topscore as any class at your level" Me, who's played nothing but spy for 5 years and has no idea how to play any other class: *uh.... yeah sure i just dont feel like it*
I feel like this guy doesn't understand the appeal of playing Spy compared to other classes. Like, you could choose other classes to main, but will you really enjoy maining another class if you'll do better as that class?
The video is just flat out wrong. Put an invite HL spy on soldier and they will get a quarter the damage of a HL soldier. Spies regularly outdamage and kill soldiers/engies/pyros/and heavies in top level highlander games. This video is just wrong.
@@peterisawesomeplease yeah lmao i do like half damage (mostly because i have no fancy unusuals and dont get pocketted), but since spy is by himself, nothing matters other than decent ping, and yourself. spy also is extremely broken as its backstabbing mechanic can drop down literally anything besides uber (but its doesnt matter nothing else can either). for example 5 heavies at fully over heal: a sniper can get 1 but maybe some collaterals with machina (unlikely, 2-3 heavys probably) but a spy can backstab all of them in a minute, maybe even seconds if you're klown. there are multiple other things that make spy actually pretty balanced. the only drawback is its amount of skill (imo) can demotivate you, and easily make your pub spy have 2 points whereas another with 200. im sure tf2 was well thought out in many aspects, but maybe spy can be one of them. in my opinion it is well balanced as valve maybe have foreseen what a hundred hours of spy can do
i mean, spy USED to have another variation, until valve nerfed the ambi and the dr Edit: came back to tf2 couple of days ago, the ambi is still kinda valid, not in comp or anything else, but in pubs it’s ok I guess
@@Blumoon09 since when has spies used medics in the first place, spies aren’t able to use medics if they are behind the enemy which they are a lot of the time
I whole heartedly agree, the revolver can do a solid 30 damage at mid range, and a good 50 at close range. I think many people underestimate the revolver
Something people forget about when they talk about "top scoring" as spy is that spy gets 2 points for every kill to compensate for how bad the class is.
since jungle inferno gunspy was completley fucked, the amby is horrible and generally the revolver is good. i wouldn't consider a viable playstyle anymore.
how to get killed as spy: -Bump into somebody -Walk incorrectly -screw it just walk -stand still -do nothing -uncloak -cloak -literally make any sound -try to kill any class -try to backstab -try to trickstab -walk out of spawn -be spy -be bad -be good -water particles -overheal particles -stand in a corner hey guys this comment is just a joke heh don't take it seriously because a argument started in the replies :/
8:26 "There is no class like spy in any FPS" Covert-Op in Wolfenstein: Enemy Territory. Imagine spy if he traded his invis watch for a sniper rifle(or a laser-accurate SMG), smoke grenades and a remote bomb. Back-stabs, disguises and general misdirection on top of all the other items in their kit that make them just straight up a better, more interesting version of spy. I'm really sad that game died. It was basically TF2 before TF2 on the level of being a free-to-play class based shooter with tons of community maps.
I remember having a build in CoD Blops 2 that was melee stealth relying on tomahawks for rangle and good maneuvers to get knife kills. Most fun I've had in a shooter tbh.
I played spy for 1k hours and honestly, after a while I just think after every backstab how much easier and more useful i could be to the team if I just killed them with demo lmao. Its ok for spy to be the worst class in the game, my only issue is that he isn't viable in comp. And I wish he was.
@@MsDestroyer900 the important part is having fun, and honestly, they did a good job in making spy fun. Too bad the bot crisis fucked free players from using spy's best asset, information gathering.
@@silverdededestruction2197 I don't think there's anything wrong with wishing a playstyle was fun and also viable. Sure I can have my own fun, but I'm also bringing down my team mates for my own enjoyment. My frustration just comes from the fact that it doesn't have to be this way and there are ways to make spy not be a giant sore thumb in the team.
Spy is not the weakest class. Looking high level competitive HL games makes this completely obvious. They do more damage and get more kills than other classes. And more important kills for that matter.
@@peterisawesomeplease your talking about the high of the highest of gameplay of spy, the other 98% of spies who are average or slightly better die quickly due to spy needing the enemy to be unaware for them to work at that skill level
I feel like top fragging as a spy means nothing for the fact that a backstab counts as two points and placing a zapper counts as one even if it doesn’t destroy the building so whenever I see a spy on the leaderboard I immediately divide their points by two and say that’s their actual score
You feel smart like that until you realize that their score is still more than double the score of the other top fragging players. Also seeing a backstab one after another in the kill display is also terrigying
I think a sapper you can put on an enemy would be cool. It recharges like the jarate, rather than instant placing. What it does is when the 'sapped' player comes into range of an ally, it'll play the spy decloak noise, and for like 3 seconds after that that player can be damaged by his teammates. A downside would prolly be less max health, or something like that, and that you can't sap engies buildings.
How to fix Spy: 1.Give Spy Double Jump 2.Make Ambassador's Crit Damage Fall-off a bit more steep 3.Give Dead Ringer an ability to use metal for recharge, albeit reduced by 50%. 4. Give the Cloak Flickering an over 15 damage per hit trigger requirement, thus removing chances to get exposed by accidental Scout/shotgun shots, but if you get at least a third of the pellets in you, you will flicker as usually. 5. Redo melee from scratch. We need better melee hitboxes. 6. New netcode for TF2. Cuz we need tge game to be less ping-dependant.
@@abcedariumu8033 dont worry, learning curve has actually made me so triggered i bought a professional killstreak rocket launcher to make myself play soldier. but dont make that want you to give up, because at some point youll start doing trickstabs after trickstabs, being called a hacker, aimbotting, other random crap. just keep trying and learning and at some point youll become better than swipez
I find spy's playstyle to be really fun but most of the time I keep getting called out just because the enemy team are too paranoid and most of the time they have a brain, this either ends with me trying to get a chainstab or switch to another class either batte engie or demoknight because theyre just more fun for me.
the sad thing is, spy USED TO have a lot of these things in the form of gunspy. it was a consistent playstyle because it relied on your own mechanical skill. it was viable in comp (viable in highlander. spy is pretty much just comms and a backstab in 6s, which is still good, but not fun, interesting, or consistent) and it was fun to play. Valve pls fix (spy being a ridiculously underpowered class)
'More often than not, we saw Spies breaking the Skill ceiling on aim in tf2. To counter this, we buffed Pyro' - Gabe 'My favorite class is the spy' Newell
so true. I miss the DR + Amby spy days. When you could actually out skill people directly, rather than just hiding invis in corners and praying people don't turn around Then people started crying each time they died to a spy using a gun, or didn't get a free kill because they accidentally hit an invisible spy when they were randomly left clicking with soldier, so they destroyed the gunspy subclass. RIP gun spy.
@@moth5799 It was fun, but the dead ringer definitely deserved the nerf. Even if you knew you didn’t kill the spy, there was nothing you could do but wait for them to come back from an ammo kit and repeat the cycle again.
@@thatguythere6161 I know the dead ringer deserved the nerf, I only take issue with the amby being nerfed. I do think removing the speed boost on the dr instead of the ability to pick up ammo would have been better though, it would make it less annoying to fight again and also reduce the spamability.
"The Duelist" 6:04 is a really good idea for a weapon that completely changes's spy's play while remaining consistent with the class. Obviously it should be stabbing sword with above average melee range, although perhaps not all of the deploy/holster debuff - what would make it really interesting is if the hilt-strike altfire could also parry enemy melees with decent timing - this would tie into the dueling aspect and give the spy some welcome close-range durability without his backstabs. It also gives me an idea for a tie-in primary of sorts: Les Vieilles Satisfactions, a pair of high-damage single-shot muzzle-loading antique dueling pistols - one in each hand, like the heavy fists, each reloading similar to the flare gun. if either click is held down, spy poses, aims and readies the corresponding pistol as in a duel for a critical hit - not revealing a cloaked or disguised spy until the actual moment of the high-power crit shot, allowing more sneaky damage output than the various revolvers. Kind of like the enforcer in some ways but with a universal damage buff, no effect ignore, and a more dynamic fire rate. Edit: an interesting of this would be no bullet spread, since each of the guns is separate and reloads every time it's shot - so you get two shots quick, both with perfect accuracy, then another two shots quick, both with perfect accuracy, et cetera. This also makes sense as I think the bullet spread is supposed to represent the longer and heavier follow-up trigger pulls on a DA/SA revolver when only cocked manually before the first shot.
I think a more fair way to determine how good a class is would be to analyze how well the class does against a variety of player skill levels, rather than just good player vs good player because that's not how pubs go. Unless we're talking competitive, in which case it makes more sense
@Baruch Iriah well different classes interact in different ways depending on the skill of both players. It's not as simple as pyro beats soldier of the same skill level. A low skill soldier will beat a low skill pyro, because all they do is walk forward. Once the pyro learns to use airblast, the interaction changes. Even though they're still equally skillful, a good soldier loses to a good pyro because of airblast. I'm basically saying that comparing good player vs good player isn't the best way to determine how good a class is in a pub setting.
I'd like to quote something, that one funky man said about spy: "anything spy can do sniper does better" I think it's the best explain of why spy is weakest class
That is a horrible reason to call spy the weakest class. Just because the best class in the game(in HL anyway) is better than spy does not make spy the worst. Kill, damage, and heals are much better metrics. And spies get more kills and do more damage than other classes in HL.
spy may be the weakest class, but you're right about the feeling of being a sneaky, backstabbing frenchman never getting old. fooling people with solid disguise acting is always so much fun
I’m surprised you didn’t mention the Ambassador as a (former) alternative play style for Spy, especially because it went untouched for so many years. Gun Spy was a pretty fun way to change things up until Valve decided for some reason that too many people were dying to this army of god-tier Spies that apparently existed unchecked, doing 102 headshots across the map with no skill involved... 🙄