I was never really on your side...

bl00dbaff

I made one post
Joined
Mar 24, 2008
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6
Well i am an avid spy to say the least. My best, favorite, and most played class. I think he's extremely balanced and has some insane strengths when in the right hands, and some crazy weaknesses when going against seasoned vets. I always hate it when ppl complain about how he's way over or way under powered. Every now and then i do speculate on what some reasonable changes or additions could infact be w/o creating a demi god. Personally without bashing old suggestions, (being able to change the "weapon" your disguise has, being able to fire blank rounds w/o giving away ur position, quicker cloak recharge, etc) i think the there are some reasonable possibilities. A lot of people complain about how the other team cant walk through you and it's a gimp, all i say is learn to walk with your team, just not too near them. One possible remedy to those babies is maybe with the coming new "weapons" or w/e, the spy could possibly have the ability to walk through the other team BUT when you do so your character disguise shutters like a hologram and you appear as a spy for half a second or more, so if you're around more than one guy, ur probly gonna get caught. Not to mention good players will learn to quickly flip around everytime a lone character walks through them. Another possible change could be the sappers. I've always thought that since ur a spy you should be able to highjack enemy turrets (teles would be a bit cheap imo and dispensers are usually destroyed on site by the enemy). The spy could essentially hack the sg and it would now shoot against the team it was originally for. Of course this could be over powered so add some limitations. Much slower recognition, little or no lock on but blanket fire (if sg's were real players theyd pretty much have aim hacks) have it severely damanged since you in a way "hot wired" it so it takes practically nothing to take it down. Also have it so its ammo cant be refilled and your engies cant repair it. Idk, there is more room for improvement but those seem like some pretty darn solid points. If you are a seasoned spy or anti-spy (pyro/engy) then you know that in the hands of a n00b these changes would do little if any good, and with skilled opponents, the spy would be far from being an exploitable class. Whatever does or doesnt happen i'm still gonna keep on loving the spy, really sorry for the rambling, and thanx for reading.
 
I love spy! And not just because I'm part French... :P

The class is very strong when used intelligently, and I find I can even take out a lot of people who know I'm a spy disguised, even if they are a pyro.
 
Spy is awesome, I just don't like them because I'm a sniper-mainer, nuff said.
 
I'm an avid engie, so I hate spys..... Oh no..... Spy's Sappin mah sandwhich!....(runs off)
 
I'm really getting a kick out of a sapper that hijacks... but to make it even remotely doable, how about this: make it have 1/2 health and the hijack only last for like... 10 seconds. if the hijack was permanent, that would be terribly unbalanced in maps like 2fort, where many people place sentries right by the main spawn.
 
I think you bring up some really good points bl00d. Even though I usually play engineer or pyro, I think the spy could use a little boost. Your suggestions seem fairly resonable. I'm curious to see what the new weapons and achievements will bring to the table. I've never had the patience to play spy for very long. Kudos to you for sticking with it!
 
[quote1206714459=Iadien]
Spies have too many weaknesses for them to be effective against good players on instant spawn maps, they fair much better on maps with a timer imo./quote1206714459]


Instant spawn breaks the game in so many other ways that I find it unplayable on a server like that.

As far as spies having weaknesses, just ask anyone here that's played with me. Yeah you can use all those things to find out who's a spy, but killing them once you've found tham can be a whole 'nother job. Usually someone's gotta get the drop on me to kill me outright, most times when I'm caught I can dissapear like a ninja.

EDIT: For the record: 86+ Hours as spy and counting.
 
i like the idea of another sapper for the new weapons, that could prove to be really fun if done right. imagine a more discreet sapper that allows the spy to retreat and then manually aim the turret. you may be able to get a kill or 2, but if that engys anywhere near it, he would surely notice. not to mention it would make him fully aware hes being targeted/messed with. it would add an entirely new level of paranoia for the whole team, as well as make the engy not want to put his turret in a corner where he couldn't get it back easily once losing control. imagine the strategy you could build for rushing capture points.

ironically, im more of pyro myself, lol. though im itchin' for those new weapons, i love mixing things up ;)
 
Here is something: When going through a field of battle, your first thought is to cloak, another way of getting thourgh, is pushing your - button to change the RED/BLU disguise in the disguise case. Change to your team color, they think it is just another soldier, half way through, cloak and change to a BLU soldier. :)
 
so if you are on red, you can disguise yourself as a red soldiers?! i had no clue
 
I think the turret hacking weapon is a great idea- but I would put some limitations on it. The spy would perhaps need to play through a quick (4 second?) minigame to hack the turret, and the time that the turret is hacked and damage done would be determined how well you did on the minigame. One of my personal weapon ideas would be a quick confusion weapon, perhaps one-time-a-life posion for your knife, that would make the spy's target temporarily see friends as enemies and vice versa for but a few seconds.
 
i'd say like a for a couple seconds it would go hostile to everyone but the engineer, then if the engineer didn't remove the sap it blows up like a regular one.
 
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