The basic changes to the spy are by far the best part about this *update*. So many times I've had a line of 2 medics healing a single person, but in many cases be unable to catch up in time to grab the kill. Also, the cloak should be re-filled whenever the case is used (but not a dispenser

) as it is efectivly meant to be a restock, it already fully re-loads all your weapons and metal, so why not the cloak?
'that would mean if the spy knew where all the dispensers and ammo pickups were, he would know how t stay disguised PERMANENTLY....which is not good to my ears...
The Garrotte would need some work on, although if you can see a pyro staying behind a teamate, both stock still whilst one dies and you notice nothing, don't become a spy-checker!
you sould not be playing TF period if you dont notice that haha
The silenced PPK is the best, because it may sound like it is over-powerred, but if it had a slower rate of fire the opponent could easily turn around after being hit, or even accidentally moving aside, so it would be used as a finisher (the spy has too little health to be a fire-fighting class).
Spy is actually not bad at being a fire fighting class, his revolver does ok damage and very good damage if HS, having the normal crit dmg for the revolver if you shoot someone in the back would make spy too powerful
I do feel however that the magnetic sapper should do less damage than a normal one (magnetising the circuits) but be harder to knock off by the wrench.
Such as like 4 hits by a wrenc or something but do little damage, sounds good enough