What is your opinion on Spy?

SlavMcgopnik

Member
Nov 3, 2021
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13
Poor guy needs an actual niche that can't be filled in by other classes so easily.

Picks? Sniper can do it from a distance and doesn't basically guarantee being forced to trade if the enemy team has a pulse, or hell even scout can do picks with a bit less risk.

Taking out Sentries? Demo can do it alone, and an uber lets basically any power class handle it.

Flanking? See fast boston boy again.

If it wasn't for how "cool" spy is he'd probably never get played and even now he's among the least picked classes in even semi-serious play.
 
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Kol.

Forum Activist
Nov 22, 2020
105
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Poor guy needs an actual niche that can't be filled in by other classes so easily.

Picks? Sniper can do it from a distance and doesn't basically guarantee being forced to trade if the enemy team has a pulse, or hell even scout can do picks with a bit less risk.

Taking out Sentries? Demo can do it alone, and an uber lets basically any power class handle it.

Flanking? See fast boston boy again.

If it wasn't for how "cool" spy is he'd probably never get played and even now he's among the least picked classes in even semi-serious play.
Facts , spy needs it's own thing that other classes can't do as good as him. It's gueninely sad how spy is weak in all ways. The only thing that could make him a bit good it using the awfuly nerfed Ambassador and have good aim.
 

MsPunchy

Well-Known Member
Dec 15, 2021
67
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Frankly, Spy has always been a weak class that's only gotten worse as the community as a whole has improved. Most of the time, his killing and building destruction abilities are better off being performed by Sniper or a Demoman with a Medic respectively. This gets exacerbated the more competent your opponents get, making Spy's main job harder and harder.

However, it's not necessary for Spy to *be* better, or even equal to the other classes. From release to today, TF2's classes have always been about balanced by the roles of Specialists and Generalists. Frankly, Spy is the specialists to end all specialists, there aren't that many situations where Spy's job can't be done by other classes. That being said, these situations do exist, and Spy's role is to fill in the gaps where other classes won't get what needs to be done, done.

Even in serious pubs like Uncletopia, you're not always going to have both a Medic and Demoman, let alone competent ones, to take down a tough sentry setup. Sometimes the enemy team's Sniper is just that much better than you or anyone else on your team at Sniper, and you'd be better off just sneaking behind the enemy Medic rather than peak a sightline where your head is likely to be blown off the moment you show your face. Even if you are a good Sniper, sometimes map design just doesn't benefit you enough to make Sniping practical, and you need to sneak in and eliminate an opponent who can't be peaked without risking being bombed/rushed immediately. (This is especially true on 6s lasts).

These situations, and some others I haven't named are where Spy shines the most, and while he may often be outshined by his more generalist counterparts, the role he plays in game in both his strengths and counters serve the game incredibly well. Not to mention, Spy's design as a class frankly requires that he be a rarer pick than the others, more than any other class Spy relies on the enemy not even knowing you *exist*, let alone where you are. The more aware an enemy team is that there is a Spy, the more likely they are to be constantly on the watch, turning their backs, spychecking both teammates and flank routes to find you, and the less likely your disguise is to fool anyone.

Speaking of the disguise kit, I feel like that deserves a look at as well.

The disguise kit is an interesting tool, because it's incredibly powerful yet so few seem to know how to utilize it properly, always disguising as the same class, regardless of situation or location and then complain that disguises are only good for sentries. The truth is, while you may get unlucky with some hype paranoid dude, proper utilization of the disguise kit can make it a powerful tool for closing the gap between you and a highly valued target without risking the enemy team hearing your absurdly loud decloak noise. Sure, you can always time it properly to be muffled by other loud noises like a minigun or general combat, but those aren't always present, especially if you're going for a target where your team isn't super present in. This is where the disguise kit comes on, disguising as a Sniper on battlements, an engineer with his wrench out near buildings, a Soldier or Demo walking towards the frontlines often blend in perfectly, as long as you are good at roleplaying as a member of the enemy team. Often I'll see spies staring at enemies when fully disguised, which is a dead giveaway most of the time, you want to convince them that you're a member of their team after all, and TF2 players are always looking for the next enemy to kill, without much interest in their teammates personal positioning or affairs. Proper use of the disguise kit requires you to act, and if you act correctly, you'll be surprised at what otherwise near-impossible picks you can acquire.
 

Stelle

BIG WINS 🤑🤑🤑
Banned
★ Donor ★
Sep 25, 2021
491
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Frankly, Spy has always been a weak class that's only gotten worse as the community as a whole has improved. Most of the time, his killing and building destruction abilities are better off being performed by Sniper or a Demoman with a Medic respectively. This gets exacerbated the more competent your opponents get, making Spy's main job harder and harder.

However, it's not necessary for Spy to *be* better, or even equal to the other classes. From release to today, TF2's classes have always been about balanced by the roles of Specialists and Generalists. Frankly, Spy is the specialists to end all specialists, there aren't that many situations where Spy's job can't be done by other classes. That being said, these situations do exist, and Spy's role is to fill in the gaps where other classes won't get what needs to be done, done.

Even in serious pubs like Uncletopia, you're not always going to have both a Medic and Demoman, let alone competent ones, to take down a tough sentry setup. Sometimes the enemy team's Sniper is just that much better than you or anyone else on your team at Sniper, and you'd be better off just sneaking behind the enemy Medic rather than peak a sightline where your head is likely to be blown off the moment you show your face. Even if you are a good Sniper, sometimes map design just doesn't benefit you enough to make Sniping practical, and you need to sneak in and eliminate an opponent who can't be peaked without risking being bombed/rushed immediately. (This is especially true on 6s lasts).

These situations, and some others I haven't named are where Spy shines the most, and while he may often be outshined by his more generalist counterparts, the role he plays in game in both his strengths and counters serve the game incredibly well. Not to mention, Spy's design as a class frankly requires that he be a rarer pick than the others, more than any other class Spy relies on the enemy not even knowing you *exist*, let alone where you are. The more aware an enemy team is that there is a Spy, the more likely they are to be constantly on the watch, turning their backs, spychecking both teammates and flank routes to find you, and the less likely your disguise is to fool anyone.

Speaking of the disguise kit, I feel like that deserves a look at as well.

The disguise kit is an interesting tool, because it's incredibly powerful yet so few seem to know how to utilize it properly, always disguising as the same class, regardless of situation or location and then complain that disguises are only good for sentries. The truth is, while you may get unlucky with some hype paranoid dude, proper utilization of the disguise kit can make it a powerful tool for closing the gap between you and a highly valued target without risking the enemy team hearing your absurdly loud decloak noise. Sure, you can always time it properly to be muffled by other loud noises like a minigun or general combat, but those aren't always present, especially if you're going for a target where your team isn't super present in. This is where the disguise kit comes on, disguising as a Sniper on battlements, an engineer with his wrench out near buildings, a Soldier or Demo walking towards the frontlines often blend in perfectly, as long as you are good at roleplaying as a member of the enemy team. Often I'll see spies staring at enemies when fully disguised, which is a dead giveaway most of the time, you want to convince them that you're a member of their team after all, and TF2 players are always looking for the next enemy to kill, without much interest in their teammates personal positioning or affairs. Proper use of the disguise kit requires you to act, and if you act correctly, you'll be surprised at what otherwise near-impossible picks you can acquire.
just say the enforcer is good and ill agree with anything you say
 
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