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Yea I see your point about escaping pyros. With any other knife you'll be dead in a matter of seconds.
"Am I good enough, relative to my opponents, that I have a reasonable expectation of being able to still make the pick when on fire?"
If you ARE, then the knife melting might be a more painful downside because you might lose that crucial pick. However, this is likely only feasible if your target is not looking at you (since it's fairly hard not to notice a flaming spy if he IS looking at you), or if you can lure him into a situation where you can trickstab him (e.g. a pyro whose bloodlust overrides his caution and follows you up a stairwell or around a corner w/o paying attention to the risk of a trickstab).
If you AREN'T, then you're not giving up a stab with the knife melting. The distinctive sound *might* be a downside, but it depends on your opponents' reaction times and how far apart the links in the chain are (theoretically it could mess up a chainstab compared to the YER's more truly silent kills). The statues do let people know that there's a Spycicle spy around, but since that's not actually that surprising and because it doesn't constrain your likely behavior as much as, say, them knowing what watch you're using, it's not a big deal.
I'll note that an alternative escape plan is to use the Ambassador (a 102-point headshot will give almost anybody reason to reconsider chasing you) but you'll still need to find health before somebody else takes notice, and the Ambassador is a downgrade if you don't have the skill to make those headshots. Using the Spycicle's benefit doesn't take any skill at all.
The Spycicle and the Dead Ringer weren't necessary at all. Good spies don't need the Dead Ringer to deal with spam because they would be able to use good movement to avoid spam. The weapons that are being added are not good excuses for the Dead Ringer and the Spycicle. That logic will just lead to power creep. If other weapons are a problem, the weapons should be nerfed instead of adding more bad unlocks to the game.
Until that ♥♥♥♥♥♥♥ who spychecks everyone comes along. You know the guy. The one who spychecks people who also just left their spawn.
*Spawn campers
*Choke point in Dustbowl.
It also allows you to become fireproof for 2 seconds and escape the pyro hunting you down. With the deadringer you can walk by all the spam and make it to the backfield.
It's downsides can also be negligible. An ice statue sticks out a lot more then a random body but that only tells that a spy was around. It may leave a nice little bread crumb trail but that can be used to your advantage by stalking someone stalking you via the trail.
The true downside, the 15 seconds with out the a knife, should be taken into consideration. It might not be all that bad, the 15 seconds of hiding might be all you needed to be forgotten by the enemy. It might be irratating, you were about to backstab a player but now your knife is gone. Your target then goes foward, and with its additional firepower, wins the round for your enemy. You might rarely find your self in such a situation though, giving the Spy-cicle advantages over the stock knife and disadvantages that you do not suffer from.
I beg to differ. All the great spies I'm subscribed to use the Dead Ringer from time to time. They're good spies not just because they can dodge, headshot, and sneek. They're good because they put in the required thinking, and they've figured out there there is no way that I'm getting past this corridor full of bullets and rockets. You can't dance out of all the the things aimed at of you.
Explain, please.
Snipers and Scouts also perform badly against spawn-campers, as they require distance and movement respectively to properly engage opponents; not all classes are built to handle every situation, especially in the initial game on a map which is horrible designed. Spies should be avoiding choke-points and taking alternate routes, but this is virtually impossible at every stage of Dustbowl due to how linear it is, so using it is a bad comparison; likewise, using spawn-campers as an excuse is silly, because if a team is being spawn-camped then a Spy won't be doing much, as the enemy will almost solely be watching for him behind their back.
The Dead Ringer was a good concept implemented poorly, and the Spycicle was just a sort of crutch to help the Spy in dealing with his counter, and in general, it promotes bad or risky play without requiring any sort of skill, particularly when you couple it with the Enforcer.
A dedicated spychecker will be a problem, but it is possible to try to avoid him. If he's good at preventing you from doing anything, then you'll just have to switch. The spy is a situational class, so he's no meant to be used during the whole round.
I've never claimed that good spies wouldn't use the Dead Ringer. That would be a false and ridiculous statement because a good spy would know which watch to use in certain situations. However, a good spy wouldn't need to use the Dead Ringer to do well. Unless you're playing in a map full of chokepoints or there is a high playercount, it should be possible to do well with the Invis Watch. Aside from certain settings, the Dead Ringer was never necessary at all.
There isn't much to explain. If you know what power creep is, it would be obvious if you just continuously add weapons to deal with another weapon that can potentially lead to extremely powerful weapons.