I never really was on your side …

Sometimes it’s hard to appreciate how greatly the English language fails to convey context and meaning behind words at times. I figure that you all would have much less to read here if this was not the case.  Let me give you an example.

I hate the spy class.

It’s not a simple matter of not enjoying the class when I play it, or disliking the class when other people play spy.  I have a deep, irrational hatred and utter loathing for not only the class, but everything it stands for, to the point where I can not honestly justify in any rational terms or argument, any real justification for such hatred.

I think that more than anything else, the spy serves as some kind of freudian object for me to vent dislike and negative emotion into.

With all that said, I’d like to separate all of that from my real criticisms with the class.  Some people who have seen my hatred of the class might be surprised to find that such criticisms aren’t all that great.

As much as I hate to admit it, the spy does have a purposeful role in the game, and is somewhat balanced.  I’d rather not go into too much detail  defining what I feel that role is, preferring to focus more on where he seems to be too strong in the context of spy versus engineer.

First is the revolver.  The revolver is unique in the fact that it is very effective at everything up to very long range.  It is very accurate, holding about the same spread as the pistol, but inflicts around 50-60 damage per shot before damage drop-off.  The shotgun will out-damage the revolver at point blank range, but suffers far more from damage dropoff than the revolver, giving it the edge at close/medium range.

One might point out the engineer’s answer for this is to engage a spy at point-blank, but the engineer rarely engages the spy on his own terms.  Added to this is the fact that all a skilled spy needs at point-blank is a swift strafe movement and a little lag and he’ll get himself a nice side-back stab, rendering the confrontation over instantly.   Defending against a side-stab is almost more a matter of having good ping and luck as it is a matter of skill.  Most good spies I know will simply disengage, heal up and come back again if they don’t find a fight to their liking.

Should they nerf the revolver? I’m not sure.  I just find it very frustrating to usually have myself out-gunned by a class that can disable at-will my primary assets in a game, assets that took anywhere from ten seconds to two minutes to establish.  I would be in much less of a situation to complain if the spy was the only class that was effective in countering a smart sentry setup, but I also have soldiers, demomen and medics who can just blow through my stuff, and for the most part, are supposed to outgun the engineer class.

Fine, so I have to rely on my team to help me kill spies, as I’m not completely balanced to always deal more damage to a spy  than he can to me. I can accept that.

I cannot accept the dead ringer in its current form.   I would be fine if the spy got away scot-free from the hit that triggered the dead-ringer.  But why the hell does a class have access to the effective equivalent to an Uber shield that lets 10% of the damage through and lasts for six and a half seconds.  To add insult to injury, this shield makes him invisible and allows him to heal himself and recharge said shield from metal pickups.

With enough map knowledge and planning, a spy can antagonize an engineer at his choosing almost indefinitely, given that engineers prefer locations that have plentiful metal drops, usually accompanied by health drops.   It’s hard enough to kill these bastards with a pyro, much less as an engineer.  What incentive does a spy have to take any other cloak when he can simply make himself almost impervious to damage almost limitlesly, given enough thought and metal?


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