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Thread: Thoughts on the Spy Cicle?

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    #11

    Re: Thoughts on the Spy Cicle?

    It would be cooler if the ice sculptures shattered, since right now they're more like giant rubbery statues that kind of look like ice, haha.

    But anyway, superfluous animations and physics behavior aside, it seems like a DR and/or Spycicle spy is basically pyro-proof, which I think is kind of silly, since I like the idea of certain classes having very obvious counters.
    It's Enchanted Broccoli Forest time!

  2. Registered TeamPlayer Langrad's Avatar
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    #12

    Re: Thoughts on the Spy Cicle?

    pyro proof if you dont want to do anything. If a pyro touches you your knife auto melts (Right?) so you would have to get your kill before a pyro spots you, and even then the knife only is 2s of unburnable. If theres more then a pyro you will flicker enough for the pyro to catch you again.

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    #13

    Re: Thoughts on the Spy Cicle?

    Speaking of unusual ice sculptures, I saw this last night:


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    #14

    Re: Thoughts on the Spy Cicle?

    Quote Originally Posted by Langrad View Post
    pyro proof if you dont want to do anything. If a pyro touches you your knife auto melts (Right?) so you would have to get your kill before a pyro spots you, and even then the knife only is 2s of unburnable. If theres more then a pyro you will flicker enough for the pyro to catch you again.
    Basically, pyros can no longer use teammate-instantly-catches-on-fire as their spy check method when the spycicle is being used.

    If the spy is cloaked, the knife melts, they don't catch on fire, and they can use their two seconds of fireproof time to run away and hide instead of being chased by the pyro, because the pyro doesn't even know that they hit a spy with fire!

    An uncloaked spy can similarly be less wary of enemy pyros who are randomly puffing, since they won't just catch on fire instantly, making it easier to disappear by cloaking and/or running away.

    Also, if the pyro does happen to catch the spy, the spy isn't exactly defenseless, since they can still run away while shooting their revolver.

    That's just my two cents, but maybe someone who actually plays spy can speak more accurately to whether the weapon is OP or not.
    It's Enchanted Broccoli Forest time!

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    #15

    Re: Thoughts on the Spy Cicle?

    Well, I still find it uncomfortable in terms of how much it can actually do....but then again...Soldiers still whoop my ass. So really I'm not unstoppable when using it, it just means now I have a way to deal with Pyros getting lucky ignitions while cloaked.


    The Enforcer is still easily the biggest problem with Spy right now.





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    #16

    Re: Thoughts on the Spy Cicle?

    Unrelatedly, I feel like the new pyro gun is basically the first release of the Backburner.

    i.e. PYRO IS A TANK

    At the very least, taunting should not refill health AND not have 90% damage resistance, because that essentially negates most of the risk of taunting in the first place. Much less than the fact that it gives full crits instead of minicrits (like Soda Popper).

    Once filled, it can be activated with the secondary fire command, which performs a taunt that will refill health completely and enable a short crit boost. During this taunt, the wielder has 90% damage resistance.
    I mean, really. That's just silly.
    It's Enchanted Broccoli Forest time!

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    #17

    Re: Thoughts on the Spy Cicle?

    I feel it would too hard to activate without the 90% damage resistance. Use the time during the taunt to run away instead of trying to kill him.

    Ultimately, he's still a pyro without airblast. That gives you plenty of ways to deal with him.

  8. Registered TeamPlayer Cheshire Cat's Avatar
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    #18

    Re: Thoughts on the Spy Cicle?

    Crits still hurt if he closes. That aside, the spycicle appears like a straight upgrade (but it's not). The silent killer aspect seems like a bit too much in my opinion, because there's still plenty I can do for 15 seconds that doesn't involve stabbing someone. DR + Enforcer + Spycicle is the strongest loadout at this moment in time. Mostly because of the fire immunity and hilariously silly amounts of revolver damage.

    The spycicle, otherwise, is an interesting choice - but it generates a lot of paranoia with the ice sculptures. It's a bit more balanced if you're constantly doing hit-and-runs, because your presence is obvious. Chainstabs are easier, but it punishes dawdling in any one area for too long.

  9. Registered TeamPlayer Langrad's Avatar
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    #19

    Re: Thoughts on the Spy Cicle?

    I didnt know about that 90% resistance... Holy crap. There are quite a few things you can do but if your in a map with tight corners the 100% crit is brutal. If you get caught in the fire your almost 100% going to die, it also seems like the particle range is further on that thing. Was rediculous the amount of damage you could do if you could get your buff up.

    Does it build from the afterburn damage?

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    #20

    Re: Thoughts on the Spy Cicle?

    Yes, and most importantly it builds from flaregun damage. I found that the best strategy was to spam flares to build up the meter, if you try to build it with W+M1 you will die before it's full. Then once the meter is full you can try to get yourself into a good situation to activate it. You're incredibly powerful with the crits, but incredibly weak the rest of the time.

    Dead ringer spies are amazing for building the meter though.

    I feel the main problem with the spycicle is when combined with the Dead Ringer and Enforcer. The Dead Ringer and Enforcer combo was already OP, with the Dead Ringer completely negating the Enforcer's downside. And the Enforcer in turn negates the Spycicle's downside (no pistol? Just use a pistol that can two shot half the classes in the game). So with all three together there are just no real downsides.
    Last edited by Derek; 12-23-11 at 01:54 PM.

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