DepressoExpresso

Unremarkable User
Hey I’m currently taking a break from ze but I’d thought I’d give out my opinion on the state of the weapons for spy (from the view of the worst spy main ever) and on the gamemode in general. I feel that all weapons should just be adjusted to be a niche variant/gimmick version of stock in most cases. I will only be talking about stats and functionality and are mostly just guidelines and I am not considering raw dps values.

Tl;DR Stat changes and Gamemode thoughts at the bottom if you don’t want to read about my spy weapon rant.



Secondary:

Revolver

Nothing much to say, good old reliable stock. No Change.

Ambassador

Although the damage bonus is nice, this weapon should probably be reverted back to being a handcannon headshot machine as it is already difficult enough to headshot zms while the damage drop off is insane and piercing and on hit slow is meaningless especially on noobmode. This should be the go-to secondary for those that plan on playing gun spy. In my opinion, moving the debuff of Wearer Cannot Disguise to this gun aswell as slightly buffing the firing speed and reload speed in return for lowing damage would allow skilled players to have a great defensive potential while also not limiting gun functionality.

L’Etranger

No clue. If this weapon ever needed balancing then it should be more focused on helping with cloak management rather than firepower but allowing anymore cloak on hit would be too much of a significant change that would break dead ringer. No change.

Enforcer

This being the more dps orientated version of stock, I cant say much about dps values but balancing this weapons dps to its fire rate in turn decreasing defence effectiveness seems decent enough. No change.

Diamondback

This weapon has actually been done dirty. This gun should reward those that go for multiple backstabs while also be weaker than stock without crits. I much preferred to older version of this gun with a greater amount of bullets. Having removed Wearer Cannot Disguise would allow spies to actually use this weapon instead of stock with some changes in stats such as decreased move speed would force spy to be in a more defensive position to fully use the diamondback crits without getting punished.



Melee:


Knife

The best and most versatile option out of the melee, no issue with it at all (apart from the uber bug where sometimes don’t gain ubercharge on backstabs, but this only affects those that goes for chainstabs rather than it does on for single stabs). No change.

Your Eternal Reward

Although this weapon was made to be a zm item holder killer (stealth stabs mean nothing when zombies are already braindead) the playstyle revolved around one shotting a single zm isn’t worth the risk as you lose the ability to uber and speedboost on backstabs and that your more than likely negatively impacted by the movements speed change on autodisguising as a slower class (unless it doesn’t, haven’t tested) is a massive downside just for oneshotting a zm item holder that have additional health, as most zms already die on a single or double backstab. The downside of losing an entire cloak on disguising isn’t that much of an issue as you would usually pre-disguise before going in.

I think the damage should be nerfed as insta killing a zm item holder would ruin the balance of most item carry maps where both human and zm items are broken (e.g. l0v0l maps) or where humans are supposed to die due to edging zm items (e.g. pirates (free barbussy, I need my dopamine rush of getting a human strike)). Instead, only allow to deal massive damage instead of instakilling zm item holders would allow spies to still be rewarded for backstabbing while not overly destroying map balance (totally ignore this damage nerf if you cant oneshot zm item holders, I haven’t tested in a while) and also give spies an additional cloak back on kill would allow skilled players to have a get out of jail free card with 2 backstabs allowing for a fully charged dead ringer.

Conniver’s Knife

This is the most useless knife ever. That’s it. Honestly, putting spy at 145 is a death sentence where even light classes can one shot you all for a minor 300 overheal without uber meaning that you will never be able to tank npcs, bosses or any sort of map damage without backstabbing, and in most cases you wont even be in contact with zombies, and with the case of overhealing, you lose this extremely quickly. There is no upside to this weapon and with some maps just make it seem as if your playing on hard mode. I do not know how much of a weapons stats you can change but I have two possible rework ideas. Number 1, instead of getting a 300hp overheal you would rather get set to 250~275 max health allowing spy to tank a single hit in exchange for not getting uber on backstab. This would allow players that don’t often go for backstabs to play how the class was designed for once while also being rewarded for backstabbing as the additional health would be significant enough while the no uber on backstab not affect them at all.

If setting class health is not possible then instead allow buffs when overhealed such as increased movement speed (can be abused with a medic pocket to item/doorhug but that’s just taking away 2 players from defending) and make the overheal time longer.

Big Earner

I honestly don’t know how you would change this as I never use this knife as there is only downsides if you plan on chainstabbing but gaining speed for a facestab is not bad for those that play safe rather than consistently backstabbing making the downgrades negligible. No change.

Spy-cicle

This is honestly the best counterpart to stock knife although I have seen very few players use it. Giving increased melee range in exchange for slower swing speeds plus the on-hit slow bonus makes this the best single backstab counterpart to the stock’s chain stabbing abilities. No change.


Secondary PDA:


Invis Watch
Cloak and Dagger
Dead Ringer


I think these are all balanced well with cloak and dagger allowing spies to tank a single hit in exchange for 50% total cloak time and dead ringer timers are fine. Only issue really is the dead ringer bug which makes it so dead ringer sometimes doesn’t activate/pull out when you right click (or my mouse is just broken). No change.



Building:


Red-Tape Recorder

This item is spy's bread and butter, legitimately what makes spy so great as giving sustain to such a selfish class allows you to continuously stay on the move within the zm backlines rather than having to rely on your team for heals. No change.

Sapper

Honestly, sapper gets extremely outclassed by red tape with barely anyone uses apart from those that don’t know what red tape does or doorhuggers <-- more useless than afks. The +2% faster move speed is extremely negligible especially if you’re rushing for items as scouts have bfb and bonk. I don’t know the speed break points for each class but buffing the move speed given and/or giving an extra stat such as faster cloak recharge rate would allow for a more aggressive playstyle in exchange for sustainability.



Weapon Stat Balances

Ambassador:

+235% Damage Bonus ⇒ +175% Damage Bonus

-20% Slower Firing Speed ⇒ -15% Slower Firing Speed

-25% Slower Reload Speed ⇒ -15% Slower Reload Speed

NEW: Wearer Cannot Disguise




Diamondback:

+65% Faster Firing Speed⇒ +50% Faster Firing Speed

-74% Damage Penalty ⇒ -50% Damage Penalty

-60% Less Accurate ⇒ -30% Less Accurate

-6.25% Move Speed on Wearer ⇒ When Held: -10% Move Speed on Wearer

REMOVED: Wearer Cannot Disguise

On Kill: 12 Seconds of 100% Critical Chance ⇒ On Kill: 6~8 Seconds of 100% Critical Chance




Your Eternal Reward:

+33% Cloak Drain Rate ⇒ +25% Cloak Drain Rate

+66% Damage vs Players ⇒ +50% Damage vs Players

NEW: +50% Cloak on Kill




Conniver’s Knife:

Overhealed to 300hp on backstab ⇒ Set to 250~275hp on backstab

Or

NEW: When Overhealed: +5~10% Faster Move Speed on Wearer

NEW: +25% Longer Overheal Time




Sapper:

When Held: +2% Faster Move Speed on Wearer ⇒ When Held: +5% Faster Move Speed on Wearer

NEW: When Held: +10% Faster Cloak Recharge Rate




ZE Gamemode in General

This will be my hot takes section for the game mode in general. FYI this is coming from someone who has only played ze on skial and very few hours on css and csgo ze.

Noobmode

I believe noobmode should be balanced to allow humans to be able to defend easier rather than allow those that edge to not be punished. Having an insane amount of slowness on hit is quite irritating to play with as zm and boring to play as humans as there isn’t really a horde to shoot against, rather more of a stray pack. For noobmode, I do like the fact that it is easier to kill bosses (e.g. djinn boss) allowing for new players to actually experience how the boss fights and entire map is like while also not being that punished by npc and boss damages although I do not like the fact that humans are allowed to tank multiple hits from zombies due to them edging as new players will never learn the positioning and defence places needed in each map. Noobmode should not be overly catered to new players rather than making it easier to allow players to experience more of the map. Making the gamemode that much easier is both a negative to new players as they really wouldn’t care about winning the map as there is no struggle to get there and regs would not enjoy having a such a fake win.

How would I try to change noobmode, no clue. Instead of the massive slowness and knockback, I feel like it would be better just to stop zombie velocity rather than give them slowness and only increase knockback by a bit in comparison to normal mode. Presuming that it is still currently 40% damage reduction on normal and 70% on noob, humans should still take the same amount of damage from zombies hit on either modes but keep the increased damage reduction done by npcs, bosses and map hazards on noobmode as well as increased damage dealt to them allowing players to experience more of the map.

Map nominations

Hot take but map cooldown shouldn’t increased, the player base will always vote for shitty maps no matter whether you increase the map cooldown or not. Even if you increase the cooldown, players will still only join and nominate maps they like and keeping a cap on it would decrease the player count more. While I do agree that the map rotation brain rot has reduced the player bases shared brain cell from 2 to 1, making them have to wait a bit longer would mean there will just be new bad maps to join the cycle.

Honestly making it cost credits for map nominations doesn’t seem that bad as many new players wouldn’t have the experience to know which maps they prefer as many right now are continuously flooded by the current map rotation of santa>korea>banban and that regs can actually use their credits for once apart from saving for titles or force rtv (pls lower cost, I need to give players their vitamin C with ze_icecap). With this, you could also scale the amount of credits that it takes to nominate maps that have already been played on for that day, further increasing the incentive for a larger map rotation.

Leader and Item Role + Votemenu Options

I know people are talking about making a leader role that people have to apply for but honestly the current design of having to need 5 people to vote for someone is decent enough. What I do think that should be added for leaders is that they have a lower votemenu cooldowns or at least able to call a difficulty vote on the same round that the difficulty mode has changed (to ungrief the round), additionally there should be an option to vote out the leader. There should never be an item role or a restriction on picking up items as new players will always need to experience what and how to use items if they ever want to get better.

Things that I would want to happen but will never be implemented

Right now we do have the item command to look up pickups but most people have no clue about it and some people are just too dyslexic to read. So entwatch when? Never.



P.S. I just made this forum account and I probably wont come back to it. I wrote this rant in a few hours and didn’t proofread so…
 
Needing 5 votes for leader is a horrible statement, there is a shit ton of times where the leader gets only 4 and tries to lead without markers (hard af since peps cant do shit without their precious markers). The whole point on the leader roles is
1. Getting good leaders asap when the map starts
2. Avoiding your typical 500ms russian 7 year old that screams and rambles about playing banban and luff maps

Also about the lower cooldowns and vote diff, i completely agreed on it but the vote difficulty should be only for leaders and not for other ppl.

Now with the item role shit, its a really harsh implementaion but at his point those apes shoould earn it instead of just fucking the runs cuz the amount of monkeys that buy heals on diddle, wasted heal items on any map, fucked the team with the horrible item timing and wasted ultimas that entirely fuck the whole run is so fucking high that its tiring at this point seeing a non english speaker with 1000ms and the rest screaming at him to pop the fucking item so the rest doesnt die.
 
1. Presuming that all the times that someone who wants to be leader only gets 4 votes, then the team just isnt good enough or doesnt want them to be leader. If they wont vote up the leader then what are the chances that they will even listen to them. People still talk and lead through vc and markers are just there as an added visual bonus to help people.
2. How would getting a leader role get good leaders when the map starts? Wouldnt anyone be able to apply for leader role and just make the entire system more of a hassle? What happens if there are 2 people with leader role on at the same time?
3. Getting a leader wouldnt avoid kids screaming on about trash maps, unless you perma dictator mode but the vast majority of kids dont use vc and still vote for luf maps anyways. As a leader, you cant really force your opinions and what maps people should vote for down other peoples throat's.
4. If you lock map difficulty to leader only then what happens at times when the server doesn't have a active leader on, will it just constantly die.
5. Yes it can be frustrating that map wins have been thrown but people always need to learn to improve, there are always new people joining the server and there will always be a chance of them picking up an item and not knowing what to do with it. Also from my experience the times when people try to tell the noob on vc to drop/use the item, the noob doesnt have vc on. But I do feel like we should have a votemenu where we can call a vote on someone to drop the item just like votemute but with less punishment.