Some of the few things I did like about the SCBL's new take on SvM:
1- Spies can draw their gun in more positions:
a. While hanging from a ledge the gun can be drawn.
b. While taking cover, a spy can draw the gun and fire anywhere around him. In SCCT, the ability to aim the gun while taking cover is so restricted and impractical that nobody ever uses this function.
2- Spies can peek downwards from an upper floor in order to look and fire their weapon without having jump onto the railing.
3- Spies can throw grenades while on the move without needing to draw their gun.
4- All grenades can be “quick-used” at all times. In other words, all grenades can be thrown at feet or out (not at feet) by the spy at any given moment without having to restrict the “Throw at feet” function to only two of out of more-than-two grenades.
Note: To me, the drawback about throwing everything by hand was the increased parabolic curvature. This greatly affected the accuracy and range of thrown objects.
Something I think would be very cool would be to allow spies to throw grenades while on the move (both out and at feet), as in SCBL, but to also give the option to draw the gun and use in order to fire the same gadgets at longer range with significantly increased accuracy.
I think this would make awesome spies.
Something that I think spies should be able to do is to cancel slow animations in order to return to their original position. Neither SCCT nor SCBL allow this. For example if a spy decides to move around a corner while hanging from a ledge or to climb up a ledge and then a merc suddenly comes, the spy should be able to drop to the ground or to begin new animation to return to the original position.
Committing to a 3-5 second animation could make the difference between life and death.
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Some things I liked about SCBL mercs:
1- Ability to place mines on the ground.
2- Ability to look away from flash bangs for reduced effect, but then again, this is may be why UBI put forced negative mouse acceleration in the game’s controls, which is a complete nightmare. And doing this may allow very experienced players to pretty much become immune to flash bangs which would be very bad. So this is very controversial if not implemented correctly. This is not really important anyway. It all comes down to the duration of the flashbang effect. In SCBL it was quite long, so the implementation of this feature made more sense.