Difference between revisions of "Anti-Spy strategy"
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* By default, the Spy moves at slightly above average speed. When disguised, the Spy moves at the speed of the disguise's class, with the exception of the Scout. | * By default, the Spy moves at slightly above average speed. When disguised, the Spy moves at the speed of the disguise's class, with the exception of the Scout. | ||
− | ** A Scout moving abnormally | + | ** A Scout moving abnormally slow is a good sign of an enemy Spy, however, keep in mind that the [[Baby Face's Blaster]] and after-effects of [[Bonk! Atomic Punch]] can slow a Scout down. |
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| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]''' | | align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]''' | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Conniver's Kunai}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Conniver's Kunai}} | ||
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− | * The Conniver's Kunai reduces the Spy's base health to 70 HP. If he has not backstabbed anyone yet, he should be an easy kill. | + | * The Conniver's Kunai reduces the Spy's base health to 70 HP. However, his backstab steals all health of the victim at a minimum of 75 extra health, providing up to 210 HP. If he has not backstabbed anyone yet, he should be an easy kill. |
− | * | + | ** The Kunai allows the Spy to have ridiculous survivability if he can consistently hit backstabs. |
+ | ** Keep in mind one backstab will fully heal the Spy regardless of your teammate's health. | ||
+ | * Spies with the Kunai often bring the [[Dead Ringer]] for a safety net, to offset the severe health penalty. | ||
+ | * Proper Spy-checking and awareness of the Spy should minimize the impact of the Kunai’s strengths. If your teammates frequently die to his backstabs, it may be helpful to switch to an anti-Spy loadout. | ||
+ | * If possible, notify your team about the backstabber so that he is denied extra health. | ||
* Spy-check a teammate who is suspiciously overhealed, especially if there is no friendly Medic nearby. | * Spy-check a teammate who is suspiciously overhealed, especially if there is no friendly Medic nearby. | ||
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* Walk into your teammates; if you cannot pass through one, he is an enemy Spy in disguise. | * Walk into your teammates; if you cannot pass through one, he is an enemy Spy in disguise. | ||
* Occasionally attack your teammates, preferably with fire, Jarate, or weapons that cause bleed damage; disguised enemy Spies will still be hurt. | * Occasionally attack your teammates, preferably with fire, Jarate, or weapons that cause bleed damage; disguised enemy Spies will still be hurt. | ||
− | * For more | + | * For more information about distinguishing teammates from enemy Spies, see [[Spy checking]]. |
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** The Spy cannot attack while the Dead Ringer is prepared. | ** The Spy cannot attack while the Dead Ringer is prepared. | ||
* The Dead Ringer can replicate or fake many in-game mechanics, but not all. For more information, see the "Feign death effects" section of the [[Dead Ringer]] article. | * The Dead Ringer can replicate or fake many in-game mechanics, but not all. For more information, see the "Feign death effects" section of the [[Dead Ringer]] article. | ||
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* The Red-Tape Recorder quickly downgrades buildings to their level 1 version, but takes some time to completely destroy them. You have more time to kill the offending Spy before restoring the affected buildings. | * The Red-Tape Recorder quickly downgrades buildings to their level 1 version, but takes some time to completely destroy them. You have more time to kill the offending Spy before restoring the affected buildings. | ||
* When your team's Sentry Gun is downgraded, that is a prime time for the enemy team to push in. Your team should support the Engineer while his buildings are re-upgraded. | * When your team's Sentry Gun is downgraded, that is a prime time for the enemy team to push in. Your team should support the Engineer while his buildings are re-upgraded. | ||
− | * An enemy Spy with the Red-Tape Recorder can waste the time and metal of an allied Engineer using the Gunslinger's Mini-Sentry Guns, as the Recorder’s slower destruction rate means the Engineer must wait longer before placing another Mini-Sentry. Mini-Sentry Guns are often placed | + | * An enemy Spy with the Red-Tape Recorder can waste the time and metal of an allied Engineer using the Gunslinger's Mini-Sentry Guns, as the Recorder’s slower destruction rate means the Engineer must wait longer before placing another Mini-Sentry. Mini-Sentry Guns are often placed at the frontlines away from other buildings, so gun down the Spy before he causes more problems. |
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Latest revision as of 03:33, 10 June 2024
“ | That's what my daddy taught me to do to backstabbers.
Click to listen
— The Engineer
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” |
The Spy is a cunning espionage agent bent on deceiving and frustrating your team. He will use his Cloak and disguises to maneuver behind friendly lines, then use his signature backstab technique to instantly kill any target in one strike. Be wary of his other methods of deception, including acting like a teammate or the ability to fake his own death.
The best defense against a Spy is keen observation; he only has so many ways to infiltrate your team, so a team that regularly performs Spy-check measures renders him far less of a threat. If you catch the Spy, his direct combat is weak, so expect him to look for an escape.
The Pyro, with their wide-fanning flames that nullify Cloak and disguise, is one of the best defenses against the Spy.
Contents
General
Attributes | Anti-Spy strategy |
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Role |
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Health |
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Speed |
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Power |
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Weapon-specific
Main article: Spy weapons
Secondary weapons
Weapon | Anti-Spy strategy |
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Revolver + reskins |
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Ambassador + reskins |
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L'Etranger |
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Enforcer |
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Diamondback |
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Melee weapons
Weapon | Anti-Spy strategy |
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Knife + reskins |
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Your Eternal Reward + reskins |
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Conniver's Kunai |
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Big Earner |
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Spy-cicle |
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Disguise Kit
Weapon | Anti-Spy strategy |
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Disguise Kit |
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Invis Watches
Main article: Cloak
- Cloaked Spies can be revealed if they are doused, lit, or bleeding. Try using Jarate, Mad Milk, fire, and weapons that cause bleeding in areas where you suspect a Spy is hiding. These debuffs cure twice as quickly while the Spy is cloaked, so act quickly once you reveal him.
- Emerging from water also compromises a Spy's invisibility, as water particles will drip off him for a few seconds.
- Spies can pick up health and ammo even while cloaked. If health kits and ammo boxes are disappearing for no apparent reason, there is a cloaked Spy nearby.
- Disguised Spies can receive health and ammo from enemy Dispensers. Occasionally Spy-check around Dispensers and check for healing beams attached to thin air.
- The Invisibility Watch and the Cloak and Dagger will show a silhouette of a cloaked Spy if he bumps into an enemy; if a Spy's silhouette is revealed, press against him and attack to keep him visible.
- A cloaked Spy still makes sound. You may hear his footsteps from running across hard surfaces, the crunch from fall damage, or voice responses from unknown sources. He also makes a distinct noise upon uncloaking.
- If you see a Spy cloak, die at suspiciously high health, or otherwise escape your sight, alert your team and tell them exactly where they are.
Weapon | Anti-Spy strategy |
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Invis Watch + reskins |
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Cloak and Dagger |
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Dead Ringer |
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Buildings
- Even if the Spy is disguised, you can still see him reach out and place Sappers on buildings. Keep an eye out for this animation to quickly figure out which teammate is the Spy.
- Pyros with the Homewrecker are excellent for defending buildings; it only takes one strike to dislodge Sappers, compared to the two strikes required by the Engineer's default Wrench.
- Keep special notice of your team's Teleporters. If left unguarded, a Spy can place a Sapper on one end and continue to replace those that are removed on the other end, eventually sapping more health than what the Engineer can repair and slowing your team's reinforcements.
- The Spy may put a Sapper on a Teleporter entrance and take it as soon as the Engineer removes it. Do not stand on your Teleporter Exit, as the Spy may Telefrag you.
Weapon | Anti-Spy strategy |
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Sapper + reskins |
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Red-Tape Recorder |
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Telling them apart
- See Spychecking for more strategies.
- Your team can always hurt an enemy Spy. A stray bullet or explosion may reveal a cloaked Spy.
- A disguised Spy can't pass through you like teammates can. If you bump into a teammate and can't pass, they are a Spy.
- The Spy cannot copy special abilities or use weapons of other classes. A strangely slow Scout or a Medic who is not healing warrants suspicion.
- Consider where allied classes are typically found and are played. For example, two common disguises are the Sniper and Spy. The Sniper is usually played away from allies on high ground, while your Spy should be with the enemy team!
- Teammates who appear overly-fixated on other allies, suddenly beeline towards friendly targets, ignore objectives, refuse to fire their weapon, or otherwise deviate from typical behavior should cause concern.
- Note how teammates interact with the environment. A few situations might call for a Spy-check, including a teammate who is at full health but can pick up a health kit, an injured teammate moving away from your respawn area, or team-specific doors not opening for a teammate.
- A Spy's disguise does not grant him any of the effects that the disguise's loadout may grant. For example, a Sniper disguise equipped with the Darwin's Danger Shield does not make the Spy immune to afterburn. Similarly, a Pyro disguise does not make the Spy immune to afterburn. If you see a burning Darwin's Danger Shield Sniper or a burning Pyro, it is most likely a disguised Spy. Be aware that the Gas Passer can make Pyros burn for longer than normal.
See also
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