Difference between revisions of "Cloak"

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{{Featured article tag}}<div style="float:right">{{youtube tn|wCX3lAULT5A}}</div>
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{{Other uses|this=the cloak ability|Cloak (disambiguation)}}
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{{Featured article tag}}
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[[File:Cloaking.png|thumb|300px|right|An enemy Spy cloaking.]]
  
{{Quotation|'''The Spy'''|Peek-a-boo!|sound=Spy_taunts06.wav}}
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{{Quotation|'''The Spy''' on sneaking up on people|Peek-a-boo!|sound=Spy taunts06.wav}}
  
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'''Cloak''', or '''cloaking''', is an inherent ability of the [[Spy]] that is influenced by the [[Invis Watch|Invisibility Watch]], [[Cloak and Dagger]], and [[Dead Ringer]]. Cloaking allows the Spy to become invisible for short periods of time, depending on the watch he is wearing, allowing him to move unnoticed through enemy lines or make a quick escape when attacked. While cloaked, the Spy is unable to attack for the duration of the Cloak. During the process of cloaking or uncloaking, the Spy transitions to or from transparency, creating a whooshing noise in the process.
  
The [[Spy]] has the ability to '''Cloak''' for brief periods of time using his [[Invisibility watch]], [[Cloak and Dagger]] or [[Dead Ringer]], allowing him to move unnoticed through enemy lines. When fully cloaked, he is totally invisible, although teammates will see a slight outline shimmer in the team's color. Bumping into enemy players or being damaged results in temporarily being more visible in the form of a semi-transparent silhouette filled in with your team's color. Being hit by a [[Sniper]]'s [[Jarate]] will fully short out your cloak. While cloaked, the Spy is unable to use his weapons or taunt, but can still use his disguise kit.
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== General attributes ==
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[[File:Cloakbump.png|thumb|250px|A cloaked [[BLU]] [[Spy]] bumping into a [[RED]] [[Sniper]].]]
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While cloaking disables attacking, the player may still use the [[Disguise Kit]] and see their active weapon. Disguising while cloaked removes the team tinted smoke particle effect, allowing seamless disguise changing. Be aware that this is only true if the Spy is completely invisible when the Disguise Kit is used. While cloaked, the Spy is completely invisible to all enemies. The Spy's teammates are able to see him as a semi-transparent silhouette tinted in their team color. This allows players to determine if an area is being surveyed by a friendly Spy and to structure future movements around him. While cloaked, the Spy cannot do most objectives. This includes capturing or defending a [[Control Point (objective)|point]], pushing or stopping a [[Payload]], and carrying the [[intelligence]].
  
== Seeing Cloaked Spies ==
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Harming or bumping into a cloaked Spy causes the team-colored silhouette to become visible to all players regardless of team. While under the Dead Ringer's damage reduction effect, being injured or bumped into does not produce a silhouette.
If a cloaked Spy takes damage from any source, he will be momentarily revealed as a team-tinted, translucent silhouette. (The [[Dead Ringer]] is an exception to this rule.) This prevents Spies from simply cloaking and charging through an offensive front. This also occurs whenever he touches an enemy player, but not objects such as sentry guns or dispensers. However, enemy dispensers will heal the Spy if he is disguised. Also, Spies that have caught fire (see [[Flamethrower]]) will be visible due to the [[fire]] effect, even though their model will still be invisible, they will also have an aura of their team's color around them. Cloaked Spies will also drip water droplets after emerging from a body of water, revealing their position for a short amount of time. Fall damage does not make the cloak flicker, although blood may still be shown and an audible groan can be heard.
 
  
== Cloak Strategies ==
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Cloaked Spies stop making most sounds, such as automatic voice responses (e.g., screams when being shot). Voice commands can be used uninhibited, and certain responses also occur anyway. Natural special effects, such as [[Cosmetic items|cosmetic]] particles, are also hidden. When a cloaked Spy is hit with weapons that produce visual effects, such as [[Jarate]], [[Mad Milk]], [[bleeding]], and [[fire]], the effects are applied normally, rendering the Cloak ineffective. Similarly, emerging from [[water]] causes the Spy to drip water droplets even when cloaked, and falling from a certain height also produces a blood particle effect and an audible crack. Cloak also prevents the [[Medic]]'s secondary weapons from being able to heal the Spy, but the [[Crusader's Crossbow]] and [[Amputator]] can still heal a cloaked Spy.
A common strategy when using a Cloak is to combine its use with a [[Disguise kit|disguise]], as this gets rid of the time that is wasted when disguising once behind enemy lines. Be careful, if you disguise ''before'' cloaking, the cloak will not remove or lessen the "disguise smoke" effect.
 
  
Similarly, one must be careful not to be seen when decloaking, as the Spy flashes his ''real'' team color as he decloaks, regardless of disguise.
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Upon cloaking, the Spy makes [[Media:Spy cloak.wav|a brief whooshing noise]] and briefly transitioning from a team-colored silhouette in the process of turning invisible, regardless of disguise. On the player’s view, the cloaked Spy holds up his watch with his left hand, indicating that the Spy is operating it. Competent Spies try to conceal the act of cloaking from the enemy to avoid arousing suspicion.
  
The Cloak is also commonly used to get past choke points or other places with lots of enemy presence. When crossing large open distances, it's generally preferable to stick with a disguise instead of wasting cloak time. In some cases it will make sense to disguise as a ''friendly'' class for travel, to prevent warning the other team that a Spy is incoming.
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Upon decloaking, the Spy makes [[Media:Spy uncloak.wav|a long whooshing noise]] and briefly appears in a team-colored silhouette, regardless of disguise, before becoming visible. Because of this, care should be taken to decloak out of sight and hearing range of enemies. The Spy also must be fully decloaked before he may use any of his weapons or change disguises. In order to recloak, the Spy must have at least 10% cloak.<ref>game\shared\tf\tf_weapon_invis.cpp:L211</ref>
  
Spies can use enemy [[Teleporter]]s. They can use them while cloaked to their advantage to not only get behind enemy lines that would normally seem impossible to penetrate, but also sneak up behind unsuspecting Engineers who may not notice their teleporter has been used.
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Each watch displays its Cloak meter on the weapon model viewed by the player. The meter is also visible in the [[Heads-up display|HUD]].
  
== Dead Ringer Strategies ==
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While Cloaked, even when standing in a valid backstab position, the Spy does not raise his [[Knife]].
The effect of the Dead Ringer still activates if you are wearing a friendly disguise. Keep in mind, uncloaking creates a loud and distinct sound. If you are targeting a single person, then it is best to uncloak a good distance away. Using the Dead Ringer right after leaving the [[Respawn area]] can be an obvious giveaway of a Spy's presence as most players will not believe an enemy died by just one hit. The situation may vary however, as multiple [[sticky bomb]]s, backstabs, [[headshot]]s and critical [[rocket]]s are believable causes of death.
 
  
The Dead Ringer is also activated upon fall damage. This can be bad or good depending on the situation. If the Spy was not expecting it to happen, he may run about randomly after realizing the Dead Ringer activated and thereby waste cloak time. However, if he plans for this, dropping in front of an enemy and leaving a corpse, the enemy will be that much more unaware of the Spy's presence.
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The Spy cannot activate Cloak within 0.5 seconds after attempting to [[backstab]]; however, the Spy can immediately use Cloak after using a [[Sapper]] or firing his weapon.
  
The watch also does not cloak on command. A Spy must be damaged while having his Dead Ringer out in order to cloak and feign death. In most situations, unless the Spy believes he may be unexpectedly backstabbed or headshot by an enemy, he should not have his Dead Ringer out. Enemies should be faced in combat under normal situations, with the Spy pulling out the Dead Ringer after 1-2 hits for a more believable death.
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Cloaking using the Dead Ringer is instantaneous; the other watches require approximately one second to turn the Spy fully invisible. Decloaking requires approximately two seconds for all watches.
  
[[Pyro]]s are the one class that can nullify the Dead Ringer's usefulness, as with all cloaking watches. If a Pyro is chasing you down, the chances are, even if you use your Dead Ringer, he will reignite you. So, as with all cloaking strategies, avoidance of Pyros should be top priority. If you are ignited while cloaked using the Dead Ringer, you will not take any significant damage until the cloak wears off.  However, the Dead Ringer can be used to quickly extinguish flame, and this can be used to your advantage. If you take a large enough beating from a Pyro, retreat, and then pull out your Dead Ringer, you will feign death, extinguishing the flame. The Pyro will most likely not try to spycheck the area for you, as it looked like you believably died from after burn.
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Cloaking grants the Spy 20% damage resistance and reduced timer in debuffs (Jarate, Mad Milk, afterburn, etc.).
  
If a Pyro does set you on fire, using the dead ringer may be a good tactic even if you think you'll really die.  Most Pyros on public servers will continue to chase after you while you're invisible (wreathed in flames), leaving any points they may be defending, or following you right into your teammates' line of fire.
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=== Duration ===
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{{Cloak duration}}
  
Using the dead ringer sets up possibilities to help aid your team in several ways. Firstly, it can act as a distraction for an incoming Über - which the opposition may deploy if they feel you are a large threat to them (disguising as an ally Heavy and charging towards the enemy is but one example). With the dead ringer activated, the Spy can then proceed to uncloak at a desired location, waiting for the Über to be depleted (in the case of a medigun Über) or quickly extinguish a kritzkrieg Über. Either way, this has helped your team by causing the enemy to deploy it early and thus giving your team mates adequate time to prepare to engage the enemy themselves. Another example can be seen is with the countering of the Demoman class. Again using "charging tactics" the dead ringer wielding disguised Spy can quite easily be enough to cause the Demoman to trigger his stickybombs and "eliminate" you - the Demoman while most likely proceed to laying down more, in which time you will have decloaked and backstabbed him, thus eliminating this deadly threat.
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== Strategy ==
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{{See also|Basic Spy strategy}}
  
== Cloak and Dagger Strategies ==
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The nature and strategy for cloaking depends on the type of watch the Spy uses in battle. Additionally, the enemy team may alter their behavior in order to protect themselves against a certain type of watch. A Spy should therefore be proficient in all Cloak types to be able to adapt to any opposing force.
Use the ability to recharge cloak by standing still to your advantage. Use 'odd' objects on maps to your advantage and stand on top of them to heal your cloak. In tunnels, sticking near corners to refill your cloak and then uncloaking to take out an enemy that walks by you works very well; this tactic also works near one-way doors, such as the ones on Dustbowl stages 1 and 2. The Cloak and Dagger's cloak runs out much faster when you move vertically, so avoid jumping or falling while cloaked.
 
  
As a whole, the Cloak and Dagger's usefulness can be infinite. Defensive Spies can use the watch to cloak near active [[control point]]s and [[flag]] areas, uncloaking to backstab any enemies that come by to capture either one, then quickly re-cloak and camp in the same spot. Offensive Spies can cloak outside of high-traffic areas that the enemy is sure to walk down, getting behind them as they turn their backs to uncloak and backstab them.
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=== Invis Watch ===
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[[File:Invisibilitywatch.PNG|right||thumb|125px|The [[Invis Watch]] is the Spy's default watch.]]
  
Spies using the cloak to move through areas should pay close attention to their cloak meter. When the meter is drained, the Spy does not become fully visible, but like when bumping-in a enemy, being half-cloaked will be visible to the enemy, easily identifying his location. Avoid moving cloaked through quiet areas where the enemy will not see you or areas your team has secured to avoid wasting cloak time.
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{{Main|Invis Watch}}
  
Although you will become only half-cloaked when your cloak meter runs out, you can still move and be partially camouflaged in certain areas, depending on your team color. For instance, BLU Spies with no cloak left still might not be spotted if they are in places like in their own base (since their base probably has blue colored walls) or underwater. Red Spies can blend in with the reddish rock walls on maps like Hydro and Badlands, as well as in their base. Keep in mind that for camouflage to be most effective you must move slowly and stay far away from your enemies. Crouching while camouflaged is the best
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With the Invis Watch, the default watch in the Spy loadout, along with the [[Enthusiast's Timepiece]] and [[Quäckenbirdt]], both promotional variations, a Spy can Cloak for a maximum of 9 seconds, during which they can move through enemy lines, across [[Sentry Gun]] paths, or away from attackers while remaining completely invisible. Picking up [[ammo]] in the form of boxes replenishes the Cloak at the default rate. Map layout and location of various ammo points, therefore, are important to players who wish to remain cloaked for a longer period of time. [[Dispenser]]s on either team can also fill the Cloak meter even when the Spy is cloaked. Be advised, however, that using an enemy Dispenser requires the correct disguise, and that the Spy may be discovered if bumped into by [[Engineer]]s collecting their metal or any other class whom are healing themselves at the Dispenser.
way to travel and not be seen. Also keep in mind that this will only fool your enemies at a glance; if you are in danger of being bumped into, or they are extremely close to you, it is wise to stand perfectly still so you can become completely invisible again and avoid detection.
 
  
The introduction of the Cloak and Dagger has made the Spy incredibly useful for surveying enemy movements. Simply stand near the enemy spawn cloaked and tell your team via in game voice chat what you see coming out. Following the enemy team and letting your team know what they seem to be planning works very well. Once both teams encounter each other, you can remove your cloak and land some easy backstabs on enemies who are concentrating on fighting your team.
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Uncloaking produces a quiet 'whooshing' sound that can be heard by other players in the immediate vicinity. Experienced Spies should therefore uncloak in an isolated location, preferably with an appropriate disguise, in order to avoid enemies who may start searching the area upon hearing the noise.
  
== Cloak and Dagger vs. Invisibility Watch ==
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While cloaked, the Spy moves at his normal movement rate regardless of what class he is disguised as.
The Cloak and Dagger may seem superior to the Invisibility Watch due to its potentially endless amount of cloak time.  However, this may not always be the case.  The Cloak and Dagger does give the Spy 'unlimited' cloak, but it this perk comes at a cost which may make some players reevaluate their decision to take it over the standard Invisibility Watch.
 
  
First, the Cloak and Dagger drains cloak much faster while moving than the Invisibility Watch. This means that to stay cloaked over the same distance traversed, a Spy equipped with the Cloak and Dagger will have to take multiple breaks, in many cases, right in the middle of a path, where he may be bumped into by an enemy, hit by a stray bullet, or burned by a Pyro doing Spy-checks.  Using the Invisibility Watch in a situation like this allows the Spy to travel further while cloaked, making it less likely for him to be trapped and discovered in an area heavily traversed by the enemy.
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The direct counter of the Cloak is the [[Pyro]]. If set on [[fire]] while cloaked, the Spy is rendered visible and burns with a team-colored ambiance. Spies should avoid Pyros when cloaked; if bumped into, a Pyro may begin to [[Spy checking|Spycheck]] the vicinity, in which case it can prove difficult to escape unharmed.
  
The other main drawback of the Cloak and Dagger over the Invisibility Watch is the fact that it cannot be recharged by picking up ammo or weapons.  This may seem to be not that much of an advantage at first, but when used in an offensive manner, it can potentially make the Invisibility Watch much more useful.  Coupled with the first point (being able to run further while cloaked), being able to replenish your cloak bar instantaneously when encountering ammo boxes or weapons allows a Spy armed with the Invisibility Watch to be able to traverse massive distances of a map while staying cloaked. This is especially effective on the Payload maps, where ammo boxes are extremely common. Players who play Spy often may also find the Invisibility Watch more useful than the Cloak and Dagger, because depending on the situation, common Spy players will react quickly when their cloak meter runs out (e.g running to the nearest ammo kit/ taking out the closest enemy). This allows them to cover ground faster, and get more kills quicker than the Cloak and Dagger, while those who use Cloak and Dagger will often find themselves wasting two minutes or more getting to their spot to start taking out enemies, while those who use the Invisibility Watch are able to get into those areas quicker. Overall, it all boils down to if you want more quick kills (Invisibility Watch), or if you're focusing on survival (Cloak and Dagger).
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<gallery>
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File:Enthusiast's Timepiece.png|The [[Enthusiast's Timepiece]], a reskin of the Invis Watch
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File:Quackenbirdt.png|The [[Quäckenbirdt]], another Invis Watch reskin
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</gallery>
  
Overall, the choice between Cloak and Dagger and the Invisibility Watch really depends on personal preference as well as play style. The Cloak and Dagger is no doubt more useful for a defensive Spy, or a Spy who likes to "camp" in certain spots and wait for an enemy to approach.  However, for the offensive or the highly-mobile Spy, the Invisibility Watch may sometimes prove to be more useful than the Cloak and Dagger.
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=== Cloak and Dagger ===
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[[File:Cloak and Dagger.PNG|thumb|125px|right|The Cloak and Dagger's battery can be recharged by remaining still or decloaking.]]
  
== Appearance to team ==
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{{Main|Cloak and Dagger}}
Note that for gameplay reasons, cloaked friendly Spies are different from cloaked enemies.
 
  
A cloaked friendly Spy has a small outline distortion to help you see them, whereas a cloaked enemy Spy is completely invisible. Similarly, a friendly Spy who changes their [[disguise]] while cloaked will be surrounded by "disguise smoke" briefly, while enemy Spies may safely change their disguises while cloaked without any visual indication at all. This counter-intuitive visual effect has misled many players to believe that they should not change their disguise while cloaked.
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The Cloak and Dagger watch serves as an alternative to the default watch. Its Cloak lasts for 6.2 seconds when the Spy is running, and has penalties for replenishing cloak outside recharging: it cannot be replenished by ammo boxes while invisible, and when not invisible, ammo boxes replenish 35% less cloak compared to the default Invisibility Watch. The Cloak recharges automatically when the Spy stands still or remains decloaked.
  
Another noteworthy point is that your teammates cannot tell which watch you are wearing unless they hit the inspect key.
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Due to the nature of the recharge, a Cloak and Dagger Spy mostly conducts his espionage standing still. Objects in the map, such as boxes or corners, therefore provide strategic points from which to crouch and relay enemy movement to the team through chat or microphone. Additionally, these areas provide points from which players can backstab slow moving classes or sap buildings. Once the Spy performs these quick assassinations, they can return to their vantage point for the next unsuspecting victim. This can effectively cut off high traffic areas, as the enemy becomes wary of using the route. Alternatively, they may send in a Pyro to flush out the Spy; should this happen, the player may want to seek a different place to hide.  
  
==See also==
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Once the Cloak meter is drained, the Spy does not put the watch away and decloak; instead the Spy remains cloaked with a clear visible outline, similar to being bumped into by an enemy. Coming to a halt resumes full invisibility, but any enemy players nearby can see the outline and attack.
*[[Disguise kit]] - Another means of infiltration
 
*[[Spy strategy]] - In depth strategy for the Spy class (including how to use the Cloak effectively)
 
  
<br/>
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A crouch-walking Spy drains the Cloak at a much slower rate. While this means he travels more slowly, it also means he can travel longer distances; the Cloak lasts an entire minute (10 times as long) when crouch-walking, which can be a useful tradeoff considering crouch-walking only divides your movement speed by 3. In total, crouch-walking for the entire duration of the Cloak allows the player to move 3.33 times as far, which can be vital if there is nowhere to stop and recharge on their path.
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=== Dead Ringer ===
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[[File:Dead Ringer.png|thumb|175px|right|The [[Dead Ringer]] allows the Spy to feign his own death.]]
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{{main|Dead Ringer}}
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The Dead Ringer watch is unique in terms of cloaking. The watch does not produce a Cloak when it is flipped open, but rather held up in the player's view in a ready position. Instead, when the watch is out as the Spy is dealt damage, either from enemy fire or environmental damage, the Spy drops a fake corpse, takes 75% less damage from the initial attack, sends a fake death to the 'kill list', gains a temporary speed boost, and immediately becomes cloaked for 7 seconds. During the first 3 seconds of the Cloak, any damage received by the player is reduced by up to 60% (potentially averting death from normally fatal attacks such as [[headshot]]s or [[Critical hits]]), and does not shimmer if attacked or bumped into by enemies. After this period, the Spy is under standard cloak conditions (20% damage reduction, reduced timer on [[debuff]]s).
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The corpse dropped is dependent on the disguise the player was using at the time. Dropping a friendly disguise as a corpse, therefore, may allow the Spy to move into enemy territory without arousing suspicion. Furthermore, activating the Dead Ringer upon being attacked with a weak attack (such as a single Pistol shot) may arouse suspicion. Players should therefore wait a couple of seconds if under continuous fire before cloaking to provide a more convincing fake death. This should not apply to competent Snipers, [[Stickybomb Launcher|stickybomb]] traps, or forms of critical attacks.
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Spies with the Dead Ringer cannot collect ammo and use Dispensers to replenish the Cloak, so the distance a Spy can travel is reduced to the cloak time. Spies must be aware of their surrounding when they decloak, and not be caught in the open due to the shortened time. Additionally, ammo pickups give no additional cloak time, so a Spy must wait longer for a cloak to be ready for use. Attempting to rush to the backlines is not a reliable strategy with the Dead Ringer, even with its temporary speed boost.
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The main disadvantage with using the watch is the loud and distinctive decloaking sound. Players should utilize cover or keep a distance from the enemy before uncloaking. Should the Dead Ringer be heard, enemies may begin searching the area for the Spy. Since the Cloak takes a long time to recharge without a nearby ammo source, uncloaking far from enemies is a priority if the player wishes to remain alive.
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After the first 3 seconds of cloak, the Dead Ringer can be inflicted with afterburn. Attentive Pyros may continue to chase the Spy once lit, making escape more difficult. Leading the Pyro into a friendly Sentry Gun or experienced teammate may prove a successful way to escape. If the Spy is being pre-Jarated or Mad Milk-ed before the feign, he would be visible even when the feign is triggered.
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The length of the initial Cloak by the Dead Ringer can be valuable to teammates as a way of defending them from incoming projectiles, or blocking enemies. With a 75% reduction in damage, the player can prevent an [[ÜberCharge]]d couple from advancing, or absorbing damage for a teammate of vital importance.
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Aside from providing normal Cloak espionage, the Dead Ringer can serve as a paranoia tool. Making an obvious fake death can lead to enemies spending more time spychecking, possibly even causing [[Medic]]s to deploy their ÜberCharge early in anticipation of being backstabbed. This can allow teammates an opportunity to advance on an objective under the Spy's command, or wait for the enemy ÜberCharge to end before activating their own.
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== Related achievements ==
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=== {{Class link|Pyro}} ===
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{{Achievement table
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| {{Show achievement|Pyro|Spontaneous Combustion}}
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}}
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=== {{Class link|Demoman}} ===
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{{Achievement table
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| {{Show achievement|Demoman|Shorn Connery}}
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}}
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=== {{Class link|Heavy}} ===
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{{Achievement table
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| {{Show achievement|Heavy|Spyalectical Materialism}}
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}}
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=== {{Class link|Engineer}} ===
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{{Achievement table
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| {{Show achievement|Engineer|Search Engine}}
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}}
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=== {{Class link|Sniper}} ===
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{{Achievement table
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| {{Show achievement|Sniper|Jarring Transition}}
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| {{Show achievement|Sniper|Shoot the Breeze}}
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}}
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=== {{Class link|Spy}} ===
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{{Achievement table
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| {{Show achievement|Spy|Burn Notice}}
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| {{Show achievement|Spy|Spies Like Us}}
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}}
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== Update history ==
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{{Update history|
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'''{{Patch name|10|9|2007}}
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* Spies can no longer reload their [[Revolver]] while cloaked.
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'''{{Patch name|10|25|2007}}
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* Fixed flailing at the low end of the Cloak meter when the player gets uncloaked automatically.
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'''{{Patch name|12|20|2007}}
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* Fixed first person spectator view of the Spy watch not showing the correct Cloak value.
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'''{{Patch name|12|21|2007}}
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* Fixed cloaked/disguised/disguising Spy reporting his achievements to everyone else.
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'''{{Patch name|12|31|2007}}
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* Removed an obscure rendering setting that would allow players to make cloaked Spies appear fully black.
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'''{{Patch name|4|29|2008}}''' ([[Gold Rush Update]])
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* Teleporter effect no longer shows up on invisible or disguised Spies.
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'''{{Patch name|12|11|2008}}
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* Spies will be able to recharge their Cloak by picking up ammo off of the ground or visiting health cabinets.
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'''{{Patch name|12|15|2008}}
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* Fixed overheal particle effect showing up incorrectly on disguised or cloaked Spies.
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'''{{Patch name|1|28|2009}}
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* Fixed cloaked Spies having a particle-beam effect while standing next to a Dispenser that's healing them.
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'''{{Patch name|2|2|2009}}
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* Cloaked Spies are no longer able to pick up the intelligence.
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'''{{Patch name|6|8|2009}}
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* Fixed Spies being able to automatically Cloak after uncloaking at the moment of a weapon switch.
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'''{{Patch name|8|13|2009}}
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* Cloaked Spies standing in valid backstab positions no longer raise their knife.
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'''{{Patch name|5|7|2010}}
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* Fixed players seeing cloaked Spies when they should be fully cloaked.
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'''{{Patch name|5|19|2010}}
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* Fixed a case where the Spy could start taunting and Cloak at the same time.
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'''{{Patch name|6|11|2012}}
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* Fixed the Spy's Cloak effect not working properly for The [[Texas Half-Pants]] and the [[Something Special For Someone Special]].
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'''{{patch name|12|23|2014}}'''
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* Fixed the Regen powerup preventing players from picking up ammo packs.
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'''{{Patch name|7|2|2015}} #1''' ([[Gun Mettle Update]])
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* While invisible, Spy receives 20% less damage from all damage sources.
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* While invisible, Spy has reduced timer on debuffs (fire, Jarate, milk, bleed).
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'''{{Patch name|7|15|2015}} #1'''
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* Fixed an issue with Unusual Revolvers where the unusual effect would sometimes not disappear when the Spy would feign death, disugise, cloak, etc.
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* Fixed the Spy-cicle causing a fire-immune bubble to be displayed when the Spy is cloaked.
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* Fixed speed particles on the Spy not disappearing when cloaking.
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'''{{Patch name|12|17|2015}}''' ([[Tough Break Update]])
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* The HUD 'Cloak' meter now displays 'MOTION' and 'FEIGN' when Cloak and Dagger and Dead Ringer are equipped respectively.
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'''{{Patch name|7|28|2016}}'''
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* Fixed Spy cloak causing the HUD 3D Character to cloak for the player the Spy is disguised as.
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'''{{Patch name|12|3|2020}}''' ([[Smissmas 2020]])
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* Updated Spy invis materials with community fixes from Liam Stone (boba)
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'''{{Patch name|12|9|2020}}'''
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* Updated Spy invis materials with community fixes from Liam Stone (boba)
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'''{{Patch name|12|11|2020}}'''
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* Fixed the Spy's arms not cloaking
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'''{{Patch name|9|16|2021}}'''
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* Updated Spy invis materials with community fixes from Liam Stone (boba)
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'''{{Patch name|8|13|2024}}'''
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* Fixed record/stop .dem file exploit that was used to reveal cloaked Spies.
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}}
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== Bugs ==
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* When a Spy is invisible and disguised, the inspect key {{DK|F}} can still be used to view the disguise's loadout.<ref>[https://youtu.be/2UI_a_EpQls Inspect bug]</ref>
 +
 
 +
== Trivia ==
 +
* Cloaking was developed by the Australians sometime before 1850.<ref>[https://www.teamfortress.com/loosecanon/09.html Loose Canon comic], page 09</ref>
 +
* As a result of the {{Patch name|10|29|2013}}, any class has the ability to become invisible for 8 seconds by using the Invisibility [[Magic spells|spell]]. Unlike the Spy's normal Cloak however, the caster can still attack but cannot push carts or capture points.
 +
 
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== See also ==
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* [[Disguise Kit]]
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* [[Basic Spy strategy]]
 +
 
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== References ==
 +
<references/>
 +
 
 +
{{Mechanics Nav}}
 
{{Spy Nav}}
 
{{Spy Nav}}
  
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[[Category:Gameplay]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]
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Latest revision as of 14:33, 5 October 2024

This article is about the cloak ability. For other uses, see Cloak (disambiguation).
An enemy Spy cloaking.
Peek-a-boo!
The Spy on sneaking up on people

Cloak, or cloaking, is an inherent ability of the Spy that is influenced by the Invisibility Watch, Cloak and Dagger, and Dead Ringer. Cloaking allows the Spy to become invisible for short periods of time, depending on the watch he is wearing, allowing him to move unnoticed through enemy lines or make a quick escape when attacked. While cloaked, the Spy is unable to attack for the duration of the Cloak. During the process of cloaking or uncloaking, the Spy transitions to or from transparency, creating a whooshing noise in the process.

General attributes

A cloaked BLU Spy bumping into a RED Sniper.

While cloaking disables attacking, the player may still use the Disguise Kit and see their active weapon. Disguising while cloaked removes the team tinted smoke particle effect, allowing seamless disguise changing. Be aware that this is only true if the Spy is completely invisible when the Disguise Kit is used. While cloaked, the Spy is completely invisible to all enemies. The Spy's teammates are able to see him as a semi-transparent silhouette tinted in their team color. This allows players to determine if an area is being surveyed by a friendly Spy and to structure future movements around him. While cloaked, the Spy cannot do most objectives. This includes capturing or defending a point, pushing or stopping a Payload, and carrying the intelligence.

Harming or bumping into a cloaked Spy causes the team-colored silhouette to become visible to all players regardless of team. While under the Dead Ringer's damage reduction effect, being injured or bumped into does not produce a silhouette.

Cloaked Spies stop making most sounds, such as automatic voice responses (e.g., screams when being shot). Voice commands can be used uninhibited, and certain responses also occur anyway. Natural special effects, such as cosmetic particles, are also hidden. When a cloaked Spy is hit with weapons that produce visual effects, such as Jarate, Mad Milk, bleeding, and fire, the effects are applied normally, rendering the Cloak ineffective. Similarly, emerging from water causes the Spy to drip water droplets even when cloaked, and falling from a certain height also produces a blood particle effect and an audible crack. Cloak also prevents the Medic's secondary weapons from being able to heal the Spy, but the Crusader's Crossbow and Amputator can still heal a cloaked Spy.

Upon cloaking, the Spy makes a brief whooshing noise and briefly transitioning from a team-colored silhouette in the process of turning invisible, regardless of disguise. On the player’s view, the cloaked Spy holds up his watch with his left hand, indicating that the Spy is operating it. Competent Spies try to conceal the act of cloaking from the enemy to avoid arousing suspicion.

Upon decloaking, the Spy makes a long whooshing noise and briefly appears in a team-colored silhouette, regardless of disguise, before becoming visible. Because of this, care should be taken to decloak out of sight and hearing range of enemies. The Spy also must be fully decloaked before he may use any of his weapons or change disguises. In order to recloak, the Spy must have at least 10% cloak.[1]

Each watch displays its Cloak meter on the weapon model viewed by the player. The meter is also visible in the HUD.

While Cloaked, even when standing in a valid backstab position, the Spy does not raise his Knife.

The Spy cannot activate Cloak within 0.5 seconds after attempting to backstab; however, the Spy can immediately use Cloak after using a Sapper or firing his weapon.

Cloaking using the Dead Ringer is instantaneous; the other watches require approximately one second to turn the Spy fully invisible. Decloaking requires approximately two seconds for all watches.

Cloaking grants the Spy 20% damage resistance and reduced timer in debuffs (Jarate, Mad Milk, afterburn, etc.).

Duration

Weapons Duration
Running Backwards Crouching Swimming
Invis Watch 10 seconds
Invis Watch with the L'Etranger equipped. 14 seconds
Invis Watch with the Your Eternal Reward equipped. 7.5 seconds
Invis Watch with the Your Eternal Reward and L'Etranger equipped. 12 seconds
Dead Ringer 7 seconds
Dead Ringer with the L'Etranger equipped. 8.2 seconds
Dead Ringer with the Your Eternal Reward equipped. 6 seconds
Dead Ringer with the Your Eternal Reward and L'Etranger equipped. 7.6 seconds
Cloak and Dagger 6.6 seconds 7.7 seconds 10.4 seconds 58.8 seconds
Cloak and Dagger with the L'Etranger equipped. 9.3 seconds 10.7 seconds 14.6 seconds 82.3 seconds
Cloak and Dagger with the Your Eternal Reward equipped. 5 seconds 5.8 seconds 7.8 seconds 44.2 seconds
Cloak and Dagger with the Your Eternal Reward and L'Etranger equipped. 8 seconds 9.2 seconds 12.6 seconds 70.7 seconds

Strategy

See also: Basic Spy strategy

The nature and strategy for cloaking depends on the type of watch the Spy uses in battle. Additionally, the enemy team may alter their behavior in order to protect themselves against a certain type of watch. A Spy should therefore be proficient in all Cloak types to be able to adapt to any opposing force.

Invis Watch

The Invis Watch is the Spy's default watch.
Main article: Invis Watch

With the Invis Watch, the default watch in the Spy loadout, along with the Enthusiast's Timepiece and Quäckenbirdt, both promotional variations, a Spy can Cloak for a maximum of 9 seconds, during which they can move through enemy lines, across Sentry Gun paths, or away from attackers while remaining completely invisible. Picking up ammo in the form of boxes replenishes the Cloak at the default rate. Map layout and location of various ammo points, therefore, are important to players who wish to remain cloaked for a longer period of time. Dispensers on either team can also fill the Cloak meter even when the Spy is cloaked. Be advised, however, that using an enemy Dispenser requires the correct disguise, and that the Spy may be discovered if bumped into by Engineers collecting their metal or any other class whom are healing themselves at the Dispenser.

Uncloaking produces a quiet 'whooshing' sound that can be heard by other players in the immediate vicinity. Experienced Spies should therefore uncloak in an isolated location, preferably with an appropriate disguise, in order to avoid enemies who may start searching the area upon hearing the noise.

While cloaked, the Spy moves at his normal movement rate regardless of what class he is disguised as.

The direct counter of the Cloak is the Pyro. If set on fire while cloaked, the Spy is rendered visible and burns with a team-colored ambiance. Spies should avoid Pyros when cloaked; if bumped into, a Pyro may begin to Spycheck the vicinity, in which case it can prove difficult to escape unharmed.

Cloak and Dagger

The Cloak and Dagger's battery can be recharged by remaining still or decloaking.
Main article: Cloak and Dagger

The Cloak and Dagger watch serves as an alternative to the default watch. Its Cloak lasts for 6.2 seconds when the Spy is running, and has penalties for replenishing cloak outside recharging: it cannot be replenished by ammo boxes while invisible, and when not invisible, ammo boxes replenish 35% less cloak compared to the default Invisibility Watch. The Cloak recharges automatically when the Spy stands still or remains decloaked.

Due to the nature of the recharge, a Cloak and Dagger Spy mostly conducts his espionage standing still. Objects in the map, such as boxes or corners, therefore provide strategic points from which to crouch and relay enemy movement to the team through chat or microphone. Additionally, these areas provide points from which players can backstab slow moving classes or sap buildings. Once the Spy performs these quick assassinations, they can return to their vantage point for the next unsuspecting victim. This can effectively cut off high traffic areas, as the enemy becomes wary of using the route. Alternatively, they may send in a Pyro to flush out the Spy; should this happen, the player may want to seek a different place to hide.

Once the Cloak meter is drained, the Spy does not put the watch away and decloak; instead the Spy remains cloaked with a clear visible outline, similar to being bumped into by an enemy. Coming to a halt resumes full invisibility, but any enemy players nearby can see the outline and attack.

A crouch-walking Spy drains the Cloak at a much slower rate. While this means he travels more slowly, it also means he can travel longer distances; the Cloak lasts an entire minute (10 times as long) when crouch-walking, which can be a useful tradeoff considering crouch-walking only divides your movement speed by 3. In total, crouch-walking for the entire duration of the Cloak allows the player to move 3.33 times as far, which can be vital if there is nowhere to stop and recharge on their path.

Dead Ringer

The Dead Ringer allows the Spy to feign his own death.
Main article: Dead Ringer

The Dead Ringer watch is unique in terms of cloaking. The watch does not produce a Cloak when it is flipped open, but rather held up in the player's view in a ready position. Instead, when the watch is out as the Spy is dealt damage, either from enemy fire or environmental damage, the Spy drops a fake corpse, takes 75% less damage from the initial attack, sends a fake death to the 'kill list', gains a temporary speed boost, and immediately becomes cloaked for 7 seconds. During the first 3 seconds of the Cloak, any damage received by the player is reduced by up to 60% (potentially averting death from normally fatal attacks such as headshots or Critical hits), and does not shimmer if attacked or bumped into by enemies. After this period, the Spy is under standard cloak conditions (20% damage reduction, reduced timer on debuffs).

The corpse dropped is dependent on the disguise the player was using at the time. Dropping a friendly disguise as a corpse, therefore, may allow the Spy to move into enemy territory without arousing suspicion. Furthermore, activating the Dead Ringer upon being attacked with a weak attack (such as a single Pistol shot) may arouse suspicion. Players should therefore wait a couple of seconds if under continuous fire before cloaking to provide a more convincing fake death. This should not apply to competent Snipers, stickybomb traps, or forms of critical attacks.

Spies with the Dead Ringer cannot collect ammo and use Dispensers to replenish the Cloak, so the distance a Spy can travel is reduced to the cloak time. Spies must be aware of their surrounding when they decloak, and not be caught in the open due to the shortened time. Additionally, ammo pickups give no additional cloak time, so a Spy must wait longer for a cloak to be ready for use. Attempting to rush to the backlines is not a reliable strategy with the Dead Ringer, even with its temporary speed boost.

The main disadvantage with using the watch is the loud and distinctive decloaking sound. Players should utilize cover or keep a distance from the enemy before uncloaking. Should the Dead Ringer be heard, enemies may begin searching the area for the Spy. Since the Cloak takes a long time to recharge without a nearby ammo source, uncloaking far from enemies is a priority if the player wishes to remain alive.

After the first 3 seconds of cloak, the Dead Ringer can be inflicted with afterburn. Attentive Pyros may continue to chase the Spy once lit, making escape more difficult. Leading the Pyro into a friendly Sentry Gun or experienced teammate may prove a successful way to escape. If the Spy is being pre-Jarated or Mad Milk-ed before the feign, he would be visible even when the feign is triggered.

The length of the initial Cloak by the Dead Ringer can be valuable to teammates as a way of defending them from incoming projectiles, or blocking enemies. With a 75% reduction in damage, the player can prevent an ÜberCharged couple from advancing, or absorbing damage for a teammate of vital importance.

Aside from providing normal Cloak espionage, the Dead Ringer can serve as a paranoia tool. Making an obvious fake death can lead to enemies spending more time spychecking, possibly even causing Medics to deploy their ÜberCharge early in anticipation of being backstabbed. This can allow teammates an opportunity to advance on an objective under the Spy's command, or wait for the enemy ÜberCharge to end before activating their own.

Related achievements

Leaderboard class pyro.png Pyro

Spontaneous Combustion
Spontaneous Combustion
Ignite 10 cloaked Spies.



Leaderboard class demoman.png Demoman

Shorn Connery
Shorn Connery
Decapitate a cloaked Spy.



Leaderboard class heavy.png Heavy

Spyalectical Materialism
Spyalectical Materialism
Kill or assist in killing 10 cloaked Spies.



Leaderboard class engineer.png Engineer

Search Engine
Search Engine
Kill 3 cloaked Spies with a sentry gun under control of your Wrangler.



Leaderboard class sniper.png Sniper

Jarring Transition
Jarring Transition
Use Jarate to reveal a cloaked Spy.


Shoot the Breeze
Shoot the Breeze
Kill a fully invisible Spy in a single hit.



Leaderboard class spy.png Spy

Burn Notice
Burn Notice
Survive 30 seconds after being ignited while cloaked.


Spies Like Us
Spies Like Us
While cloaked, bump into an enemy cloaked Spy.


Update history

October 9, 2007 Patch
  • Spies can no longer reload their Revolver while cloaked.

October 25, 2007 Patch

  • Fixed flailing at the low end of the Cloak meter when the player gets uncloaked automatically.

December 20, 2007 Patch

  • Fixed first person spectator view of the Spy watch not showing the correct Cloak value.

December 21, 2007 Patch

  • Fixed cloaked/disguised/disguising Spy reporting his achievements to everyone else.

December 31, 2007 Patch

  • Removed an obscure rendering setting that would allow players to make cloaked Spies appear fully black.

April 29, 2008 Patch (Gold Rush Update)

  • Teleporter effect no longer shows up on invisible or disguised Spies.

December 11, 2008 Patch

  • Spies will be able to recharge their Cloak by picking up ammo off of the ground or visiting health cabinets.

December 15, 2008 Patch

  • Fixed overheal particle effect showing up incorrectly on disguised or cloaked Spies.

January 28, 2009 Patch

  • Fixed cloaked Spies having a particle-beam effect while standing next to a Dispenser that's healing them.

February 2, 2009 Patch

  • Cloaked Spies are no longer able to pick up the intelligence.

June 8, 2009 Patch

  • Fixed Spies being able to automatically Cloak after uncloaking at the moment of a weapon switch.

August 13, 2009 Patch

  • Cloaked Spies standing in valid backstab positions no longer raise their knife.

May 7, 2010 Patch

  • Fixed players seeing cloaked Spies when they should be fully cloaked.

May 19, 2010 Patch

  • Fixed a case where the Spy could start taunting and Cloak at the same time.

June 11, 2012 Patch

December 23, 2014 Patch

  • Fixed the Regen powerup preventing players from picking up ammo packs.

July 2, 2015 Patch #1 (Gun Mettle Update)

  • While invisible, Spy receives 20% less damage from all damage sources.
  • While invisible, Spy has reduced timer on debuffs (fire, Jarate, milk, bleed).

July 15, 2015 Patch #1

  • Fixed an issue with Unusual Revolvers where the unusual effect would sometimes not disappear when the Spy would feign death, disugise, cloak, etc.
  • Fixed the Spy-cicle causing a fire-immune bubble to be displayed when the Spy is cloaked.
  • Fixed speed particles on the Spy not disappearing when cloaking.

December 17, 2015 Patch (Tough Break Update)

  • The HUD 'Cloak' meter now displays 'MOTION' and 'FEIGN' when Cloak and Dagger and Dead Ringer are equipped respectively.

July 28, 2016 Patch

  • Fixed Spy cloak causing the HUD 3D Character to cloak for the player the Spy is disguised as.

December 3, 2020 Patch (Smissmas 2020)

  • Updated Spy invis materials with community fixes from Liam Stone (boba)

December 9, 2020 Patch

  • Updated Spy invis materials with community fixes from Liam Stone (boba)

December 11, 2020 Patch

  • Fixed the Spy's arms not cloaking

September 16, 2021 Patch

  • Updated Spy invis materials with community fixes from Liam Stone (boba)

August 13, 2024 Patch

  • Fixed record/stop .dem file exploit that was used to reveal cloaked Spies.

Bugs

  • When a Spy is invisible and disguised, the inspect key (default key: F) can still be used to view the disguise's loadout.[2]

Trivia

  • Cloaking was developed by the Australians sometime before 1850.[3]
  • As a result of the October 29, 2013 Patch, any class has the ability to become invisible for 8 seconds by using the Invisibility spell. Unlike the Spy's normal Cloak however, the caster can still attack but cannot push carts or capture points.

See also

References

  1. game\shared\tf\tf_weapon_invis.cpp:L211
  2. Inspect bug
  3. Loose Canon comic, page 09