Difference between revisions of "Cloak"
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+ | {{Other uses|this=the cloak ability|Cloak (disambiguation)}} | ||
{{Featured article tag}} | {{Featured article tag}} | ||
+ | [[File:Cloaking.png|thumb|300px|right|An enemy Spy cloaking.]] | ||
− | + | {{Quotation|'''The Spy''' on sneaking up on people|Peek-a-boo!|sound=Spy taunts06.wav}} | |
− | + | '''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. | |
− | + | == General attributes == | |
+ | [[File:Cloakbump.png|thumb|250px|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 [[Control Point (objective)|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 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. |
− | + | 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. | |
− | + | 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> | |
− | + | 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]]. | |
− | + | 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]], | + | 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 === | ||
+ | {{Cloak duration}} | ||
== Strategy == | == 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. | |
− | The | + | === Invis Watch === |
+ | [[File:Invisibilitywatch.PNG|right||thumb|125px|The [[Invis Watch]] is the Spy's default watch.]] | ||
− | + | {{Main|Invis Watch}} | |
− | {{ | ||
− | With the | + | 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. |
− | Uncloaking | + | 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. | 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 | + | 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. |
− | + | <gallery> | |
− | + | File:Enthusiast's Timepiece.png|The [[Enthusiast's Timepiece]], a reskin of the Invis Watch | |
+ | File:Quackenbirdt.png|The [[Quäckenbirdt]], another Invis Watch reskin | ||
+ | </gallery> | ||
− | + | === Cloak and Dagger === | |
+ | [[File:Cloak and Dagger.PNG|thumb|125px|right|The Cloak and Dagger's battery can be recharged by remaining still or decloaking.]] | ||
− | + | {{Main|Cloak and Dagger}} | |
− | The | + | 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. | |
− | While the | + | 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. |
− | The | + | === Dead Ringer === |
+ | [[File:Dead Ringer.png|thumb|175px|right|The [[Dead Ringer]] allows the Spy to feign his own death.]] | ||
+ | {{main|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 [[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). | ||
− | + | 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. | |
− | + | 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 [[ÜberCharge]]d 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 [[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. | |
== Related achievements == | == Related achievements == | ||
− | + | === {{Class link|Pyro}} === | |
− | === {{Class link| | ||
{{Achievement table | {{Achievement table | ||
| {{Show achievement|Pyro|Spontaneous Combustion}} | | {{Show achievement|Pyro|Spontaneous Combustion}} | ||
}} | }} | ||
− | === {{Class link| | + | |
+ | === {{Class link|Demoman}} === | ||
{{Achievement table | {{Achievement table | ||
| {{Show achievement|Demoman|Shorn Connery}} | | {{Show achievement|Demoman|Shorn Connery}} | ||
}} | }} | ||
− | === {{Class link| | + | |
+ | === {{Class link|Heavy}} === | ||
{{Achievement table | {{Achievement table | ||
| {{Show achievement|Heavy|Spyalectical Materialism}} | | {{Show achievement|Heavy|Spyalectical Materialism}} | ||
}} | }} | ||
− | === {{Class link| | + | |
+ | === {{Class link|Engineer}} === | ||
{{Achievement table | {{Achievement table | ||
| {{Show achievement|Engineer|Search Engine}} | | {{Show achievement|Engineer|Search Engine}} | ||
}} | }} | ||
− | === {{Class link| | + | |
+ | === {{Class link|Sniper}} === | ||
{{Achievement table | {{Achievement table | ||
| {{Show achievement|Sniper|Jarring Transition}} | | {{Show achievement|Sniper|Jarring Transition}} | ||
Line 98: | Line 117: | ||
}} | }} | ||
− | === {{Class link| | + | |
+ | === {{Class link|Spy}} === | ||
{{Achievement table | {{Achievement table | ||
| {{Show achievement|Spy|Burn Notice}} | | {{Show achievement|Spy|Burn Notice}} | ||
Line 105: | Line 125: | ||
== Update history == | == Update history == | ||
− | ''' | + | {{Update history| |
+ | '''{{Patch name|10|9|2007}} | ||
* Spies can no longer reload their [[Revolver]] while cloaked. | * Spies can no longer reload their [[Revolver]] while cloaked. | ||
− | ''' | + | '''{{Patch name|10|25|2007}} |
− | * Fixed flailing at the low end of the Cloak meter when the player gets uncloaked automatically | + | * Fixed flailing at the low end of the Cloak meter when the player gets uncloaked automatically. |
− | ''' | + | '''{{Patch name|12|20|2007}} |
− | * Fixed first person spectator view of the Spy watch not showing the correct Cloak value | + | * Fixed first person spectator view of the Spy watch not showing the correct Cloak value. |
− | ''' | + | '''{{Patch name|12|21|2007}} |
− | * Fixed cloaked/disguised/disguising Spy reporting his achievements to everyone else | + | * Fixed cloaked/disguised/disguising Spy reporting his achievements to everyone else. |
− | ''' | + | '''{{Patch name|12|31|2007}} |
− | * Removed an obscure rendering setting that would allow players to make cloaked Spies appear fully black | + | * Removed an obscure rendering setting that would allow players to make cloaked Spies appear fully black. |
− | ''' | + | '''{{Patch name|4|29|2008}}''' ([[Gold Rush Update]]) |
* Teleporter effect no longer shows up on invisible or disguised Spies. | * Teleporter effect no longer shows up on invisible or disguised Spies. | ||
− | ''' | + | '''{{Patch name|12|11|2008}} |
* Spies will be able to recharge their Cloak by picking up ammo off of the ground or visiting health cabinets. | * Spies will be able to recharge their Cloak by picking up ammo off of the ground or visiting health cabinets. | ||
− | ''' | + | '''{{Patch name|12|15|2008}} |
* Fixed overheal particle effect showing up incorrectly on disguised or cloaked Spies. | * Fixed overheal particle effect showing up incorrectly on disguised or cloaked Spies. | ||
− | ''' | + | '''{{Patch name|1|28|2009}} |
* Fixed cloaked Spies having a particle-beam effect while standing next to a Dispenser that's healing them. | * Fixed cloaked Spies having a particle-beam effect while standing next to a Dispenser that's healing them. | ||
− | ''' | + | '''{{Patch name|2|2|2009}} |
* Cloaked Spies are no longer able to pick up the intelligence. | * Cloaked Spies are no longer able to pick up the intelligence. | ||
− | ''' | + | '''{{Patch name|6|8|2009}} |
* Fixed Spies being able to automatically Cloak after uncloaking at the moment of a weapon switch. | * Fixed Spies being able to automatically Cloak after uncloaking at the moment of a weapon switch. | ||
− | ''' | + | '''{{Patch name|8|13|2009}} |
* Cloaked Spies standing in valid backstab positions no longer raise their knife. | * Cloaked Spies standing in valid backstab positions no longer raise their knife. | ||
− | ''' | + | '''{{Patch name|5|7|2010}} |
* Fixed players seeing cloaked Spies when they should be fully cloaked. | * Fixed players seeing cloaked Spies when they should be fully cloaked. | ||
− | ''' | + | '''{{Patch name|5|19|2010}} |
* Fixed a case where the Spy could start taunting and Cloak at the same time. | * Fixed a case where the Spy could start taunting and Cloak at the same time. | ||
+ | |||
+ | '''{{Patch name|6|11|2012}} | ||
+ | * Fixed the Spy's Cloak effect not working properly for The [[Texas Half-Pants]] and the [[Something Special For Someone Special]]. | ||
+ | |||
+ | '''{{patch name|12|23|2014}}''' | ||
+ | * Fixed the Regen powerup preventing players from picking up ammo packs. | ||
+ | |||
+ | '''{{Patch name|7|2|2015}} #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). | ||
+ | |||
+ | '''{{Patch name|7|15|2015}} #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. | ||
+ | |||
+ | '''{{Patch name|12|17|2015}}''' ([[Tough Break Update]]) | ||
+ | * The HUD 'Cloak' meter now displays 'MOTION' and 'FEIGN' when Cloak and Dagger and Dead Ringer are equipped respectively. | ||
+ | |||
+ | '''{{Patch name|7|28|2016}}''' | ||
+ | * Fixed Spy cloak causing the HUD 3D Character to cloak for the player the Spy is disguised as. | ||
+ | |||
+ | '''{{Patch name|12|3|2020}}''' ([[Smissmas 2020]]) | ||
+ | * Updated Spy invis materials with community fixes from Liam Stone (boba) | ||
+ | |||
+ | '''{{Patch name|12|9|2020}}''' | ||
+ | * Updated Spy invis materials with community fixes from Liam Stone (boba) | ||
+ | |||
+ | '''{{Patch name|12|11|2020}}''' | ||
+ | * Fixed the Spy's arms not cloaking | ||
+ | |||
+ | '''{{Patch name|9|16|2021}}''' | ||
+ | * Updated Spy invis materials with community fixes from Liam Stone (boba) | ||
+ | |||
+ | '''{{Patch name|8|13|2024}}''' | ||
+ | * Fixed record/stop .dem file exploit that was used to reveal cloaked Spies. | ||
+ | }} | ||
+ | |||
+ | == Bugs == | ||
+ | * 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 == | == Trivia == | ||
− | * Cloaking was developed by the Australians sometime before 1850.[ | + | * 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. | ||
== See also == | == See also == | ||
* [[Disguise Kit]] | * [[Disguise Kit]] | ||
− | * [[Spy strategy]] | + | * [[Basic Spy strategy]] |
+ | |||
+ | == References == | ||
+ | <references/> | ||
+ | {{Mechanics Nav}} | ||
{{Spy Nav}} | {{Spy Nav}} | ||
+ | [[Category:Gameplay]] | ||
[[Category:Strategy]] | [[Category:Strategy]] | ||
− |
Latest revision as of 14:33, 5 October 2024
“ | Peek-a-boo!
Click to listen
— 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.
Contents
General attributes
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
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
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.
The Enthusiast's Timepiece, a reskin of the Invis Watch
The Quäckenbirdt, another Invis Watch reskin
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 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
Pyro
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Demoman
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Heavy
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Engineer
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Sniper
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Spy
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Update history
- Spies can no longer reload their Revolver while cloaked.
- Fixed flailing at the low end of the Cloak meter when the player gets uncloaked automatically.
- Fixed first person spectator view of the Spy watch not showing the correct Cloak value.
- Fixed cloaked/disguised/disguising Spy reporting his achievements to everyone else.
- 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.
- Spies will be able to recharge their Cloak by picking up ammo off of the ground or visiting health cabinets.
- Fixed overheal particle effect showing up incorrectly on disguised or cloaked Spies.
- Fixed cloaked Spies having a particle-beam effect while standing next to a Dispenser that's healing them.
- Cloaked Spies are no longer able to pick up the intelligence.
- Fixed Spies being able to automatically Cloak after uncloaking at the moment of a weapon switch.
- Cloaked Spies standing in valid backstab positions no longer raise their knife.
- Fixed players seeing cloaked Spies when they should be fully cloaked.
- Fixed a case where the Spy could start taunting and Cloak at the same time.
- Fixed the Spy's Cloak effect not working properly for The Texas Half-Pants and the Something Special For Someone Special.
- 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).
- 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.
- 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)
- Updated Spy invis materials with community fixes from Liam Stone (boba)
- Fixed the Spy's arms not cloaking
- Updated Spy invis materials with community fixes from Liam Stone (boba)
- 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
- ↑ game\shared\tf\tf_weapon_invis.cpp:L211
- ↑ Inspect bug
- ↑ Loose Canon comic, page 09
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