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| [[Category:Classes (competitive)]] | | [[Category:Classes (competitive)]] |
| {{Competitive|generic=Spy}} | | {{Competitive|generic=Spy}} |
| + | [[Image:Spy RED.png|175px|right]] |
| {{update}} | | {{update}} |
− | [[Image:Spy RED.png|200px|right]]
| + | The '''Spy''' is a situational [[Standard competitive lineup#Utility|utility]] class sometimes used in the [[standard competitive lineup]], valued for his stalemate-breaking and [[pick]]ing capabilities. However, due to the amount of coordination and usual choice of classes amongst the other team ([[Scout]], [[Demoman]], [[Soldier]], [[Medic]]), it is significantly more difficult to play Spy because disguises that don't instantly give away the [[Spy]] will usually have a handicap in speed when disguised as the [[Soldier]], [[Pyro]], [[Demoman]], [[Heavy]], [[Engineer]], and the [[Sniper]]. |
− | The '''Spy''' is a situational [[Standard competitive lineup#Utility|utility]] class sometimes used in the [[standard competitive lineup]], valued for his stalemate-breaking and [[pick]]ing capabilities. However, due to the amount of coordination and usual choice of classes amongst the other team ([[Scout]], [[Demoman]], [[Soldier]], [[Medic]]), it is significantly more difficult to play Spy because disguises that don't instantly give away the [[Spy]] will usually have a discrepancy in speed which gives the spy away (Scout, Medic), or a handicap in speed (Demoman, Soldier). | |
| | | |
| == Information == | | == Information == |
| === Health === | | === Health === |
− | {| class="wikitable grid" | + | {{Class health pack and overheal table|overheal|spy=yes}} |
− | ! class="header" | Health State
| |
− | ! class="header" | Max Health
| |
− | ! class="header" | Overheal Max
| |
− | ! class="header" | Pill Bottle
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− | ! class="header" | First Aid Tin
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− | |-
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− | ! style="background-color:#FFF4CC;" | Normal
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− | | style="background-color:#fffae7;" | <center>'''125''' hit points</center>
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− | | style="background-color:#fffae7;" | <center>'''185''' hit points</center>
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− | | style="background-color:#fffae7;" | <center>'''+26''' hit points</center>
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− | | style="background-color:#fffae7;" | <center>'''+63''' hit points</center>
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− | |-
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− | ! style="background-color:#FFF4CC;" | With [[Spy weapons (competitive)#Conniver's Kunai|Conniver's Kunai]]
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− | | style="background-color:#fffae7;" | <center>'''60''' hit points</center>
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− | | style="background-color:#fffae7;" | <center>'''180''' hit points</center>
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− | | style="background-color:#fffae7;" | <center>'''+13''' hit points</center>
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− | | style="background-color:#fffae7;" | <center>'''+32''' hit points</center>
| |
− | |}
| |
− | | |
| === Speed === | | === Speed === |
− | {| class="wikitable grid" | + | {{class speed table|Spy}} |
− | ! class="header" | Running
| |
− | ! class="header" | Backpedaling
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− | ! class="header" | Swimming
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− | ! class="header" | Crouching
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− | |-
| |
− | | style="background-color:#fffae7;" | '''100%''' (300 u/s)
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− | | style="background-color:#fffae7;" | '''90%''' (270 u/s)
| |
− | | style="background-color:#fffae7;" | '''80%''' (240 u/s)
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− | | style="background-color:#fffae7;" | '''33.33%''' (100 u/s)
| |
− | |} | |
− | ''Speeds written in "u/s" refer to in-game units per second. When running in a certain direction causes slowness, rapidly switching between diagonals usually improves speed.''
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− | | |
| === Weapons === | | === Weapons === |
| {{main|Spy weapons (competitive)}} | | {{main|Spy weapons (competitive)}} |
− | {{see also|Disguise (competitive)}} | + | The Spy uses his Invisibility watches to move around the map, disguises with his Disguise Kit, and then approaches and backstabs a key target with one of his knives. |
− | {| class="wikitable grid" | + | {{class weapons table spy primary pda}} |
− | ! class="header" | #
| + | {{class weapons table spy secondary pda}} |
− | ! class="header" | Weapon
| + | {{class weapons table spy melee}} |
− | ! class="header" | Damage
| + | |
− | ! class="header" | [[Critical]] Damage
| + | == Usage in 6 vs 6 == |
− | ! class="header" | Function Times
| + | === General === |
− | ! class="header" | Special
| + | In 6v6, the Spy has two main roles, to either distract, or to go for key kills. The Spy is not one of the core 6v6 classes, and is only played during specific situations. A Spy is most commonly played during a stalemate, where neither team is getting a kill advantage over the other. In this scenario, the Spy then goes to try and kill the other team's Demoman or Medic, as only those classes are considered important enough by most teams to warrant switching a Scout or Soldier to try and go for a kill. The Demoman is considered a vital kill because he puts out the most damage of any of the classes in 6v6, and also has great mobility. A team without a Demoman can not constantly put out damage in a short period, meaning that the use of an ÜberCharge would not be very effective for the team. They also lose the ability to try and kill non-Übered players quickly, meaning the Medic with a ÜberCharge is able to switch heal targets, allowing their Über to last longer, and thus get more kills. The Medic is considered a vital kill because of his ability to both keep his team alive longer, and to use ÜberCharges to effectively attack the other team while minimizing losses. A team without a Medic can take much less damage, and will die quickly. |
− | |-
| + | |
− | ! style="background-color:#FFF4CC;" rowspan="6" | 1
| + | === 5cp === |
− | ! style="background-color:#FFF4CC;" | [[Spy weapons (competitive)#Revolver|Revolver]] <br>[[Image:Revolver IMG.png|link=Spy weapons (competitive)#Revolver|70x39px]]
| + | A Spy is normally used on 5cp during stalemates normally occurring on a teams last point, or second to last point. During this time, the Spy tries to sneak around behind the opposing team, to try and get into a position to kill the Medic or Demoman. This will allow for the Spy's team to aggressively move forward to attempt to kill the remaining players, and capture the next one or two points. |
− | | style="background-color:#FFF4CC;" | Point-Blank: 60 <br>512u: 40 <br>1024u+: 21
| + | |
− | | style="background-color:#FFF4CC;" | Critical: 120 <br>Point-Blank Mini-Crit: 81 <br>512u+ Mini-Crit: 54
| + | The Spy is not used during most of the game, because of his inability to get to locations quickly, which is needed during the start of the game. The Spy is also not used because of his inability to put out damage equal to the Scout or Soldier who would play Spy. |
− | | style="background-color:#FFF4CC;" | Attack: 0.58s <br>Reload: 1.16s
| |
− | | style="background-color:#FFF4CC;" | If unfired in the past 1.25 seconds, shot has perfect accuracy.
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− | |-
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− | ! style="background-color:#FFF4CC;" | [[Spy weapons (competitive)#Ambassador|Ambassador]] <br>[[Image:Ambassador.png|link=Spy weapons (competitive)#Ambassador|70x39px]]
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− | | style="background-color:#FFF4CC;" | Point-Blank: 51 <br>512u: 34 <br>1024u+: 18
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− | | style="background-color:#FFF4CC;" | Critical: 102 <br>Point-Blank Mini-Crit: 69 <br>512u+ Mini-Crit: 46
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− | | style="background-color:#FFF4CC;" | Attack: 0.696 <br>Reload: 1.16s <br>Cooldown: 0.95s
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− | | style="background-color:#FFF4CC;" | Accuracy based on time since last shot. <br>Criticals on headshot when accuracy is perfect.
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− | |-
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− | ! style="background-color:#FFF4CC;" | [[Spy weapons (competitive)#L'Etranger|L'Etranger]] <br>[[Image:L'Étranger.png|link=Spy weapons (competitive)#L'Etranger|70x39px]]
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− | | style="background-color:#FFF4CC;" | Point-Blank: 48 <br>512u: 32 <br>1024u+: 17
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− | | style="background-color:#FFF4CC;" | Critical: 96 <br>Point-Blank Mini-Crit: 65 <br>512u+ Mini-Crit: 43
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− | | style="background-color:#FFF4CC;" | Attack: 0.58s <br>Reload: 1.16s
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− | | style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>If unfired in the past 1.25 seconds, shot has perfect accuracy. <br>Fills [[Cloak]] meter 15% on hit.
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− | |-
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− | ! style="background-color:#FFF4CC;" | [[Spy weapons (competitive)#Big Kill|Big Kill]] <br>[[Image:Weapon thebigkill.png|link=Spy weapons (competitive)#Revolver|70x39px]]
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− | | style="background-color:#FFF4CC;" | Point-Blank: 60 <br>512u: 40 <br>1024u+: 21
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− | | style="background-color:#FFF4CC;" | Critical: 120 <br>Point-Blank Mini-Crit: 81 <br>512u+ Mini-Crit: 54
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− | | style="background-color:#FFF4CC;" | Attack: 0.58s <br>Reload: 1.16s
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− | | style="background-color:#FFF4CC;" | Identical to the [[Spy weapons (competitive)#Revolver|Revolver]]
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− | |-
| |
− | ! style="background-color:#FFF4CC;" | [[Spy weapons (competitive)#Enforcer|Enforcer]] <br>[[Image:Enforcer.PNG|link=Spy weapons (competitive)#Enforcer|70x39px]]
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− | | style="background-color:#FFF4CC;" | Point-Blank: 70-72 <br>512u: 41-55 <br>1024u+: 24-26
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− | | style="background-color:#FFF4CC;" | Critical: 144 <br>Point-Blank Mini-Crit: 105 <br>512u+ Mini-Crit: 65
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− | | style="background-color:#FFF4CC;" | Attack: 0.58s <br>Reload: 1.16s <br>Cooldown: 1.25s
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− | | style="background-color:#FFF4CC;" | +20% damage bonus. <br>Cloaking takes 0.5 seconds longer to fully activate.
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− | |-
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− | ! style="background-color:#FFF4CC;" | [[Spy weapons (competitive)#Diamondback|Diamondback]] <br>[[Image:Diamondback_IMG.png|link=Spy weapons (competitive)#Diamondback|70x39px]]
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− | | style="background-color:#FFF4CC;" | Point-Blank: 46-56 <br>512u: 31-37 <br>1024u+: 15-19
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− | | style="background-color:#FFF4CC;" | Critical: 102 <br>Point-Blank Mini-Crit: 69 <br>512u+ Mini-Crit: 46
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− | | style="background-color:#FFF4CC;" | Attack: 0.58s <br>Reload: 1.16s <br>Cooldown: 0.95s
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− | | style="background-color:#FFF4CC;" | Earns 1 crit shot for each building destroyed with a Sapper attached. <br>-15% damage penalty. <br>No random critical hits.
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− | |-
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− | ! style="background-color:#fffae7;" rowspan="1" | 2
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− | ! style="background-color:#fffae7;" | [[Spy weapons (competitive)#Sapper|Electro Sapper]] <br>[[Image:Sapper IMG.png|link=Spy weapons (competitive)#Sapper|70x39px]]
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− | | style="background-color:#fffae7;" | DPS on [[Buildings (competitive)|Buildings]]: 25
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− | | style="background-color:#fffae7;" | N/A
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− | | style="background-color:#fffae7;" | Lv1 [[Buildings (competitive)|Building]]: 6.00s <br>Lv2 Building: 7.20s <br>Lv3 Building: 8.64s
| |
− | | style="background-color:#fffae7;" | Removed by two [[Engineer weapons (competitive)#Wrench|Wrench]] hits or one hit by the [[Pyro weapons (competitive)#Homewrecker|Homewrecker]]. <br>Reduces Spy's [[Spy weapons (competitive)#Damage Reduction|weapon damage to building]].
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− | |-
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− | ! style="background-color:#FFF4CC;" rowspan="6" | 3
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− | ! style="background-color:#FFF4CC;" | [[Spy weapons (competitive)#Knife|Knife]] <br>[[Image:Knife Weapon.png|link=Spy weapons (competitive)#Knife|70x39px]]
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− | | style="background-color:#FFF4CC;" | Melee, Frontal: 40 <br>[[Backstab]]: 600% target HP
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− | | style="background-color:#FFF4CC;" | Critical: 120 <br>Mini-Crit: 54
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− | | style="background-color:#FFF4CC;" | Attack: 0.8s
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− | | style="background-color:#FFF4CC;" | Facestabs and failstabs cause some unpredictability. <br>Without backstab, has lowest DPS of all non-unlock melee. <br>A [[Spy weapons (competitive)#Dead Ringer|Dead Ringer]]-activated Spy cannot die to backstab.
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− | |-
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− | ! style="background-color:#FFF4CC;" | [[Spy weapons (competitive)#Your Eternal Reward|Your Eternal<br/>Reward]] <br>[[Image:RED Eternal Reward.png|link=Spy weapons (competitive)#Knife|70x39px]]
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− | | style="background-color:#FFF4CC;" | Melee, Frontal: 40 <br>Backstab: 600% target HP
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− | | style="background-color:#FFF4CC;" | Critical: 120 <br>Mini-Crit: 54
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− | | style="background-color:#FFF4CC;" | Attack: 0.8s
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− | | style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>Disables [[Spy weapons (competitive)#Disguise|Disguise Kit]]. <br>Backstabs are silent and grant user instant disguise of killed foe. <br>Otherwise identical to [[Spy weapons (competitive)#Knife|Knife]].
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− | |-
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− | ! style="background-color:#FFF4CC;" | [[Spy weapons (competitive)#Conniver's Kunai|Conniver's Kunai]] <br>[[Image:Conniver's Kunai.png|link=Spy weapons (competitive)#Conniver's Kunai|70x39px]]
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− | | style="background-color:#FFF4CC;" | Melee, Frontal: 40 <br>[[Backstab]]: 600% target HP
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− | | style="background-color:#FFF4CC;" | Critical: 120 <br>Mini-Crit: 54
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− | | style="background-color:#FFF4CC;" | Attack: 0.8s
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− | | style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>On backstab: absorbs the health from your victim. <br>-65 max health on wearer.
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− | |-
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− | ! style="background-color:#FFF4CC;" | [[Spy weapons (competitive)#Saxxy|Saxxy]] <br>[[Image:Saxxy.png|link=Spy weapons (competitive)#Saxxy|70x39px]]
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− | | style="background-color:#FFF4CC;" | Melee, Frontal: 40 <br>[[Backstab]]: 600% target HP
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− | | style="background-color:#FFF4CC;" | Critical: 120 <br>Mini-Crit: 54
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− | | style="background-color:#FFF4CC;" | Attack: 0.8s
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− | | style="background-color:#FFF4CC;" | Limited item from [[Replay Update]].<br>Statistically identical to [[Spy weapons (competitive)#Knife|Knife]].<br>Enemies killed by weapon turn gold on death instead of ragdolling.
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− | |-
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− | ! style="background-color:#FFF4CC;" | [[Spy weapons (competitive)#Big Earner|Big Earner]] <br>[[Image:Bigearner.PNG|link=Spy weapons (competitive)#Big Earner|70x39px]]
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− | | style="background-color:#FFF4CC;" | Melee, Frontal: 40 <br>[[Backstab]]: 600% target HP
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− | | style="background-color:#FFF4CC;" | Critical: 120 <br>Mini-Crit: 54
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− | | style="background-color:#FFF4CC;" | Attack: 0.8s
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− | | style="background-color:#FFF4CC;" | Upon a kill, the Spy gains 30% of his cloak meter. <br> -25 max health on wearer.
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− | |-
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− | ! style="background-color:#FFF4CC;" | [[Spy weapons (competitive)#Wanga Prick|Wanga Prick]] <br>[[Image:Wanga Prick.png|link=Spy weapons (competitive)#Wanga Prick|70x39px]]
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− | | style="background-color:#FFF4CC;" | Melee, Frontal: 40 <br>Backstab: 600% target HP
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− | | style="background-color:#FFF4CC;" | Critical: 120 <br>Mini-Crit: 54
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− | | style="background-color:#FFF4CC;" | Attack: 0.8s
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− | | style="background-color:#FFF4CC;" | Victims do not make any noise when dying. <br>Victims' bodies disappear after being stabbed. <br>If backstabbed, victims' death will not be shown in the killfeed for other enemies. <br>The [[Disguise Kit]] is disabled.
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− | |-
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− | ! style="background-color:#fffae7;" rowspan="1" | 4
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− | ! style="background-color:#fffae7;" | [[Spy weapons (competitive)#Disguise Kit|Disguise Kit]] <br>[[Image:PDA disguise.png|link=Spy weapons (competitive)#Disguise|70x39px]]
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− | | style="background-color:#fffae7;" | N/A
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− | | style="background-color:#fffae7;" | N/A
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− | | style="background-color:#fffae7;" | Disguise Time: 2s <br>Smoke Duration: 3s
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− | | style="background-color:#fffae7;" | Friendly Spy disguise drops any disguise instantly. <br>Grants [[knockback]] immunity, even with friendly disguise. <br>Reduces move speed to match disguise, but can't increase it.
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− | |-
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− | ! style="background-color:#FFF4CC;" rowspan="4" | 5
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− | ! style="background-color:#FFF4CC;" | [[Spy weapons (competitive)#Invisibility Watch|Invisibility<br/>Watch]] <br>[[Image:Invisibilitywatch.PNG|link=Spy weapons (competitive)#Invisibility Watch|70x39px]]
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− | | style="background-color:#FFF4CC;" | N/A
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− | | style="background-color:#FFF4CC;" | N/A
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− | | style="background-color:#FFF4CC;" | Cloak Duration: 10s <br>Recharge Wait: 33.5s <br>Cloak Initialize: 1.2s <br>Decloak Time: 2.2s
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− | | style="background-color:#FFF4CC;" | [[Cloak]] flickers when damaged or touched by enemy. <br>Can be refilled with ammo and metal. <br>Cloak prevents new disguise smoke; doesn't hide old smoke. <br>Revealed by [[fire]] and [[Sniper weapons (competitive)#Jarate|Jarate]].
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− | |-
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− | ! style="background-color:#FFF4CC;" | [[Spy weapons (competitive)#Cloak and Dagger|Cloak and<br/>Dagger]] <br>[[Image:Cloak and Dagger.PNG|link=Spy weapons (competitive)#Cloak and Dagger|70x39px]]
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− | | style="background-color:#FFF4CC;" | N/A
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− | | style="background-color:#FFF4CC;" | N/A
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− | | style="background-color:#FFF4CC;" | Duration, Running: 6.8s <br>Duration, Crawling: 66.5s <br>Recharge Wait: 18.2s <br>Cloak Initialize: 1.2s <br>Decloak Time: 2.2s
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− | | style="background-color:#FFF4CC;" | Cannot be refilled with ammo or metal. <br>Recharges based on lack of movement. <br>Loses charge when moving while cloaked. <br>Cloak flickers when moving while out of charge. <br>Otherwise identical to [[Spy weapons (competitive)#Invisibility Watch|Invisibility Watch]] and its Cloak.
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− | |-
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− | ! style="background-color:#FFF4CC;" | [[Spy weapons (competitive)#Dead Ringer|Dead Ringer]] <br>[[Image:Dead Ringer.png|link=Spy weapons (competitive)#Dead Ringer|70x39px]]
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− | | style="background-color:#FFF4CC;" | N/A
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− | | style="background-color:#FFF4CC;" | N/A
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− | | style="background-color:#FFF4CC;" | Supercloak Duration: 6.5s <br>Decloak Time: 2.2s <br>Recharge from 0%: 16s <br>Recharge from 40%: 9.6s <br>Recharge from 75%: 4s
| |
− | | style="background-color:#FFF4CC;" | Cloak triggers from any damage, which is subject to supercloak effects. <br>Trigger fakes death (corpses drop enemy disguises), ending on decloak. <br>Provides supercloak in normal duration and regular Cloak during extensions. <br>Supercloak provides 90% damage reduction. <br>Cloaking extinguishes fire but does not prevent additional fire. <br>Decloaking reduces charge to 40% if higher. <br>Pickups cannot refill more than 35% charge. <br>Otherwise identical to Invisibility Watch and its Cloak.
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− | |-
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− | ! style="background-color:#FFF4CC;" | [[Spy weapons (competitive)#Invisibility Watch|Enthusiast's<br/>Timepiece]] <br>[[Image:Backpack Enthusiast's Timepiece.png|link=Spy weapons (competitive)#Invisibility Watch|70x39px]]
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− | | style="background-color:#FFF4CC;" | N/A
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− | | style="background-color:#FFF4CC;" | N/A
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− | | style="background-color:#FFF4CC;" | Cloak Duration: 10s <br>Recharge Wait: 33.5s <br>Cloak Initialize: 1.2s <br>Decloak Time: 2.2s
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− | | style="background-color:#FFF4CC;" | Identical stats to the [[Spy weapons (competitive)#Invisibility Watch|Invisibility Watch]].
| |
− | |}
| |
− | :''"u" stands for "units of distance." "+" stands for "or more." "s" stands for "seconds." "Reload Start" refers to how long it takes for 1 ammo to be reloaded after beginning to reload, and "Reload More" refers to how long it takes for each additional ammo to reload after the first. Damages and times are approximate and determined by community testing.
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| | | |
− | == Usage == | + | === Attack-Defend Strategies === |
− | The Spy generally depends on an uncoordinated team's mistakes to turn a game around. However, a highly efficient competitive team will make very few mistakes, and effective communication will reduce the chances of the Spy being useful in any way whatsoever. This makes the Spy one of the least played [[Utility|utilities]] in competitive games. 100% Speed classes are also not played with the normal setup of a competitive team (Pyro, Sniper, Spy, etc.) and if used will give away the identity of the Spy due to the coordination of competitive teams, so choosing a disguise usually is a problem for playing Spy in a competitive match because it will end up either slowing you down or moving slower than your disguise should be ([[Scout]]).
| + | A defending team on an Attack/Defend map such as Gravel Pit will almost never switch out one of their Utility players for a Spy. This is due to the fact that a Spy cannot contribute to spam and help defend an area like other utilities can, and their role is reduced to backstabbing key targets, something that is already very difficult in a setting where players constantly turn around and check their backs. Spies on defending teams are thus generally not the best use of player slots. The attacking team may use a Spy instead of a Scout if a strong defense that may be assisted by a well-placed Sentry Gun needs to be disrupted, without the use of a ÜberCharge. The Spy will attempt to eliminate the Sentry Gun or a key player, and distract the enemy team to allow his own team to break the enemy's defense without spending the time to build up a ÜberCharge. |
| | | |
− | === Common Tactics === | + | == Usage in Highlander == |
− | The Spy has two main roles in competitive Team Fortress 2: [[Pick]] key members of the opposing team, such as their [[Demoman (competitive)|Demoman]] or [[Medic (competitive)|Medic]], and distract the enemy team to allow the Spy's own team to successfully push in. Both of these roles are performed more effectively by Spies than by [[Scout (competitive)|Scouts]] during stalemates, where a highly alert team attacks at any opposition it sees. Spies playing in competitive games should try to avoid being seen, even when disguised, as a competitive team will keep track of its members and see right through any disguise. In addition, Spies should use the fact that they can see an the health of enemy players when disguised. Calling out enemies who are low on health and gunning down severely injured players with the [[Spy weapons (competitive)|Revolver]] can be very useful in breaking stalemates and helping the Spy's team make a successful push. | + | === General === |
| + | In Highlander, the Spy is used for both offensive and defensive roles on the battlefield. The Spy is one of the 9 classes in Highlander, which uses one of each class to complete the objective. A Spy switches between 2 key roles which will vary depending on the situation. One common method is using the Invis Watch or the Cloak and Dagger to sneak behind enemy lines to go for crucial kills to have the opposing team at a disadvantage. Another common method is staying back and watching from high positions while using the Cloak and Dagger to give informative whereabouts on where the opposing team may be on the map to help out your team. Most tactics used in Highlander can also be applied to the 6v6 format. |
| | | |
− | === 5-CP Push Strategies === | + | ==Anti-Spy Classes== |
− | If a team has the advantage but encounters a strong defense that stagnates the game, the team may choose to replace a [[Scout (competitive)|Scout]] with a Spy. For the defending team that is turning the game into a stalemate, it may be best to keep both Utilities as classes that can actively contribute to the defense; Spies are far less capable of accomplishing this. A Spy's number one goal is to kill the enemy team's Medic. A successful pick will remove the enemy's source of health and can force a retreat if the Spy's team pushes. If the Medic is too well guarded, Spies are free to go for the team's Demoman, as he is also a very important contributor to the enemy's defense. Either of these [[pick]]s will help the Spy's team push in and break the stalemate. If none of these options are available, the Soldier is also a valid target, because one less player raining rockets on your teammates greatly reduces the damage intake of your team; do note that however, challenging a Soldier or Scout is usually highly risky because the Soldier can easily take you out, and you cannot outrun the [[Scout]] as a spy,which leaves all chances on the ability to land shots with the revolver if your [[backstab]] fails.
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− | Using s Spy at the beginning of a 5-CP map is highly impractical due to the Spy's inability to get to the mid point quickly and weakness to [[spam (competitive)|spam]]. If a team does choose to use a Spy at the mid fight, then the Spy will have to focus on eliminating the enemy Medic and Demoman while carefully avoiding the enemy Scouts and Soldiers at all costs.
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− | If a team encounters a stalemate in which both teams have a strong defense and neither team is able to push, a team may use a Spy to prevent the possibility of the enemy team using their [[ÜberCharge (competitive)|ÜberCharge]] and breaking the stalemate first. By eliminating a key defender, a Spy can allow his own team to successfully push in and break the stalemate.
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− | === Attack-Defend Strategies === | + | ===Pyro=== |
− | A defending team on an Attack/Defend map such as [[Gravel Pit (competitive)|Gravel Pit]] will almost never switch out one of their Utility players for a Spy. This is due to the fact that a Spy cannot contribute to spam and help defend an area like other utilities can, and their role is reduced to [[backstab]]bing key targets, something that is already very difficult in a setting where players constantly turn around and check their backs. Spies on defending teams are thus generally not the best use of player slots. The attacking team may use a Spy instead of a Scout if a strong defense that may be assisted by a well-placed [[Sentry Gun]] needs to be disrupted, without the use of an [[ÜberCharge (competitive)|Über]]. The Spy will attempt to eliminate the Sentry Gun or a key player, and distract the enemy team to allow his own team to break the enemy's defense without spending the time to build up an [[ÜberCharge (competitive)|ÜberCharge]].
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− | === Capture-the-Flag Strategies ===
| + | A Pyro is the best class for Spy-checking, as a single blast of fire can ignite the Spy and give away their cloak. This can be mitigated by the Spycicle, but it may not be a good idea to attempt to backstab a Pyro. |
− | Many teams will run an [[Engineer (competitive)|Engineer]] at the beginning of a round of Capture-the-flag. The Engineer and his [[Sentry Gun]] help stall the enemy team and prevent Scouts from taking and escaping with the [[Intelligence]]. For this reason, a team may want to use a Spy to sap and lock down the Sentry Gun while teammates rush in and destroy it, saving their Medic's [[ÜberCharge (competitive)|ÜberCharge]] for a later conflict and allowing a team member to run off with the enemy intelligence and capture it. Aside from helping a team attack an enemy team's Engineer, Spies can also try to score picks on other key players and weaken the enemy defense that way, but their ineffectiveness in direct combat makes Spies poor defenders of the friendly intelligence. One way to play defense indirectly as a Spy though is to slow down and distract the enemy team, and once your team has captured the intelligence, they can return with criticals to finish off the enemy team before they cap your intelligence.
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| + | ===Scout=== |
| + | The Scout is the hardest class to backstab, given his high mobility and damage output at close range, where a Spy would want to be most. Avoid encounters with Scouts in most situations where you and him are alone unless he is at low health or distracted, of which in either situation you may be able to pick him off with your Revolver or knife. |
| == See also == | | == See also == |
| * [[Spy weapons (competitive)]] | | * [[Spy weapons (competitive)]] |
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The Spy is a situational utility class sometimes used in the standard competitive lineup, valued for his stalemate-breaking and picking capabilities. However, due to the amount of coordination and usual choice of classes amongst the other team (Scout, Demoman, Soldier, Medic), it is significantly more difficult to play Spy because disguises that don't instantly give away the Spy will usually have a handicap in speed when disguised as the Soldier, Pyro, Demoman, Heavy, Engineer, and the Sniper.
Information
Health
Speed
Weapons
The Spy uses his Invisibility watches to move around the map, disguises with his Disguise Kit, and then approaches and backstabs a key target with one of his knives.
Primary PDA
Stock Primary PDA Disguise Kit
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N/A
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N/A
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N/A
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N/A
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Allows the Spy to disguise himself as an enemy or a friendly player.
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Secondary PDA
Melee
Usage in 6 vs 6
General
In 6v6, the Spy has two main roles, to either distract, or to go for key kills. The Spy is not one of the core 6v6 classes, and is only played during specific situations. A Spy is most commonly played during a stalemate, where neither team is getting a kill advantage over the other. In this scenario, the Spy then goes to try and kill the other team's Demoman or Medic, as only those classes are considered important enough by most teams to warrant switching a Scout or Soldier to try and go for a kill. The Demoman is considered a vital kill because he puts out the most damage of any of the classes in 6v6, and also has great mobility. A team without a Demoman can not constantly put out damage in a short period, meaning that the use of an ÜberCharge would not be very effective for the team. They also lose the ability to try and kill non-Übered players quickly, meaning the Medic with a ÜberCharge is able to switch heal targets, allowing their Über to last longer, and thus get more kills. The Medic is considered a vital kill because of his ability to both keep his team alive longer, and to use ÜberCharges to effectively attack the other team while minimizing losses. A team without a Medic can take much less damage, and will die quickly.
5cp
A Spy is normally used on 5cp during stalemates normally occurring on a teams last point, or second to last point. During this time, the Spy tries to sneak around behind the opposing team, to try and get into a position to kill the Medic or Demoman. This will allow for the Spy's team to aggressively move forward to attempt to kill the remaining players, and capture the next one or two points.
The Spy is not used during most of the game, because of his inability to get to locations quickly, which is needed during the start of the game. The Spy is also not used because of his inability to put out damage equal to the Scout or Soldier who would play Spy.
Attack-Defend Strategies
A defending team on an Attack/Defend map such as Gravel Pit will almost never switch out one of their Utility players for a Spy. This is due to the fact that a Spy cannot contribute to spam and help defend an area like other utilities can, and their role is reduced to backstabbing key targets, something that is already very difficult in a setting where players constantly turn around and check their backs. Spies on defending teams are thus generally not the best use of player slots. The attacking team may use a Spy instead of a Scout if a strong defense that may be assisted by a well-placed Sentry Gun needs to be disrupted, without the use of a ÜberCharge. The Spy will attempt to eliminate the Sentry Gun or a key player, and distract the enemy team to allow his own team to break the enemy's defense without spending the time to build up a ÜberCharge.
Usage in Highlander
General
In Highlander, the Spy is used for both offensive and defensive roles on the battlefield. The Spy is one of the 9 classes in Highlander, which uses one of each class to complete the objective. A Spy switches between 2 key roles which will vary depending on the situation. One common method is using the Invis Watch or the Cloak and Dagger to sneak behind enemy lines to go for crucial kills to have the opposing team at a disadvantage. Another common method is staying back and watching from high positions while using the Cloak and Dagger to give informative whereabouts on where the opposing team may be on the map to help out your team. Most tactics used in Highlander can also be applied to the 6v6 format.
Anti-Spy Classes
Pyro
A Pyro is the best class for Spy-checking, as a single blast of fire can ignite the Spy and give away their cloak. This can be mitigated by the Spycicle, but it may not be a good idea to attempt to backstab a Pyro.
Scout
The Scout is the hardest class to backstab, given his high mobility and damage output at close range, where a Spy would want to be most. Avoid encounters with Scouts in most situations where you and him are alone unless he is at low health or distracted, of which in either situation you may be able to pick him off with your Revolver or knife.
See also