Difference between revisions of "Spy (competitive)"
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{{class weapons table spy secondary pda}} | {{class weapons table spy secondary pda}} | ||
{{class weapons table spy melee}} | {{class weapons table spy melee}} | ||
− | == Usage == | + | == 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 demo is considered a vital kill because he puts out the most damage of any of the classes, and has great mobility. A team without a demoman can not constantly put out damage in a short period, meaning that the use of an ubercharge would not be very effective by the team. They also lose the ability to try and kill non-ubered players quickly, meaning the medic with an ubercharge is able to have to switch heal targets, allowing their uber to last longer, and get more kills. The medic is consitered a vital kill because of his abilty to both keep his team alive longer, and to use ubercharges to effectively attack the other team while minimising lossees. A team without a medic can take much less damage, and will die quickly. | |
− | === | + | === 5cp === |
− | + | A spy is normally used on 5 cp 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 demo. 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. | |
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+ | 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 inabiliity to put out damage equal to the scout or soldier who would play spy. | ||
=== Attack-Defend Strategies === | === Attack-Defend Strategies === | ||
− | A defending team on an Attack/Defend map such as | + | 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 an 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. |
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=== Capture-the-Flag Strategies === | === Capture-the-Flag Strategies === | ||
− | Many teams will run an | + | Many teams will run an 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 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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== See also == | == See also == | ||
* [[Spy weapons (competitive)]] | * [[Spy weapons (competitive)]] |
Revision as of 23:25, 12 July 2013
The community competitive scene changes frequently. Some or all info may be outdated.
“Gotta move that gear up!” This article may contain content that is out of date. You can help improve this article by updating the content as necessary. See the wiki style guide. Notes: None added |
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 discrepancy in speed which gives the Spy away (Scout, Medic), or a handicap in speed (Demoman, Soldier).
Contents
Information
Health
Class | Health | Overheal | Quick-Fix Overheal |
---|---|---|---|
Scout | 125 | 185 | 158 |
With the Sandman equipped | 110 | 165 | 139 |
Soldier | 200 | 300 | 251 |
With the Battalion's Backup equipped | 220 | 330 | 276 |
Pyro | 175 | 260 | 220 |
Demoman | 175 | 260 | 220 |
With weapon slot boots equipped | 200 | 300 | 251 |
With a head-taking melee weapon equipped with 0 heads | 150 | 225 | 189 |
With a head-taking melee weapon equipped with 1 head | 165 | 245 | 208 |
With a head-taking melee weapon equipped with 2 heads | 180 | 270 | 226 |
With a head-taking melee weapon equipped with 3 heads | 195 | 290 | 245 |
With a head-taking melee weapon with 4 or more heads | 210 | 315 | 264 |
With weapon slot boots and a head-taking melee weapon equipped with 0 heads | 175 | 260 | 220 |
With weapon slot boots and a head-taking melee weapon equipped with 1 head | 190 | 285 | 239 |
With weapon slot boots and a head-taking melee weapon equipped with 2 heads | 205 | 305 | 258 |
With weapon slot boots and a head-taking melee weapon equipped with 3 heads | 220 | 330 | 276 |
With weapon slot boots and a head-taking melee weapon equipped with 4 or more heads | 235 | 350 | 295 |
Heavy | 300 | 450 | 376 |
Under the effects of the Dalokohs Bar or Fishcake | 350 | 500† | 426 |
With the Fists of Steel equipped | 300 | 390 | 346 |
With the Fists of Steel equipped and while under the effects of the Dalokohs Bar or Fishcake | 350 | 440 | 396 |
Engineer | 125 | 185 | 158 |
With the Gunslinger equipped | 150 | 225 | 189 |
Medic | 150 | 225 | 189 |
With the Vita-Saw equipped | 140 | 210 | 176 |
Sniper | 125 | 185 | 158 |
Spy | 125 | 185 | 158 |
With the Big Earner equipped | 100 | 150 | 126 |
With Conniver's Kunai equipped | 70 | 105 | 89 |
Maximum overheal from Conniver's Kunai backstabs | N/A | 210 | N/A |
†Theoretical value. Overheal does not exceed 150% of the classes' maximum health.
Speed
Condition | Normal | Backward | Crouched | Swimming | ||||||||
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Spy |
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Disguised as a Scout |
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Disguised as a Soldier |
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Disguised as a Pyro |
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Disguised as a Demoman |
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Disguised as a Heavy |
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Disguised as a Engineer |
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Disguised as a Medic |
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Disguised as a Sniper |
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Weapons
The Spy uses his Inivisibility 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
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Stock Primary PDA Disguise Kit |
N/A | N/A | N/A | N/A | Allows the Spy to disguise himself as an enemy or a friendly player. |
Secondary PDA
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Stock Secondary PDA Invis Watch |
N/A | N/A | N/A | N/A |
Cloak type: Timed |
Promotional Secondary PDA Enthusiast's Timepiece | |||||
Promotional Secondary PDA Quäckenbirdt | |||||
Unlock Secondary PDA Cloak and Dagger |
N/A | N/A | N/A | N/A |
Cloak type: Motion sensitive |
Unlock Secondary PDA Dead Ringer |
N/A | N/A | N/A | N/A | Cloak type: Feign death Cloaks Spy for 7 seconds upon receiving damage, dropping a fake corpse. |
Melee
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Stock Knife |
N/A | N/A | Base: 40 Backstab: | ||
Promotional Prinny Machete |
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Distributed Saxxy |
Limited item from the Replay Update. Killed enemies freeze into solid Australium statues (purely cosmetic feature). | ||||
Distributed Golden Frying Pan |
Limited item from the Two Cities Update. Killed enemies freeze into solid Australium statues (purely cosmetic feature). | ||||
Promotional Sharp Dresser |
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Promotional Black Rose |
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Craft Your Eternal Reward |
N/A | N/A | Base: 40 Backstab: |
Upon a successful backstab, the Spy instantly disguises as the backstab victim. Victims do not make any noise when dying. | |
Craft Wanga Prick |
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Promotional Conniver's Kunai |
N/A | N/A | Base: 40 Backstab: |
On Backstab: Absorbs the health from your victim (minimum gain of 75 health points). Can overheal up to 300% of Spy's (reduced) health, i.e. up to 210 health points. –55 max health on wearer. | |
Craft Big Earner |
N/A | N/A | Base: 40 Backstab: |
Upon a kill, the Spy gains 30% of his cloak meter. Gain a 3 second speed boost on kill. | |
Craft Spy-cicle |
N/A | N/A | Base: 40 Backstab: |
On Hit by Fire: Fireproof for 1 second and afterburn immunity for 10 seconds. Backstab turns victim to ice. | |
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 demo is considered a vital kill because he puts out the most damage of any of the classes, and has great mobility. A team without a demoman can not constantly put out damage in a short period, meaning that the use of an ubercharge would not be very effective by the team. They also lose the ability to try and kill non-ubered players quickly, meaning the medic with an ubercharge is able to have to switch heal targets, allowing their uber to last longer, and get more kills. The medic is consitered a vital kill because of his abilty to both keep his team alive longer, and to use ubercharges to effectively attack the other team while minimising lossees. A team without a medic can take much less damage, and will die quickly.
5cp
A spy is normally used on 5 cp 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 demo. 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 inabiliity 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 an 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.
Capture-the-Flag Strategies
Many teams will run an 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 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.
See also
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