Difference between revisions of "Anti-Spy strategy"
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* Spies using the Cloak and Dagger will often wait in corners or secluded areas to recharge their Cloak. Check those areas if you think a Spy is nearby. | * Spies using the Cloak and Dagger will often wait in corners or secluded areas to recharge their Cloak. Check those areas if you think a Spy is nearby. | ||
− | * A Spy may also choose to hide near you, yet at a different elevation; anywhere you can reach, a Spy may be lying in wait | + | ** A Spy may also choose to hide near you, yet at a different elevation; anywhere you can reach, a Spy may be lying in wait, trying to catch you off guard. |
* The Cloak and Dagger cannot pickup ammo to replenish Cloak; while this limits the distance he can travel, it can also make it harder for you to notice a Spy's presence. | * The Cloak and Dagger cannot pickup ammo to replenish Cloak; while this limits the distance he can travel, it can also make it harder for you to notice a Spy's presence. | ||
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* The Spy gains a huge damage resistance bonus while cloaking with the Dead Ringer. Try to isolate and/or continuously inflict damage on him until his Cloak deactivates or he dies. | * The Spy gains a huge damage resistance bonus while cloaking with the Dead Ringer. Try to isolate and/or continuously inflict damage on him until his Cloak deactivates or he dies. | ||
* Afterburn, Jarate, Mad Milk, and Bleed are not lost even if a Spy feigns death. Inflict one of these effects on a Spy before he activates his Dead Ringer. | * Afterburn, Jarate, Mad Milk, and Bleed are not lost even if a Spy feigns death. Inflict one of these effects on a Spy before he activates his Dead Ringer. | ||
− | * The Dead Ringer can only be activated when it's fully charged. When a Spy wielding the Dead Ringer uncloaks, he'll have between 0% to 40% charge remaining. Finish him off as quickly as you can, making sure he doesn't collect ammo, backstab someone with Big Earner or shoot anyone with | + | * The Dead Ringer can only be activated when it's fully charged. When a Spy wielding the Dead Ringer uncloaks, he'll have between 0% to 40% charge remaining. Finish him off as quickly as you can, making sure he doesn't collect ammo, backstab someone with the Big Earner or shoot anyone with the L'Etranger. |
* If you are fighting a Spy and he suddenly stops attacking, he is probably waiting for you to trigger his Dead Ringer. If you don't have the time or opportunity to simply wait until he attacks again, (have nearby teammates) prepare a way to reveal the Spy when he cloaks. | * If you are fighting a Spy and he suddenly stops attacking, he is probably waiting for you to trigger his Dead Ringer. If you don't have the time or opportunity to simply wait until he attacks again, (have nearby teammates) prepare a way to reveal the Spy when he cloaks. | ||
** Also, when a Spy dies in one hit while running towards you, assume that he has used the Dead Ringer. | ** Also, when a Spy dies in one hit while running towards you, assume that he has used the Dead Ringer. |
Revision as of 01:42, 4 January 2013
“ | That's what my daddy taught me to do to backstabbers.
Click to listen
— The Engineer
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” |
The Spy is a cunningly swift espionage agent bent on stabbing everyone's back. The Spy's primary attack is his backstab ability which allows him to instantly kill any class in one hit from behind. The best defense against a Spy is good observational skills; Spies only have so many ways to infiltrate your team and experienced players can usually detect them if there is little to no combat occurring at the time. When caught, most Spies will try and escape rather than engage in a fight because of their limited attack capability. Keep in mind that Spies have different ways of cloaking and backstabbing, including the ability to fake their own death. Pyros are generally considered the first defense against enemy Spies due to their great Spy checking ability.
Contents
General
Attributes | Anti-Spy strategy |
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Role |
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Health |
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Speed |
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Power |
Weapon-specific
A list of useful tidbits about the Spy's tools, and how to counter them.
Secondary weapons
Weapon | Anti-Spy strategy |
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Revolver/Big Kill |
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Ambassador |
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L'Etranger |
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Enforcer |
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Diamondback |
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Melee weapons
Weapon | Anti-Spy strategy |
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Knife/Saxxy/Sharp Dresser/Festive Knife/Black Rose |
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Your Eternal Reward/Wanga Prick |
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Conniver's Kunai |
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Big Earner |
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Spy-cicle |
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PDA weapon
Weapon | Anti-Spy strategy |
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Disguise Kit |
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Cloaking devices
- Cloaked Spies can be revealed if they are doused, lit, or bleeding. Try using Jarate, Mad Milk, fire, and melee weapons that cause bleeding in areas where you suspect a Spy is hiding.
- Emerging from water also compromises a Spy's invisibility. Try chasing a Spy in and out of water.
- The Invisibility Watch and Dead Ringer can be recharged by picking up ammo; Spies can pick up ammo even while they're cloaked. If health kits and ammo boxes are mysteriously disappearing nearby, there may be a cloaked Spy trying to elude you.
- Disguised Spies can receive health and ammo from enemy Dispensers, even while they are cloaked. Occasionally spycheck next to and/or above Dispensers.
- The Invisibility Watch and the Cloak and Dagger will show a silhouette of a cloaked Spy if he bumps into an enemy or is hurt (even by a fall); if a Spy's silhouette is revealed, press against him and/or attack to keep him visible until he is killed.
- If you hear voice responses near you from an unknown source, check the area around you for invisible Spies trying to confuse you.
- Spies make a fairly loud, distinct noise when they uncloak. Be sure to scan the area around you if you hear it, and spycheck teammates that appear shortly after the sound was made.
- If you see a Spy Cloak, die suspiciously, or otherwise escape your sight, alert your team and tell them (in team-only chat, so the Spy won't notice and change tactics) exactly where you are. If there are teammates nearby, call for help, and spycheck them just in case.
Weapon | Anti-Spy strategy |
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Invisibility Watch / Enthusiast's Timepiece / Quäckenbirdt |
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Cloak and Dagger |
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Dead Ringer |
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Buildings
- Keep special notice of your team's Teleporters. Left unguarded, a Spy can place a Sapper on one end and continue to replace those that are removed by the other end, eventually sapping more health than what an Engineer can repair and destroying both ends; this can deal a huge blow to your team.
- Pyros with the Homewrecker equipped are a great counter against Sappers; it only takes one strike to dislodge the device from a building, as opposed to the two strikes required by an Engineer's Wrench.
Weapon | Anti-Spy strategy |
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Sapper |
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Red-Tape Recorder |
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Item set effects
Set | Anti-Spy strategy |
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See also
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