Difference between revisions of "Anti-Spy strategy"
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| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] '''[[Health]]''' | | align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] '''[[Health]]''' | ||
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− | * The Spy is quite weak, with only 125 health points. Once he is spotted, he should not be difficult to kill. However, he may fake his death using the [[Dead Ringer]], so remain on guard. | + | * The Spy is quite weak, with only 125 health points. Once he is spotted, he should not be difficult to kill. However, he may fake his death using the [[Dead Ringer]], so remain on guard. You can identify a Dead Ringer using Spy as the corpse will drop after one or two bullets. |
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| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]''' | | align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]''' | ||
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− | * Spies move at the speed of the class that they are disguised as, unless that class is faster than they are. | + | * Spies move at the speed of the class that they are disguised as, unless that class is faster than they are. Spies disguising as Scouts are easy to pick out due to their detectable speed reduction. |
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| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]''' | | align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]''' | ||
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* A Spy using this weapon will use similar tactics to a Sniper using his [[Sniper Rifle]]. Use cover and make erratic movements to reduce your chances of getting headshot. | * A Spy using this weapon will use similar tactics to a Sniper using his [[Sniper Rifle]]. Use cover and make erratic movements to reduce your chances of getting headshot. | ||
* Take advantage of the Spy's increased vulnerability due to the Ambassador's emphasis on aiming for the head, as well as its slower firing speed. | * Take advantage of the Spy's increased vulnerability due to the Ambassador's emphasis on aiming for the head, as well as its slower firing speed. | ||
− | * Once the Spy shoots, there is a cooldown until it can headshot again. Use the time between shots to your advantage. | + | * Once the Spy shoots, there is a cooldown until it can headshot again. Use the time between shots to your advantage. |
+ | * This is a weapon used by Spies to eliminate Snipers using the Razorback - usually one headshot and then a bodyshot will be enough to kill the Sniper, without overheal. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|L'Etranger}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|L'Etranger}} | ||
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* Spies using the L'Etranger can spend a longer time cloaked, making them particularly elusive. Once you find a Spy, light him on fire or douse him in [[Jarate]]/[[Mad Milk]] to render cloaking useless. | * Spies using the L'Etranger can spend a longer time cloaked, making them particularly elusive. Once you find a Spy, light him on fire or douse him in [[Jarate]]/[[Mad Milk]] to render cloaking useless. | ||
+ | * Though enabling the Spy to be more slippery and easier to escape, L'Etranger wielding Spies will most likely flee before fighting you, should you discover him, due to the Revolver's limited damage output. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Enforcer}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Enforcer}} | ||
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* Be careful traveling alone, as a Spy using this weapon can instantly replace you without your team realizing it. Traveling in a line is also very dangerous, especially if no one watches the back. As such, communication is vital. | * Be careful traveling alone, as a Spy using this weapon can instantly replace you without your team realizing it. Traveling in a line is also very dangerous, especially if no one watches the back. As such, communication is vital. | ||
*As Your Eternal Reward prevents use of the Disguise Kit, have your team set up multiple Sentry Guns to limit where enemy Spies can lurk for their first backstab(s). | *As Your Eternal Reward prevents use of the Disguise Kit, have your team set up multiple Sentry Guns to limit where enemy Spies can lurk for their first backstab(s). | ||
+ | *Engineers, however, must be very careful when handling Spies using the Your Eternal Reward. The sentry gun will not detect the identity fraudster so an Engineer will most likely lose all his buildings, and potentially losing a game. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Conniver's Kunai}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Conniver's Kunai}} | ||
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* Look out for frozen corpses, and use fire to temporarily disable a Spy's Spy-cicle. Upon doing so, the Spy will generally try to hide until the weapon is reusable. Spy-check feverishly to find him before this happens. | * Look out for frozen corpses, and use fire to temporarily disable a Spy's Spy-cicle. Upon doing so, the Spy will generally try to hide until the weapon is reusable. Spy-check feverishly to find him before this happens. | ||
* When the Spy-cicle melts, you can hear a loud extinguishing sound; further contact with flames during the two-second interval will still produce crackling noises. A disguised Spy will also still react as if he were on fire. | * When the Spy-cicle melts, you can hear a loud extinguishing sound; further contact with flames during the two-second interval will still produce crackling noises. A disguised Spy will also still react as if he were on fire. | ||
+ | * The ice statues this knife creates linger for a while and then collapse. If the statue has fallen over, and there are no recent ones still standing, you can be sure the Spy is either dead or has moved on. If they are still upright, he could be behind you. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Invisibility Watch}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Invisibility Watch}} + '''reskins''' | ||
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− | * If a Spy tries to flee with the Invisibility Watch, grab all surrounding [[ammunition]] boxes and dropped weapons to prevent him from increasing his cloaking time, and thus shortening the distance he can run before his Cloak deactivates. | + | * If a Spy tries to flee with the Invisibility Watch, grab all surrounding [[ammunition]] boxes and dropped weapons to prevent him from increasing his cloaking time, and thus shortening the distance he can run before his Cloak deactivates. If you see ammo boxes and weapons disappear without reason, you may have a spy around. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Cloak and Dagger}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Cloak and Dagger}} | ||
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* The Red-Tape Recorder's ability to reverse a building's upgrades can leave many Engineers' creations vulnerable to destruction, and can ruin a team's defenses within seconds. Make haste in killing the offending Spy (or Spies) and restoring all affected buildings to their former efficiency. | * The Red-Tape Recorder's ability to reverse a building's upgrades can leave many Engineers' creations vulnerable to destruction, and can ruin a team's defenses within seconds. Make haste in killing the offending Spy (or Spies) and restoring all affected buildings to their former efficiency. | ||
+ | * The Red Tape Recorder does take a while to work. Instead of destroying the building, it downgrades it and eventually destroys it. This is used when a Spy wants to soften up the enemy's defences, instead of destroying them. | ||
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* Disguised Spies cannot enter your spawn area, watch teammates passing the door. If the door doesn't open or they cannot enter, it is most likely a Spy. | * Disguised Spies cannot enter your spawn area, watch teammates passing the door. If the door doesn't open or they cannot enter, it is most likely a Spy. | ||
− | * Disguised Spies cannot fire the weapon they appear to be wielding. | + | * Disguised Spies cannot fire the weapon they appear to be wielding. Heavies are therefore very obvious Spies in disguises. |
* Disguised Spies will not be hurt by their teammates but they can be hurt by you. A stray bullet from your team may reveal the Spy. | * Disguised Spies will not be hurt by their teammates but they can be hurt by you. A stray bullet from your team may reveal the Spy. | ||
* Conflicting items such as the [[SMG]] and the [[Razorback]] may be applied at the same time. | * Conflicting items such as the [[SMG]] and the [[Razorback]] may be applied at the same time. |
Revision as of 18:33, 20 May 2015
“ | 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
Secondary weapons
Weapon | Anti-Spy strategy |
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Revolver + reskins |
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Ambassador + reskins |
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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 + reskins |
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Your Eternal Reward + reskins |
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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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Invis Watch + reskins |
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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.
- Spies can put Sappers in the teleporter entrance and stay on top of it. If the Engineer doesn't pay attention, he can suffer a Telefrag.
- When Spies place a Sapper on a building, including in disguise; they will play a custom animation where the Spy or "Teammate" slap the Sapper onto the building. Keep an eye out for this if someone is sapping your team's buildings.
Weapon | Anti-Spy strategy |
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Sapper + reskins |
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Red-Tape Recorder |
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Telling Them Apart
- See Spychecking for more strategies.
- Disguised Spies cannot enter your spawn area, watch teammates passing the door. If the door doesn't open or they cannot enter, it is most likely a Spy.
- Disguised Spies cannot fire the weapon they appear to be wielding. Heavies are therefore very obvious Spies in disguises.
- Disguised Spies will not be hurt by their teammates but they can be hurt by you. A stray bullet from your team may reveal the Spy.
- Conflicting items such as the SMG and the Razorback may be applied at the same time.
- Enemy Spies can't pass through you. If you bump into a teammate and can't pass through them, then they are a Spy.
See also
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