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. |
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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. |
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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 | + | * Once the Spy shoots, there is a cooldown until it can headshot again. |
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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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− | * | + | * A Spy using the L'Etranger can attack to refill his Cloak meter, making him particularly elusive. Once you find a Spy, light him on fire or douse him in [[Jarate]]/[[Mad Milk]] to render cloaking useless. |
− | * | + | * A Spy using the L'Etranger is more likely to flee a fight due to its reduced 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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− | * Try to kill a disguised Spy before he can retaliate with | + | * Try to kill a disguised Spy before he can retaliate with the Enforcer, as the weapon's 20% damage increase allows him to match the [[Shotgun]]'s damage. |
− | * The Enforcer's 20% slower firing speed leaves a Spy more vulnerable to counterattack | + | * The Enforcer's 20% slower firing speed leaves a Spy more vulnerable to counterattack. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Diamondback}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Diamondback}} | ||
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* As the Diamondback stores Crits each enemy backstabbed, and for each building that is destroyed while being sapped, Engineers must be extra diligent in protecting buildings. Pyros with the [[Homewrecker]] or [[Neon Annihilator]] equipped are of great help in defending them. | * As the Diamondback stores Crits each enemy backstabbed, and for each building that is destroyed while being sapped, Engineers must be extra diligent in protecting buildings. Pyros with the [[Homewrecker]] or [[Neon Annihilator]] equipped are of great help in defending them. | ||
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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). |
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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. | ||
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* 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. | * 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. | ||
− | ** | + | ** WWhen a Spy dies in one hit while running towards you, assume that he has used the Dead Ringer. |
* The Dead Ringer can replicate or fake many in-game mechanics, but not all. For more information, see the "Feign death effects" section of the [[Dead Ringer]] article. | * The Dead Ringer can replicate or fake many in-game mechanics, but not all. For more information, see the "Feign death effects" section of the [[Dead Ringer]] article. | ||
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Revision as of 21:07, 21 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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