Difference between revisions of "Anti-Spy strategy"
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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. | ||
+ | * A Scout or Medic moving abnormally slowly is an enemy Spy. | ||
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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. | ||
− | * | + | * The Ambassador is much weaker than the Revolver in a direct fight. |
* 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|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 the Enforcer, as the weapon's 20% damage increase allows him to match the [[Shotgun]]'s damage. | + | * |
+ | 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|Knife}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Knife}} + '''reskins''' | ||
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− | * If you hear the screams of teammates behind you and notice their deaths as backstabs on the kill feed, turn around immediately to avoid being the next victim of a Spy ambush. The Knife does less damage than most other classes' melee weapons | + | * If you hear the screams of teammates behind you and notice their deaths as backstabs on the kill feed, turn around immediately to avoid being the next victim of a Spy ambush. |
− | * | + | * The Knife does less damage than most other classes' melee weapons. |
+ | * Keep an eye on the Spy if fighting him at close range; he may try to trick you into showing your back. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Your Eternal Reward}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Your Eternal Reward}} + '''reskins''' |
Revision as of 06:30, 14 August 2016
“ | That's what my daddy taught me to do to backstabbers.
Click to listen
— The Engineer
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” |
The Spy is a cunning espionage agent bent on deceiving and frustrating your team. He will use his Cloak and disguises to maneuver behind friendly lines, then use his signature backstab technique to instantly kill any target in one strike. The best defense against a Spy is observation; he only has so many ways to infiltrate your team, so experienced players can usually identify when the situation feels suspicious. When caught, most Spies will try and escape rather than engage in a fight because of their weak offense. 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 |
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.
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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.
- Spies can pick up ammo even while cloaked. If health kits and ammo boxes are mysteriously disappearing, there may be a cloaked Spy nearby.
- Disguised Spies can receive health and ammo from enemy Dispensers, even while they are cloaked. Occasionally Spy-check around 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 attack to keep him visible.
- 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. You can even hear their footsteps while they remain cloaked.
- If you see a Spy Cloak, die suspiciously, or otherwise escape your sight, alert your team and tell them exactly where they are.
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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