Difference between revisions of "Anti-Spy strategy"
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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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− | * In direct combat, the Spy's weapons are weak. | + | * In direct combat, the Spy's weapons are weak. |
+ | * The Spy can see the health of enemy players, allowing him to decide which of your teammates can be picked off. | ||
* If the Spy passes by undetected, he can kill players instantly with a [[backstab]]. | * If the Spy passes by undetected, he can kill players instantly with a [[backstab]]. | ||
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* In direct combat, a Spy with the Ambassador will aim for your head to deal critical damage. Strafe and jump to throw off his aim. | * In direct combat, a Spy with the Ambassador will aim for your head to deal critical damage. Strafe and jump to throw off his aim. | ||
* The Ambassador is weaker than the Revolver. Additionally, there is a cooldown after each shot where it cannot headshot at all. | * The Ambassador is weaker than the Revolver. Additionally, there is a cooldown after each shot where it cannot headshot at all. | ||
− | * Spy check teammates that | + | * Spy check teammates that look like they're aiming at you. |
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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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* The Enforcer ignores damage resistances and vulnerabilities. | * The Enforcer ignores damage resistances and vulnerabilities. | ||
** If you are using items that grant resistances, such as the [[Vaccinator]] or [[Batallion's Backup]], play safely if you know a Spy is using the Enforcer. | ** If you are using items that grant resistances, such as the [[Vaccinator]] or [[Batallion's Backup]], play safely if you know a Spy is using the Enforcer. | ||
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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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* If a Spy tries to flee with the Invisibility Watch, grab surrounding [[ammunition]] boxes and dropped ammo packs from fallen players to deny him extra cloaking time. | * If a Spy tries to flee with the Invisibility Watch, grab surrounding [[ammunition]] boxes and dropped ammo packs from fallen players to deny him extra cloaking time. | ||
− | * | + | * Watch nearby pickups carefully and attack their location if they disappear, as you may catch the Spy red-handed. |
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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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* Spies using the Cloak and Dagger will often wait in corners or secluded areas to recharge their Cloak. Many Spies use the same spots; check commonly trafficked areas or places you would hide in yourself. | * Spies using the Cloak and Dagger will often wait in corners or secluded areas to recharge their Cloak. Many Spies use the same spots; check commonly trafficked areas or places you would hide in yourself. | ||
* With the Cloak and Dagger, the Spy can hide nearly anywhere. For instance, he might hide above high-traffic areas, then drop down behind passing enemies and backstab them. | * With the Cloak and Dagger, the Spy can hide nearly anywhere. For instance, he might hide above high-traffic areas, then drop down behind passing enemies and backstab them. | ||
− | * When using the Cloak and Dagger, the Spy cannot pick up ammo to replenish his cloak meter while cloaked; | + | * When using the Cloak and Dagger, the Spy cannot pick up ammo to replenish his cloak meter while cloaked; this limits the distance he can quickly travel. |
− | *Decloaking with the Cloak and Dagger makes a louder sound than decloaking with the Invis Watch does. Listen closely! | + | * Decloaking with the Cloak and Dagger makes a louder sound than decloaking with the Invis Watch does. Listen closely! |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Dead Ringer}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Dead Ringer}} | ||
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− | * The Spy can choose to activate the Dead Ringer upon taking damage to feign his death, gain a massive damage resistance, and cure fire and bleeding. If you are sure he is still alive, keep attacking him until his | + | * The Spy can choose to activate the Dead Ringer upon taking damage to feign his death, gain a massive damage resistance, and cure fire and bleeding. If you are sure he is still alive, keep attacking him until his Cloak deactivates. |
** If a Spy dies in a single weak hit, he is probably using the Dead Ringer. | ** If a Spy dies in a single weak hit, he is probably using the Dead Ringer. | ||
** Jarate and Mad Milk are not cured even if a Spy feigns death. | ** Jarate and Mad Milk are not cured even if a Spy feigns death. | ||
− | * The Dead Ringer can only be activated when it's fully charged and cannot be refilled by picking up ammo boxes or standing near Dispensers. If the Spy has uncloaked recently, he will only have a maximum of 40% charge - take him out before he recharges using the effects of weapons like the [[ | + | * The Dead Ringer can only be activated when it's fully charged and cannot be refilled by picking up ammo boxes or standing near Dispensers. If the Spy has uncloaked recently, he will only have a maximum of 40% charge - take him out before he recharges using the effects of weapons like the [[L'Etranger]] or [[Big Earner]]. |
* 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, make sure your team has 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, make sure your team has a way to reveal the Spy when he cloaks. | ||
* 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. |
Revision as of 18:19, 20 June 2021
“ | 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 the Spy has many methods of deception, including the ability to fake his own death. The Pyro, with his flames, is generally considered the best defense against the Spy.
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 |
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Weapon-specific
Main article: Spy weapons
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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Disguise Kit
Weapon | Anti-Spy strategy |
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Disguise Kit |
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Invis Watches
Main article: Cloak
- Cloaked Spies can be revealed if they are doused, lit, or bleeding. Try using Jarate, Mad Milk, fire, and weapons that cause bleeding in areas where you suspect a Spy is hiding. These debuffs cure twice as quickly while the Spy is cloaked, so act quickly once you reveal him.
- Emerging from water also compromises a Spy's invisibility, as water particles will drip off him for a few seconds.
- Spies can pick up health and ammo even while cloaked. If health kits and ammo boxes are disappearing for no apparent reason, there is a cloaked Spy nearby.
- Disguised Spies can receive health and ammo from enemy Dispensers. Occasionally Spy-check around Dispensers and check for healing beams attached to thin air.
- The Invisibility Watch and the Cloak and Dagger will show a silhouette of a cloaked Spy if he bumps into an enemy; if a Spy's silhouette is revealed, press against him and attack to keep him visible.
- A cloaked Spy still makes sound. You may hear his footsteps from running across hard surfaces, the crunch from fall damage, or voice responses from unknown sources. He also makes a distinct noise upon uncloaking.
- If you see a Spy cloak, die at suspiciously high health, 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
- Even if the Spy is disguised, you can still see him reach out and place Sappers on buildings. Keep an eye out for this animation to quickly figure out which teammate is the Spy.
- Pyros with the Homewrecker are excellent for defending buildings; it only takes one strike to dislodge Sappers, compared to the two strikes required by the Engineer's default Wrench.
- Keep special notice of your team's Teleporters. If left unguarded, a Spy can place a Sapper on one end and continue to replace those that are removed on the other end, eventually sapping more health than what the Engineer can repair and slowing your team's reinforcements.
- The Spy may put a Sapper on a Teleporter entrance and take it as soon as the Engineer removes it. Do not stand on your Teleporter Exit, as the Spy may Telefrag you.
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.
- Your team can always hurt an enemy Spy. A stray bullet or explosion may reveal a cloaked Spy.
- A disguised Spy can't pass through you like teammates can. If you bump into a teammate and can't pass, they are a Spy.
- The Spy cannot copy special abilities or use weapons of other classes. A strangely slow Scout or a Medic who is not healing warrants suspicion.
- Consider where allied classes are typically found and are played. For example, two common disguises are the Sniper and Spy. The Sniper is usually played away from allies on high ground, while your Spy should be with the enemy team!
- Teammates who appear overly-fixated on other allies, suddenly beeline towards friendly targets, ignore objectives, refuse to fire their weapon, or otherwise deviate from typical behavior should cause concern.
- Note how teammates interact with the environment. A few situations might call for a Spy-check, including a teammate who is at full health but can pick up a health kit, an injured teammate moving away from your respawn area, or team-specific doors not opening for a teammate.
See also
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