Difference between revisions of "Spy checking"
(→Signs that Indicate an Enemy Spy) |
(→Signs that Indicate an Enemy Spy) |
||
Line 41: | Line 41: | ||
===Signs that Indicate an Enemy Spy=== | ===Signs that Indicate an Enemy Spy=== | ||
*A team-mate stops when bumping into him (true team-mates pass through you) or, conversely, a team-mate which can walk through an enemy. | *A team-mate stops when bumping into him (true team-mates pass through you) or, conversely, a team-mate which can walk through an enemy. | ||
− | *A player on your team that appears to be traveling with the enemy and not being attacked (unless it's a friendly disguised Spy, though it could also be an enemy Spy disguised as a friendly Spy). | + | *A player on your team that appears to be traveling with the enemy and not being attacked (unless it's a friendly disguised [[Spy]], though it could also be an enemy Spy disguised as a friendly Spy). |
*A [[Scout]] moving at the Spy's movement [[speed]]. There is no reason why a legit [[Scout]] would be moving slow. | *A [[Scout]] moving at the Spy's movement [[speed]]. There is no reason why a legit [[Scout]] would be moving slow. | ||
− | *A teammate suddenly uncloaking out of nowhere. (No other class beside the Spy can turn invisible) | + | *A teammate suddenly uncloaking out of nowhere. (No other class beside the [[Spy]] can turn invisible) |
*Having your own name, or seeing your name yell a [[voice command]] that you didn't use. This works best in allspeak servers. | *Having your own name, or seeing your name yell a [[voice command]] that you didn't use. This works best in allspeak servers. | ||
*Having the name of somebody you know to be elsewhere or dead. | *Having the name of somebody you know to be elsewhere or dead. | ||
− | *Seeing two people in the same area that have the same name. One of them is a Spy. | + | *Seeing two people in the same area that have the same name. One of them is a [[Spy]]. |
− | *Having a name that does not correspond with the player's current class on the scoreboard. This happens when a Spy disguises himself as a class not currently on the team. It can also happen if the person has changed class while the Spy was disguised. | + | *Having a name that does not correspond with the player's current class on the scoreboard. This happens when a [[Spy]] disguises himself as a class not currently on the team. It can also happen if the person has changed class while the [[Spy]] was disguised. |
− | *Not taking any damage from enemy attacks, or plain not being fired at by the enemy. (The latter does not apply if it's a friendly disguised Spy) | + | *Not taking any damage from enemy attacks, or plain not being fired at by the enemy. (The latter does not apply if it's a friendly disguised [[Spy]]) |
*A team-mate standing on a friendly Sentry Gun or Dispenser that he didn't build. The only person that can stand on a friendly Sentry Gun or Dispenser is the Engineer that built it. | *A team-mate standing on a friendly Sentry Gun or Dispenser that he didn't build. The only person that can stand on a friendly Sentry Gun or Dispenser is the Engineer that built it. | ||
*While [[cloaked]], briefly glowing his team color when bumped, shot, or [[bleeding]]. | *While [[cloaked]], briefly glowing his team color when bumped, shot, or [[bleeding]]. | ||
Line 54: | Line 54: | ||
*Placing [[Electro Sapper]]s on friendly buildings. | *Placing [[Electro Sapper]]s on friendly buildings. | ||
*A team-mate who is on [[fire]], and glowing the enemy team's color. | *A team-mate who is on [[fire]], and glowing the enemy team's color. | ||
− | *While cloaking or uncloaking, the Spy is briefly shows his own team color until cloaking/uncloaking is complete. | + | *While cloaking or uncloaking, the [[Spy]] is briefly shows his own team color until cloaking/uncloaking is complete. |
− | *A friendly player on a [[control point]] or near a [[Payload|Payload cart]] who does not seem to be capping the point or pushing the cart. | + | *A friendly player on a [[control point]] or near a [[Payload|Payload cart]] who does not seem to be capping the point or seems to be pushing the cart. |
*A microphone indicator that is not connected to a body on an alltalk server - cloaked Spies still display the team colored ! indicator. | *A microphone indicator that is not connected to a body on an alltalk server - cloaked Spies still display the team colored ! indicator. | ||
*A team-mate who you can stun with the Sandman's baseball. | *A team-mate who you can stun with the Sandman's baseball. | ||
Line 62: | Line 62: | ||
*A team-mate who is overhealed but still has less than full health (Happens when they switch disguises after being healed). | *A team-mate who is overhealed but still has less than full health (Happens when they switch disguises after being healed). | ||
*An enemy sentry ignoring a friendly, even when the player is the closest ally to the Sentry Gun. | *An enemy sentry ignoring a friendly, even when the player is the closest ally to the Sentry Gun. | ||
− | *Spies can charge their cloaks by picking up [[ammo]] packs and still stay cloaked. If you see health or ammo packs disappearing without anyone you can see touching them, it is a Spy. | + | *Spies can charge their cloaks by picking up [[ammo]] packs and still stay cloaked. If you see health or ammo packs disappearing without anyone you can see touching them, it is a [[Spy]]. |
*A teammate being healed by an enemy Medic. (Unless they are a friendly Spy, who can get enemy Medics to heal them.) | *A teammate being healed by an enemy Medic. (Unless they are a friendly Spy, who can get enemy Medics to heal them.) | ||
*A teammate on the opposite side of the gates during [[Setup]]. (However, they may change disguise or even change class before the round starts.) | *A teammate on the opposite side of the gates during [[Setup]]. (However, they may change disguise or even change class before the round starts.) | ||
*A friendly teammate being affected by an enemy [[Soldier]]'s [[Buff Banner]] or not affected by one of your or your team-mates Buff Banners. | *A friendly teammate being affected by an enemy [[Soldier]]'s [[Buff Banner]] or not affected by one of your or your team-mates Buff Banners. | ||
*A Soldier with low health equipped with the [[Equalizer]] moving at his normal speed. | *A Soldier with low health equipped with the [[Equalizer]] moving at his normal speed. | ||
− | *An automatic door suddenly opening without a visible player being nearby (fire around the door to uncloak the Spy) | + | *An automatic door suddenly opening without a visible player being nearby (fire around the door to uncloak the [[Spy]]) |
*A teammate who can't enter your resupply room. | *A teammate who can't enter your resupply room. | ||
*A teammate entering/exiting an enemy resupply room. | *A teammate entering/exiting an enemy resupply room. | ||
− | *A teammate not picking up the enemy Intelligence when touching it (unless they are currently invulnerable or a cloaked Spy) | + | *A teammate not picking up the enemy Intelligence when touching it (unless they are currently invulnerable or a cloaked [[Spy]]) |
*A Soldier with the [[Equalizer]] out that still can be healed. | *A Soldier with the [[Equalizer]] out that still can be healed. | ||
Revision as of 03:00, 13 October 2010
![]() | “What are you lookin' at?!” This page or section would benefit from the addition of one or more images. Please add a suitable image, then remove this notice. |
“ | Hard ta stab a guy in da back when he's beatin' ya freakin' head in, huh?
Click to listen
— The Scout on anti-espionage
|
” |
Spy-Checking is the common term for when team members begin to search the area and other teammates in order to determine the whereabouts of enemy Spies.
How to Spy-Check
Scout
Just running into everyone (since you are the fastest class) does the trick. Also Scouts using the Sandman can stun disguised Spies, while the baseball will pass through friendlies. Scouts using the Force-A-Nature can launch disguised Spies that are close enough, but not actual teammates. Even at medium range, shooting a Spy with the Force-A-Nature will knock them back noticeably, allowing you to follow up with a finishing blow. Given the right circumstances, you can even push the Spy away from teammates to prevent him from backstabbing them.
Soldier
Firing a rocket into groups of allies on occasion, if any teammates are sent flying, they are a Spy. If firing a rocket at close distance it should go through a teammate. If it doesn't it might be a Spy. Beware of Spies if low on health, the rocket damage will almost certainly kill you first / as well.
Pyro
Periodically send a puff of flames onto your teammates. Your flames do not harm your teammates, nor do they catch flame. If they catch fire, they are a Spy, so finish them! Also, the Spy will burn his team color, making it even easier to tell. This is the best and most reliable method of Spy checking. Compression blast will not knock back friendly players, but will toss Spies into the air, and can be very useful in throwing off their aim if they're about to backstab a teammate, or limiting their movements to prevent them from escaping. Your Flare Gun can also catch enemy Spies on fire, they will pass through friendlies. Against Spies using the Cloak and Dagger, igniting corners and crevices can usually uncover a Spy. Beware that the Dead Ringer can put out flames if they are ignited, so if you see a Spy that you've ignited suddenly drop dead, spray down the area with flames to ignite him again and use the compression Blast to keep him at bay until the Dead Ringer wears off.
Demoman
If one of your grenades either passes through an ally after bouncing, or blows up on an ally before bouncing, that "ally" is a Spy. If splash damage from your explosives launches an ally away, you have found an enemy Spy.
Heavy
Spraying an area where a cloaked Spy is thought to be is a good way to uncloak him. If a team-mate eats your dropped Sandvich, and was already at full health, he is a Spy, unless he is a friendly disguised Spy, then he might have used it to 'heal' his disguise.
Engineer
Spies can camp by your Dispenser while cloaked for unlimited time using the standard cloaking watch or anywhere with the Cloak and Dagger, try and check the top or the surroundings of your Dispenser and if you're the only Engineer on your team and if you see another Engineer coming (and if he has your name) kill him, he's a Spy! If he cant pass your Sentry Gun or Dispenser, he's a Spy!
It is also a good idea to shoot around the immediate area with your Pistol to check for Spies using the Cloak and Dagger. If you hit a "teammate" with the Southern Hospitality and they are start bleeding, they are a Spy. The bleeding effect will also persist when they are cloaking as well.
You can also use the Wrangler use your Sentry Gun to check for Spies similarly to how a Heavy can use his Minigun.
Medic
Make sure you check before you start healing anyone, unless they already performed an action impossible for a Spy (i.e. shooting). Run into them if you can. If you used your ÜberCharge on someone, and they are glowing the wrong color then they are undeniably an enemy Spy. If you have killed a Spy with the Übersaw and the charge hasn't increased, they are using the Dead Ringer.
Sniper
Jarate will disable a Spy's Cloak, so throwing it into areas where Spies are thought to be can leave them vulnerable (due to the damage increase caused by Jarate). Arrows from the Huntsman will also stick to disguised Spies, while simply passing through teammates. The Tribalman's Shiv makes Spies bleed, which can partially disable their cloaks and expose them to everyone.
Spy
Even the Spy can do a great job of Spy-checking. Stab all of your teammates in the back, if you are lucky you might've stabbed an enemy Spy. Also, you can Cloak, and go around the map, and alerting your team of any incoming Spies. As a Spy, you will find your character raising his knife (just like when about to backstab an enemy) when being behind a disguised enemy Spy.
Identifying enemy Spies
Signs that Indicate an Enemy Spy
- A team-mate stops when bumping into him (true team-mates pass through you) or, conversely, a team-mate which can walk through an enemy.
- A player on your team that appears to be traveling with the enemy and not being attacked (unless it's a friendly disguised Spy, though it could also be an enemy Spy disguised as a friendly Spy).
- A Scout moving at the Spy's movement speed. There is no reason why a legit Scout would be moving slow.
- A teammate suddenly uncloaking out of nowhere. (No other class beside the Spy can turn invisible)
- Having your own name, or seeing your name yell a voice command that you didn't use. This works best in allspeak servers.
- Having the name of somebody you know to be elsewhere or dead.
- Seeing two people in the same area that have the same name. One of them is a Spy.
- Having a name that does not correspond with the player's current class on the scoreboard. This happens when a Spy disguises himself as a class not currently on the team. It can also happen if the person has changed class while the Spy was disguised.
- Not taking any damage from enemy attacks, or plain not being fired at by the enemy. (The latter does not apply if it's a friendly disguised Spy)
- A team-mate standing on a friendly Sentry Gun or Dispenser that he didn't build. The only person that can stand on a friendly Sentry Gun or Dispenser is the Engineer that built it.
- While cloaked, briefly glowing his team color when bumped, shot, or bleeding.
- Obstructing friendly contact projectiles such as Rockets and Pipe bombs. Such weapons will usually shoot straight through team-mates at short distance.
- Placing Electro Sappers on friendly buildings.
- A team-mate who is on fire, and glowing the enemy team's color.
- While cloaking or uncloaking, the Spy is briefly shows his own team color until cloaking/uncloaking is complete.
- A friendly player on a control point or near a Payload cart who does not seem to be capping the point or seems to be pushing the cart.
- A microphone indicator that is not connected to a body on an alltalk server - cloaked Spies still display the team colored ! indicator.
- A team-mate who you can stun with the Sandman's baseball.
- A team-mate whose weapon sounds like the Revolver when he reloads, making a clicking sound.
- A team-mate who is overhealed when there are no Medics on your team.
- A team-mate who is overhealed but still has less than full health (Happens when they switch disguises after being healed).
- An enemy sentry ignoring a friendly, even when the player is the closest ally to the Sentry Gun.
- Spies can charge their cloaks by picking up ammo packs and still stay cloaked. If you see health or ammo packs disappearing without anyone you can see touching them, it is a Spy.
- A teammate being healed by an enemy Medic. (Unless they are a friendly Spy, who can get enemy Medics to heal them.)
- A teammate on the opposite side of the gates during Setup. (However, they may change disguise or even change class before the round starts.)
- A friendly teammate being affected by an enemy Soldier's Buff Banner or not affected by one of your or your team-mates Buff Banners.
- A Soldier with low health equipped with the Equalizer moving at his normal speed.
- An automatic door suddenly opening without a visible player being nearby (fire around the door to uncloak the Spy)
- A teammate who can't enter your resupply room.
- A teammate entering/exiting an enemy resupply room.
- A teammate not picking up the enemy Intelligence when touching it (unless they are currently invulnerable or a cloaked Spy)
- A Soldier with the Equalizer out that still can be healed.
Signs that indicate a possible enemy Spy
None of these indicators are conclusive proof of a Spy, but all of them would make a good time to run a Spy-check:
- A Spy will want to have a backstab, so if you see someone who tries to stay behind friendlies, they may be a Spy.
- Anyone hovering near Sentry Guns or Dispensers, especially if they are attempting to move behind the Engineer tending them, or are at full health.
- Anyone running in an unexpected direction - a friendly Pyro, with full or nearly full health, running away from the enemies, is possibly a Spy.
- Someone acting inappropriately - a Pyro who stays near the Snipers, a Demoman who is near a point, but has not placed sticky bombs, etc.
- An idle Sniper not having their rifle to their eye from a distance.
- A team-mate that deliberately avoids walking through you in tight corridors. Many Spies will strafe walk and dodge other players to avoid bumping.
- A team-mate not firing at the enemy (as a Medic when your healing a team-mate, and you notice they're not firing back at the enemy Bonesaw them just in case).
- An apparently injured team-mate running around the spawn area doing nothing or calling for a Medic, when he could easily get health from the spawn.
- A team-mate keeping some distance from Pyros, which pose a great threat to Spies.
- Someone who hesitates before running past friendly Snipers with the Razorback.
- Someone hiding in the shadows while in friendly territory (or where no enemies can be seen).
- They fail to point out players that definitely are enemy Spies, or do not Spycheck. An exception is when one walks into the other. You still may want to check just in case.
- Someone who runs back when he sees you, usually still facing you.
- People calling for Medic with full health, while coming into your base or otherwise.
- A team-mate that is going towards your teams Intelligence room without a reason. (Usually only Spy-Checking Pyro's, Demomen with sticky launchers, Engineers and players who are carrying enemy intels have a reason to go to your Intelligence room)
- Someone who tries to strafe-stab you (turn right when he passes above you to backstab you)
- Someone who isn't firing on the battlefield
- A Medic who isn't healing anyone.
Signs that indicate a teammate is not a Spy
- Able to be passed through a team-mate, as opposed to stopped short. Unless both of those team-mates are enemy Spies.
- Shooting a weapon.
- A Scout moving at the normal Scout movement speed.
- A Scout double jumping.
- A Scout under the effects of Bonk! Atomic Punch.
- On fire and glowing your team's color.
- Entering the resupply area.
- Taunting.
- Carrying the enemy Intelligence.
- A Sniper with his Rifle to his eye (instead of holding it idly).
- A Heavy spinning his Minigun.
- A friendly player who is using their microphone: A symbol appears over the player's head. In servers with sv_alltalk enabled, the symbol is tinted red or blue according to the player's true team allegiance.
- If being fired at by enemies and is taking damage.
- Being able to pass through friendly buildings.
- Engineers carrying PDAs or toolboxes, or hauling a building.
- A Demoman's eye is glowing from decapitating enemies with the Eyelander.
- A Soldier with a Buff Banner flag on his back.
- Spies with their Electro Sappers out.
- Spies without a mask on (not disguised as anyone).
- An Engineer Wrangling a Sentry Gun, but only if the Sentry Gun's laser sight is visibly following the Engineer's aim.
- Weapons that Crit sparkle (Electricity surrounding the weapon and glowing the team's color) when the player wielding it isn't being ubercharged by a Kritzkrieg wielding Medic, or during humiliation (First-blood, Frontier Justice's revenge Crits and Crit-a-Cola).
Proving that you are not a Spy
This is short set of ways to stop your team-mates from needlessly Spy checking you.
- Shoot your weapon (a real Spy drops his disguise by attacking).
- Agree to a sequence of moves in set up time (e.g. crouching twice).
- Taunt.
- Use your voice chat to say that you are not a Spy (e.g. "Just me").
- Walk through a team-mate.
- Do anything listed under the signs that indicate that a team-mate is not a Spy
Did the Spy really die?
The Spy has the ability to feign death with one of his unlockable items, the Dead Ringer, so your Spy check may have not killed the Spy, but rather he is still alive and in your base, or worse, right behind you. Thus, it's best to know some of the signs that tell that the Spy may not really be dead.
- An enemy that dies upon the first hit. (Most players don't run in with that low health)
- An enemy Spy that suddenly stops attacking before dying on the next hit.
- Hearing the sound of a Spy uncloaking via the Dead Ringer after you killed somebody.
- A Spy that appeared as if he wanted to get himself killed. (e.g. Running undisguised into Sentry Guns or revved Heavies)
- Picking up the Spy's dropped weapon does not give you ammo or metal.
- A disguised Spy lets out a death cry of the class he is disguised as when using the Dead Ringer. So if for example you "kill" a Spy disguised as a Soldier he will let out a Soldier's death cry. This death cry also follows the disguised Spy. If a scream appears to move, then try to follow the sound of the voice and pinpoint which direction the Spy went.
- If you can't move briefly after killing a Spy, he was probably trying to get past you.
- Seeing nearby health and ammo disappear.
- Noticing that the Spy's corpse did not disappear after a few seconds.
Note: When playing Pyro, even when the corpse drops after you flare or torch them, colored team glow will still run with the Spy for a second. Use this to help alert others to the Spy, and to continue to chase and/or kill them. The Jarate also works in a similar way.