Difference between revisions of "Community Spy strategy/ko"
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*The [[Disguise Kit]] is the Spy's major infiltration tool. Most of your time spent disguised will be done pretending to be an enemy. Each plays differently when trying to blend in. | *The [[Disguise Kit]] is the Spy's major infiltration tool. Most of your time spent disguised will be done pretending to be an enemy. Each plays differently when trying to blend in. | ||
− | ====[[Scout]]==== | + | ====[[Scout/ko|스카웃 변장]]==== |
− | * | + | * 변장 상태 |
− | ** ''' | + | ** '''속도:''' 100% '''(진짜 스카웃보다 33%느림)''' |
− | ** ''' | + | ** '''체격:''' 작고,마름 |
* Inconspicuousness | * Inconspicuousness | ||
** '''Element of surprise:''' Medium | ** '''Element of surprise:''' Medium | ||
** '''Believability:''' Low | ** '''Believability:''' Low | ||
− | + | 스카웃 변장은 당신이 숨거나 적에게 짧은 시간동안만 노출될 때 좋습니다. 스카웃의 모델링은 매우 작아서 숨는 데 좋습니다. 스카웃과 스파이의 키 차이에 의해, 스나이퍼가 스카웃 머리를 노리고 쏘면 스파이 상체가 명중됩니다. 그러나, 이 변장의 신뢰도는 높지 않습니다. 스카웃의 속도를 내지도 못하고 2단 점프도 불가능하기 때문입니다. As Scouts tend to wander for extended periods of time, the Scout disguise is usually viable for quick glances, especially from long distances. If the Scout you're disguised as has the [[Baby Face's Blaster]] equipped consider to show it consistently, as its initial speed reduction might help your disguise's credibility. The Scout disguise is common in [[competitive play]] due to the nature of team composition and the fact that disguises do not work well for blending in against coordinated teams, regardless of disguise. | |
====[[Soldier]]==== | ====[[Soldier]]==== |
Revision as of 10:46, 6 August 2013
이 페이지는 한국어로 번역 중입니다. 한국어를 능숙하게 하신다면 토론 페이지에 글을 남기거나 문서 역사를 참고하여 문서 번역에 참여한 번역가들과 이를 상의하시기 바랍니다. |
“ | May I make a suggestion? Run.
클릭하시면 들을 수 있습니다
— The Spy
|
” |
스파이는 속임수에 능하며 정탐,파괴에 특화된 클래스입니다. 그는 백스탭, 투명화, 변장이 가능합니다. 그는 또한 엔지니어 구조물에 교란기를 설치할 수 있습니다. 스파이 체킹을 하는 적은 피하고 도망치는 게 상책이지만, 기술과 운이 따라주면, 스파이 체킹을 하는 적을 비웃을 수 있습니다.
빠른 팁
- 적진으로 갈 때는 투명화를 사용하세요. 전장 반대편에서 오는 아군은 스파이 체킹 대상 1 순위입니다.
- 변장한 상태에서는 당신이 전장을 향한다면 진짜 아군과 함께 전장으로 돌격한다고 생각해 스파이 체킹을 잘 하지 않을 것입니다.
- 다른 클래스로 먼저 플레이해보세요. 각각 클래스들의 행동을 익힌다면, 적들을 속이기 더 쉬워질 것입니다.
- 어떤 클래스로 변장했는지 생각하세요. 스나이퍼나 엔지니어는 주로 한 곳에 있고 파이로는 기지를 순찰하고 다닌다는 등의 행동에 대해 생각하세요.
- 스카웃은 적들을 속이는 데 좋은 클래스가 아닙니다. 당신은 진짜 스카웃의 속도를 낼 수 없습니다. 그러나, 스카웃은 다른 클래스보다 작기 때문에 숨는 데 스카웃 변장을 할 수 있습니다.
- 메딕은 적들을 속이는 데 좋은 클래스가 아닙니다. 힐을 하지 않는 메딕은 매우 수상합니다. 그러나, 적 뒤에 붙어 다닐 수는 있습니다.
- 엔지니어 변장은 좋은 방법입니다. 렌치를 꺼내고 엔지니어 구조물 근처에 있다가 주변에 적이 없으면 교란기를 붙이고 도주하세요.
- 스나이퍼 변장은 망 보는데 좋습니다. 후방에 있어도 별 신경쓰지 않기 때문입니다. 그러나, 줌을 하지 못하기 때문에 한 곳에 너무 오래 있지 마세요.
- 적진에 있다면 투명화한 채로 변장하세요. 이렇게 하면 적이 당신이 변장할 때 나오는 연기를 보지 못합니다.
- B 키를 눌러 전의 변장 모습으로 변장할 수 있습니다.
- 데드 링어를 사용하는 게 아니라면 투명화에는 1 초의 시간이 소요됩니다. 적진에 들어가기 전에 투명화하세요. 투명화를 시전하고 해제할 때 적은 당신의 팀 색을 볼 수 있습니다.
- 소리없이 죽이는 칼이 있지 않은 한, 투명화 해제 소리와 백스탭 비명 소리가 약간 큰 것에 주의하세요. 적들은 이 소리를 듣고 반응할 것입니다. 전장의 사격음은 이런 소리를 숨길 것입니다.
- 항상 아군과 함께 일하세요. 백스탭, 투명화, 변장능력이 있어도 당신은 매우 취약한 클래스이며 아군과 함께 일하면 스파이로써의 능력을 촉진시켜 줄 것입니다.
일반
- 변장을 하거나 바꿀 때는 당신은 모두에게 보이는 연기에 뒤덮입니다. 투명화 상태에서는 이 연기가 적에게 보이지 않습니다. 데드 링어가 장비되어 있으면, 연기는 당신이 "죽기" 전에는 보이고, 당신이 아직 살아 있다는 것을 적들에게 알릴 수 있습니다.
- 주변의 적 플레이어와 같은 클래스로 변장하지 마세요. 당신이 변장한 모습에서 그들의 이름이 보인다면 당신은 발각되게 됩니다.
- 투명화를 해제할 때는 항상 계획을 가지세요. 투명화를 해제하는 데는 2초가 걸리고, 이 시간동안은 공격을 하거나 전자 교란기를 사용할 수 없습니다.
- 투명 시계를 사용할 때는, 떨어진 탄약을 줍지 않는 이상 7초간 투명화가 지속될 수 있습니다. 그리고 다시 모두 재충전하는데는 30초가 걸립니다. 적진에 침투하고 숨을 때 이것을 생각하세요.
- 망토와 단검을 사용하지 않는다면 사각지대에서 투명화 게이지를 채우세요. 이것의 예로는 2Fort의 적 기지 입구의 구석지입니다. 거의 대부분의 사람들이 이곳을 보지 않고 지나가고, 당신은 투명화 게이지를 채우거나 적들을 놀래킬 수 있습니다.
- 주변을 순찰할 때는 투명화를 하세요. 스파이 체킹이 보편화되었기 때문에 변장이 항상 믿음직하진 않습니다.
- 적의 움직임을 예측하고 적을 약간 우회하세요. 이것은 주의를 덜 끌고 적을 놀래키게 합니다. 또한, 적과 충돌하지 마세요. 발각됩니다. 당신이 적을 쫓는 중 적이 뒤를 돌아보면, 당신이 스파이체킹을 하듯 뒤를 돌아보면 그들을 속일 수 있습니다.
- 적으로 변장했을 때, 적 센트리 건은 당신을 공격하지 않으며, 적 구조물을 사용할 수 있습니다. 적 메딕이 당신을 치료해 줄 수도 있습니다.
- 텔레포터는 변장 유무에 관계없이 사용가능합니다.
- 센트리가 아군을 감지하고 당신이 그와 센트리 사이에 있으면 데미지를 입거나 죽을 수 있습니다.
- 당신이 센트리에게 공격받던 중에 변장해도 계속 공격받습니다. 아군이 당신보다 가까이 오거나, 엄폐하거나, 범위 밖으로 도망치면 쏘지 않습니다.
- 적 파이로는 되도록 피하세요. 그들은 쉽게 스파이체킹을 할 수 있습니다. 데드링어 이외의 시계를 사용할 때 불이 붙으면, 투명화를 풀고 리볼버를 이용해 싸우세요. 그리고 메디킷을 찾아 불을 끄고 생존률을 높이거나, 스파이 고드름으로 불을 끄고 도망칠 수 있습니다.
- 적 헤비나 메딕 같은 주 목표물을 먼저 죽이세요. 적 메딕을 죽이면 매우 큰 성과를 올릴 수 있습니다 - 적의 돌격을 막고 게임의 흐름을 바꿀 수 있습니다.
- 항상 같은 변장을 하지 마세요. 예를 들어, 만약 당신이 항상 파이로로 변장한다는 게 적들에게 알려지면 그들은 곧 모든 파이로를 스파이체킹할 것입니다.
- 목표를 고르는 데는 신중해야 합니다. 만약 당신이 헤비와 메딕 쌍을 보면, 주변에 다른 적들이 있다면 당신을 죽일 다른 적을 치료할 수 있는 메딕부터 죽이세요. 만약 주변에 다른 적이 없으면, 헤비를 먼저 죽여 메딕을 거의 무방비상태로 만드세요.
- 스나이퍼와 혼자 있는 헤비는 줌을 하거나 미니건을 돌리느라 속도가 느리므로 쉬운 적입니다. 기회가 되면, 그들을 제거하세요.
- 적 대열을 뒤따라가 엄청난 킬수를 올릴 수 있습니다. 그들이 전투에 집중하면 맨 뒤부터 하나씩 백스탭하세요. 백스탭 시간 간격을 주의하고 적을 앞질러가지 마세요. 그들에게 발각되어 죽습니다.
- 적의 CTF 정보를 가져올 때는 조심하세요. 정보 가방을 들면 변장이 풀리고 적군이나 적 센트리에게 발각될 수 있습니다.
- 적이 당신의 투명화 장면을 봤을 때는, 투명화 중에는 직선으로 이동하고, 완전히 투명화되면, 방향을 바꿔 그를 속이세요.
- 당신의 변장 시 체력은 당신이 변장한 적의 체력을 흉내냅니다. 당신은 메딕의 치료, 수레, 적 디스펜서, 메디킷으로 채울 수 있습니다. 당신의 변장 체력이 모두 차 있어도 당신의 실제 체력에 따라 메디킷을 먹을 수 있습니다.
- 적 바로 뒤에서 투명화를 풀지 마세요. 투명화 푸는 소리를 들을 수 있습니다. 이 소리는 사하라 스파이 세트로 줄일 수 있습니다.
- 투명화 상태일 때 높은 곳에서 떨어지지 마세요. 적이 당신 다리 부러지는 소리와 피를 볼 수 있습니다. 이 과정이 피할 수 없거나 더 빠를 경우, 난간이나 발판으로 추락 데미지 입는 걸 막으세요.
- 적이 스파이 체킹을 하면 그것이 데미지를 주지 않은 것처럼 행동하세요. 적들은 당신이 도망가는 등의 행동을 하지 않으면 스파이체킹을 하지 않습니다. 그러나 적이 강력한 무기를 쓰거나 파이로에게 발각된다면, 도망치거나 데드링어를 사용하세요.
- 당신이 변장할 때, '이전 변장'키를 눌러 무기를 변경할 수 있습니다 (기본 설정B). 이것으로 적에게 보이는 당신의 무기를 변경할 수 있습니다. 이걸 사용해서 당신의 위치에 적합한 무기를 '장비'함으로써 유리해질 수 있습니다 - 예를 들어 근접 무기는 작고 밀폐된 공간의 스나이퍼같은 클래스에게 적합합니다 -
- 리볼버를 장비한 채로 '이전 변장'키를 누르면 주무기로 변장하며, 전자 교란기를 장비했을 때는 보조무기, 칼을 들면 근접무기로 변장합니다.
- 변장 도구로는 대응되는 아이템이 없어서 적을 속일 수 없습니다.
- 적 메딕으로 변장한 후 보조 무기로 전환하여 적 메딕이 무슨 우버를 사용할지 예상할 수 있습니다.
- 적 메딕의 메디건을 확인하는 것 만큼 중요하진 않지만, 다가오는 적이 무슨 무기를 들었는지도 알 수 있습니다.
- 당신은 리볼버를 쏜 다음, 주무기나 보조 무기를 들고 변장한 상태에서 장전키를 눌러 (기본 설정키 R) 가짜로 장전할 수 있습니다. 이는 적을 매우 효과적으로 혼란시킬 수 있습니다.
- 당신이 변장을 할 때, 당신의 목표와 동일한 장비를 착용합니다. 이는 모자와 기타 장비 또한 포함됩니다.
- 이것은 당신이 변장하고 있는 적과 접촉하지 말아야 할 이유이기도 합니다. 대부분의 적들은 자기가 착용한 아이템은 알고 있을 것입니다.
- Some Hats, such as the Hotrod will carry effects that it normally has to you. That is, the Hotrod will flip down over an Engineer's face if he is holding blueprints or carrying a building. Your disguise will flip the Hotrod over your face if you pull out the Sapper, which can be used to detect you.
- 당신은 적의 이름과 체력을 볼 수 있습니다. 이걸 이용해 적의 움직임을 예측하고 공격 계획을 세우세요. 부상 당한 플레이어는 메디킷이나 메딕을 찾을 것입니다. 반면에 체력이 꽉 찬 적은 돌격할 것입니다. 당신은 엔지니어 건물의 체력과 레벨도 볼 수 있습니다.
- 적 메딕의 우버 게이지를 볼 수도 있습니다. Relay this information to your team - if the enemy is near full charge, they are probably planning on pushing.
- 기지에 적 스파이가 있다는 것을 알아차리면 아군 파이로로 변장하세요. 대부분의 스파이들은 뒤돌아 도주할 것이고, 당신은 그들을 쉽게 백스탭하거나, 중거리에서 리볼버로 선제공격을 할 수 있을 것입니다. 또한 스파이를 아군이 많은 쪽으로 몰거나 그냥 기지 밖으로 내보낼 수도 있습니다.
- 메딕과 잘 맞는 클래스로 변장해 적 메딕이 당신에게 우버차지를 걸게 할 수 있습니다. 적 메딕의 우버 게이지가 높으면 메딕을 따라가세요. 운이 좋으면 우버를 받고 낭비시킬 수 있습니다.
- 빨리 도주하려면 모퉁이를 돌고 바로 투명화하세요. 투명화가 발동되면 적을 피해 뒤로 돌고 그를 지나가세요. 적은 당신이 같은 곳으로 쭉 갔을 것이라고 생각할 것입니다. 사실 당신은 뒤로 돌아갔지만요.
- 알맞은 상황에 'Help!' 나 'Incoming!' 같은 보이스 커맨드를 사용해 적이 당신을 그들의 팀이라고 생각하게 할 수 있습니다. 적진을 향해 갈 때 사용하면 효과적입니다.
- 헤비같은 느린 클래스로 변장하면 적의 뒤로 가기 전에 허공에 칼을 휘두르세요. 당신은 당신의 보통 스피드로 달리게 되어 백스탭을 적에게 들키지 않고 할 수 있습니다.
- 방어팀의 플레이어들은 방어 이외엔 아무것도 신경쓰지 않기 때문에, 당신을 스파이체킹할 확률이 매우 높습니다.
- 적 팀의 스파이 체킹 습관을 알아두세요. 특정 플레이어가 스파이 체킹을 담당하는 것을 알게 된다면, 그 플레이어가 있는 곳은 피하세요.
- If possible, try using different loadouts. Some players will try to memorize enemy equipment, but switching up yours, especially your watch, may throw them off of their mental game. As the Spy's theme is based around deception, this is a great way to manifest deceit in-game.
- Even if enemies start Spy-checking you, unless it is a Pyro with a flamethrower, just ignore the attack. Oftentimes, the enemy will ignore you, and even if they don't, unless you're using the Conniver's Kunai or the Big Earner, you can often survive enough damage to allay suspicion.
- Even if you die, a dead Spy is much less of a detriment to a team than other classes, and the presence of a Spy, dead or alive, is enough to keep the enemy on their toes and off of their best game. Just make sure that you're actually contributing while alive, or you'll be better off as another class!
- It is worthwhile to disguise in most circumstances as one of the faster classes, such as a Pyro, Medic, Sniper or Engineer. While each class can be used as a disguise situationally, be wary in general of slower classes which are less mobile.
- Use the terrain to your advantage; there are shortcuts scattered through the maps that can help you conserve your Cloak and catch up to enemies.
- There are many different maneuvers you can use to make a successful stab; for example, you can fall off of a high area and stab your enemy as you are falling. This can surprise some players and can let you flee from battle and prepare for another infiltration.
무기 관련
주무기
리볼버 / 빅 킬
무기 | 킬아이콘 | 장탄수 | 데미지 | ||||
---|---|---|---|---|---|---|---|
장전된 탄 | 여분의 탄 | 근거리 | 중거리 | 장거리 | 치명타 | ||
Stock 리볼버 |
6 | 24 | 55-60 | 35-45 | 16-25 | 120 | |
Promotional 빅 킬 |
- 리볼버는 스파이의 주무기입니다. 칼의 백스탭만큼 강하지는 않지만, 스파이의 필수품 중 하나입니다. 이것은 적당히 정확하며, 장전 시간이 빠릅니다.
- 리볼버로 체력이 낮은 적을 요격하세요. 적과의 거리에 의해 백스탭이 힘든 경우에도 사용할 수 있고, 도주할 때 유용합니다. 6발 중거리 발사를 다 명중시키면 대부분의 클래스를 쓰러트릴 수 있습니다.
- 스카웃은 빠르므로, 그를 상대할 때 백스탭보다 유용한 무기가 리볼버입니다.
- 레이저백이 있는 스나이퍼는 리볼버로 상대하세요. 앰버새더로 헤드샷을 할 수 있지만, 리볼버 또한 빠른 발사속도 덕분에 좋은 무기가 됩니다. 자주 움직이는 활스나를 상대할 때도 좋습니다.
- 리볼버를 전자교란기와 함께 사용하세요. 엔지니어의 구조물에 교란기를 붙이고 그가 수리를 시도할 때 그를 쏘세요. 3~4 발이면 그를 죽일 수 있고, 필요하다면 구조물을 쏴도 됩니다.
- 엔지니어가 구조물 중 하나를 짓기 시작하면, 1-2발이면 그것을 파과할 수 있습니다. 리볼버를 이용해 장거리에서 구조물을 파괴하세요. 적에게 들킬 확률 또한 줄여줍니다.
- 리볼버는 1.25초 간격을 두고 사용하면 100% 정확하게 발사됩니다.(리볼버 재장전 시간과 비슷합니다.) 이 방법으로 부상당한 적이나 먼 거리의 구조물을 저격하세요. 먼 거리에서 리볼버는 20정도의 데미지밖에 못 주지만 구조물에는 많은 데미지를 줄 수 있습니다.
- 좁은 복도에서는 리볼버를 꺼내고 다니세요. 만약 적들이 당신의 변장에 속았다면, 달려가서 그를 백스탭하세요. 그들이 당신을 공격하면, 뒷걸음질치며 쏘세요.
앰버새더 + 스킨
무기 | 킬아이콘 | 장탄수 | 데미지 | ||||
---|---|---|---|---|---|---|---|
장전된 탄 | 여분의 탄 | 근거리 | 중거리 | 장거리 | 치명타 | ||
Unlock 외교대사 |
6 | 24 | 46-56 | 31-37 | 15-19 | 102 | |
6 | 24 | 102 | 102 | 102 | 102 | ||
Uncrate 축제장식 외교대사 |
6 | 24 | 46-56 | 31-37 | 15-19 | 102 | |
6 | 24 | 102 | 102 | 102 | 102 |
- 데미지가 약하고 발사 속도가 느린 대신, 앰버서더는 헤드샷을 할 수 있습니다.
- 앰버새더는 크로스헤어가 가장 작아졌을 때만 헤드샷을 할 수 있습니다. 연속 헤드샷을 위해서는 1초 정도 간격을 두고 쏘세요.
- 앰버서더는 리볼버와 비슷하게 엔지니어 구조물에 교란기 붙이기 대신 원거리에서 저격하는 데 쓸 수 있습니다. 구조물에 엔지니어가 있으면 그를 먼저 죽이는 게 낫습니다.
- 엔지니어를 헤드샷하면 그는 체력 회복을 위해 도주할 것입니다. 그 시간에 그의 구조물을 파괴하세요.
- 에임이 좋으면 앰버서더는 스카웃을 상대하는 데 좋습니다. 그를 헤드샷하면 그는 고작 23의 체력만 남을 것입니다 (샌드맨 장착시 8, 특별 배달 세트 착용시 48이 남습니다). 그리고 그를 거리에 따라 단칼에 베거나 한 발 명중시켜 죽일 수 있습니다.
- 레이저백 스나이퍼는 백스탭에 면역이 있지만, 총알에는 없습니다. 과치료가 없는 적 레이저백 스나이퍼를 헤드샷을 한 후, 스나이퍼가 반응하기 전에 몸에 한 발을 명중시키면 그를 죽이기에 충분합니다.
- 악어풍 장비를 착용한 적 스나이퍼는 헤드샷 후 몸에 여러방 쏘거나 백스탭을 하세요. 그를 헤드샷해도 체력이 1남아 더 쏴야 합니다.
- 적의 체력을 보는 기능과 이 무기는 매우 좋은 궁합입니다. 적의 체력이 반 이상 깎여나가 빨간 색이 되 있으면, 헤비를 제외한 모든 클래스를 헤드샷 한 발로 끝낼 수 있다는 뜻입니다.
- 체력 낮은 적을 백스탭하려다 실패하면 앰버서더 헤드샷으로 처치할 수 있습니다.
이방인
무기 | 킬아이콘 | 장탄수 | 데미지 | ||||
---|---|---|---|---|---|---|---|
장전된 탄 | 여분의 탄 | 근거리 | 중거리 | 장거리 | 치명타 | ||
Craft 이방인 |
6 | 24 | 44-48 | 28-36 | 15-18 | 96 |
- 이방인은 화력 대신 도주에 중점을 둔 무기입니다. 이 무기는 리볼버나 앰버서더의 킬수 올리기 대신 위급할 때 도망쳐 살아남는 상황을 만들어냅니다.
- 그러나 이방인의 독특한 발사음 때문에 근처의 적들이 당신의 존재를 알아챌지도 모릅니다.
- 명중시 투명화 게이지 15% 증가 능력은 적과의 거리나 데미지에 상관 없이 적용됩니다. 이방인 또한 1.25초 후엔 100% 정확한 발사가 된다는 것을 이용해 안전한 거리에서 투명화 게이지를 채우세요.
- 투명화 시계와 데드 링어 모두 여전히 떨어진 무기나 디스펜서로 보충이 가능합니다.
- 망토와 단검은 장탄 공급으로 충전이 되지 않기 때문에, 이방인은 망토와 단검과 사용할 때 효과가 좋습니다.
- 그럼에도 불구하고, 이방인을 사용할 때는 주변을 조심하세요. 주변에 적이 많고 아군이 없으면 이방인으로 투명화 채우기보다 숨어 있는 게 낫습니다.
- 이방인은 리볼버나 앰버서더보다 데미지가 낮습니다. 화력이 필요하면 그 둘 중 하나를 이방인 대신 사용하세요.
- 이방인은 구조물에 가하는 데미지도 낮아서 교란기 붙이고 총으로 쏘는 기술을 더 어렵게 합니다.
- 이방인은 데드 링어와 궁합이 좋지만, 이 두 무기가 동시에 사용되고 있다는 걸 적이 모르게 하세요. 그들은 이걸 알면 당신이 진짜 죽었는지 확인하려고 당신 시체 주변에 추가적인 스파이체킹을 할 것입니다.
- 자리 잡기는 스파이의 중요한 전술이고, 이방인도 예외는 아닙니다. 숨어서 공격하면 들키지 않고 투명화 게이지를 채울 수 있습니다.
Enforcer
무기 | 킬아이콘 | 장탄수 | 데미지 | ||||
---|---|---|---|---|---|---|---|
장전된 탄 | 여분의 탄 | 근거리 | 중거리 | 장거리 | 치명타 | ||
Craft 집행자 |
6 | 24 | 70-72 | 41-55 | 24-26 | 144 |
- 집행자는 리볼버를 대체하는 화력이 더 강화된 무기입니다. 변장하지 않았을 때 데미지가 20%더 강력하지만, 20% 낮은 연사 속도와 무작위 치명타가 없는 단점이 있습니다.
- 이것은 이방인과 비슷한 기능을 하지만, 이방인의 은신 게이지 충전 대신 데미지가 강합니다. 적을 백스탭한 뒤 변장이 풀렸을 때나 백스탭에 실패해 적의 공격할 때 도주하는 대신 집행자로 그들을 처치할 수 있습니다.
- 이것의 느린 발사 속도는 변장하지 않을 때의 강력한 공격력으로 상쇄됩니다. 적을 잘 조준하고 쏘세요.
- 이 무기는 영원한 안식과 조합이 좋습니다. 당신은 거의 변장하지 않은 상태로 활동할 것이고 집행자는 가장 도움되는 무기입니다.
- 집행자로는 체력 낮은 클래스는 2발만에 죽일 수 있습니다. 그러므로, 레이저백 스나이퍼나 전자 교란기를 떼려는 엔지니어를 처리할 때 좋습니다.
- 집행자는 레벨 3 센트리 건을 5발로 파괴할 정도로 엔지니어 구조물 파괴에 어떤 리볼버보다 강력합니다. 당신은 이것으로 적 구조물을 교란기 붙인 후 쏴버리는 방법으로 빠르게 처리가 가능합니다.
Diamondback
무기 | 킬아이콘 | 장탄수 | 데미지 | ||||
---|---|---|---|---|---|---|---|
장전된 탄 | 여분의 탄 | 근거리 | 중거리 | 장거리 | 치명타 | ||
Promotional/Craft 다이아몬드백 |
6 | 24 | 47-51 | 30-33 | 14-21 | 102 |
- 다이아몬드백은 스파이의 홍보용 무장입니다. 이것은 무작의 치명타가 없고 데미지가 약하지만, 당신의 전자 교란기가 적 구조물을 파괴하면 치명타를 얻을 수 있습니다. 모든 구조물 파괴나 어시스트는 다이아몬드백에 치명타 증진을 합니다.
- 적의 팀에 엔지니어가 많을 때 다이아몬드백을 사용하세요. 몇몇의 치명타가 있다면. 오버힐받지 않은 모든 적이 3발 이내에 쓰러지는 강력한 위협이 됩니다.
- 다이아몬드백의 중후한 사격음을 백스탭하기 좋은 장소로 적을 이끄는 미끼로 사용할 수 있습니다.
- 치명타 없이도 다이아몬드백은 상대적으로 좋은 무기입니다. 이것은 앰버서더와 같은 데미지를 주나 발사 속도 페널티가 없습니다.
- 1.25초 간격을 두고 사격 시 다이아몬드백은 100% 정확하게 발사됩니다. 치명타 증진과 조합해서 100%정확한 발사를 통해 적을 장거리에서 저격할 수 있습니다. 2~3발이면 대부분의 적을 쓰러트릴 수 있습니다.
- 총잡이 전투엔지들은 미니 센트리 건을 지을 수 있습니다. 이 미니 센트리들은 치명타 쌓기에 좋습니다.
부무장
전자 교란기
무기 | 킬아이콘 | 장탄수 | 데미지 | ||||
---|---|---|---|---|---|---|---|
장전된 탄 | 여분의 탄 | 근거리 | 중거리 | 장거리 | 치명타 | ||
Stock 전자 교란기 |
1 | ∞ | N/A | N/A | N/A | N/A | |
Promotional Ap-Sap |
- 전자 교란기는 엔지니어의 구조물 파괴를 위한 장비입니다. 전자 교란기는 무한으로 사용할 수 있고 교란기 붙이기에는 장전 시간이 없습니다. 스파이는 구조물이 파괴되는 순간까지 교란기를 붙일 수 있습니다. 엔지니어가 교란기를 떼어 내도, 새 교란기가 붙습니다. 교란기는 렌치 두 번으로 교란기를 떼어낼때까지 데미지를 줍니다.
- MOUSE1 을 눌러 거리 내의 구조물에 교란기를 붙일 수 있습니다. 또한 엔지니어가 교란기를 제거하면 다시 붙일수도 있습니다.
- 당신은 엔지니어를 혼란시키기 위해 교란기를 구조물 아래나 위에 붙일 수 있습니다. 또한 엔지니어가 당신의 구조물 파괴를 저지하려고 할 때 후퇴할때도 도움이 됩니다.
- 가정 파괴범이나 네온 전멸기는 파이로가 엔지니어 구조물에서 교란기를 떼어낼 수 있게 합니다. 게다가 화염방사기의 스파이체킹 능력까지 결합되면 당신의 구조물 테러가 훨씬 어렵게 합니다. 그러므로 구조물에 교란기를 붙이기 전에 가능하다면 적 파이로들을 먼저 제거하거나 아니면 피하는 게 낫습니다.
- 랭글러를 사용하는 엔지니어에게 다가가면, 먼저 백스탭을 하고 구조물에 교란기를 붙이세요. 엔지니어가 죽으면 구조물이 3초간 정지되며, 그 때는 교란기를 붙이기 충분한 시간입니다.
- 엔지니어를 백스탭하고 바로 교란기를 붙일 수 있습니다. 이 행위를 시도할 때, 센트리의 맹공격을 피하고 교란기를 붙일 시간을 벌기 위해서라면 센트리의 총구에서 반대편에서 교란기를 붙이세요.
- 엔지니어가 렌치를 들고 당신은 교란기를 붙이면, 엔지니어가 당신을 쳐죽이기보다는 센트리를 먼저 고치려 할 것입니다. 교란기를 떼려면 렌치 두 대가 필요하므로, 그 동안 그를 백스탭하세요. 이 방법은 센트리의 회전을 피할 필요가 없으므로 더 쉬운 교란기 붙이는 방법입니다.
- 텔레포터에 교란기를 붙이는 것은 교란기 대신 리볼버를 쓰는 게 좋습니다. 엔지니어가 근처에 있지 않으면, 당신이 하나를 부쉈을 때 그것의 범인이 스파이라는 것을 눈치채기 어렵게 합니다.또한 확실히 파괴하려면 둘 다 사용할 수 있습니다. 그리고 교란기는 엔지니어가 다를 구조물에 신경쓰지 못하게 합니다.
- 텔레포터 입구에 교란기를 붙이면 엔지니어는 출구를 통해 수리가 가능합니다. 그들이 텔레포터 출구에 서서 교란기를 뗄 때 교란기를 떼기를 기다렸다가 그들을 텔포킬할수 있습니다. 이 기술은 아무도 당신이 교란기를 붙이는 모습을 보지 못하고 엔지니어가 부주의할 때 통합니다. 출구가 만약 좁은 방이나 사람이 몰린 곳에 있으면 이 방법은 더 잘 통합니다. 텔포킬은 바로 알아볼 수 있는 킬아이콘, 소음이나 모습이 없습니다.
절차주의 녹음기
무기 | 킬아이콘 | 장탄수 | 데미지 | ||||
---|---|---|---|---|---|---|---|
장전된 탄 | 여분의 탄 | 근거리 | 중거리 | 장거리 | 치명타 | ||
Promotion 절차주의 녹음기 |
1 | ∞ | N/A | N/A | N/A | N/A |
- 절차주의 녹음기는 데미지를 주는 대신 구조물을 다운그레이드 시키는 데 더 유용합니다. 최종적으로 업그레이드 레벨이 사라지고 구조물은 그 곳에 주울 수 있는 공구함만을 남기게 됩니다.
- 데미지를 주는 시간은 건축 시간과 비례합니다. 그래서 센트리 건은 디스펜서와 텔레포터보다 빨리 파괴됩니다.
- 떨어진 공구함은 큰 아모팩과 같은 역할을 합나다. 이것은 일반 시계나 데드 링어의 투명화 게이지 채우기에 좋습니다.
- 구조물 다운그레이드에는 3초가 걸립니다. 그래서 절차주의 녹음기는 우주방어를 뚫는 데 좋습니다. 업그레이드는 수리보다 훨씬 오래 걸리기 때문입니다.
- 혼자 있다면 절차주의 녹음기는 기본 교란기보다 효율이 낮습니다. 그러나, 우주방어 기지를 모두 레벨 1 센트리들로 만들면 아군의 진격을 훨씬 쉽게 합니다.
- 반대로, 절차주의 녹음기는 일반 교란기보다 파괴 시간은 확실히 떨어집니다. 절차주의 녹음기는 구조물 다운그레이드에는 빠르지만 완전히 파괴하는 데는 시간이 오래 걸립니다. 그러므로 절차주의 녹음기 사용 전에 엔지니어를 먼저 죽이는 게 좋습니다.
- 그러나 이것은 교란기-백스탭 전술을 쉽게 합니다. 엔지니어가 백스탭당하기 전 교란기를 떼어내도 구조물은 업그레이드 동작을 취할 것이고 다시 교란기를 붙일 시간을 줍니다.
- 미니센트리는 한 레벨밖에 없기 때문에, 절차주의 녹음기는 미니센트리 상대로 매우 효과적입니다. 그러나, 미니센트리 파괴는 레벨 1 센트리 파괴 시간과 같다는 걸 알아두세요.
- 또한 미니센트리는 교란기나 다른 데미지와 다르게 절차주의 녹음기가 떨어진 후에 체력을 완전히 회복한다는 것도 알아두세요.(원래 미니센트리는 수리가 불가능합니다)
근접 무기
칼 / 색시 / 샤프한 신사 / 축제장식 칼 / 흑장미 / 봇킬러 칼
무기 | 킬아이콘 | 공격 간격 | 데미지 | |
---|---|---|---|---|
근거리 | 치명타 | |||
Stock 칼 |
0.8 초 | 40 | 120 | |
0.8 초 | N/A | 희생자 체력의 6배 | ||
Promotional Saxxy |
0.8 초 | 40 | 120 | |
0.8 초 | N/A | 희생자 체력의 6배 | ||
Promotional 최첨단 멋쟁이 |
0.8 초 | 40 | 120 | |
0.8 초 | N/A | 희생자 체력의 6배 | ||
Uncrate 축제장식 칼 |
0.8 초 | 40 | 120 | |
0.8 초 | N/A | 희생자 체력의 6배 | ||
Promotional 흑장미 |
0.8 초 | 40 | 120 | |
0.8 초 | N/A | 희생자 체력의 6배 | ||
|
0.8 초 | 40 | 120 | |
0.8 초 | N/A | 희생자 체력의 6배 |
- 백스탭이 가능한 거리에서는 스파이는 그의 칼을 고쳐 쥐어 백스탭을 준비할 것입니다. 스파이가 칼을 고쳐쥐지 않았다면 낮은 데미지의 베는 공격만 할 것입니다. 백스탭을 시도하기 전에 확실히 백스탭이 가능한지 알려면 스파이의 팔 동작을 확인하세요.
- 백스탭 자세가 백스탭을 보증하긴 해도, 다르게 찔러도 백스탭 판정이 납니다. 적 뒤를 어중간하게 찔러도 그를 죽일 수 있습니다.
- 백스탭이 아닌 경우에는 칼은 거의 없는 것이나 다름없는 데미지를 줍니다. 확실히 백스탭을 할 것 같을 때에만 공격하세요. 그렇지 않으면 죽습니다.
- 색시는 백스탭 자세가 없습니다.
- 대부분의 상황에서 당신이 발각되면 리볼버를 쓰세요. 근거리에서조차도 리볼버는 칼보다 훨씬 강한 데미지가 있습니다.
- 백스탭은 항상 치명타로 들어가기 때문에, 백스탭으로 죽은 적은 찢어지는 비명을 지릅니다. 적을 죽인 후에 그의 동료로부터 도주할 계획도 가지세요.
- 공중에 칼을 휘두르면 순식간에 변장이 풀립니다. 지점 점령에 쓰일 수 있는 기술입니다.
- 레이저백 스나이퍼는 칼로 찌르기보다는 리볼버로 쏘세요.
- 단, 만약 적 레이저백 스나이퍼가 모퉁이 근처에 있다면 그의 레이저백을 찌르고, 구석에서 투명화한 뒤 적 스나이퍼가 스파이체킹을 끝냈거나 무시했다면 백스탭하세요. 만약 그가 보습 사물함쪽으로 도망치면 리볼버로 쏘세요. 시끄럽지만 그는 당신을 찾아낼 것입니다..
- 색시와 스파이 고드름은 알아차리기 쉬운 시체를 남깁니다. 전자는 빛나는 오스트레일리움 석상을, 후자는 얼음동상을 남깁니다. 이것들은 당신의 존재를 드러내게 할 위험이 높습니다.
- 발각되었을 때 추격자를 제거하는 기술이 있습니다. 경사면에서 추격자의 머리 위를 뛰어넘고 180도 돌아서 백스탭하세요. 이 기술을 흔히 오버헤드스탭(북미에서는 stair-stab)이라고 합니다. [1]
영원한 안식 / 왕가 부족의 바늘
무기 | 킬아이콘 | 공격 간격 | 데미지 | |
---|---|---|---|---|
근거리 | 치명타 | |||
Craft 영원한 안식 |
0.8 초 | 40 | 120 | |
0.8 초 | N/A | 희생자 체력의 6배 | ||
Craft 왕가 부족의 찌르개 |
0.8 초 | 40 | 120 | |
0.8 초 | N/A | 희생자 체력의 6배 |
- 영원한 안식이나 왕가 부족의 바늘을 착용하면 변장을 할 수 없기 때문에, 당신은 킬을 하기 위해서는 아군들과 효율적인 투명화에 의존해야 합니다.
- 또한 당신의 마지막 희생자같은 적어도 단 한 사람은 당신의 변장을 안다는 뜻입니다. 이것 때문에, 투명화에 의존하는 게 더욱 중요해집니다.
- 영원한 안식으로 죽이는 것은 매우 조용합니다. 적은 비명을 지르지 않고 시체가 백스탭 여부와는 상관없이 사라집니다. 또한 적들은 킬아이콘을 보지 못합니다.
- 변장을 한 상태라면 이 무기는 센트리 파괴에 제격입니다. 찌르고 새핑 기술은 센트리 근처에서의 백스탭을 안전하게 합니다. 센트리는 당신의 변장을 알아채지 못하기 때문이죠.
- 만약 당신이 변장을 하지 못했고 적 엔지니어가 센트리를 지키고 있다면 엔지니어를 방패삼아 뒤에서 투명화를 해제하고 센트리가 회전하는 동안 백스탭을 하고 교란기를 붙이세요.
- 변장할 시간이 없는데 빨리 센트리를 파괴해야 하는 상황에서는 기본 칼로 바꾸세요. 당신이 빠르다면 백스탭 새핑 기술을 사용할 수 있습니다. 그런 경우에는 빠른 변장보다는 원하는 때마다 변장하는 능력이 더 유용합니다.
- 그러나, 엔지니어가 많은 큰 센트리 농장은 찌르고 새핑 기술은 자살행위입니다. 그리고 교란기를 먼저 붙이면 엔지니어들이 구조물을 파괴하기 전에 당신을 스파이체킹하고 죽일 것입니다. 대신, 영원한 안식이 있으면 텔레포터를 타려는 사람을 백스탭해 변장을 하고, 천천히 다른 엔지니어들을 모두 처리한 뒤 모든 구조물들에 교란기를 붙일 수 있습니다. 텔레포터에 먼저 교란기를 붙이면 엔지니어들의 리스폰도 별 문제가 되지 않습니다.
- 영원한 안식은 여러 적을 상대할 때 매우 좋습니다. 가장 뒤쳐진 적을 백스탭하면, 주변 적들의 주의를 끌지 않고 서서히 앞으로 나아가며 당신이 도주해야 하거나 적이 몰살당할때까지 백스탭을 할 수 있습니다.
- 데드 링어와 영원한 안식을 같이 사용하는 것은 사하라 스파이 세트가 있든 없든 많은 운과 실력이 필요합니다. 투명화와 변장을 임의로 할 수 없다는 점은 백스탭을 훨씬 어렵게 합니다. 그러나 한 번 변장에 성공하면 데드 링어는 아주 뛰어난 탈출용 장비가 될 것입니다.
- 사하라 스파이 세트는 투명화 푸는 소리를 줄여 줍니다. 특히 데드 링어의 소음은 매우 많이 줄어듭니다. 데드 링어의 주요 단점이 유난히 큰 소음이라는 것을 고려하면 사하라 스파이 세트는 이 단점을 보완할 수 있다는 것입니다. 이 점을 잘 활용하세요.
- 영원한 안식으로 백스탭을 해도 지점 점령과 수레 이동을 막지는 못합니다. 대신 아무도 남지 않을 때까지 느리게 합니다. 리볼버로 적들을 쏴서 적의 점령을 막음과 동시에 데미지를 주는 방법이 더 좋은 선택일 수 있습니다.
- 영원한 안식을 사용할 때 Control Point 맵에서는 마지막 지점 방어에 주의하세요. 영원한 안식은 즉시 변장 기능이 있어서 마지막 지점의 적을 백스탭해도 점령을 막지 못합니다 (그러나 한 명 분량의 점령을 늦추고, 다음과 같은 상황에서는 두 명 분량을 늦춥니다; 스카웃이나 고통행 열차를 장착한 솔저나 데모맨을 백스탭했을 때 ). 그래서 점령하는 생존자들은 당신이 백스탭을 하려 해도 계속 점령이 가능합니다. 이 경우에는 아군 지원용으로 리볼버를 사용하는 게 더 좋습니다.
- 첫 변장에는 혼자 있는 적을 찾으세요.
- 킬수 올리기보다 변장하기에 더 중점을 두세요. 혼자 있는 헤비가 좋은 타겟일 것 같아도, 그를 백스탭하면 이동 속도가 제한되며 곧 당신은 이동속도를 회복하려고 빨리 변장을 해제하고 싶을 것입니다.
- 투명화를 하면 투명화를 해제할때까지 원래 속도로 이동할 수 있습니다.
- 우연히 적 메딕을 만났지만 변장이 있는 경우엔 그를 지나쳐 다른 적에게 가세요. 이것이 가능한 이유는 영원한 안식은 작은 소리로 적의 시체를 없애기 때문에 메딕은 당신을 알아차리지 못하기 때문입니다.
- 망토와 단검은 영원한 안식과 궁합이 좋습니다. 백스탭할 적을 들킬 걱정 없이 기다릴 수 있기 때문입니다. 이 방법은 적들이 자주 다니는 곳에서 뛰어난 효과를 발휘합니다. 낙오자를 기다리고, 공격하세요.
- 당신이나 아군이 당신의 목표물을 죽여도 백스탭이 아니면 변장이 불가능합니다.
- 메딕에게 치료받는 적을 백스탭하면 당신이 치료를 받을 수 있습니다. 그러나 적 메딕이 자신에게 치료받던 적군이 백스탭당하고 사라지는 걸 볼 수 있기 때문에, 메딕이 그의 환자를 보지 않을 때 이 방법을 사용하세요.
- 즉시 변장 기능으로 인해 다른 칼과 달리 우버받은 적을 백스탭해도 우버차지가 끊기지 않습니다.
- 적을 죽여도 떨어진 무기가 사라지지는 않습니다. 떨어진 무기는 바로 주워서 증거를 인멸하세요.
- 재보급 사물함에 갔다 오면 변장이 해제됩니다.
- 사하라 스파이 세트를 사용할 때 세트 효과를 받으려면 왕가 부족의 바늘 대신 영원한 안식을 사용해야 합니다.
묵인자의 쿠나이
무기 | 킬아이콘 | 공격 간격 | 데미지 | 체력 흡수 | |
---|---|---|---|---|---|
근거리 | 치명타 | 백스탭으로 체력 흡수 | |||
Promotional/Craft 묵인자의 쿠나이 |
0.8 초 | 40 | 120 | N/A | |
0.8 초 | N/A | 희생자 체력의 6배 | 적의 체력만큼,최대 180 |
- 묵인자의 쿠나이는 기본 체력을 60으로 감소시킵니다. 그러나, 적을 쿠나이로 백스탭하면 적의 체력을 흡수하고 최대 180체력으로 과치료가 됩니다. 그러나 그 후 초당 2씩 감소해 다시 60체력이 됩니다.
- 쿠나이의 주요 목표는 헤비와 솔저입니다. 만약 그들이 데미지를 입지 않은 상태라면 그들을 백스탭하면 당신의 체력은 완벽하게 과치료가 됩니다.
- 당신의 체력은 60밖에 안되기 때문에 거의 대부분의 공격이 당신을 일격에 죽일 수 있습니다. 과치료를 받기 전에 죽고 싶지 않다면 목표물을 신중하게 정하세요. 백스탭으로 체력을 흡수한 다음부터는 당신은 어떤 스파이들보다 오랫동안 싸울 수 있습니다.
- 부활 지점이나 모퉁이를 돌 때는 주의하세요. 빗나간 로켓, 유탄, 또는 다른 공격에 죽을 수 있습니다.
- 적의 뒤에 붙고 백스탭을 할 때는 다른 무기보다 서둘러야 합니다. 백스탭 회복은 당신이 받은 데미지를 상쇄시켜줄 수 있기 때문입니다.
- 화상과 출혈같은 효과는 백스탭을 성공하면 사라집니다. 그러나, 과치료 상태에는 메디킷으로 치료를 받을 수 없습니다. 그러므로, 이런 효과가 발동되면 과치료가 끝날 때 까지 메디킷으로 이런 효과들을 없앨 수 없습니다.
- 적과 1대1로 만났을 때 리볼버로 싸우는 건 바람직하지 않습니다. 낮은 체력으로 인해, 당신은 살아남기 어려울 것입니다. 과치료가 다 사라지는 상황을 많이 경험한다면, 앰버서더를 착용해 안전하게 데미지를 줄 수 있도록 하세요.
- 데드 링어는 생존력을 크게 높여주며, 쿠나이로 인해 낮아진 체력을 상쇄해줍니다. 최고의 효과를 보려면, 데드 링어를 항상 꺼내 두세요. 데드 링어 사용 후에는 외진 곳에서 충전해서 무방비 상태로 죽지 않게 하세요.
재력가
무기 | 킬아이콘 | 공격 간격 | 데미지 | |
---|---|---|---|---|
근거리 | 치명타 | |||
Craft 재력가 |
0.8 초 | 40 | 120 | |
0.8 초 | N/A | 희생자 체력의 6배 |
- 재력가는 당신의 기본 체력을 100으로 감소시키지만, 이 무기로 적을 죽이면 투명화 게이지를 30% 채워줍니다.
- 재력가는 체력 25 감소로 인해 암살을 더 위험하게 하는 대신 투명화 에너지를 얻어 탈출하기 더 쉽게 만듭니다.
- 기본 투명화 시계 대신 데드 링어나 망토와 단검을 재력가와 함께 사용하는 걸 고려해 보세요. 당신의 체력 감소로 인해, 당신의 생존은 투명화 사용에 달려 있습니다.
- 재력가의 투명화 게이지 충전능력과 데드 링어의 생존력은 재력가로 인한 체력감소를 상쇄해 줍니다.
- 보통, 망토와 단검의 은신 게이지를 충전하는 방법은 가만히 기다리거나 재보급 사물함 뿐이지만, 재력가는 이런 제약을 완화해줍니다.
- 적을 죽이고 적이 떨어트린 무기를 꼭 주우세요. 재력가로 얻은 투명화 에너지와 떨어진 무기를 더하면 당신의 투명화 에너지를 거의 완전히 충전할 수 있습니다.
- 백스탭이 아닌 처치나 도발킬로도 투명화 게이지를 30% 충전시킬 수 있습니다. 당신이 궁지에 몰린 상황일 때 적의 체력이 적다면 가능하다면 칼로 찌르세요. 단, 은신 게이지가 필요하지 않으면 리볼버로 적을 쏘세요.
스파이 고드름
무기 | 킬아이콘 | 공격 간격 | 데미지 | |
---|---|---|---|---|
근거리 | 치명타 | |||
Uncrate/Craft 스파이 고드름 |
0.8초 | 40 | 120 | |
0.8 초 | N/A | 희생자 체력의 6배 |
- 스파이 고드름은 백스탭당한 적을 얼음동상 래그돌로 만들지만, 조용히 적을 죽입니다. 이 무기로 적을 백스탭하면 작고 특이한 소리가 납니다. 이 무기가 화염에 닿으면, 2초간 불에 내성이 생기며, 재사용하는데 15초가 소요됩니다.
- 이 칼은 영원한 안식과 거의 비슷할 정도로 소리가 적지만, 색시와 비슷한 특이한 시체를 남깁니다. 그렇기에, 이 무기는 적에게 즉시 주의를 끌지 않게 하지만, 시체를 발견한 적은 당신의 존재를 싑게 알아챌 수 있습니다. 적에게 발각되지 않으려면 찌르고 도주하는 방법을 사용하세요.
- 파이로가 당신이 스파이 고드름을 쓰는 걸 알아채면 당신을 확실히 죽이기 위해 추적해 올 것입니다.
- If you are disguised or cloaked and a Pyro Spy checks you, be aware that you'll be instantly extinguished and are immune to fire for two seconds, but you will still exclaim that you're on fire, so it's unlikely you will be ignored. Use the fireproof time to put some distance between you and the Pyro.
- Since any contact with fire renders your knife temporarily useless, you may have to rely on your Revolver to defend yourself. Consider picking a gun that doesn't suffer from a damage decrease like the L'Etranger.
- Try to avoid the Diamondback with this knife; since it comes with a damage decrease and requires a successful sap in order to grant guaranteed crits, players without a knife will be unable to stab-sap an Engineer near a Sentry Gun, temporarily trapping them with a weak gun and no crit bonuses.
- The Enforcer is a good choice with this knife; not only will you have a damage bonus useful when dealing with lone enemies, but to attack you need to be undisguised, which is when the Enforcer's damage bonus sets in. The slowed firing speed is counteracted by the damage bonus.
- Note that any Heavies equipping the Huo-Long Heater become incredibly risky targets with the Spy-cicle; backstabs are limited to when the Heavy is not attacking, or by an incredibly risky jump-stab (i.e. stabbing the Heavy mid-air before making contact with the fire).
PDA Slot
Disguise Kit
Weapon | Ammo | Damage | ||||
---|---|---|---|---|---|---|
Loaded | Carried | Point blank | Medium range | Long range | Critical | |
Stock 변장 도구 |
N/A | N/A | N/A | N/A | N/A | N/A |
- The Disguise Kit is the Spy's major infiltration tool. Most of your time spent disguised will be done pretending to be an enemy. Each plays differently when trying to blend in.
스카웃 변장
- 변장 상태
- 속도: 100% (진짜 스카웃보다 33%느림)
- 체격: 작고,마름
- Inconspicuousness
- Element of surprise: Medium
- Believability: Low
스카웃 변장은 당신이 숨거나 적에게 짧은 시간동안만 노출될 때 좋습니다. 스카웃의 모델링은 매우 작아서 숨는 데 좋습니다. 스카웃과 스파이의 키 차이에 의해, 스나이퍼가 스카웃 머리를 노리고 쏘면 스파이 상체가 명중됩니다. 그러나, 이 변장의 신뢰도는 높지 않습니다. 스카웃의 속도를 내지도 못하고 2단 점프도 불가능하기 때문입니다. As Scouts tend to wander for extended periods of time, the Scout disguise is usually viable for quick glances, especially from long distances. If the Scout you're disguised as has the Baby Face's Blaster equipped consider to show it consistently, as its initial speed reduction might help your disguise's credibility. The Scout disguise is common in competitive play due to the nature of team composition and the fact that disguises do not work well for blending in against coordinated teams, regardless of disguise.
Soldier
- Statistics
- Speed: 80%
- Stature: Normal
- Inconspicuousness
- Element of surprise: High
- Believability: Medium
The Soldier disguise is useful for blending in when stabbing a slow-moving target, as most people do not suspect Soldier Spies due to their slow movement speed. However, you will likely have trouble dodging enemy fire and avoiding blocking enemy movement. If your target starts moving at full speed, unless it is a Heavy, you might not be able to catch up to him without losing your disguise. You may be able to infiltrate enemy lines by simply walking in backwards, as it is common practice for Soldiers to retreat this way - you might even get an enemy Medic healing or ÜberCharging you. Try not to have your disguise weapon as the Equalizer or the Escape Plan; enemy Medics will still be able to heal you, easily giving you away. The latter also won't give any additional speed, thus giving away your disguise if it appears as wounded.
Pyro
- Statistics
- Speed: 100%
- Stature: Normal
- Inconspicuousness
- Element of surprise: Low
- Believability: Medium
As a class with 100% move speed, no need to reload primary weapons, and reasons to hide by himself among teammates and near Sentry Guns, the Pyro disguise is fairly well-rounded. Pyros aren't expected to attack until they get close to others, and they commonly patrol their own bases. Therefore, a Pyro disguise can get in and out of enemy areas nicely. However, the Pyro disguise has a couple of flaws that make it less than perfect. The Pyro disguise is common and very easy to Spy check (Pyros don't catch on fire, but you will). Also, Pyros are expected to Spy check constantly, so enemies may attack you once they realize you are not doing so. If you are trying to hide, switch to a secondary or melee weapon, as all Flamethrowers have long weapon models and can sometimes be seen through walls or props. The Pyro disguise's fake Shotgun reload is arguably tied with the Engineer's for being the best in the game.
Demoman
- Statistics
- Speed: 93%
- Stature: Normal
- Inconspicuousness
- Element of surprise: Low
- Believability: Medium
The Demoman disguise is very average, with slightly reduced move speed counteracted by a Demoman's reasons to stay in his team's base. However, if Stickybombs are not placed and your disguise does not include a shield, you will easily be discovered as a fraud. While the Demoman is used in both offense and defense, he is generally expected to constantly use his weapons. The disguise has average body and weapon size, and is therefore good for quick glances. However, enemies are generally not fooled if you stay in one location for too long. Both fake reloads are moderately believable.
Heavy
- Statistics
- Speed: 77%
- Stature: Tall, Wide
- Inconspicuousness
- Element of surprise: High
- Believability: Medium
Because of its severely reduced move speed, a Heavy disguise is rare. This disguise hinders your ability to chase for a backstab, to move around the map quickly, and to hide. However, due to its rarity, many players won't expect it. The Heavy disguise is a great choice if you want a Medic to heal or possibly ÜberCharge you regardless of your health level. The Heavy's primary weapon is not usually fired on whim, due to its spin up and spin down times; therefore an enemy Medic will not immediately Spy check you if you don't shoot. While this disguise is good for backstabbing enemy Heavies that are revved up, there are other, better alternatives, and the large model size and extremely slow move speed make the Heavy disguise generally a bad choice.
Engineer
- Statistics
- Speed: 100%
- Stature: Short
- Inconspicuousness
- Element of surprise: Low
- Believability: Medium
The Engineer disguise can be useful for taking down enemy structures. The Engineer has 100% move speed, small character and weapon models, and a reason to stay around his own base and buildings. Enemies are prone to Spy checking Engineers that do not use their Wrench for too long, though. Engineers are rarely seen outside of their base unless they have the Gunslinger equipped, so be aware of which melee weapon your disguise has. The Engineer disguise's fake Shotgun reload is arguably tied with the Pyro's for being the best in the game.
Medic
- Statistics
- Speed: 100% (7% slower than actual Medic.)
- Stature: Tall
- Inconspicuousness
- Element of surprise: High
- Believability: Low
The Medic disguise is not very good for maintaining believability. While most enemies will not notice the lack of increased move speed, the Medic disguise is incapable of healing. Because Medics are expected to heal whenever they're with a teammate and are rarely alone, your disguise quickly loses credibility. Another thing that has the potential to quickly give you away is the fact that, while disguised as a Medic, your fake Übercharge meter will always show 0%; more experienced players will know that Medics will never have 0% Übercharge unless walking out of spawn due to the Medic's frequent healing. One benefit of the disguise is the ability to lure enemies into thinking they can get healed by you, and then you may dispatch them any way you like. You can also use the disguise to come from behind an enemy for a backstab, as it is completely natural for a Medic to be behind his patient. The Medic disguise also has a rather good fake reload.
Sniper
- Statistics
- Speed: 100%
- Stature: Tall, Skinny
- Inconspicuousness
- Element of surprise: Low
- Believability: High
The Sniper disguise is generally effective if you are standing on a balcony or other common sniping location. It is not suspicious for Snipers to stay within their base for extended periods of time, and are not expected to Spy check allies. However, you are unable to zoom in, which can reveal your identity after a while and if you stray too far from Sniper posts, you are likely to be Spy checked. Also be aware of enemies attempting to light your arrow if you are disguised with the Huntsman. The Sniper disguise is relatively small with 100% move speed.
Spy
- Statistics
- Speed: 100%
- Stature: Tall, Skinny
- Inconspicuousness
- Element of surprise Medium
- Believability: High
The Spy disguise can work, but it primarily relies on the Spy checking habits of your enemies. It is the only disguise where you have a reason to be with your teammates without attacking. Be aware that the enemy Spy disguise will not affect the color of your disguise smoke or your Cloak, so enemies can still recognize those effects. The Spy disguise can be risky because many players instinctively fire at all Spies, even friendly ones. The Spy disguise has a good fake reload.
Friendly disguises
Friendly disguises can prove handy in a variety of situations. Friendly disguises are useful at the beginning of rounds, especially during setup time, because they will avoid giving away there you are a Spy, while making the enemy team prepared for a class that isn't necessarily in use. If you're having trouble getting behind enemy lines, a friendly disguise can be used to scare enemies (for example, a friendly Pyro disguise in close quarters) or to feign a death more convincingly. If an ally needs help, you can use a friendly disguise, such as a Heavy, to draw enemy fire. Your hit box is not the same as your disguise class, so you can draw Sniper fire with some disguises with a reduced risk of being Headshot. Friendly disguises, particularly Medic and Sniper, are good for baiting, as many enemy will not expect a friendly disguise. Use this bait to prepare for a stab or by shooting the target with your Revolver. These tricks can be used more safely and repeatedly with the Dead Ringer, as you can fake friendly deaths.
PDA2 slot
Invis Watch / Enthusiast's Timepiece
Weapon | Cloak | ||||
---|---|---|---|---|---|
Cloak type | Duration | Activation time | Deactivation time | Recharge | |
Stock 투명화 시계 |
Standard Recharge | 9 seconds | 1 second | 1.8 seconds | 30 seconds |
Promotional 열성자의 시계 | |||||
Promotional 꽥꽥이 시계 |
- Cloaking is an ability exclusive to the Spy, which renders him fully invisible to enemy players. Your teammates will still be able to see you, albeit faintly. While cloaked you cannot use any weapons, but you can still switch weapons and disguise. Taking damage or running into an enemy will make you flicker for a brief period of time.
- When your Invisibility Watch runs out, you will automatically uncloak, revealing yourself. While you are cloaked, pick up ammo packs or weapons to recharge your watch.
- The Invisibility Watch is most useful on offence when there are ammunition sources available.
- When compared to the other watches, the Invisibility Watch allows for the farthest distance traveled while invisible.
- Cloaking can be pivotal when attempting to infiltrate an enemy base. Be aware that cloaking will take 1 full second while uncloaking will take a little over 2 seconds, during which you can be recognized by the enemy, even if you are disguised, but cannot attack or use your Sapper. Therefore, you should attempt to look for a safe, hidden spot to uncloak.
- Plot your course and approach targets carefully - being spotted may result in a quick death, as you can not feign a death, as with the Dead Ringer, or hide in one spot until an opportunity arises, as with the Cloak and Dagger.
- Always try to move while you are using the Invisibility Watch. You will only regain Cloak if you are not cloaked or if you pick up ammo boxes or fallen weapons. However, the Invisibility Watch lasts longer than the alternative watches.
- If you know an enemy has seen you Cloak, head in one direction while you are partially visible, and when you are fully invisible, change your path to trick him.
- Do not rely on the Invisibility Watch's natural recharge, as it takes about twice as long compared to the other watches.
- Grab dropped metal whenever you can while cloaked. Some enemies will notice an ammo box disappearing for seemingly no reason, but even if they do (and realize it was a cloaked Spy who took it) you should be able to escape, if you remain invisible for long enough. If they do still try to chase you, their efforts will likely only divert their attention from the game objective.
- Hiding near an enemy Dispenser of any level will maintain or lengthen your Cloak's charge if you are disguised. This will give you as much time as you need to wait to strike an Engineer's sentry nest, whether you need the Engineer to leave or you are waiting for your team to make a push in.
- Knowledge of a map's layout, especially locations of ammo boxes, will prove very useful for crossing the map quickly, while invisible. Take note of shortcuts and the locations of ammo boxes as you learn a map.
Cloak and Dagger
Weapon | Cloak | ||||
---|---|---|---|---|---|
Cloak type | Duration | Activation time | Deactivation time | Recharge | |
Unlock 망토와 단검 |
Motion Sensitive | 6.2 seconds | 1 second | 2.2 seconds | 15 seconds |
- The length of time the Cloak and Dagger lasts, while constantly running, is shorter than the Invisibility Watch.
- This time can be elongated through crouch walking. If you stand still or uncloak, your watch will regenerate to 6.2 seconds of cloaking time. You cannot extend the Cloak and Dagger's length through picking up ammo sources of any kind, but Dispensers will hasten your Cloak regeneration.
- Although the Cloak and Dagger promotes laying in wait, it can be useful to travel through maps that lack enough ammo boxes to get you past a group of enemies, such as if the enemy controls the center of Turbine.
- Use of the Cloak and Dagger can fool a team to Spy-Check various hiding places while you escape.
- Learn the best hiding spots of the map you are playing, and the fastest routes to them.
- Use this watch when you need to time your attack, defend a chokepoint, or on maps with few ammunition boxes.
- The speed at which the Cloak and Dagger drains depends on how fast you are moving, but is capped at the Spy's normal walking speed (being launched by Stickybombs will not increase your drain rate, for example). Taking fall damage will still cause you to make sounds associated with falling.
- While you can go further without having to wait to recharge if you crouch-walk, it is generally more efficient to run to a low-traffic area and recharge rather than slowly progressing with a crouch-walk.
- When using the Cloak and Dagger, you can report information to your team, such as Sentry Gun placement or when an enemy is pushing, with a much lower risk of being caught.
- If possible, hide in an open area that is rarely traveled. Most enemies will not expect you to high out in the open. However, many enemies will Spy check in common hiding areas for Spies.
- Standing on top of objects or rocks will prevent many enemies from bumping into you.
- Because you can Cloak indefinitely while not moving, it can be useful to lead an enemy around a corner, cloak while out of sight, and then hide to the side. If the enemy is a Pyro, it may be better to simply run.
- Consider using the Your Eternal Reward with this watch; you will have to rely more heavily on your Cloak as you cannot disguise on command.
- Using this watch, you can assist teammates in destroying Sentry Guns hidden behind proximity-activated doors. If you cloak and stand near one of these doors, it will remain open while a teammate, such as a Soldier, can safely destroy the Sentry Gun from a distance.
- The Cloak and Dagger can be used for 'Spy capping'. To Spy cap, sneak past enemy lines and wait, while cloaked, on a Control Point. Once the Control Point is open, uncloak (making sure you are not disguised), and capture the final point.
- Even though you can stay cloaked indefinitely, it doesn't mean you are being helpful to your team. Try to avoid staying cloaked in one location for too long, as you will end up being useless to your team in the long run.
Dead Ringer
Weapon | Cloak | ||||
---|---|---|---|---|---|
Cloak type | Duration | Activation time | Deactivation time | Recharge | |
Unlock 데드 링어 |
Feign Death | 6.5 sec | 0 sec | 1.8 sec | 16 sec |
- When you uncloak, the Dead Ringer makes a loud, distinctive sound which can reveal your location. Try to uncloak in a safe area, then move in for the kill. Note that the Saharan Spy set will greatly reduce the magnitude of this sound significantly.
- The Dead Ringer is best used when you cannot get by the enemy safely. This makes it useful for getting by chokepoints and crippling defence from behind. Just be sure that there is a safe area to Decloak in.
- You cannot activate the Dead Ringer again until the Cloak is completely full. Make sure to have a way to refill it once you've escaped.
- The Dead Ringer allows you to perform 'Suicide' captures, using the watch as an Escape Plan.
- If the enemy are aware you are using the Dead Ringer, consider switching to a different watch to be less predictable.
- You can use this uncloak sound to your advantage. Uncloak behind an enemy, and circle strafe around them so their back is exposed for the kill once they turn around. Make sure they did actually turn around, however, as simply walking in front of a Heavy as a Spy is not the smartest of tactics.
- Try taking damage for about a second before pulling out the Dead Ringer. It will make your feigned death appear more realistic.
- Upon activation the Dead Ringer removes afterburn. Cloaking right after you run out of the flamethrowers' range protects you from spychecking, and makes for a very convincing fake death if you already took significant fire damage. Pyros might continue to spray fire around, so avoid obvious hiding spots. If the Pyro believes you burned to death, the entire team will forget about you.
- While cloaked with the Dead Ringer, you take 90% less damage and you do not flicker if you take damage or bump into an enemy. Use this to your advantage when crossing choke-points.
- Note that these effects only work for the Dead Ringer's initial duration.
- You can recharge your Cloak with ammo while cloaked, however after the Dead Ringer's initial duration has passed, you will resume taking full damage and flickering if you take damage or bump into an enemy.
- Disguising as a friendly offensive class, such as the Demoman, at the beginning of the round will make for a more convincing death and easier passage into enemy territory.
- This can also be used to cause a Demoman to trigger his Stickybombs unnecessarily, clearing the way for your teammates to come in, especially at the beginning of rounds.
- You can hold the Dead Ringer out while capturing a Control Point, carrying enemy Intelligence, or pushing the cart on a Payload map. Use this in combination with a friendly disguise to cause for a convincing death while helping out your team. You will need to uncloak to continue capturing an objective, however.
- If ignited while you are cloaked, you can run to your teammates, as the Pyro will either not follow, or will be killed when he does.
- Jarate and Mad Milk will not wash off if you use the Dead Ringer while covered in it; you must enter water or wait for it to wear off.
- If you are waiting or you are in an open area, keep the Dead Ringer held out if you aren't fighting. An enemy Spy or stray enemy fire could kill you while you aren't ready.
- When using the Dead Ringer, try choosing friendly disguises while heading into enemy lines and then switching to an enemy disguise once you have infiltrated the enemy base.
- Try to disguise after you use the Dead Ringer. If the watch activated in the middle of you disguising, you will still emit smoke visible to the enemy team.
- If possible, don't pick up the nearest Health or Ammo pick-up. Many enemies will look to see if the pick-ups disappear. If you are low on Health or are on fire, however, go for the pick-up and then escape.
- If you need to take a long fall but don't have the Health to survive it, hold out your Dead Ringer to negate a large portion of the damage. You can also use fall damage to trigger your Cloak to get behind enemy lines.
- You can prevent enemy movement for a short period of time by Dead Ringing and standing in front of a doorway or hall. This may allow your team enough time to regroup.
- Disguising as a friendly Medic, staying on the outskirts of your team's territory, and then Dead Ringing may trick the enemy team into pushing forward.
- Be aware that if the an enemy has the "Display damage done as text over your target" advanced option or hud_combattext 1 console command has been enabled, then they may see the small amount of damage needed to "kill" you, and guess you were using a Dead Ringer.
Taunt
Fencing
Kill icon | Weapon | Damage | Duration | Details | |
---|---|---|---|---|---|
펜싱 |
Knife, Saxxy, Your Eternal Reward, Conniver's Kunai, Big Earner, Wanga Prick, Black Rose | 500 | 4 seconds | The Spy transfers his weapon to his left hand and begins to practice a deadly Fencing maneuver, resulting in damage or death for anyone in the way. |
- This taunt can be used with any of the Spy's knives (except the Sharp Dresser and the Spy-cicle) to kill distracted enemies with one hit; however, due to the taunt's long duration and the minimal damage dealt by the first two swings, using a taunt kill is a very risky strategy.
- The Fencing taunt is a viable last resort during the Humiliation round.
- It can be effectively used to destroy Engineer buildings with one hit, so the Engineer won't have time to see his building being sapped or damaged and return to save his buildings. However, do not attempt to destroy an enemy Sentry Gun in this way because you must remove your disguise in order to be be able to perform the taunt, and attempting to do so will cause the Sentry to target and kill you.
- If a Sentry is close enough to a Dispenser, then you can hide behind it without being detected and perform the taunt. The extra reach of this taunt means that it can often destroy both buildings.
- Also, keep in mind that, even if you are able to catch anyone unaware, the Spy speaks during the taunt, and this may give your presence away. This can be negated by quickly performing a voice command, preferably a short command, such as "No."
- Fencing with Your Eternal Reward is not recommended as you have to remove your disguise in order to taunt, and you won't get a disguise even if the taunt kill succeeds.
- Successfully Fencing with the Big Earner will still grant the 30% Cloak bonus, but it is still not advised as it also requires no disguise and your lowered health may put your life at risk if you fail.
Item set effects
The Saharan Spy Set
사하라 스파이 | |
---|---|
효과 |
도발 시 추가 효과 발생 |
- The uncloak volume reduction this set grants you is invaluable when using the Dead Ringer; its main problem of people detecting you upon uncloaking is nullified, and as such it is entirely possible to backstab targets who just triggered your Cloak by uncloaking directly behind them.
- The Invisibility Watch is completely silent when decloaking in conjunction with the Saharan Spy set.
- However, with the normal Invisibility Watch or the Cloak and Dagger, bumping into people or running out of Cloak will cause your silhouette to flicker for a lot longer, revealing you much more easily. As such, it is inadvisable to use these unless it is a situation where the Dead Ringer cannot be used effectively.
- A regular Spy works wonders among packs of enemies, where he cannot be noticed, while the Saharan Spy is much better at dealing with lone targets or in very big maps, where a regular Spy's decloak noise would give his position away. Keep this in mind and change your loadout accordingly.
- If an enemy sees you undisguised with the Familiar Fez equipped, they may assume you are using the Dead Ringer or Your Eternal Reward. Try to minimize the amount of time you are undisguised behind enemy lines.
- For this same reason, you can exploit your appearance by purposely not using the whole set, but just wearing the hat. Most players will still assume you have the pros and cons of the set bonus.
- When using the Dead Ringer in conjunction with the Saharan Spy Set an easy way to get behind enemy lines is take fall damage to activate the Dead Ringer, then move from ammo box to ammo box until a suitable backstab target can be found. This way, the enemy is unaware of your presence until you achieve the first backstab.
Weapon Combinations
Example combinations | |||
---|---|---|---|
Combo | Usage | ||
This set-up is useful for a Spy who likes to take their time and survive as long as possible and is best used against classes that don't move much like Engineers and Snipers. The Cloak and Dagger lets the Spy stay invisible as long as he doesn't move too much. The Spy may headshot a Sniper with the Razorback or wait for an Engineer to build and quickly take him out from a distance using the Ambassador. The Knife allows him to then disguise at will and sap the buildings. | |||
The default loadout allows for a quick-moving, versatile Spy. The Revolver is useful to pick off lone enemies, damage Engineer buildings from a distance, or as a backup when you are discovered. The Knife allows you to disguise at-will, unlike Your Eternal Reward. The Invisibility Watch is the most versatile of the watches: quieter than the Dead Ringer, allows more mobility than the Cloak and Dagger, and can be replenished with ammo or metal. Move quickly, complete your objective, and move on. | |||
This is a medium-risk high-payoff loadout for Spies who like to have a lowered risk of being caught. The Spy should hide at the back of groups, waiting for an opportunity to get the first backstab. Then he can kill other nearby enemies. If you are caught early, then the L'Etranger can be used to fill the Cloak for a quick escape. Because the Kunai can remove negative effects that mark him as a Spy (Bleeding, Fire, etc), this loadout can be used to safely hide quite quickly if there is a handy distracted enemy nearby. | |||
This is a high-risk high-payoff loadout for Spies who like to do as much damage to the enemy as possible. The Spy should hide at the back of groups, waiting for an opportunity to get the first backstab. Then he can kill other nearby enemies. The Dead Ringer will increase your chances of surviving while using the Kunai. If you are caught early, then the Enforcer can be used to kill enemies quickly and effectively. Because the Kunai can remove negative effects that mark him as a Spy (Bleeding, Fire, etc.), this loadout can be used to safely hide quite quickly if there is a handy distracted enemy nearby. | |||
This set focuses on staying out of sight. Due to the Cloak and Dagger's fast Cloak consumption, and to its ability to not be able to use ammo packs to recharge your Cloak, L'Etranger and the Big Earner allow you to be cloaked often and escape most situations invisibly. Keep in mind that this set greatly relies on dealing damage to regain Cloak, which means that you will often be without your disguise and therefore vulnerable. This is mostly a set for people who know ideal cloaking spots and pathways in the map they are playing on. | |||
This set is for the Spy who likes to kill an enemy, move on and repeat. The Ambassador allows him to kill the victim if the backstab misses and gives him a significant way of killing people without backstabbing. Your Eternal Reward allows the Spy to be rewarded with a disguise, so he can be ready for a follow-up. The normal Invisibility Watch forces him to keep moving quickly and to uncloak, Cloak and collect ammo boxes constantly. It also gives him enough time to catch up with his next target. Note that for this set, you want to make as many kills as possible in one life, as you are most effective at killing efficiently. This also means that if you are discovered, you do not always get killed and you have some defense. You should make every kill count if you use this set, for you cannot gain disguises without killing somebody. | |||
|
This set is for the Spy who faces a team with a small number of paranoid, defensive Pyros. The Spy-cicle gives the Spy an opportunity to escape if caught by the Pyro. In the event that the Spy is discovered and knows that the Pyro will not give up, each of the three Revolver variants provides a different way to take out the Pyro quickly. The Ambassador is recommended for those with superior aim, the Diamondback for those who have buildings to sap, and the Enforcer for everyone else. The Dead Ringer provides yet another means of escape, should the above fail. | ||
The Man of Honor - with Dead Ringer
This set is especially recommended for those who use the Dead Ringer frequently or otherwise rely on it. The 20% damage bonus of the Enforcer may improve survivability if the Spy’s Revolver is his last resort (provided that you aren’t disguised firsthand). The already-increased Cloak recharge rate of the Dead Ringer pairs very well with the bonus of the Big Earner. A single backstab is usually already enough to use the Dead Ringer again, once it has been used. Due to the Dead Ringer's great damage reduction, the downside of the Big Earner is somewhat negligible. | |||
The Saharan Spy w/ Dead Ringer
This is a risky but recommended setup when using the full Saharan Spy pack, as it fully utilizes the set bonus (namely the quiet Cloak) to the maximum benefit, allowing the Spy to play with his enemies. Once the Spy has got himself a disguise, he can backstab Engineers and then take out their buildings with ease, without worrying about the Sentry Gun killing him. Should the enemy discover the Spy, he could feign death with the Dead Ringer and escape relatively easily; the reduced cloaking sound provided by the set will make it far less obvious to enemies that you are using Dead Ringer, and the extended blink time offered by the Saharan Spy set is ignored by the standard duration of the Dead Ringer. Combining L'Etranger with the Dead Ringer allows for a much quicker Cloak refill in extreme situations. 3-4 bursts of L'Etranger will nearly fill your Cloak, allowing you to feign death again. Also, having the complete Saharan Spy pack of the L'Etranger, Your Eternal Reward, and the Familiar Fez will greatly reduce the sound of the Dead Ringer, making the illusion of your death all the more believable. | |||
The Saharan Spy w/ Cloak and Dagger
This strategy is for Spies preferring to camp in one place, and is not recommended without the Familiar Fez. The Spy can wait in a corner cloaked until a good victim runs past him. Then he can silently backstab and instantly disguise as the victim making it unlikely for the rest of the enemies to notice anything. The L'Etranger can be used to quickly fill your Cloak when fast fill is needed since you can't pick up ammo packs to fill it. With the Familar Fez, the Spy has a more silent Cloak at the cost of a longer blink time, so it makes it easier to hide from enemies. It should be noted that in most public games the importance of killing any one single enemy player is less, so camping for too long in one space not doing anything makes you dead weight to your team. | |||
This setup works well for veteran Spy players who are used to using the Spy's stock weaponry. The Enforcer is a stronger (albeit slower) Revolver, and can take out most enemies with two or three hits at mid range. This makes the Enforcer a much more viable primary weapon when you're just out of Knife range or when you're being chased. Long range shots will still deal about 25 damage per shot, and could seriously persuade oncoming enemies to retreat. It's best if you use the Enforcer after a missed stab or when caught in the open with no disguise due to the Enforcer's damage bonus only applying when being undisguised. If you can't reach your target with the knife, quickly slash the air to drop your disguise and utilize the 20% damage bonus after switching to your primary. | |||
This setup can be described as a "live forever" set. Both the L'Etranger and the Big Earner restore Cloak fast, and the Dead Ringer can counteract the Earner's -25 health penalty. Should you be caught, simply flip open your Dead Ringer, "die", and position yourself in an optimal spot for a backstab so you can regain your Cloak. If your Dead Ringer's Cloak isn't filled, you pull out the L'Etranger and shoot to regain your Cloak, then escape. However, you have to use your weapons to survive. This set is very offensive, and if used incorrectly will result in failure. | |||
A setup best suited for eliminating a lone Engineer and his buildings. A Spy can hide out of range of the Sentry Gun and quickly eliminate an Engineer with a headshot from the Ambassador, followed by a bodyshot, as described below. The Spy, now with no opposition, can disguise and then sap any and all of the opposing Engineer's buildings. Alternatively, a player can backstab the Engineer (while using a disguise, of course). With the additional health gained from the Conniver's Kunai, the player can then quickly pull out the Dead Ringer, allowing him to survive the fire from the Sentry Gun. The Spy, now cloaked, can redisguise and sap all of the Engineer's buildings to oblivion. This loadout can also be used, albeit less effectively, to take out an entire Engineer nest, with great skill and a little luck. | |||
Unless marked with a †, all weapons can be substituted with reskins. |
Against Engineers
Most, if not all, tactics concerning Engineers will only work if the Engineer is not surrounded by allies. Use these tactics wisely.
- A tremendously useful ability to have is the power to surprise an enemy Engineer. The worse the Engineer is at Spy checking, the better. An excellent way to check if an Engineer is in the vicinity is to Cloak, run in, and survey the area before retreating. However, this technique is less effective with the Dead Ringer equipped, as you cannot Cloak at will. When a lone Engineer is blocking an objective with a Sentry Gun, you can use the Ambassador to attempt to take out the Engineer at long range first, using nearby objects for cover.
- An alternative strategy is to use the Engineer's own buildings against him. This can be done by disguising as a player with low health, and crouching near the Dispenser to heal your disguise, while simultaneously using the Dispenser as cover from the Sentry Gun. Using this strategy will allow you to eliminate the Engineer at close quarters, while being safe from his Sentry Gun's fire.
- A lonely Engineer building a Sentry Gun can be easily killed by the Ambassador. Shooting him first in the head and then on any body part will kill him; afterward, you simply sap the building. Very useful if the Engineer is busy wrenching said building.
- If an Engineer leaves his buildings unattended, some players may simply rush in and sap everything in sight. It is advised you do not do this, unless you are totally sure that the Engineer is dead or too far away to respond in time. What you should do is shoot at a building once, and then hide in cover to defend against the Sentry Gun. The Engineer may come rushing back to hit it with the Wrench, allowing you to then follow him back to wherever he was previously. Wait at the area and backstab him as he attempts to return to his buildings.
- A similar tactic is to find an enemy building outside of the Sentry Gun's field of vision and sap that, then pull out the Ambassador and wait. When the Engineer comes to remove the Sapper, quickly headshot him then shoot him, as the headshot on its own is unlikely to kill him. Since it takes two whacks with the Wrench to remove a Sapper, you should have ample time.
Sentry Guns
- A sapped Sentry Gun cannot fire. If the Engineer is standing next to them, you have several options:
- Sap the Sentry Gun and then run out of the room with the Intelligence or try and cap a fast-capping/partially capped point. Remember, if you accidentally touch the Intelligence while disguised, you will lose your disguise, and the Sentry Gun will attack you.
- Sap the Sentry Gun and stab the Engineer if he goes to repair it. If he is already in position and repairing the Sentry Gun, the Sapper will be removed before you can switch to the Knife and backstab. If he is out of position, you will have time to make the attempt. If he is in position and is repairing the Sentry Gun, all you can do is run for it, or keep putting new Sappers on the Sentry Gun. He will keep removing them as you place new Sappers, but it takes a long time to destroy a Sentry Gun this way. You will almost certainly be spotted by a teammate of the Engineer and be killed without destroying the Sentry Gun.
- Your Revolver can destroy Sentry Guns at long range well due to no damage falloff against buildings. Firing at a Dispenser first is the key to succeeding; once it's down, fire at the Sentry Gun. When an Engineer first deploys a building, it's vulnerable to damage. One or two Revolver shots will take it down quickly before the Engineer has time to set it up. Your Revolver does more damage against buildings that aren't sapped, so if you find a lone Teleporter or Dispenser, and an Engineer isn't far off, shooting it without sapping it is the best course of action. However, when there are no Engineers near by, sapping a building and fleeing is the best way to avoid being spotted.
- In certain situations, a Sentry Gun may be built so close to the cap point that you can reach it while capping. In this instance, you can quickly sap the Sentry Gun, undisguise, and resume sapping the Sentry Gun over and over. However, watch out for the Engineer breaking the capture with his body. This video goes into more detail on how it's done.
- Communicate with your teammates asking them to tell you via voice commands or voice chat when they need a Sentry Gun disabled, and then repeatedly sap the Sentry Gun.
- A Sentry Gun takes about a second to execute a full 180° rotation. If you are directly behind a Sentry Gun and the Engineer is close to and facing his Sentry Gun it is possible to take out the Engineer and then the Sentry Gun. As soon as the Knife hits the Engineer, use the quick switch key to change to your Sapper and place one before the Sentry Gun locks on. Strafe with the Sentry Gun's rotation (remember that the Sentry Gun will attempt to rotate as little as possible to shoot its target) so that you will have more time to place your Sapper. Note that due to lag, it is possible for the Sentry Gun to shoot you between the actual placement of the Sapper and the Sentry Gun being shut down. A Level 3 Sentry Gun will not always kill you immediately (although it has a good chance of doing so unless your reaction time is superb); however, it will still be sapped and most likely destroyed.
- If the Sentry Gun and Dispenser are in such a position that you cannot reach the back of the Engineer for a backstab, try jumping on the Sentry Gun or Dispenser and sitting on the Engineer's head. This is an ideal spot as it is in your victim's blind spot and will allow you to backstab him from above (and apply the stab and sap trick above). However, if the Engineer is crouched and tries to stand or jump, they will be unable to do so and suspect a Spy. At that range, a Shotgun blast or two will kill you instantly. This trick also works well against a Heavy taking the role of a makeshift Sentry Gun.
- A difficult trick is to take advantage of the fact that Engineers take damage from the gunfire of their own Sentry Gun. Stand in a position where the Engineer is between his Sentry Gun and you, then uncloak. You will die, but hopefully so will the Engineer. This is useful if the Engineer is in a position where you simply cannot backstab him. Use this technique carefully as it can easily backfire on you.
- A variation of this trick can be used against a common Engineer Sentry Gun/Dispenser setup. Some Engineers like to sandwich themselves between their Sentry Gun to the front and a Dispenser to the back. Disguise as a Pyro (as if you are helping the Engineer Spy-check) and walk up behind him, so the Dispenser is between you and the Engineer. As quick as you can, fire a few rounds into the Engineer with the Revolver. Duck as soon as the Engineer dies from the combined damage of your Revolver and the Sentry Gun's fire. If done correctly, the Sentry Gun will lose you as you hide behind the Dispenser. Re-disguise, sap everything and leave. Watch this video for more tips on how this is done.
- The Engineer's Wrangler weapon permits the Engineer to control his Sentry Gun entirely. Take extreme caution, as many Engineers will Spy-check with this, and it will make sapping the Sentry Gun much harder. Killing the Engineer while he is using the Wrangler will give you a few crucial seconds to sap his Sentry Gun bullet-free.
- The Sap and stab is mainly for baiting-In this tactic, one must approach a sentry with an Engineer nearby while cloaked and disguised. Uncloak where the Engineer cannot see and sap the Sentry Gun. Quickly Cloak and back up behind the Sentry Gun. Any Engineer with half a brain will come to knock off the Sapper. Uncloak as his back is turned and stab. Occasionally this may be done without having to Cloak inbetween.
- Stab and sap- while disguised approach the Engineer preferably when he is upgrading sentry and backstab. Now use your quick reflexes to take out Sapper and sap the Sentry Gun. Note the circling the sentry often allows more time to take out Sapper as the sentry will have to rotate to get you. This tactic is really about how quick you can stab then sap. This method requires much practice, an unaware Engineer, and a great deal of luck to pull off.
- Long range takeout- in this tactic it is recommended to use the Ambassador. First, uncloak in a safe hidden spot outside the reach of the Sentry Gun, but make sure that you can see the Engineer and Sentry Gun. Wait till the Engineer is standing still, then headshot the Engineer with the Ambassador and quickly follow up with either another headshot or bodyshot. This should take care of the Engineer. Now you can either disguise and approach the sentry to sap it, or simply shoot it from long range with the Ambassador until it goes down.
- Remember that there won't always just be one Engineer. In that case it is recommended that you use the sap and stab and be patient. Wait until both Engineers have their back turned (note that if both Engineers are striking the same Sentry Gun, it will take half as long to remove the Sapper).
- With Your Eternal Reward, you can backstab someone in the range of the Sentry Gun, including the Engineer behind it, without being detected. Just remember that you need a disguise equipped before you can do this, otherwise the Sentry Gun will kill you as soon as you step in range uncloaked.
- If you are using Your Eternal Reward and lack a disguise, you can get an easy disguise on an unsuspecting Engineer, wait for the Sentry Gun to be in a good position (similar to Stab and Sap tactics), uncloak (preferably with a quiet watch) and immediatly stab the Engineer repairing it. If done correctly, you will get your disguise before the Sentry locks on you, and you will get both a free disguise, and a destroyed Engineer position. Just make sure to use the attack button only one time, or you will drop your disguise and be at the mercy of the Sentry Gun.
Dispensers
- Keep an eye out for Dispensers once you infiltrate the enemy base. They will still heal you and you can use them while your Cloak is still active (when using the default Invisibility Watch or while cloaked with the Dead Ringer). In fact, all Dispensers above Level 1 can recharge your Cloak even while you're cloaked. Level 1 Dispensers don't recharge your Cloak but your Cloak won't drain, either. Instead, it'll stay at the same level, giving you time to plan your next actions. Level 2 Dispensers recharge it slowly and Level 3 recharge it much faster, so Dispensers can be crucial to your plan. Note that the healing beam CANNOT be seen when cloaked and when next to a Dispenser - but be sure to watch out for Engineers, as they will constantly run back to their Dispenser, possibly running into you and revealing you. To avoid the Engineer, jump on top of the Dispenser instead of standing beside it. Be careful though, as his teammates can still run through it and, if they do, reveal your location.
- Note that on maps with narrow corridors, like 2Fort, Engineers may place superfluous Dispensers in locations that block your path. They also use these Dispensers to lure you into sapping them, thus alerting him and his team of your presence. If this is the case, you have 3 options: Crouch behind the Dispenser and use your Revolver to take it out or at least damage it (Provided there aren't any enemies around, they will hear the sound of your Revolver), crouch jump over the Dispenser (unless the Dispenser is placed in a position where you would've normally jumped on to the platform to reach it) or simply take another route.
- When uncloaked, avoid standing on Dispensers. Because most players (except the Engineer who built the Dispenser) will clip through buildings, being spotted in this position will instantly ruin your disguise, unless you are disguised as the Engineer, but he will almost certainly see a clone of himself and kill you. Unless the Engineer is dead and you are disguised as him, it is highly recommended to not stand on top of a Dispenser while uncloaked.
- If you have no other option, using a Scout disguise and crouching behind a Dispenser while uncloaking may minimize the odds the Engineer will spot you instantly. This can be useful in small, commonly camped areas.
Teleporters
- If you're disguised as an enemy and take one of your team's Teleporters, the glowing ring and trail effect will not show up. Using friendly Teleporters with friendly disguises will give you a ring and trail but these are removed when you next use an enemy disguise.
- Walking over an enemy Teleporter exit when someone uses it kills you, a term called telefragging.
- When you find an exit Teleporter, watch it to see which way players come out. Then stand behind the Teleporter and wait. When the next player comes out, backstab him instantly. He should report this to his team, but he'll be dead for a bit, so you can risk waiting a little for a second Teleport and kill, or you can just sap the Teleporter and leave the area. This is called telecamping, which is usually frowned upon by most players.
- Due to the 2009년 8월 13일 패치, whenever a Teleport Entrance or Exit is sapped, the other automatically has a Sapper placed on it as well, regardless of their distance from one another. However, the Engineer can now remove Sappers from both the entrance and the exit by using his Wrench on either. Although this makes it much harder for Spies to get cheap points by sapping Teleporter entrances outside the enemy spawn, a successful Sapper on an active Teleporter will now give two points.
- If you're trying to telefrag enemies with their own Teleporters, either step over them while cloaked or use a slow disguise (Heavy and Soldier are the best) in order not to draw too much attention towards you.
- If you see enemy Teleporter entrances and exits in unusual places (often near their objectives), it could mean you are walking into an Engineer's trap - many Engineers place their Teleporters inside their base as an early warning system, hoping that you will be unable to resist sapping them and will thus alert the Engineer to your presence. (One way you can trick the Engineer in this scenario is by firing 2-3 Revolver shots at it, or if the Engineer is close by, hit it with your Knife as it is much quieter, but not enough to destroy it. Engineers will almost always expect a Spy to sap it if anything, so this may throw off the Engineer who built it)
- As of the Sniper vs. Spy Update, the Spy is now able to use enemy Teleporters. This can be useful for getting into well-defended Sentry Gun nests and/or nests that would otherwise be unreachable.
- If you can time it just right, it's possible to sap an enemy Teleporter entrance just as it teleports you. However, due to the 2009년 8월 13일 패치 this is rather pointless as you can achieve the same effect by taking the teleport and then sapping the exit. However, it does allow you to harass the Engineer as he attempts to knock your Sapper off.
- If you are lucky, you may manage to telefrag an enemy upon taking an opposing Teleporter. While this normally applies to your own team's Teleporters as well if an enemy somehow stands on it without destroying it, the likelihood is higher as a Spy, as enemies may be clustered around the exit on the other side. In some cases, you may even be able to telefrag the enemy Engineer on the other side. However, be aware that telefragging will immediately alert the Engineer as to who took their Teleporter.
- A clever Spy can sneak his way to the enemy's Teleporter Entrance, sap it, and then stand on it, waiting for an Engineer on the exit side to knock off the Sapper. Once the Sapper has been knocked off the Spy will teleport to the other side, telefragging the Engineer if he is close enough, and is free to sap any buildings the Engineer has built. This is a risky but effective way of taking down forward bases built by one Engineer.
- However, the above strategy becomes obsolete if there are two Engineers babysitting their buildings in the same location. The second Engineer will no doubt see/hear his buddy trying to repair his Teleporter and dying. There is usually no way to fight the second Engineer without the Sentry Guns swiveling and shooting you dead once you uncloak/remove your disguise. Your best hope in this situation is to either run, or sap BOTH the Sentry Guns as fast as you can, while avoiding the Wrench. If you're VERY lucky, you'll be able to get both of them, and then deal with your hard-hatted assailant. Assuming he doesn't just repair the Sentry Guns or Shotgun you to death, you could also try the continuous sap strategy.
- Another way to deal with Teleporters is to simply sap the entrance, and then put another back on immediately after it gets knocked off, and repeating. As the Engineer cannot repair the Teleporter while it is being sapped, you can slowly wear down the entrance and take out both sides with little to no risk; this is one of the safer courses of action if the Engineer is smart enough to stand off of his exit and Wrench whoever comes through right after he knocks the Sapper off. However, beware that this takes a long time, and in the case of spawns with only one exit, greatly increases the risk of an enemy seeing you and killing you. In this case, you can simply take out your Revolver and empty it into the entrance after sapping it, this will usually destroy the entrance in most cases. If the Engineer is quick enough to knock off your Sapper before you can destroy the entrance, simply place a second one on immediately and repeat, though repeatedly sapping will probably work better as your Revolver may be out of ammunition. This method is faster and reduces the risk of being discovered by the enemy in their spawn, but leaves you more vulnerable as you will not be disguised.
- You can quickly destroy Teleporters by sapping them and then shooting them a few times with your Revolver. Although this will attract more attention than just sapping, it may destroy at least one side of the Teleporter before the Engineer can remove your Sapper thus reverting the other side of the teleport to level 1.
- Hitting a Teleporter with a Wrench will only remove Sappers from the other end if the end being hit has finished building. If you sap a teleport early in its build, the Engineer may not have enough time to save the other end even if they're able to remove the Sapper.
Infiltration
- You can disguise as your own team by hitting - (or E if you have the simple disguise menu enabled) at the top of the keyboard after bringing up the disguise interface. As a friendly non-Spy class, players on the other team are much less likely to alert each other to Spies entering the base if they see you. However, the best way to get in and out is to Cloak properly.
- While it may not seem immediately obvious to the Spy, as you slowly decloak you take on the color of your team until you are 100% visible. It is vital to let the Cloak come on fully before entering into areas where you would be seen. Try to decloak around a corner where an opponent can't see you. It's very obvious that you are a Spy as no other class is able to Cloak.
- While cloaked, remember to avoid all enemy fire - if you're hit, you flicker visible. The same is true if you bump into an enemy. If you plan to rush out, tell your team-mates to let you go first (cloaked), so that stray fire from the enemy team at your visible team-mates doesn't reveal or kill you.
- If you are discovered and must Cloak to run away (assuming that you are not using a Dead Ringer), use misdirection to break away from your foes. If you are running in a certain direction while you Cloak, your enemies will usually head in that direction, so you can immediately make a radical turn after becoming completely invisible, or even turn in the immediate opposite direction to get behind them for a backstab opportunity.
- While cloaked, avoid giving away your position, especially to Snipers or, if you have been busted, your pursuers. So do not:
- ...pick up medkits (unless you're burning) or ammo crates.
- ...enter the enemies' line of sight before your Cloak is fully active. (See above)
- Also, if you go through an automatic door while cloaked and no one else is around, it is obvious that there is a Spy. If the door is very narrow, you still will become a very easy target, as you only have one direction to run in. Also, if you come out of swimmable water, water will be visible dripping from you.
- You appear to have the same health as the target of your disguise did at the moment you took on that disguise.
- Get a friendly Medic to heal you while you are disguised, because your disguised health level also rises to 100%, thus making you less suspicious when disguised while around the enemy spawn however appearing to be injured may be a good idea so you can get an enemy Medic to heal you. Note that overhealing will also be visible on your disguise, and if the enemy team has no Medics, walking around with an overheal may be a dead giveaway.
- If your disguise has an overhealing weapon equipped(Powerjack, Conniver's Kunai, etc.), then you may be able to fool some players with the weapon equipped and a full overheal.
- Avoid walking over medkits unless your real health is injured, your fake health level will appear to be injured and if you don't pick up a medkit when walking over it, it is a dead giveaway that you're a disguised Spy. You can only increase your disguised health level from Dispensers and Payload carts if your real health is injured. So if you're receiving a healing beam, and your health is not appearing to increase then those that know this telltale sign will know you're a Spy, so it's best to use a Dispenser and cart only if you're truly injured. But against less experienced players, being healed by a Dispenser or cart can makes you seem less suspicious. As of the 2009년 5월 21일 패치, in the PC version, walking over a medkit will add to your disguise health. You will also pick up medkits if your disguise health is down, even if your real health is full.
- Note that picking medkits makes the cross icon appear above your head even if you're cloaked or disguised, and it will be of your team's color, so it can be a serious giveaway for players who will notice that.
- Alternatively, if you have the Cloak and Dagger equipped, you can deliberately grab medkits in order to deny them to the enemy. While they will probably know that an enemy Spy is in the area, you can assist your team in this way by making your opponents easier to kill if your teammates are also relatively close by; however, this is also a double-edged sword since you can accidentally deny the medkit to a teammate who needs it.
- Remember that you can call for and be healed by enemy Medics while disguised. This is a great way to hold your cover, and also a good opportunity to backstab the opponent's support. Beware that this also risks drawing undue attention to yourself, especially if your alter-ego notices his own name calling for a Medic. For these reasons it is probably best to do this as a retreating maneuver.
- Do note that if you are in a situation that you may think it is safe to call a Medic, such as separation from the other members, there is one giveaway that a person paying attention would notice. As a Spy, your Medic call copies your health, not the health of that who you are disguised as. Therefore, if the person you are disguised as has above half health, but you have below half health, then your Medic call will be red or vice versa and the deadly wounded teammate will call Medic in pure white, therefore if the Medic pays attention to the signs, calling Medic at the wrong health may be a dead giveaway that you are a Spy. If you notice that you might give yourself away, such as medicalling while almost dead while your disguise is healthy, then call Medic and look at them for signs. If they pull out a weapon like the Übersaw or Needle Gun and look at you, this may be a sign that you have just revealed your disguise to them.
- Once in the enemy's base, communicate with your team. Talking might not move you up on the Scoreboard, but reporting Sentry Gun placements if a group of enemies are taking an alternate route or building a minibase can make a big difference and bring your team closer to victory. Note that on alltalk servers, your speech bubble is your own team color even when cloaked.
- You can walk backward while heading for the enemy base, or look backwards occasionally while walking forwards. Retreating into an enemy base while disguised looks much less suspicious than running into it at full tilt (unless your disguise health is relatively low), but as this trick has been done so many times, it can appear obvious to the astute observer.
- When you disguise yourself, you take the name of an enemy player that is playing the same class as the disguise. It is crucial that you try to use a class that is well represented by the enemy side to decrease the risk of coming face to face with the person you stole the name from. As of the 2009년 5월 21일 패치, you can see whose name you have taken on on your disguise nameplate.
- If you disguise as a class not represented by the enemy team, you take on a name randomly. This can be a dead giveaway as a glance at the score table will make your trickery obvious, so try to disguise as a class that you know the enemy has.
- Try to act natural. Many times, an enemy will shoot you and not notice your health go down. If you do react to their shots, you can be certain that they and the rest of their team will hunt you down. If you continue heading in the same direction and if you seem to ignore the attack (assuming that it doesn't kill you), many times you will be left alone.
- Expanding on the above, standing still while in the enemy base is highly suspicious, and most players will try to Spy check you. Making it seem like you were NOT harmed by this attack is the key to getting sneaky backstabs when they turn away. Be incredibly careful of Pyros however. If you see one heading for you, and he is actively Spy checking, RUN!
- Another thing to note on the above is that certain weapons WILL give you away, even if you pretend it didn't hurt you. Weapons like the Widowmaker, the Black Box, and certain weapons with on hit effects will give you away, because they will vary in their triggers; with the former replenishing health on hit, and the latter replenishing metal on hit. Take note of what weapons the enemy is using to Spy check.
- Before the Sniper vs. Spy Update, when disguised as a Medic, the ÜberCharge percentage did not show up when an enemy targeted you. This was a big giveaway. This was fixed in the 2009년 5월 21일 패치, and now disguising as a Medic you appear to have a ÜberCharge percentage that the Medic you're disguised had when you took on that disguise. If there aren't any enemy Medics you will simply have a random ÜberCharge meter.
- You may, while entering the enemy base, notice that an attack force is heading for your base. Running in the opposite direction of them will likely result in a Spy check. A great method to single-handedly stop this attack is trying to run with the group towards your base. This works well as it appears to the opposite team that you are not a Spy, and you can slow yourself down a little bit to get to the rear of the pack and backstab most, if not all, of them. Just be sure the person you are disguised as is not among them, or you will be very dead very quickly.
- This is one of the main techniques for a Your Eternal Reward / Wanga Prick users, since even a quick behind-glance from one of the enemies will less likely reveal you, not to mention the screams and bodies won't be a problem either.
- A dead giveaway that you're a Spy in disguise is the fact that your enemies are unable to walk through you. Once they bump into you, they will try to kill you immediately. When in small enclosed spaces, e.g. the sewers in 2Fort, walk close to the walls and be sure to leave enough room for enemy players to run past you.
- Deliberately trying to avoid people in corridors is like saying, "Hey! Here I am! Shoot me!" and will likely get you Spy checked and possibly killed. If you see someone barreling down a corridor at you, it is usually a better idea to open fire on them then to risk bumping into them and being melee'd by them. Remember, your knife isn't exactly fantastic in a face-off. It is only good for backstabs and taking out already weakened enemies; you cannot count on facestabs to save you.
- Keep an eye on the enemy players that are about to respawn. When did they die? What class did they play? What is their skill? Remember, these are the players that are going to be on your back in a few seconds. Use this knowledge to time your actions. If you know that the opponent's #1 Scout will respawn in a few seconds, let him pass by before you take any backstabbing/sapping action. Also remember, if you've just killed the same player twice in the exact same spot, they are going to be checking the area the next time they come through in order to find you.
- Most importantly: There are many people (Pyros) who will Spy check anyone they see, regardless of team affiliation, just as a precaution. Because of this, you must remember to keep moving, change disguises frequently, and, whenever possible, avoid being seen by the enemy entirely.
- As long as there's a damage indication on your HUD, you are semi-visible. Wait until the damage indicator clears before moving to ensure that you're completely invisible.
- A good idea to make your disguise more believable is to get behind or near the enemy spawn, put on your disguise, wait until no one is around/not watching you, and then run forwards so it looks like you just respawned. Not only can it put you behind players leaving said spawn, but it also makes enemy players less likely to Spy check you thinking that you're someone who just came from their own spawn.
- Be cautious to not get into players casual fire though, as it is rather common for some people to spend some of the ammo shooting in the air (or teammates) while running to an objective that is too far away. Also try to avoid spawns with automatic doors (see above).
- Picking up the enemy Intelligence does not yet make you a suicide flag runner. You can drop the Intelligence anytime (L by default), put on a disguise, or Cloak to recon ahead for danger and/or clear out an ambush. Afterwards, return to the Intelligence and resume carrying it when the path is clear. This is especially useful against Sentry Guns, which you can sap and then return to the Intelligence and Demomen, who like to block your path with stickies, essentially trapping you between themselves and anyone pursuing you from the enemy base. It's also a good way to lure other classes out of ambush, as they will move from their spot to check why has the Intelligence been dropped.
- Disguises only fool enemies "at-a-glance". It's best to avoid being seen altogether and use cloaking more often.
- While disguised, try to use voice commands such as Battle Cry. It will make your disguised player speak and do some mimics, and therefore it can fool some enemies who don't think about Spies being able to do those mimics.
- Reloading the Revolver and its variants will reload the weapon equipped by your disguise. Use this for added realism.
- If you are using the Cloak and Dagger, try to jump up on obstacles and ledges as you move through the map. Players use the obvious running pathways and will run right past you if you are cloaked. Standing on a crate allows you to recharge your Cloak without being bumped into and giving away your position. Standing on top of obstacles is also a good place to avoid Spy checking and escape pursuing players as they often forget to check the top of boxes and ledges.
Backstabbing techniques
- For more information, see Backstab
Approaching the target
Approaching your victim for a backstab is difficult without getting caught. It is common for an enemy player to randomly Spy check hiding places and teammates. You can expect the enemy team to Spy check more often if they are alerted to the presence of a Spy.
The easiest targets to approach are distracted players who are busy with another task. Common targets are Engineers that are building/upgrading and Snipers who are looking through their Sniper Rifle.
There are a few things to keep in mind before going in for the killing blow:
- Determine who your target is, and if they are a good target, before you approach.
- Don't panic when you are discovered.
- Make sure to double check the routes behind you before decloaking, especially in routes which are commonly used. A recently spawned enemy player might catch you decloaking.
- Check your surrounding first before cloaking. An enemy player might be looking at your general direction. If you are lucky, they might not be suspicious of you, but if they start shooting at you, run and hide.
- Check the Scoreboard for dead enemy players so you can be aware if someone will come out from spawn.
- If you know that someone has just spawned, you can wait for them to pass by you. You can also try to delay their movement to the front line by timing your kill so they would be forced to look for you.
- Your disguise protects you from passing glances, but only until they get suspicious. Kill your target as soon as possible.
- Be aware of the speed of your Heavy and Soldier disguise. While enemies may be less suspicious of these uncommon disguises, you will have a much harder time trying to hunt down your victim.
- A common mistake is to Cloak when the target is attacking you. Even if the target is aware of you, you can still kill them with techniques like stairstabbing, sidestabbing, or shooting.
- Be careful on approaching the same target too often. Even the most inexperienced player will start checking their back after being stabbed too frequently.
- When attempting to backstab during an enemy push, be sure to wait until they have engaged your teammates. Be wary of enemy players who are watching their team's back.
- When you see a friendly Spy approaching a target, choose another target. If your teammate targets an Engineer, sap their buildings while they are distracted. You can also watch your teammates' back by targeting approaching reinforcements.
- Use elevated areas to your advantage. With good timing and positioning, you can get your target within a couple of seconds.
- Avoid chasing and staring when closing in. Looking directly at your target while running after them gives you away to anyone watching, but watching in your periphery (by aiming the crosshair a few steps to their side) and running parallel with your target looks like you're running with them, arousing less suspicion.
- Since players rarely look upwards, consider using elevated areas and stairways to jump around your target and confuse them.
A Spy's weapons and gadgets can drastically change how a Spy has to approach his target. Keep these tips in mind when choosing your loadout:
- If you have the Dead Ringer, refill the watch as much as possible before going for your target. It makes for great insurance in case you fail to catch your victim and you start becoming the enemy's target. Make sure your death is convincing though or the area will be double-checked.
- The L'Étranger can help quickly refill the Cloak meter in areas without ammo boxes, therefore you can Cloak in order to hide in case a backstab attempt fails. Be careful if you decide to shoot unaware players as they will turn their attention toward you.
- With Your Eternal Reward, you cannot disguise until you backstab someone. You will need to proceed with caution when attempting a backstab.
- Be aware of the level of noise each of your cloaking devices make. A common mistake is decloaking too close to your target, thus enabling them to hear you. The Saharan Spy Set nullifies your cloaking sound to a whisper, but it does not mean players cannot hear the cloaking sound.
- Also, when using Your Eternal Reward try to predict and calculate your enemies movement and patterns to look for an opening in getting the first kill.
See also
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