Difference between revisions of "Spy match-ups"

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(A good rewrite! Merging previous and current.)
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   | scout-strategy = A typical Scout rarely stands still and is difficult to hit with any of your weapons, making him a poor target for a backstab. With his speed, he can simply bump into you to [[Spy-check]] and easily chase you down. The [[Force-A-Nature]]’s [[knockback]], [[Mad Milk]], and the [[Boston Basher]]’s [[bleed]] effect can aid in revealing you further, so it may be best to avoid him whenever possible. Additionally, the Scout's damage is superior to yours. If you end up directly fighting a Scout, backpedal erratically while firing your Revolver; you don’t want to fight him at close range.
 
   | scout-strategy = A typical Scout rarely stands still and is difficult to hit with any of your weapons, making him a poor target for a backstab. With his speed, he can simply bump into you to [[Spy-check]] and easily chase you down. The [[Force-A-Nature]]’s [[knockback]], [[Mad Milk]], and the [[Boston Basher]]’s [[bleed]] effect can aid in revealing you further, so it may be best to avoid him whenever possible. Additionally, the Scout's damage is superior to yours. If you end up directly fighting a Scout, backpedal erratically while firing your Revolver; you don’t want to fight him at close range.
 
   | soldier-strategy = The Soldier walks slowly and brings a large amount of firepower to his team, making him a prime backstab target. However, he tends to be hard to reach on the battlefield, where he will make use of [[rocket jumping]] and frequently be ahead of his team or at high ground. With his mobility and the [[Rocket Launcher]]'s high damage output, being caught by a Soldier almost guarantees your death. Should your backstab fail or he discover you, it's best to flee; your Revolver does not deal much damage relative to his large health pool.
 
   | soldier-strategy = The Soldier walks slowly and brings a large amount of firepower to his team, making him a prime backstab target. However, he tends to be hard to reach on the battlefield, where he will make use of [[rocket jumping]] and frequently be ahead of his team or at high ground. With his mobility and the [[Rocket Launcher]]'s high damage output, being caught by a Soldier almost guarantees your death. Should your backstab fail or he discover you, it's best to flee; your Revolver does not deal much damage relative to his large health pool.
   | pyro-strategy = The Pyro's [[fire]] serves as a counter to your Cloak and disguise. Because there is no friendly fire, he can use his Flamethrower to freely [[Spy-check]] all of his teammates. In combat, its large spread may inadvertently reveal you, making him a suboptimal backstab target. Additionally, he can use the [[compression blast]] to keep you pinned in a corner upon discovery. If you are forced to directly fight a Pyro, keep a medium distance and a steady aim; your Revolver outdamages all of his secondary weapons. Take particular note of where bodies of water and [[health]] kits are so that you can easily extinguish yourself when retreating. If you are having trouble with an enemy Pyro, consider using the [[Dead Ringer]] or the [[Spy-cicle]]; these items can extinguish [[afterburn]] and give you some immunity to his routine Spy-checks.
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   | pyro-strategy = The Pyro's [[fire]] serves as a counter to your Cloak and disguise. Because there is no friendly fire, he can use his Flamethrower to freely [[Spy-check]] all of his teammates. In combat, its large spread may inadvertently reveal you, making him a suboptimal backstab target. Additionally, he can use the [[compression blast]] to keep you pinned in a corner upon discovery. If you are forced to directly fight a Pyro, keep a medium distance and a steady aim; you are a bit faster than Pyro and your Revolver outdamages all of his secondary weapons. Take particular note of where bodies of water and [[health]] kits are so that you can easily extinguish yourself when retreating. If you are having trouble with an enemy Pyro, consider using the [[Dead Ringer]] or the [[Spy-cicle]]; these items can extinguish [[afterburn]] and give you some immunity to his routine Spy-checks.
 
   | demoman-strategy = A Demoman will often be too focused on combat or laying Sticky traps to pay attention to you. He moves relatively slowly and cannot frequently [[Sticky jump]] without sacrificing a sizable portion of health, allowing you to easily catch up for a backstab. Your [[Cloak]] and [[disguise]] can be used to pass over his Sticky traps with some degree of safety. While the Demoman can deal more damage than you at all ranges, his explosive projectiles can be dodged while his Stickybombs take time to arm, and his weapons reload slowly. If fighting the Demoman directly, remain within medium range but outside melee range, especially if he has a shield equipped; the Demoman will have some difficultly aiming yet be unable to use his melee weapon.
 
   | demoman-strategy = A Demoman will often be too focused on combat or laying Sticky traps to pay attention to you. He moves relatively slowly and cannot frequently [[Sticky jump]] without sacrificing a sizable portion of health, allowing you to easily catch up for a backstab. Your [[Cloak]] and [[disguise]] can be used to pass over his Sticky traps with some degree of safety. While the Demoman can deal more damage than you at all ranges, his explosive projectiles can be dodged while his Stickybombs take time to arm, and his weapons reload slowly. If fighting the Demoman directly, remain within medium range but outside melee range, especially if he has a shield equipped; the Demoman will have some difficultly aiming yet be unable to use his melee weapon.
 
   | heavy-strategy = A Heavy is a large, slow target who provides a lot of firepower for his team, making him your natural prey. Due to the nature of the Minigun, a Heavy must continuously look at his target. Before attacking, be sure that he is focused on combat; if you are discovered, his Minigun’s wide spread will easily track your Cloak if the sheer damage doesn’t kill you first. Specifically killing him should take much of the pressure off from you as you retreat back to your team.
 
   | heavy-strategy = A Heavy is a large, slow target who provides a lot of firepower for his team, making him your natural prey. Due to the nature of the Minigun, a Heavy must continuously look at his target. Before attacking, be sure that he is focused on combat; if you are discovered, his Minigun’s wide spread will easily track your Cloak if the sheer damage doesn’t kill you first. Specifically killing him should take much of the pressure off from you as you retreat back to your team.
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If you are having difficulty approaching a Sentry Gun, [[Your Eternal Reward]] will allow you to maintain a disguise immediately following a backstab, which may make it easier to enter sapping range. If there are too many enemies guarding the area, it’s best to coordinate with your teammates; you can simply disable all nearby buildings, allowing your allies to destroy them.
 
If you are having difficulty approaching a Sentry Gun, [[Your Eternal Reward]] will allow you to maintain a disguise immediately following a backstab, which may make it easier to enter sapping range. If there are too many enemies guarding the area, it’s best to coordinate with your teammates; you can simply disable all nearby buildings, allowing your allies to destroy them.
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 +
If Engineer's building are guarded by an enemy Pyro, don't try to attack them: Spy-check and [[Homewrecker]] wont allow you to destroy the nest. You can try to backstab an engineer and sap all the buildings before Pyro can react. You will likely die, but it will help your teammates - Pyro cant repair buildings with his anti-sapper hammer.
 
   | medic-strategy = A Medic’s ability to heal his teammates makes him one of your most important targets. However, he will often be backed up by his teammates, allowing him to keep an eye out for you. Approach from behind when he is distracted by your team and act like one of his teammates to shake off suspicion. Once you're in position, backstab the Medic, then his patient, who won't immediately be looking backwards. If you are discovered, backpedal while firing your [[Revolver]] or simply [[Cloak]] - while the Medic's [[Syringe Gun]] outmatches your weapons, it is poor at sweeping an area to reveal you. If you are feeling particularly devious, you can disguise as a viable [[Medic buddy]] and trick him into healing you, following you into a trap, or wasting an [[ÜberCharge]] on you.
 
   | medic-strategy = A Medic’s ability to heal his teammates makes him one of your most important targets. However, he will often be backed up by his teammates, allowing him to keep an eye out for you. Approach from behind when he is distracted by your team and act like one of his teammates to shake off suspicion. Once you're in position, backstab the Medic, then his patient, who won't immediately be looking backwards. If you are discovered, backpedal while firing your [[Revolver]] or simply [[Cloak]] - while the Medic's [[Syringe Gun]] outmatches your weapons, it is poor at sweeping an area to reveal you. If you are feeling particularly devious, you can disguise as a viable [[Medic buddy]] and trick him into healing you, following you into a trap, or wasting an [[ÜberCharge]] on you.
   | sniper-strategy = A Sniper will typically be focused on aiming at targets that are far away and will not notice that you’re behind him. If he is wearing the [[Razorback]], simply gun him down with your primary weapon before he can retaliate. However, should the Sniper discover you, he can use [[Jarate]] or the [[bleed]] effect from the [[Tribalman's Shiv]] to nullify your Cloak and disguise, leaving you vulnerable to all nearby enemies. Even with his weak close range weapons, a Sniper is capable of defeating you in a one-on-one encounter, especially if he inflicts one of his debuffs on you. If your backstab fails, keep a modest distance while firing your Revolver or simply retreat and try again later.
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   | sniper-strategy = An experienced Sniper can be a real threat for you, if you will act unaware (Coming from your own base while disguised, moving with wrong speed): a full charged bodyshot will instantly kill you, so use your cloak to cross the area. However, a Sniper will typically be focused on aiming at targets that are far away and will not notice that you’re behind him. If he is wearing the [[Razorback]], simply gun him down with your primary weapon before he can retaliate. However, should the Sniper discover you, he can use [[Jarate]] or the [[bleed]] effect from the [[Tribalman's Shiv]] to nullify your Cloak and disguise, leaving you vulnerable to all nearby enemies. Even with his weak close range weapons, a Sniper is capable of defeating you in a one-on-one encounter, especially if he inflicts one of his debuffs on you. If your backstab fails, keep a modest distance while firing your Revolver or simply retreat and try again later.
   | spy-strategy = It is not a Spy's job to deal with enemy Spies. In most circumstances, if you see an enemy Spy, you should report his disguise and whereabouts to your teammates and continue about your business. However, if you do see an opportunity to backstab him while he is distracted, take it. Likewise, being a Spy does not mean you are immune to Spies; you should Spy-check as often as the other classes. You can [[Spy-check]] by approaching the backs of teammates with the Knife active; if you automatically raise it as if to backstab someone, that "teammate" is a Spy. If you end up directly fighting an enemy Spy, dodge his attacks while retaliating with your Revolver.  
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   | spy-strategy = It is not a Spy's job to deal with enemy Spies. In most circumstances, if you see an enemy Spy, you should report his disguise and whereabouts to your teammates and continue about your business. However, if you do see an opportunity to backstab him while he is distracted, take it. Likewise, being a Spy does not mean you are immune to Spies; you should Spy-check as often as the other classes. You can [[Spy-check]] by approaching the backs of teammates with the Knife active; if you automatically raise it as if to backstab someone, that "teammate" is a Spy. If you end up directly fighting an enemy Spy, dodge his attacks while retaliating with your Revolver. The [[Enforcer]] ignores damage resistance provided by any Spy's cloak, which can allow you to freely finish off a retreating Spy if you will manage to predict his moves. 
 
}}
 
}}
  

Revision as of 18:36, 20 September 2016

I'm going to gut you like a Cornish game hen.
The Spy on his battle plan
Class Strategy
Spy.png
Spy
vs. Scout.png
Scout
A typical Scout rarely stands still and is difficult to hit with any of your weapons, making him a poor target for a backstab. With his speed, he can simply bump into you to Spy-check and easily chase you down. The Force-A-Nature’s knockback, Mad Milk, and the Boston Basher’s bleed effect can aid in revealing you further, so it may be best to avoid him whenever possible. Additionally, the Scout's damage is superior to yours. If you end up directly fighting a Scout, backpedal erratically while firing your Revolver; you don’t want to fight him at close range.
Spy.png
Spy
vs. Soldier.png
Soldier
The Soldier walks slowly and brings a large amount of firepower to his team, making him a prime backstab target. However, he tends to be hard to reach on the battlefield, where he will make use of rocket jumping and frequently be ahead of his team or at high ground. With his mobility and the Rocket Launcher's high damage output, being caught by a Soldier almost guarantees your death. Should your backstab fail or he discover you, it's best to flee; your Revolver does not deal much damage relative to his large health pool.
Spy.png
Spy
vs. Pyro.png
Pyro
The Pyro's fire serves as a counter to your Cloak and disguise. Because there is no friendly fire, he can use his Flamethrower to freely Spy-check all of his teammates. In combat, its large spread may inadvertently reveal you, making him a suboptimal backstab target. Additionally, he can use the compression blast to keep you pinned in a corner upon discovery. If you are forced to directly fight a Pyro, keep a medium distance and a steady aim; you are a bit faster than Pyro and your Revolver outdamages all of his secondary weapons. Take particular note of where bodies of water and health kits are so that you can easily extinguish yourself when retreating. If you are having trouble with an enemy Pyro, consider using the Dead Ringer or the Spy-cicle; these items can extinguish afterburn and give you some immunity to his routine Spy-checks.
Spy.png
Spy
vs. Demoman.png
Demoman
A Demoman will often be too focused on combat or laying Sticky traps to pay attention to you. He moves relatively slowly and cannot frequently Sticky jump without sacrificing a sizable portion of health, allowing you to easily catch up for a backstab. Your Cloak and disguise can be used to pass over his Sticky traps with some degree of safety. While the Demoman can deal more damage than you at all ranges, his explosive projectiles can be dodged while his Stickybombs take time to arm, and his weapons reload slowly. If fighting the Demoman directly, remain within medium range but outside melee range, especially if he has a shield equipped; the Demoman will have some difficultly aiming yet be unable to use his melee weapon.
Spy.png
Spy
vs. Heavy.png
Heavy
A Heavy is a large, slow target who provides a lot of firepower for his team, making him your natural prey. Due to the nature of the Minigun, a Heavy must continuously look at his target. Before attacking, be sure that he is focused on combat; if you are discovered, his Minigun’s wide spread will easily track your Cloak if the sheer damage doesn’t kill you first. Specifically killing him should take much of the pressure off from you as you retreat back to your team.
Spy.png
Spy
vs. Engineer.png
Engineer
The Spy has the potential to kill the Engineer and destroy his equipment in one fell swoop. While the two of you are about even in a one-on-one encounter, the Engineer will typically be near his Sentry Gun, which can easily mow down whatever it targets. However, your Cloak and disguise won't draw the attention of his Sentry Gun, allowing you to approach and disable his buildings with your Electro Sappers. If there are no other enemies in the area, you can place Electro Sappers faster than he can remove them, forcing him to abandon his buildings and attack you. If you constantly dodge his fire, his buildings will eventually fall.

If the Engineer is working on his buildings or the area is too heavily guarded, employ the “Stab then sap” strategy: backstab him, quickly sap his Sentry Gun before it can attack you, then flee. It is best to attempt this while the Sentry Gun is facing away from you or in the midst of upgrading; otherwise, you might take significant damage following the backstab. If an Engineer is between you and his Sentry Gun, it is possible to bait the Sentry Gun into firing at its owner by revealing yourself.

If you are having difficulty approaching a Sentry Gun, Your Eternal Reward will allow you to maintain a disguise immediately following a backstab, which may make it easier to enter sapping range. If there are too many enemies guarding the area, it’s best to coordinate with your teammates; you can simply disable all nearby buildings, allowing your allies to destroy them.

If Engineer's building are guarded by an enemy Pyro, don't try to attack them: Spy-check and Homewrecker wont allow you to destroy the nest. You can try to backstab an engineer and sap all the buildings before Pyro can react. You will likely die, but it will help your teammates - Pyro cant repair buildings with his anti-sapper hammer.

Spy.png
Spy
vs. Medic.png
Medic
A Medic’s ability to heal his teammates makes him one of your most important targets. However, he will often be backed up by his teammates, allowing him to keep an eye out for you. Approach from behind when he is distracted by your team and act like one of his teammates to shake off suspicion. Once you're in position, backstab the Medic, then his patient, who won't immediately be looking backwards. If you are discovered, backpedal while firing your Revolver or simply Cloak - while the Medic's Syringe Gun outmatches your weapons, it is poor at sweeping an area to reveal you. If you are feeling particularly devious, you can disguise as a viable Medic buddy and trick him into healing you, following you into a trap, or wasting an ÜberCharge on you.
Spy.png
Spy
vs. Sniper.png
Sniper
An experienced Sniper can be a real threat for you, if you will act unaware (Coming from your own base while disguised, moving with wrong speed): a full charged bodyshot will instantly kill you, so use your cloak to cross the area. However, a Sniper will typically be focused on aiming at targets that are far away and will not notice that you’re behind him. If he is wearing the Razorback, simply gun him down with your primary weapon before he can retaliate. However, should the Sniper discover you, he can use Jarate or the bleed effect from the Tribalman's Shiv to nullify your Cloak and disguise, leaving you vulnerable to all nearby enemies. Even with his weak close range weapons, a Sniper is capable of defeating you in a one-on-one encounter, especially if he inflicts one of his debuffs on you. If your backstab fails, keep a modest distance while firing your Revolver or simply retreat and try again later.
Spy.png
Spy
vs. Spy.png
Spy
It is not a Spy's job to deal with enemy Spies. In most circumstances, if you see an enemy Spy, you should report his disguise and whereabouts to your teammates and continue about your business. However, if you do see an opportunity to backstab him while he is distracted, take it. Likewise, being a Spy does not mean you are immune to Spies; you should Spy-check as often as the other classes. You can Spy-check by approaching the backs of teammates with the Knife active; if you automatically raise it as if to backstab someone, that "teammate" is a Spy. If you end up directly fighting an enemy Spy, dodge his attacks while retaliating with your Revolver. The Enforcer ignores damage resistance provided by any Spy's cloak, which can allow you to freely finish off a retreating Spy if you will manage to predict his moves.


See also