Difference between revisions of "Spy match-ups"
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{{Match-Up | forclass=spy | {{Match-Up | forclass=spy | ||
− | | 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 | + | | 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 jump]]ing and frequently be ahead of his team or at high ground. With his mobility and the [[Rocket Launcher]]'s high damage output along with large splash, 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. However, his slow speed can let you take advantage of the [[Ambassador]] to land headshots on him, two of which can kill a standard Soldier at base health (unless he has the [[Battalion's Backup]] equipped), though this should only be done at a decent distance where you can dodge his rockets. |
− | | 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]] | + | | pyro-strategy = The Pyro's [[fire]] serves as a counter to your [[Cloak]] and [[disguise]]. Because there is no friendly fire in a standard game, he can use his [[Flamethrower]] to freely [[Spy-check]] multiple teammates at once. 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. When set on fire but out of a Pyro's Flamethrower range, cloak with your [[Invis Watch]] to reduce the fire's duration, though you will be unable to retaliate during this time. 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 | + | | demoman-strategy = A Demoman will often be too focused on combat or laying [[Stickybomb Launcher|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; the Demoman will have some difficulty aiming yet be unable to use his melee weapon. Avoid a Demoman with the [[Eyelander]] if you are using the Dead Ringer, as even a feigned death still gives him a head. |
− | | 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 and fire rate 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. | + | | 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 and fire rate 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. Although the Heavy outdamages you heavily at close to medium range, his Minigun's spread and his bullets' damage falloff make him very weak at long range. This along with his very slow speed opens up opportunities for Ambassador headshots, though this job is usually better performed by a Sniper unless the Heavy is hiding in a location away from the usual Sniper sightlines. If a Heavy is using the [[Huo-Long Heater]], simply jump over the flames and stab him before you land on the ground. |
− | | engineer-strategy = 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 | + | | engineer-strategy = 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 Sapper]]s. If there are no other enemies in the area, you can attack with the Revolver or place Electro Sappers faster than he can remove them, forcing him to abandon his buildings and attack you. |
− | If the Engineer is working on his buildings or the area is too heavily guarded, employ the | + | 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. In this case, you can try the "sap and stab" strategy, sapping the Sentry first then going for the stab, though the Engineer will have more time to react. 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, the [[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 | + | If you are having difficulty approaching a Sentry Gun, the [[Your Eternal Reward]] will allow you to maintain a disguise immediately following a backstab, which may make it easier to enter sapping range. Also, upon backstabbing an Engineer, you will instantly disguise as him, and the Sentry Gun will not target you until you lose that disguise. If there are too many enemies guarding the area, it’s best to coordinate with your teammates. Ideally, your teammates can distract the Engineer and his teammates, letting you employ the stab-and-sap strategy which usually does not work on aware Engineers. If that doesn't work, you can simply disable all nearby buildings, allowing your allies to destroy them. |
− | | 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 | + | Against an Engineer with the [[Frontier Justice]] and [[Gunslinger]], consider equipping the [[Red-Tape Recorder]] instead of the stock Sapper. This will sap his Sentry much slower, denying him crits from Sentry kills, and making him unable to place a new Combat Mini-Sentry Gun until the old one is destroyed. |
− | | sniper-strategy = Your Cloak and disguises allow you to get behind the enemy Sniper easily enough, as he'll typically be focused on targets that are far away. If he is wearing the [[Razorback]], simply gun him down with your primary weapon before he can retaliate. However, should the Sniper discover you, [[Jarate]] or [[bleed]] from the [[Tribalman's Shiv]] will leave you visible to all nearby enemies. If your backstab fails, keep a modest distance while firing your Revolver or retreat to try again later. Be wary of crossing open areas that you know the Sniper is watching over; he could decide to Spy-check you with a fully charged shot, which will instantly kill you. | + | |
− | | 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 | + | | 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, especially at longer ranges. 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 = Your Cloak and disguises allow you to get behind the enemy Sniper easily enough, as he'll typically be focused on targets that are far away. If he is wearing the [[Razorback]], simply gun him down with your primary weapon before he can retaliate. The Ambassador is especially good at this, letting you gun down a Razorback Sniper at long range. However, should the Sniper discover you, [[Jarate]] or [[bleed]] from the [[Tribalman's Shiv]] will leave you visible to all nearby enemies. If your backstab fails, keep a modest distance while firing your Revolver or retreat to try again later. Be wary of crossing open areas that you know the Sniper is watching over; he could decide to Spy-check you with a fully charged shot, which will instantly kill you. | ||
+ | | 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 an enemy Spy. If you end up directly fighting an enemy Spy, dodge his attacks while retaliating with your Revolver. The [[Enforcer]] ignores the damage resistance provided by Cloak and can be used to kill a fleeing enemy Spy with proper prediction. | ||
}} | }} | ||
Revision as of 12:02, 20 June 2017
“ | I'm going to gut you like a Cornish game hen.
Click to listen
— The Spy on his battle plan
|
” |
Class | Strategy | ||
---|---|---|---|
![]() Spy |
vs. | ![]() 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 |
vs. | ![]() 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 along with large splash, 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. However, his slow speed can let you take advantage of the Ambassador to land headshots on him, two of which can kill a standard Soldier at base health (unless he has the Battalion's Backup equipped), though this should only be done at a decent distance where you can dodge his rockets. |
![]() Spy |
vs. | ![]() Pyro |
The Pyro's fire serves as a counter to your Cloak and disguise. Because there is no friendly fire in a standard game, he can use his Flamethrower to freely Spy-check multiple teammates at once. 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. When set on fire but out of a Pyro's Flamethrower range, cloak with your Invis Watch to reduce the fire's duration, though you will be unable to retaliate during this time. 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 |
vs. | ![]() 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; the Demoman will have some difficulty aiming yet be unable to use his melee weapon. Avoid a Demoman with the Eyelander if you are using the Dead Ringer, as even a feigned death still gives him a head. |
![]() Spy |
vs. | ![]() 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 and fire rate 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. Although the Heavy outdamages you heavily at close to medium range, his Minigun's spread and his bullets' damage falloff make him very weak at long range. This along with his very slow speed opens up opportunities for Ambassador headshots, though this job is usually better performed by a Sniper unless the Heavy is hiding in a location away from the usual Sniper sightlines. If a Heavy is using the Huo-Long Heater, simply jump over the flames and stab him before you land on the ground. |
![]() Spy |
vs. | ![]() 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 attack with the Revolver or place Electro Sappers faster than he can remove them, forcing him to abandon his buildings and attack you.
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. In this case, you can try the "sap and stab" strategy, sapping the Sentry first then going for the stab, though the Engineer will have more time to react. 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, the Your Eternal Reward will allow you to maintain a disguise immediately following a backstab, which may make it easier to enter sapping range. Also, upon backstabbing an Engineer, you will instantly disguise as him, and the Sentry Gun will not target you until you lose that disguise. If there are too many enemies guarding the area, it’s best to coordinate with your teammates. Ideally, your teammates can distract the Engineer and his teammates, letting you employ the stab-and-sap strategy which usually does not work on aware Engineers. If that doesn't work, you can simply disable all nearby buildings, allowing your allies to destroy them. Against an Engineer with the Frontier Justice and Gunslinger, consider equipping the Red-Tape Recorder instead of the stock Sapper. This will sap his Sentry much slower, denying him crits from Sentry kills, and making him unable to place a new Combat Mini-Sentry Gun until the old one is destroyed. |
![]() Spy |
vs. | ![]() 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, especially at longer ranges. 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 |
vs. | ![]() Sniper |
Your Cloak and disguises allow you to get behind the enemy Sniper easily enough, as he'll typically be focused on targets that are far away. If he is wearing the Razorback, simply gun him down with your primary weapon before he can retaliate. The Ambassador is especially good at this, letting you gun down a Razorback Sniper at long range. However, should the Sniper discover you, Jarate or bleed from the Tribalman's Shiv will leave you visible to all nearby enemies. If your backstab fails, keep a modest distance while firing your Revolver or retreat to try again later. Be wary of crossing open areas that you know the Sniper is watching over; he could decide to Spy-check you with a fully charged shot, which will instantly kill you. |
![]() Spy |
vs. | ![]() 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 an enemy Spy. If you end up directly fighting an enemy Spy, dodge his attacks while retaliating with your Revolver. The Enforcer ignores the damage resistance provided by Cloak and can be used to kill a fleeing enemy Spy with proper prediction. |
See also
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