Difference between revisions of "Anti-Spy strategy"
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=== Buildings === | === Buildings === | ||
− | * | + | * Even if the Spy is disguised, you can still see him reach out and place Sappers on buildings. Keep an eye out for this animation to quickly figure out which teammate is the Spy. |
* Pyros with the [[Homewrecker]] are excellent for defending buildings; it only takes one strike to dislodge Sappers, compared to the two strikes required by the Engineer's default Wrench. | * Pyros with the [[Homewrecker]] are excellent for defending buildings; it only takes one strike to dislodge Sappers, compared to the two strikes required by the Engineer's default Wrench. | ||
* Keep special notice of your team's Teleporters. If left unguarded, a Spy can place a Sapper on one end and continue to replace those that are removed on the other end, eventually sapping more health than what the Engineer can repair and slowing your team's reinforcements. | * Keep special notice of your team's Teleporters. If left unguarded, a Spy can place a Sapper on one end and continue to replace those that are removed on the other end, eventually sapping more health than what the Engineer can repair and slowing your team's reinforcements. | ||
− | * The Spy may put a Sapper on a Teleporter entrance and take it as soon as the Engineer removes it. Do not stand on your Teleporter Exit, as the Spy may | + | * The Spy may put a Sapper on a Teleporter entrance and take it as soon as the Engineer removes it. Do not stand on your Teleporter Exit, as the Spy may [[Telefrag]] you. |
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:''See [[Spychecking#Identifying enemy Spies|Spychecking]] for more strategies.'' | :''See [[Spychecking#Identifying enemy Spies|Spychecking]] for more strategies.'' | ||
− | * | + | * Your team can always hurt an enemy Spy. A stray bullet or explosion may reveal a cloaked Spy. |
− | * | + | * A disguised Spy can't pass through you like teammates can. If you bump into a teammate and can't pass, they are a Spy. |
− | * | + | * The Spy cannot copy special abilities or use weapons of other classes. A strangely slow Scout or a Medic who is not healing warrants suspicion. |
− | + | * Consider where allied classes are typically found and are played. For example, two common disguises are the Sniper and Spy. The Sniper is usually played away from allies on high ground, while your Spy should be with the enemy team! | |
− | * | + | * Teammates who deviate from typical behavior, appear overly-fixated on other allies, suddenly beeline towards friendly targets, or ignore objectives should cause concern. |
− | + | * Note how teammates interact with the environment. A few situations might call for a Spy-check, including a teammate who is at full health but can pick up a health kit, an injured teammate moving away from your respawn area, or team-specific doors not opening for a teammate. | |
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== See also == | == See also == |
Revision as of 21:53, 21 April 2021
“ | That's what my daddy taught me to do to backstabbers.
Click to listen
— The Engineer
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” |
The Spy is a cunning espionage agent bent on deceiving and frustrating your team. He will use his Cloak and disguises to maneuver behind friendly lines, then use his signature backstab technique to instantly kill any target in one strike. The best defense against a Spy is observation; he only has so many ways to infiltrate your team, so experienced players can usually identify when the situation feels suspicious. When caught, most Spies will try and escape rather than engage in a fight because of their weak offense. Keep in mind the Spy has many methods of deception, including the ability to fake his own death. The Pyro, with his flames, is generally considered the best defense against the Spy.
Contents
General
Attributes | Anti-Spy strategy |
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Role |
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Health |
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Speed |
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Power |
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Weapon-specific
Main article: Spy weapons
Secondary weapons
Weapon | Anti-Spy strategy |
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Revolver + reskins |
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Ambassador + reskins |
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L'Etranger |
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Enforcer |
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Diamondback |
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Melee weapons
Weapon | Anti-Spy strategy |
---|---|
Knife + reskins |
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Your Eternal Reward + reskins |
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Conniver's Kunai |
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Big Earner |
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Spy-cicle |
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Disguise Kit
Weapon | Anti-Spy strategy |
---|---|
Disguise Kit |
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Invis Watches
Main article: Cloak
- Cloaked Spies can be revealed if they are doused, lit, or bleeding. Try using Jarate, Mad Milk, fire, and weapons that cause bleeding in areas where you suspect a Spy is hiding. These debuffs cure twice as quickly while the Spy is cloaked, so act quickly once you reveal him.
- Emerging from water also compromises a Spy's invisibility, as water particles will drip off him for a few seconds.
- Spies can pick up health and ammo even while cloaked. If health kits and ammo boxes are disappearing for no apparent reason, there is a cloaked Spy nearby.
- Disguised Spies can receive health and ammo from enemy Dispensers. Occasionally Spy-check around Dispensers and check for healing beams attached to thin air.
- The Invisibility Watch and the Cloak and Dagger will show a silhouette of a cloaked Spy if he bumps into an enemy; if a Spy's silhouette is revealed, press against him and attack to keep him visible.
- A cloaked Spy still makes sound. You may hear his footsteps from running across hard surfaces, the crunch from fall damage, or voice responses from unknown sources. He also makes a distinct noise upon uncloaking.
- If you see a Spy cloak, die at suspiciously high health, or otherwise escape your sight, alert your team and tell them exactly where they are.
Weapon | Anti-Spy strategy |
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Invis Watch + reskins |
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Cloak and Dagger |
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Dead Ringer |
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Buildings
- Even if the Spy is disguised, you can still see him reach out and place Sappers on buildings. Keep an eye out for this animation to quickly figure out which teammate is the Spy.
- Pyros with the Homewrecker are excellent for defending buildings; it only takes one strike to dislodge Sappers, compared to the two strikes required by the Engineer's default Wrench.
- Keep special notice of your team's Teleporters. If left unguarded, a Spy can place a Sapper on one end and continue to replace those that are removed on the other end, eventually sapping more health than what the Engineer can repair and slowing your team's reinforcements.
- The Spy may put a Sapper on a Teleporter entrance and take it as soon as the Engineer removes it. Do not stand on your Teleporter Exit, as the Spy may Telefrag you.
Weapon | Anti-Spy strategy |
---|---|
Sapper + reskins |
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Red-Tape Recorder |
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Telling Them Apart
- See Spychecking for more strategies.
- Your team can always hurt an enemy Spy. A stray bullet or explosion may reveal a cloaked Spy.
- A disguised Spy can't pass through you like teammates can. If you bump into a teammate and can't pass, they are a Spy.
- The Spy cannot copy special abilities or use weapons of other classes. A strangely slow Scout or a Medic who is not healing warrants suspicion.
- Consider where allied classes are typically found and are played. For example, two common disguises are the Sniper and Spy. The Sniper is usually played away from allies on high ground, while your Spy should be with the enemy team!
- Teammates who deviate from typical behavior, appear overly-fixated on other allies, suddenly beeline towards friendly targets, or ignore objectives should cause concern.
- Note how teammates interact with the environment. A few situations might call for a Spy-check, including a teammate who is at full health but can pick up a health kit, an injured teammate moving away from your respawn area, or team-specific doors not opening for a teammate.
See also
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