Difference between revisions of "Anti-Spy strategy"
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* The Revolver fires quickly and accurately; make yourself a more difficult target by strafing from side to side. | * The Revolver fires quickly and accurately; make yourself a more difficult target by strafing from side to side. | ||
* Most weapons outdamage the Revolver at close range. Unless the Spy is confident he can kill you, consider what routes he might try to escape with. | * Most weapons outdamage the Revolver at close range. Unless the Spy is confident he can kill you, consider what routes he might try to escape with. | ||
+ | * A common strategy for spies is to run backwards while firing their revolver. Use cover and corners to force the Spy to come to you. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Ambassador}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Ambassador}} + '''reskins''' | ||
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* In direct combat, a Spy with the Ambassador will aim for your head to deal critical damage. Strafe and jump to throw off his aim. | * In direct combat, a Spy with the Ambassador will aim for your head to deal critical damage. Strafe and jump to throw off his aim. | ||
* The Ambassador is weaker than the Revolver. Additionally, there is a cooldown after each shot where it cannot headshot at all. | * The Ambassador is weaker than the Revolver. Additionally, there is a cooldown after each shot where it cannot headshot at all. | ||
− | * Spy check teammates that may be looking at your head. | + | * Spy check teammates that may be looking at your head. <small>Or, just spy check in general!</small> |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|L'Etranger}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|L'Etranger}} | ||
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* A Spy using the L'Etranger gains 40% additional cloaking and can attack to refill his Cloak meter, making him particularly elusive. Once you find a Spy, light him on fire or douse him in [[Jarate]] or [[Mad Milk]] to render cloaking useless. | * A Spy using the L'Etranger gains 40% additional cloaking and can attack to refill his Cloak meter, making him particularly elusive. Once you find a Spy, light him on fire or douse him in [[Jarate]] or [[Mad Milk]] to render cloaking useless. | ||
+ | * The L'Etranger deals less damage than the Revolver, making direct combat unfavorable. If you catch a Spy using the L'Etranger, he should be quite easy to kill, as long as you don't get backstabbed. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Enforcer}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Enforcer}} | ||
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* The Enforcer deals bonus damage when breaking disguise, but fires 20% slower. If you survive the first shot, counterattacking should be easier. | * The Enforcer deals bonus damage when breaking disguise, but fires 20% slower. If you survive the first shot, counterattacking should be easier. | ||
+ | * Due to the Enforcer's slower firing speed, the normal spread of other revolvers isn't present on the Enforcer due to it firing too slow for the spread to come into effect. Be wary of the Spy's increased accuracy. | ||
* The Enforcer ignores damage resistances and vulnerabilities. | * The Enforcer ignores damage resistances and vulnerabilities. | ||
− | ** If you are using items that grant resistances, such as the [[Vaccinator]], play safely if you know a Spy is using the Enforcer. | + | ** If you are using items that grant resistances, such as the [[Vaccinator]] or [[Battalion's Backup]], play safely if you know a Spy is using the Enforcer. |
** If you are using items such as the [[Pain Train]], you can afford to be slightly more reckless. | ** If you are using items such as the [[Pain Train]], you can afford to be slightly more reckless. | ||
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* The Diamondback stores critical hits as the Spy successfully backstabs teammates or saps buildings. It deals less damage otherwise, so successful anti-Spy measures will leave him with an inferior weapon. | * The Diamondback stores critical hits as the Spy successfully backstabs teammates or saps buildings. It deals less damage otherwise, so successful anti-Spy measures will leave him with an inferior weapon. | ||
+ | * If you know that a building was sapped or someone was backstabbed, be prepared for a possible Critical Hit from a spy. | ||
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Revision as of 15:15, 28 April 2021
“Sun Tzu's got nothing on us!” This article is a Community strategy stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: Needs a class specific section just like the Anti-Scout strategy has it. |
“ | 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 |
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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 |
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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 |
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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 appear overly-fixated on other allies, suddenly beeline towards friendly targets, ignore objectives, refuse to fire their weapon, or otherwise deviate from typical behavior 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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