Difference between revisions of "Anti-Spy strategy"
m (Auto: EnforceCapitalization(Revolver), EnforceCapitalization(Spies), WordFilter((?<!I )Spy → Spy) (Review RC#2915204)) |
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{{Community strategy stub|Needs a class specific section just like the [[Anti-Scout strategy]] has it.}} | {{Community strategy stub|Needs a class specific section just like the [[Anti-Scout strategy]] has it.}} | ||
− | + | {{construction}} | |
[[File:Spyhumiliation.png|right|130px|Ohhhh... merde.]] | [[File:Spyhumiliation.png|right|130px|Ohhhh... merde.]] | ||
{{Quotation|'''The Engineer'''|That's what my daddy taught me to do to backstabbers.|sound=Engineer_dominationspy08.wav}} | {{Quotation|'''The Engineer'''|That's what my daddy taught me to do to backstabbers.|sound=Engineer_dominationspy08.wav}} | ||
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| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]''' | | align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]''' | ||
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− | * In direct combat, the Spy's weapons are | + | * In direct combat, the Spy's weapons are weaker than other weapons. He can see the health of enemy players, however, allowing him to decide which of your teammates can be picked off. |
* If the Spy passes by undetected, he can kill players instantly with a [[backstab]]. | * If the Spy passes by undetected, he can kill players instantly with a [[backstab]]. | ||
|- | |- | ||
|} | |} | ||
+ | |||
+ | ==Class-Specific== | ||
+ | This section explains how to deal with a Scout as each individual class and which classes and loadouts are best for defeating enemy Spies. | ||
+ | |||
+ | <big>'''<--! Note: This section is not done yet, and is currently filled with filler/tiny explanations. I will add more to it after I make sure that others share my consensus on the classes orders!-->'''</big> | ||
+ | ===Classes which excel at beating Spies==== | ||
+ | ====Pyro==== | ||
+ | it's pyro man cmon | ||
+ | ====Demoman==== | ||
+ | solely up here due to demoknight absolutely annhilating spy | ||
+ | ===Classes which are mediocre at fighting Spies=== | ||
+ | ====Soldier==== | ||
+ | blast radius, usually moving and airborne so hard to hit | ||
+ | |||
+ | ====Scout==== | ||
+ | very fast, too fast to backstab btw, mad milk, bleed weapons, | ||
+ | |||
+ | ===Classes which are relatively incapable of dealing with Spies=== | ||
+ | ====Sniper==== | ||
+ | despite being pretty hard countered, gets a wide variety of weapons that deter spies, such as: Classic, Huntsman, Razorback, Jarate, Tribalman's Shiv, Bushwacka. Also, SMG's can be used to sweep an area for invisible spies. | ||
+ | ==== Heavy==== | ||
+ | Slow, but high fire rate means hard for spy to hide usually not focused on spycheck tho | ||
+ | ===Classes which are immensely inefficient at battling with Spies=== | ||
+ | ====Medic==== | ||
+ | definitely not good at dealing with spy | ||
+ | ====Engineer==== | ||
+ | engineer fucking SUCKS at dealing with spy | ||
+ | ====Spy==== | ||
+ | It is not Spy's job to deal with each other. You're not killing the spy most likely, but they probably aren't killing you. | ||
== Weapon-specific == | == Weapon-specific == |
Revision as of 16:06, 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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Class-Specific
This section explains how to deal with a Scout as each individual class and which classes and loadouts are best for defeating enemy Spies.
<--! Note: This section is not done yet, and is currently filled with filler/tiny explanations. I will add more to it after I make sure that others share my consensus on the classes orders!-->
Classes which excel at beating Spies=
Pyro
it's pyro man cmon
Demoman
solely up here due to demoknight absolutely annhilating spy
Classes which are mediocre at fighting Spies
Soldier
blast radius, usually moving and airborne so hard to hit
Scout
very fast, too fast to backstab btw, mad milk, bleed weapons,
Classes which are relatively incapable of dealing with Spies
Sniper
despite being pretty hard countered, gets a wide variety of weapons that deter spies, such as: Classic, Huntsman, Razorback, Jarate, Tribalman's Shiv, Bushwacka. Also, SMG's can be used to sweep an area for invisible spies.
Heavy
Slow, but high fire rate means hard for spy to hide usually not focused on spycheck tho
Classes which are immensely inefficient at battling with Spies
Medic
definitely not good at dealing with spy
Engineer
engineer fucking SUCKS at dealing with spy
Spy
It is not Spy's job to deal with each other. You're not killing the spy most likely, but they probably aren't killing you.
Weapon-specific
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
- 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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