Difference between revisions of "Anti-Spy strategy"
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===Primary Weapons=== | ===Primary Weapons=== | ||
− | + | *Each revolver makes its own, distinct sound upon being fired; figuring out the distinctions can help you adapt against against enemy Spies. | |
{| class="wikitable grid" cellpadding="0" cellspacing="0" | {| class="wikitable grid" cellpadding="0" cellspacing="0" | ||
! class="header" colspan="1" width="200"| Weapon | ! class="header" colspan="1" width="200"| Weapon | ||
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*You can also try doubling-back in order for him to aim in front of you. | *You can also try doubling-back in order for him to aim in front of you. | ||
*[[Strafing]] is a good tactic to use here, as you can move over quite a large area without losing aim. | *[[Strafing]] is a good tactic to use here, as you can move over quite a large area without losing aim. | ||
+ | *The Revolver does more damage the closer the target is, so keep your distance, if possible. | ||
|- | |- | ||
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Ambassador}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Ambassador}} | ||
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− | *When | + | *When confronting a Spy with the Ambassador, always move in an erratic way to avoid being hit with his [[headshot]]s. The weapon requires approximately one second of cooldown in order to perform another headshot; take advantage of this opportunity and kill him before he fires again. |
+ | *Most often, a Spy using the Ambassador will act like a Sniper, taking shots at players' heads from a safe distance; keep moving to reduce his accuracy, and work with your teammates to locate him. | ||
+ | **Also like a Sniper, the Spy will likely be heavily focused on scoring a headshot, making him susceptable to ambush. | ||
|- | |- | ||
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|L'Etranger}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|L'Etranger}} | ||
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− | * | + | *A Spy equipped with the L'Etranger will gain some Cloak on each hit. Kill him as soon as you see him while avoiding his shots. |
− | *Because | + | *Because the L'Etranger does 20% less damage, a Spy using it is more likely to try a hit-and-run strategy. If he cloaks in mid-battle, spray the area nearby and '''let your team know'''. |
+ | *If you are shot by a Spy who used the L'Etranger and then lose sight of him, assume that he will try to sneak up on you or your teammates shortly. Warn them, and [[Spy-check]]. | ||
|- | |- | ||
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Enforcer}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Enforcer}} | ||
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− | * | + | *A Spy equipped with the Enforcer must wait an extra 0.5 seconds to cloak; this can make the difference between killing the Spy and losing track of him. |
+ | *The Enforcer deals 20% more damage, which can make close combat with a Spy using it rather dangerous; keep moving to deny the Spy a hit, and dispatch him quickly. | ||
|- | |- | ||
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Diamondback}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Diamondback}} | ||
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*Similar to the [[Frontier Justice]], The Diamondback will not get crits when the buildings being sapped are destroyed after the Spy that attached the Sappers is killed. | *Similar to the [[Frontier Justice]], The Diamondback will not get crits when the buildings being sapped are destroyed after the Spy that attached the Sappers is killed. | ||
− | *Protect your [[Teleporters]]. Not only will having them destroyed cripple your team's mobility, but | + | *Protect your [[Teleporters]]. Not only will having them destroyed cripple your team's mobility, but their destruction will also give the Spy 2 two free critical bullets. |
**Keep in mind that removing an Electro Sapper from one end of the teleporter will remove the one on the other end as well. | **Keep in mind that removing an Electro Sapper from one end of the teleporter will remove the one on the other end as well. | ||
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Revision as of 20:06, 30 August 2011
“ | That's what my daddy taught me to do to backstabbers.
Click to listen
— The Engineer
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” |
The Spy is a cunningly swift espionage agent bent on stabbing everyone's back. The Spy's primary attack is his backstab ability which allows him to instantly kill any class in one hit from behind. The best defense against a Spy is good observational skills; Spies only have so many ways to infiltrate your team and experienced players can usually detect them if there is little to no combat occurring at the time. When caught, most Spies will try and escape rather than engage in a fight because of their limited attack capability. Keep in mind that Spies have different ways of cloaking and backstabbing, including the ability to fake their own death. Pyros are generally considered the first defense against enemy Spies due to their great Spy checking ability.
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 |
Weapon Specific
A list of useful tidbits about the Spy's tools, and how to counter them.
Primary Weapons
- Each revolver makes its own, distinct sound upon being fired; figuring out the distinctions can help you adapt against against enemy Spies.
Weapon | Anti-Spy strategy |
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Revolver / Big Kill |
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Ambassador |
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L'Etranger |
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Enforcer |
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Diamondback |
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Secondary Weapons
Weapon | Anti-Spy strategy |
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Sapper |
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Melee Weapons
Weapon | Anti-Spy strategy |
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Knife |
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Your Eternal Reward |
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Conniver's Kunai |
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Big Earner |
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PDA Weapon
Weapon | Anti-Spy strategy |
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Disguise Kit |
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Cloaking Devices
- The Invisibility Watch and Dead Ringer can be recharged even if the Spy is cloaked by picking up metal. If metal is mysteriously disappearing near you, check for a Spy!
- Cloaked Spies with a disguise on can leech health and Cloak recharges from enemy Dispensers. Check near and on top of Dispensers occasionally.
- If you hear an excessive amount of voice responses near you from an unknown source, check the area around you for Spies trying to spook you while cloaked.
- Spies make a fairly loud, distinct noise when they uncloak. Be sure to scan the area around you if you hear it.
- Cloaked Spies are revealed when emerging from water. Be sure to check in areas with water sources where a Spy can swim in.
- If you see a Spy disappear, alert your team and tell them (in team-only chat, so the Spy won't notice and flee) exactly where you are. If there are teammates nearby, call for help and spycheck them just in case.
Weapon | Anti-Spy strategy |
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Invisibility Watch / Enthusiast's Timepiece |
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Cloak and Dagger |
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Dead Ringer |
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Class Set
See also
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