Armas del Spy (copmetitivo)

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Este articulo está enfocado al competitivo, basado en el formato competitivo estándar.
El mundillo competitivo cambia y evoluciona con el paso del tiempo, puedes encontrar información desactualizada.
Algunas armas del Spy no están permitidas en ciertas ligas. Para las armas no permitidas, véase Lista de armas restringidas.

El Spy es una clase que depende completamente de sus capacidades de sigilo para matar enemigos apuñalándolos por la espalda.

Armas secundarias

El arma secundaria del Spy es la única arma de largo alcance de la que dispone y solo suele usarse para huir. Todas las armas secundarias del Spy tienen una precisión perfecta si se disparan tras 1,25 segundos de reposo.

Revólver

El Revólver por defecto tiene un daño decente y es bueno para rematar a enemigos con baja salud. El Pistolón tiene las mismas estadísticas.

Arma Daño Crítico Tiempos de función Especial
Revólver
Revolver
  • Quemarropa: 60
  • A 512 unidades: 40
  • Over 1024 units: 21
  • Crítico: 120
  • Minicrítico a quemarropa: 81
  • Minicrítico a más de 512 unidades: 54
  • Atacar: 0,58 s
  • Recargar: 1,16 s
  • Stock econdary weapon.


A continuación una tabla que muestra la disponibilidad del Revólver en partidas competitivas 6c6.

Arma Lista de permitidas en 6c6
Revólver
Revolver
Permitida


La Embajadora

La Embajadora causa menos daño y dispara más lento, pero hace crítico si se dispara a la cabeza.

Arma Daño Crítico Tiempos de función Especial
Embajadora
Ambassador
  • Quemarropa: 51
  • A 512 unidades: 34
  • Over 1024 units: 18
  • Crítico: 102
  • Minicrítico a quemarropa: 69
  • Minicrítico a más de 512 unidades: 46
  • Atacar: 0,696 s
  • Recargar: 1,16 s
  • Tiempo hasta volver a disparar con precisión: 0,95 s
  • Accuracy is based on the time since the last shot.
  • Deals critical damage on an accurate headshot.
  • 15% damage penalty.
  • 20% slower firing speed.


A continuación una tabla que muestra la disponibilidad de la Embajadora en partidas competitivas 6c6.

Arma Lista de permitidas en 6c6
Embajadora
Ambassador
Permitida


Extranjero

El Extranjero causa un -20 % de daño, pero da un +40 % de invisibilidad y rellena un 15 % del medidor de invisibilidad por impacto.

Arma Daño Crítico Tiempos de función Especial
Extranjero
L'Etranger
  • Quemarropa: 48
  • A 512 unidades: 32
  • Over 1024 units: 17
  • Crítico: 96
  • Minicrítico a quemarropa: 65
  • Minicrítico a más de 512 unidades: 43
  • Atacar: 0,58 s
  • Recargar: 1,16 s
  • +15 % de invisibilidad por impacto.
  • +40 % de invisibilidad total.
  • -20 % de daño.


A continuación una tabla que muestra la disponibilidad del Extranjero en partidas competitivas 6c6.

Arma Lista de permitidas en 6c6
Extranjero
L'Etranger
Permitida


Diamondback

El Diamondback hace menos daño, pero acumula críticos por cada construcción saboteada y enemigo apuñalado.

Arma Daño Crítico Tiempos de función Especial
Diamondback
Diamondback
  • Quemarropa: 51
  • A 512 unidades: 34
  • Over 1024 units: 18
  • Crítico: 102
  • Minicrítico a quemarropa: 69
  • Minicrítico a más de 512 unidades: 46
  • Atacar: 0,58 s
  • Recargar: 1,16 s
  • Gives one guaranteed Critical hit for each building destroyed.
  • 15% damage penalty.
  • Gives one guaranteed Critical hit for each backstab.


A continuación una tabla que muestra la disponibilidad del Diamondback en partidas competitivas 6c6.

Arma Lista de permitidas en 6c6
Diamondback
Diamondback
Banned


Ejecutor

El Ejecutor hace más daño al estar disfrazado, pero dispara más lento. Suele estar restringido en la mayoría de ligas.

Arma Daño Crítico Tiempos de función Especial
Ejecutor
Enforcer
  • Quemarropa: 72
  • A 512 unidades: 48
  • Over 1024 units: 25
  • Crítico: 144
  • Minicrítico a quemarropa: 97
  • Minicrítico a más de 512 unidades: 65
  • Atacar: 0,696 s
  • Recargar: 1,16 s
  • 20% damage bonus while disguised.
  • 20% slower firing speed.


A continuación una tabla que muestra la disponibilidad del Ejecutor en partidas competitivas 6c6.

Arma Lista de permitidas en 6c6
Ejecutor
Enforcer
Permitida


Uso del arma secundaria

El Revólver por defecto puede rematar fácilmente a enemigos que tengan poca vida. La Embajadora hace más daño y puede causar crítico con disparos a la cabeza. El Extranjero da más invisibilidad. El Diamondback es muy útil si hay Engineers enemigos. El Ejecutor hace más daño, pero dispara muy lento.

Armas de construcción

Las armas de construcción del Spy le permite destruir o desactivar armas centinela. Esto facilita el trabajo al equipo y evita que, por ejemplo un Soldier arriesgue su vida contra una de nivel 3.

Zapador

Es el arma de construcción por defecto del Spy. Reduce gradualmente la salud de la construcción. Si se pone en un teleportador se sabotean tanto la entrada como la salida.

El Ap-Zap y el Aperitivo Hostil tienen las mismas estadísticas que el Zapador.

Arma Daño Crítico Tiempos de función Especial
Zapador
Sapper
  • DPS: 25
N/D
  • Construcción de nivel 1: 6,00 s
  • Construcción de nivel 2: 7,20 s
  • Construcción de nivel 3: 8,64 s
  • Miniarma centinela de combate: 4 s
  • Removed by two hits from a Wrench or Neon Annihilator.
  • Removed by one hit from the Homewrecker or Maul.
  • The Spy's revolvers deal less damage to a building which is being sapped.
  • Buildings are disabled while being sapped.


A continuación una tabla que muestra la disponibilidad del Zapador en partidas competitivas 6c6.

Arma Lista de permitidas en 6c6
Zapador
Sapper
Permitida


Red-Tape Recorder

The Red-Tape Recorder rewinds the building process of buildings. It then reduces the level 1 building into a toolbox, and reduces its health. The toolbox can be collected as a large ammo pickup.

Arma Daño Crítico Tiempos de función Especial
Grabadora Burocrática
Red-Tape Recorder
  • DPS: 0
N/D
  • Level 3 Sentry Gun to Level 2: 3.4s
  • Level 2 Sentry Gun to Level 1: 3.4s
  • Level 1 Sentry Gun to Toolbox: 10.7s
  • Combat Mini-sentry to Toolbox: 10.5s
  • Level 3 Dispenser to Level 2: 3.4s
  • Level 2 Dispenser to Level 1: 3.4s
  • Level 1 Dispenser to Toolbox: 21.2s
  • Level 3 Teleporter to Level 2: 3.0s
  • Level 2 Teleporter to Level 1: 3.0s
  • Level 1 Teleporter to Toolbox: 21.2s
  • Removed by two hits from a Wrench or Neon Annihilator.
  • Removed by one hit from the Homewrecker or Maul.
  • The Spy's revolvers deal less damage to a building which is being sapped.
  • Buildings are disabled while being sapped.
  • Sapper gibs can be collected for metal, 3 metal for 4 fragments (12 total).


A continuación una tabla que muestra la disponibilidad de la Grabadora Burocrática en partidas competitivas 6c6.

Arma Lista de permitidas en 6c6
Grabadora Burocrática
Red-Tape Recorder
Permitida


Secondary Weapon Usage

The Spy's Sapper is useful for taking down or disabling an Engineer's buildings to allow the team to advance.

Melee Weapons

The Spy's melee weapons are his primary source of damage. Any hit within the 180º range behind an enemy will register a Backstab, dealing six times the player's health. They deal about 60% the damage of another stock melee weapon, (compare to Scout). All of the Spy's knives except for the Spy-cicle will perform the Fencing taunt.

Knife

The stock Knife deals low damage normally, but can backstab for an instant kill.

The Sharp Dresser and the Black Rose have the same stats as the Knife.

Arma Daño Crítico Tiempos de función Especial
Mariposa
Knife
  • Melee: 40
  • Backstab: 6 times the target's health
  • Critical: 120
  • Mini-Crit: 54
  • Attack: 0.8s
  • Stock melee weapon.


A continuación una tabla que muestra la disponibilidad de la Mariposa en partidas competitivas 6c6.

Arma Lista de permitidas en 6c6
Mariposa
Knife
Permitida


Your Eternal Reward

The Your Eternal Reward deals identical damage to the stock Knife, but will cause the death of an enemy to be silent, and disguises the Spy as the fallen teammate instantly. The Spy cannot otherwise disguise.

The Wanga Prick has the same stats as the Your Eternal Reward.

Arma Daño Crítico Tiempos de función Especial
Tu Eterna Recompensa
Your Eternal Reward
  • Melee: 40
  • Backstab: 6 times the target's health
  • Critical: 120
  • Mini-Crit: 54
  • Attack: 0.8s
  • Disables the Disguise Kit.
  • Backstabs are silent.
    • Corpses are hidden.
    • Instant disguise as the killed player.


A continuación una tabla que muestra la disponibilidad de Tu Eterna Recompensa en partidas competitivas 6c6.

Arma Lista de permitidas en 6c6
Tu Eterna Recompensa
Your Eternal Reward
Permitida


Conniver's Kunai

The Conniver's Kunai grants the Spy health on kill, at the cost of initial health. The granted health can provide overheal.

Arma Daño Crítico Tiempos de función Especial
Kunai del Conspirador
Conniver's Kunai
  • Melee: 40
  • Backstab: 6 times the target's health
  • Critical: 120
  • Mini-Crit: 54
Attack: 0.8s
  • On backstab, grants the Spy health equivalent to the target's health.
  • Maximum health reduced to 75 from 125.
    • Maximum overheal reduced from 185 to 115.
    • Maximum overheal from backstab is 210.
  • Health provided extinguishes fire and bleeding, similar to a health pack.


A continuación una tabla que muestra la disponibilidad del Kunai del Conspirador en partidas competitivas 6c6.

Arma Lista de permitidas en 6c6
Kunai del Conspirador
Conniver's Kunai
Permitida


The Big Earner

The Big Earner provides the Spy with 30% Cloak on backstab and a temporary speed boost, but reduces his maximum health by 25.

Arma Daño Crítico Tiempos de función Especial
Cabeza de Familia
Big Earner
  • Melee: 40
  • Backstab: 6 times the target's health
  • Critical: 120
  • Mini-Crit: 54
  • Attack: 0.8s
  • 30% Cloak granted on kill.
  • Speed boost for 3 seconds on kill.
  • Maximum health reduced to 100 from 125.
    • Maximum overheal reduced from 185 to 150.


A continuación una tabla que muestra la disponibilidad de la Cabeza de Familia en partidas competitivas 6c6.

Arma Lista de permitidas en 6c6
Cabeza de Familia
Big Earner
Permitida


Spy-cicle

The Spy-cicle kills players silently, and freezes their bodies with the Jiggle Bones effect, which is similar to the Saxxy, the Golden Wrench, and the Golden Pan, but the frozen body is made of ice, instead of Australium. If the Spy is lit on fire, or taking afterburn with it active, it will extinguish the fire, prevent additional fire damage for 1 second and afterburn damage for 10 seconds, but disable the knife for 15 seconds.

Arma Daño Crítico Tiempos de función Especial
Apungelador
Spy-cicle
  • Melee: 40
  • Backstab: 6 times the target's health
  • Critical: 120
  • Mini-Crit: 54
  • Attack: 0.8s
  • Fire prevention time: 1s
  • Afterburn prevention time: 10s
  • Tiempo de recarga: 15s
  • Kills silently.
    • Leaves ice statues rather than corpses.
  • Will stop and prevent fire damage for 1 second after it's active.
    • Prevents after burn for 10 seconds afterwards.
    • Disables the knife after doing so.
  • Uses the Revolver taunt as opposed to the Fencing taunt.


A continuación una tabla que muestra la disponibilidad del Apungelador en partidas competitivas 6c6.

Arma Lista de permitidas en 6c6
Apungelador
Spy-cicle
Permitida


Melee Weapon Usage

The stock Knife has no health penalty, and allows the Disguise Kit. The Your Eternal Reward allows for a Spy to take out enemies silently, but voice communication can supersede this. The Conniver's Kunai can help a Spy survive after a backstab, but makes the Spy highly vulnerable. The Big Earner is useful for a better getaway, and the Spy-cicle is helpful to avoid fire damage. The stock Knife tends to be a favorite choice for its lack of downsides, although some confident players may use the Conniver's Kunai to help extinguish fire damage.

PDA Items

Disguise Kit

The Disguise Kit allows the Spy to disguise as any other player in the game.

Arma Daño Crítico Tiempos de función Especial
Kit de Disfraces
Disguise Kit
N/D N/D
  • Disguise Time: 2s
  • Smoke Duration: 3s
  • Smoke will be invisible if disguising while cloaked.
  • Disguising as a friendly Spy will drop any disguise.
  • Speed will be reduced to match a slower speed disguised class.
  • By re-disguising as the same class, the Spy will adjust his apparently active weapon to match the slot of the one he is using.
    • PDA items cannot be mimicked in this way.


A continuación una tabla que muestra la disponibilidad del Kit de Disfraces en partidas competitivas 6c6.

Arma Lista de permitidas en 6c6
Kit de Disfraces
Disguise Kit
Permitida


Invisibility Watch

The stock Invisibility Watch provides a rudimentary Cloak which can be refueled with ammunition, and drains while active.

The Enthusiast's Timepiece and the Quackenbirdt have the same stats as the Invisibility Watch.

Arma Daño Crítico Tiempos de función Especial
Reloj de Invisibilidad
Invisibility Watch
N/D N/D
  • Cloak duration: 10 s
  • Tiempo de recarga: 33,5 s
  • Activar invisibilidad: 1,2 s
  • Desactivar invisibilidad: 2,2 s
  • Can be refilled with ammunition.
  • If disguising while cloaked, the associated smoke will be hidden.
  • Afterburn, bleeding, Jarate, Mad Milk, and water effects will be visible while cloaked.
  • Cloak will flicker if the Spy bumps into an enemy player, or takes damage of any kind.


A continuación una tabla que muestra la disponibilidad del Reloj de Invisibilidad en partidas competitivas 6c6.

Arma Lista de permitidas en 6c6
Reloj de Invisibilidad
Invisibility Watch
Permitida


Cloak and Dagger

The Cloak and Dagger has less overall Cloak than the stock Invisibility Watch, but allows the Spy to regenerate Cloak by not moving and by picking up ammo while uncloaked.

Arma Daño Crítico Tiempos de función Especial
Embozador
Cloak and Dagger
N/D N/D
  • Duración caminando: 6,2 s
  • Duración caminando agachado: 60 s
  • Tiempo de recarga: 15 s
  • Activar invisibilidad: 1,2 s
  • Desactivar invisibilidad: 2,2 s
  • Can only be refilled by ammunition while uncloaked.
  • Cloak duration based on movement speed.
  • Cloak will flash identically to the stock Invisibility Watch.
    • If the Cloak meter runs out while cloaked, the Cloak will flash as if the Spy had been bumped.


A continuación una tabla que muestra la disponibilidad del Embozador en partidas competitivas 6c6.

Arma Lista de permitidas en 6c6
Embozador
Cloak and Dagger
Permitida


Duplicante

The Dead Ringer can be a useful tool into tricking the enemy that they have killed you or have gotten an important pick. A pick can be attempted with the enemy fooled that they have killed you, making the second attempt very easy. The Dead Ringer's loud ring can sometimes be muffled down by voice communication, but can still be easily heard by anyone completely aware that a Spy is still around. A common tactic to use with the Dead Ringer is to disguise as an important pick target of your own team, such as a Demoman, or Medic, while playing Gravel Pit offense and run out the spawn gates with it activated to fool an enemy Demoman camping the gates at the start of the round to blow his stickies.

Arma Daño Crítico Tiempos de función Especial
Duplicante
Dead Ringer
N/D N/D
  • Supercloak Duration: 6,5 s
  • Activar invisibilidad: 0 s
  • Desactivar invisibilidad: 2,2 s
  • Tiempo de recarga: 16 s
  • Can only be activated at 100% charge.
    • When activated, the Dead Ringer has no immediate effect, but prevents attacks by the Spy.
    • If the Spy is damaged in any way while active, it triggers Cloak and drops a fake corpse.
      • The first 6.5 seconds of the Cloak are a Supercloak.
        • Supercloak is not subject to flashes, but it will show Jarate, Mad Milk, Afterburn, and water effects.
        • Extinguishes afterburn when activated.
        • Reduces damage taken by 90%.
      • Cloak can be extended with ammunition, but will not be Supercloak.
  • Cloak drains 60% faster.
  • Decloaking reduces the overall Cloak amount to 40% or lower.
  • Ammunition pickups cannot refill more than 35% charge.
    • Large and Medium pickups will refill 35%.
    • Small pickups will refill 25%.
  • Cloak recharges 80% faster otherwise.


A continuación una tabla que muestra la disponibilidad del Duplicante en partidas competitivas 6c6.

Arma Lista de permitidas en 6c6
Duplicante
Dead Ringer
Permitida


PDA Items Usage

The PDA items are the Spies' essential tool to do his trickery, especially his Disguise Kit, or to conceal himself temporarily (or indefinitely, with Cloak & Dagger).

  • The Invisibility Watch travels furthest, but the duration is timed, so it's best to pick the route carefully before doing so, and pick up ammo boxes to travel even further, or to refill the Cloak meter.
  • The Cloak & Dagger is best used to get past large stretches with limited ammunition. It allows the Spy to maintain Cloak for a theoretically infinite duration, but has reduced distance and cannot be refilled quickly. It can also be used for better reconnaissance, to get a read on health and Übercharge levels.
  • The Dead Ringer allows a Spy to bypass an otherwise impassable wall, as the supercloak functionality is extremely useful. However, it has an even shorter Cloak duration, and makes a very loud decloak noise. It can be refilled only to a limited measure by ammo, but recharges naturally at an increased rate.

The Invisibility Watch is most commonly seen, as a Spy rarely has time to sit around, and the Dead Ringer has too many erroneous mechanics and is too suspicious to be viable.