Difference between revisions of "Spy"

From comp.tf
Jump to navigation Jump to search
(Adjust Primary)
 
(111 intermediate revisions by 51 users not shown)
Line 1: Line 1:
The spy is a suave backstabbing rogue that has the ability to insta-kill any class in the game with their knife. Spies are valued in that they can get important [[picks]] through the manipulation and deception of the enemy team. The spy arguably has the worst direct combat ability, as it is solely designed to only get one or two kills at a time. As a pick class, the spy will usually target the enemy [[Demoman]], [[Heavy]] or [[Medic]] and either get the Medic to pop his uber or to drop his uber. The Spy is also capable of incapacitating and destroying the [[Engineer]]'s buildings.
+
[[File:SpyIcon.png|200px|right||link=http://wiki.teamfortress.com/wiki/Spy]]
 +
The '''Spy''' is a suave backstabbing rogue who has the ability to instantly kill any enemy by attacking with his melee from behind. He can position himself as he sees fit with his Invisibility Cloak and can get important [[Glossary#Metagame terms|Picks]] when an opportunity presents itself. Spy is weak in direct combat; he is designed to take out important targets and then retreat. As a pick class, Spy will usually target the enemy [[Demoman]], [[Heavy]] or [[Medic]]. Against Medics, Spy's goal is to either force Medic to use his [[Übercharge]] or kill him outright, wasting the charge. The Spy is also capable of disabling and destroying the [[Engineer]]'s buildings with his Sapper.
  
===6v6===
+
==6v6==
 +
{{main|Spy (6v6)}}
  
''Main Article: [[Spy (6v6)]]''
+
In 6v6, Spy is an [[offclass]] due to his poor damage output and low health, generally run when [[Sniper]] cannot take advantage of any sightlines or chokepoints. Spy will usually only get one chance for a pick; once he makes a play, the enemy team will be on guard for the rest of the match. A player may switch to Spy when the enemy [[Medic]] has a large Über advantage during a stalemate in order to kill an enemy - especially [[Demoman]] - before his team makes a push.
  
In 6v6, the Spy is considered an [[offclass]]. It is most often run when one team has a disadvantage and they need to try and create an advantage (usually through dropping the enemy Medic's uber).
+
In terms of assassination power, Spy has significantly less potential than Sniper; Sniper can fire multiple times and get multiple picks, but Spy usually only gets one chance for a pick and will almost certainly die afterwards. However, because he is not often run in 6v6, enemies are not generally aware of him, allowing him to make a play. Spy is most commonly used as a surprise tactic for breaking stalemates against teams that stay out of [[Sniper]] sightlines and deny [[Roamer]] bombings. However, keep in mind that Spy is still much less versatile than [[Sniper]].  
  
===Highlander===
+
Spy's other major use is to ''spy'' on the enemy team. He can gather vital information and relay it to his team, such as enemy Medic's Übercharge and choice of Medigun, surprise offclassing, and enemy positions. Spy's invisibility can also be utilized for backcapping against a careless enemy team.
  
''Main Article: [[Spy (Highlander)]]''
+
==Highlander==
  
In Highlander, the Spy is often used to pick the enemy Medic, Heavy, Demoman, Sniper, and Engineer.  Spies in Highlander must be aware that the enemy team has a full-time [[Pyro]] and is [[spychecking]] more often, leaving the Spy with less opportunities for picks.
+
{{main|Spy (Highlander)}}
  
The Spy is also the best scouting class in the game, providing invaluable information for his team. He can find how far along a [[Medic]] is to fully charging his ubercharge, where the enemy team is located, and in what direction they are moving towards in the safety provided by his watches.
+
In Highlander, the Spy is used as a pick and support class. He will often attempt to pick the enemy Medic, Heavy, Demoman, Sniper, Engineer, or any key targets that are giving his team trouble. However, he must be aware that the enemy team has a full-time [[Pyro]] and will spycheck more often, leaving him with fewer opportunities for picks.
  
===Trickstabs===
+
The Spy is also the best scouting class in the game, providing valuable information to his team. He can easily relay enemy Übercharge, positions, pushes, and loadouts, thanks to the safety provided by the Cloak and Dagger.
  
When spotted or confronted by an enemy, a spy is almost always put at a disadvantage, due to his low damage output. In times of need, spies may use [[Trickstabs]] to place themselves behinds the enemy. The are a multitude of ways to do so. While some are more useful/successful than others, each method can be used accordingly in different situations to get out of trouble.
+
==Techniques==
 +
When confronted by an enemy, Spy is almost always at a severe disadvantage; his poor damage output and health prevent him from going toe-to-toe with most combat classes. In a pinch, Spy may need use deceptive movements to manipulate an attacking enemy into showing him their back. This technique is called "trickstabbing," and may be the only way for him to escape a bad situation. In higher levels of play, however, enemies will be wary, and often will stay out of backstab range.
  
===Weapons===
+
Spy may opt to use a revolver to harass and distract distant enemies, or pick off an isolated foe. The [[Ambassador]] is often the best choice for this playstyle, as it allows Spy to deal critical hits with headshots, allowing him to briefly match enemies' damage output. When focusing on his revolver as a damage source, Spy will often fight alongside his team and assist them in dealing damage, although he is inferior to [[Sniper]] in both range and damage. In order to utilize his full potential, he must sow confusion and paranoia among enemies in order to allow his own team to take the upper hand.
  
=== Primary ===
+
==See Also==
{| class="wikitable grid" width="100%"
+
*[[Spy (6v6)]]
! class="header" width="15%" | Weapon
+
*[[Spy (Highlander)]]
! class="header" width="10%" | Kill Icon
 
! class="header" width="8%" | [[ESEA]] [[Standard 6v6|6s]] legal?
 
! class="header" width="8%" | [[UGC]] [[Highlander|HL]] legal?
 
! class="header" width="8%" | [[ETF2L]] [[Standard 6v6|6s]] legal?
 
! class="header" width="8%" | [[ETF2L]] [[Highlander|HL]] legal?
 
! class="header" width="43%" | Info
 
|-
 
! [[Image:]]<br /><small>'''Stock'''</small><br />'''Knife'''
 
| align="center" | [[Image:]]
 
| align="center" bgcolor="lightgreen" rowspan="2"| <font color="black"> Yes </font>
 
| align="center" bgcolor="lightgreen" rowspan="2"| <font color="black"> Yes </font>
 
| align="center" bgcolor="lightgreen" rowspan="2"| <font color="black"> Yes </font>
 
| align="center" bgcolor="lightgreen" rowspan="2"| <font color="black"> Yes </font>
 
| rowspan="2" align="left"| The revolver deals a base damage of 40, with a clip of 6 rounds. This weapon is a perfect choice for spies that either don't have the time line up head shots, or just feel more comfortable with consistently hitting body shots.
 
|-
 
! [[Image:]]<br /><small>'''Promotional'''</small><br />'''Big Kill'''
 
| align="center" | [[Image:]]
 
|-
 
! [[Image:]]<br /><small>'''Unlock'''</small><br />'''Abassador'''
 
| align="center" | [[Image:]]
 
| align="center" bgcolor="indianred" | <font color="white"> No </font>
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
 
| align="center" bgcolor="indianred" | <font color="white"> No </font>
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
 
| align="left" | The Ambassador deals a base damage of 34, with a clip of 6 rounds. Most notably, it has perfect accuracy on the first shot, allowing for 102 damage head shots, but has an accuracy fall off on a short cool down that starts after every shot.
 
|-
 
! [[Image:]]<br /><small>'''Craft'''</small><br />'''L'Etranger'''
 
| align="center" | [[Image:]]
 
| align="center" bgcolor="indianred" | <font color="white"> No </font>
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
 
| align="center" bgcolor="indianred" | <font color="white"> No </font>
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
 
| align="left" | The L'Etranger deals a base damage of 32, with a clip of 6 rounds. On every hit, the user gains an additional 15% cloak. This weapon is extremely effective when coupled with the dead ringer due to the fact that it enables the player to regain the cloak needed to feign. This weapon is a necessary component in the Saharan Spy Set.
 
|-
 
! [[Image:]]<br /><small>'''Craft'''</small><br />'''The Enforcer'''
 
| align="center" | [[Image:]]
 
| align="center" bgcolor="indianred" | <font color="white"> No </font>
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
 
| align="center" bgcolor="indianred" | <font color="white"> No </font>
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
 
| align="left" | The Enforcer deals a base damage of 48, with a clip of 6 rounds. The Enforcer is known for having the highest base damage of all revolvers, with an additional damage boost of 20% when undisguised. This revolver has had a long history of controversy regarding it's balance, specifically in comparison with the Revolver. Similar to the Ambassador, it has -20% firing speed, and cannot get random crits.
 
|-
 
! [[Image:]]<br /><small>'''Promotional'''</small><br />'''Diamondback'''
 
| align="center" | [[Image:]]
 
| align="center" bgcolor="indianred" | <font color="white"> No </font>
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
 
| align="center" bgcolor="indianred" | <font color="white"> No </font>
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </font>
 
| align="left" |
 
|}
 
  
==Secondary==
 
 
{{Weapon
 
| weapon_name = Sapper
 
| image = Sapper.jpg
 
| 6s_legal = Yes
 
| hl_legal = Yes
 
| etf2l_6s_legal = Yes
 
| etf2l_hl_legal = Yes
 
| description = The Sapper is the Spy's tool for disabling and destroying enemy engineers buildings. The stock sapper will disable an enemy building when placed, but if an enemy engineer removes the sapper, the building will continue to operate. Therefore, a more effective way of sapping for Highlander is killing the engineer before sapping. A good time for this is usually with your teams uber or kritz push.
 
}}
 
 
{{Weapon
 
| weapon_name = Red Tape Recorder
 
| image = RTR.jpg
 
| 6s_legal = Yes
 
| hl_legal = No
 
| etf2l_6s_legal = No
 
| etf2l_hl_legal = No
 
| description = Much like the stock sapper, the Red Tape Recorder also disables enemy engineer's buildings. This sapper, however, does not destroy the buildings it saps, rather it reverses the construction of the building. The controversy surrounding this sapper is great. Arguments include the fact that when placed it immediately reverses a sentry. This is why it is legal in only one Competitive league so far.
 
}}
 
 
==PDA2==
 
 
{{Weapon
 
| weapon_name = Invis Watch
 
| image = Invis.jpg
 
| 6s_legal = Yes
 
| hl_legal = Yes
 
| etf2l_6s_legal = Yes
 
| etf2l_hl_legal = Yes
 
| description = The default Invis Watch for spy is timed. It provides the spy with 9 seconds of cloak time. While cloaked or uncloaked a spy can pick up ammo boxes as well as dropped weapons to refill the cloak meter. The Invis Watch is best suited for an aggressive play style, allowing for more picks. Watch out for enemies however because bumping into them will make you visible!
 
}}
 
 
{{Weapon
 
| weapon_name = Cloak and Dagger
 
| image = Cloak_and_Dagger.jpg
 
| 6s_legal = Yes
 
| hl_legal = Yes
 
| etf2l_6s_legal = No
 
| etf2l_hl_legal = Yes
 
| description = This specific watch is motion sensitive, which means that while a player isn't moving the cloak will build. This watch has a double cloak recharge rate as well as a 29% faster cloak drain rate. Also, this watches cloak can not be replenished by ammo boxes or dropped weapons. The Cloak and Dagger is best suited for a more passive play style, providing the player with the ability to wait and call important things like enemy combo positioning as well as Medic ubercharge.
 
}}
 
 
{{Weapon
 
| weapon_name = Dead Ringer
 
| image = Dead_Ringer.jpg
 
| 6s_legal = Yes
 
| hl_legal = Yes
 
| etf2l_6s_legal = No
 
| etf2l_hl_legal = Yes
 
| description = This watch is unique among the spy watches. Instead of cloaking the player when deployed, it is held in the players hand. While the Dead Ringer is out the player will not be able to attack, but when the player takes damage only 10% of the damage given will be taken by the player. In addition, the player will go invisible and drop a dead body therefore feigning death. For the 6.5 seconds of cloak time the Dead Ringer provides, you will not become visible. However, if you extend that time with ammo packs you will be visible when bumped. The Dead Ringer is best suited for an even more aggressive play style than the Invis Watch, allowing you to get in your enemies face before feigning.
 
}}
 
 
===Melee===
 
 
{{Weapon
 
| weapon_name = Knife
 
| image = Knife.jpg
 
| 6s_legal = Yes
 
| hl_legal = Yes
 
| etf2l_6s_legal = Yes
 
| etf2l_hl_legal = Yes
 
| description = The Knife is the most powerful weapon in the spies arsenal. On back stab it does 6x the enemies health. When hitting anywhere else besides the back it does a base damage of 40 (also called butter-knifing). Spies have the capability of getting behind the enemy lines by means of cloaking and disguising, then using the knife to backstab enemies. Though the Knife is very powerful, players must not forget that they also have a gun.
 
}}
 
 
{{Weapon
 
| weapon_name = Conniver's Kunai
 
| image = Kunai.jpg
 
| 6s_legal = Yes
 
| hl_legal = Yes
 
| etf2l_6s_legal = No
 
| etf2l_hl_legal = Yes
 
| description = When this weapon is equipped, the player starts out with 60 health. On backstab, the Spy absorbs the victims health. The maximum health the Spy can reach is 180. Upon backstab flames can also be put out. The controversy behind this knife is whether or not starting out with 60 health is worth getting health later.
 
}}
 
 
{{Weapon
 
| weapon_name = Spycicle
 
| image = Spycicle.jpg
 
| 6s_legal = No
 
| hl_legal = Yes
 
| etf2l_6s_legal = No
 
| etf2l_hl_legal = Yes
 
| description =
 
}}
 
 
{{Weapon
 
| weapon_name = Big Earner
 
| image = Big_Earner.jpg
 
| 6s_legal = Yes
 
| hl_legal = Yes
 
| etf2l_6s_legal = No
 
| etf2l_hl_legal = Yes
 
| description =
 
}}
 
 
{{Weapon
 
| weapon_name = Black Rose
 
| image = Black Rose.jpg
 
| 6s_legal = Yes
 
| hl_legal = Yes
 
| etf2l_6s_legal = Yes
 
| etf2l_hl_legal = Yes
 
| description = A re-skin of the default knife as a promotional item for Alliance of Valiant Arms.
 
}}
 
 
{{Weapon
 
| weapon_name = Your Eternal Reward
 
| image = YER.jpg
 
| 6s_legal = Yes
 
| hl_legal = Yes
 
| etf2l_6s_legal = No
 
| etf2l_hl_legal = Yes
 
| description = This specific knife revokes the spies ability to disguise with the disguise kit. The spy can only disguise by successfully backstabbing an enemy. Upon backstab, the Spy will immediately disguise as the victim, the victim's body will disappear without noise, and the enemy team will receive no killfeed of their teammate dying. In the competitive scene, this knife holds controversy due to the fact that without a disguise it is near impossible to get the initial backstab.
 
}}
 
 
{{Weapon
 
| weapon_name = Wanga Prick
 
| image = Wanga_Prick.jpg
 
| 6s_legal = Yes
 
| hl_legal = Yes
 
| etf2l_6s_legal = No
 
| etf2l_hl_legal = Yes
 
| description = A re-skin of the Your Eternal Reward.
 
}}
 
 
===Building===
 
 
==External Links==
 
==External Links==
[http://steamcommunity.com/sharedfiles/filedetails/?id=144086729# DarkNecrid's Comprehensive Pub & Competitive Spy Guide]
+
[http://steamcommunity.com/sharedfiles/filedetails/?id=312421865# DarkNecrid's Comprehensive Pub & Competitive Spy Guide]
  
 
[[Category:Classes]]
 
[[Category:Classes]]

Latest revision as of 21:23, 15 May 2024

SpyIcon.png

The Spy is a suave backstabbing rogue who has the ability to instantly kill any enemy by attacking with his melee from behind. He can position himself as he sees fit with his Invisibility Cloak and can get important Picks when an opportunity presents itself. Spy is weak in direct combat; he is designed to take out important targets and then retreat. As a pick class, Spy will usually target the enemy Demoman, Heavy or Medic. Against Medics, Spy's goal is to either force Medic to use his Übercharge or kill him outright, wasting the charge. The Spy is also capable of disabling and destroying the Engineer's buildings with his Sapper.

6v6[edit]

Main article: Spy (6v6)

In 6v6, Spy is an offclass due to his poor damage output and low health, generally run when Sniper cannot take advantage of any sightlines or chokepoints. Spy will usually only get one chance for a pick; once he makes a play, the enemy team will be on guard for the rest of the match. A player may switch to Spy when the enemy Medic has a large Über advantage during a stalemate in order to kill an enemy - especially Demoman - before his team makes a push.

In terms of assassination power, Spy has significantly less potential than Sniper; Sniper can fire multiple times and get multiple picks, but Spy usually only gets one chance for a pick and will almost certainly die afterwards. However, because he is not often run in 6v6, enemies are not generally aware of him, allowing him to make a play. Spy is most commonly used as a surprise tactic for breaking stalemates against teams that stay out of Sniper sightlines and deny Roamer bombings. However, keep in mind that Spy is still much less versatile than Sniper.

Spy's other major use is to spy on the enemy team. He can gather vital information and relay it to his team, such as enemy Medic's Übercharge and choice of Medigun, surprise offclassing, and enemy positions. Spy's invisibility can also be utilized for backcapping against a careless enemy team.

Highlander[edit]

Main article: Spy (Highlander)

In Highlander, the Spy is used as a pick and support class. He will often attempt to pick the enemy Medic, Heavy, Demoman, Sniper, Engineer, or any key targets that are giving his team trouble. However, he must be aware that the enemy team has a full-time Pyro and will spycheck more often, leaving him with fewer opportunities for picks.

The Spy is also the best scouting class in the game, providing valuable information to his team. He can easily relay enemy Übercharge, positions, pushes, and loadouts, thanks to the safety provided by the Cloak and Dagger.

Techniques[edit]

When confronted by an enemy, Spy is almost always at a severe disadvantage; his poor damage output and health prevent him from going toe-to-toe with most combat classes. In a pinch, Spy may need use deceptive movements to manipulate an attacking enemy into showing him their back. This technique is called "trickstabbing," and may be the only way for him to escape a bad situation. In higher levels of play, however, enemies will be wary, and often will stay out of backstab range.

Spy may opt to use a revolver to harass and distract distant enemies, or pick off an isolated foe. The Ambassador is often the best choice for this playstyle, as it allows Spy to deal critical hits with headshots, allowing him to briefly match enemies' damage output. When focusing on his revolver as a damage source, Spy will often fight alongside his team and assist them in dealing damage, although he is inferior to Sniper in both range and damage. In order to utilize his full potential, he must sow confusion and paranoia among enemies in order to allow his own team to take the upper hand.

See Also[edit]

External Links[edit]

DarkNecrid's Comprehensive Pub & Competitive Spy Guide