Difference between revisions of "Spy"

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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 or drop his [[Übercharge]]. The Spy is also capable of incapacitating and destroying the [[Engineer]]'s buildings.
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[[File:SpyIcon.png|200px|right||link=http://wiki.teamfortress.com/wiki/Spy]]
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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===
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==6v6==
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{{main|Spy (6v6)}}
  
''Main Article: [[Spy (6v6)]]''
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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 Über).
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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===
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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)]]''
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==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.
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{{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.
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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===
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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.
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==Techniques==
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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===
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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==
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==See Also==
{{Template:Class Spy Primary Table}}
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*[[Spy (6v6)]]
 
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*[[Spy (Highlander)]]
==Secondary==
 
{{Template:Class Spy Secondary Table}}
 
 
 
==PDA2==
 
{{Template:Class Spy PDA Table}}
 
 
 
===Melee===
 
{| class="wikitable grid" width="100%"
 
! class="header" width="15%" | Weapon
 
! 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:Knife.png]]<br /><small>'''Stock'''</small><br />'''[[Knife]]'''
 
| align="center" | [[Image:Killicon Knife.png]]
 
| 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 '''Knife''' is the most powerful weapon in the spy's arsenal. On back stab it does 6x the enemy's current 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.
 
|-
 
! [[Image:BlackRose.png]]<br /><small>'''Promotional'''</small><br />'''[[Black Rose]]'''
 
| align="center" | [[Image:Killicon Blackrose.png]]
 
|-
 
! [[Image:YER.png]]<br /><small>'''Craft'''</small><br />'''[[Your Eternal Reward]]'''
 
| align="center" | [[Image:Killicon YER.png]]
 
| 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="indianred" rowspan="2"| <font color="white"> No </font>
 
| align="center" bgcolor="lightgreen" rowspan="2"| <font color="black"> Yes </font>
 
| rowspan="2" align="left"| Using '''Your Eternal Reward''' removes 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.
 
|-
 
! [[Image:WangaPrick.png]]<br /><small>'''Craft'''</small><br />'''[[Wanga Prick]]'''
 
| align="center" | [[Image:Killicon WP.png]]
 
|-
 
! [[Image:Kunai.png]]<br /><small>'''Promotional'''</small><br />'''[[Conniver's Kunai]]'''
 
| align="center" | [[Image:Killicon Kunai.png]]
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </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" | When the '''Conniver's Kunai''' 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.
 
|-
 
! [[Image:BigEarner.png]]<br /><small>'''Craft'''</small><br />'''[[Big Earner]]'''
 
| align="center" | [[Image:Killicon BE.png]]
 
| align="center" bgcolor="lightgreen" | <font color="black"> Yes </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 '''Big Earner''' grants the Spy +30% of their cloak meter upon backstab, but trades it for 25 less health.  As the Spy is already a fragile class, the health debuff makes this knife one rarely seen in competitive play.
 
|-
 
! [[Image:Spycicle.png]]<br /><small>'''Craft'''</small><br />'''[[Spy-Cicle]]'''
 
| align="center" | [[Image:Killicon Cicle.png]]
 
| 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 '''Spy-Cicle''' acts like "Pyro insurance" in that, when the Spy is lit on fire, the Spy-Cicle melts and allows the Spy to become fireproof for 2 seconds.  This is useful for keeping the Spy alive in order to find a better opportunity for a pick, but the Spy-Cicle is still melted and unusable for 15 seconds.  As well, the Spy-Cicle is a silent killer that makes no noise on backstabs.  Backstabbed victims are turned into ice sculptures, revealing the Spy's presence.
 
|}
 
  
 
==External Links==
 
==External Links==
[http://steamcommunity.com/sharedfiles/filedetails/?id=144086729# DarkNecrid's Comprehensive Pub & Competitive Spy Guide]
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[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