Difference between revisions of "Spy (Highlander)"

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(Put some info on how spies can help their teams. Also corrected some spelling errors that were in the summary. Thank you and have a good day--The Bard)
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[[File:SpyIcon.png|200px|right||link=http://wiki.teamfortress.com/wiki/Spy]]
 
 
== Gameplay ==
 
 
 
 
Regardless of game mode, the Spy's job remains roughly the same. His primary goals are to assassinate high priority targets on the Enemy team, such as the Medic, Heavy, Sniper or Engineer. As well as this, the Spy is tasked with sapping the Engineer's building, thus allowing his team to push forward.  
 
Regardless of game mode, the Spy's job remains roughly the same. His primary goals are to assassinate high priority targets on the Enemy team, such as the Medic, Heavy, Sniper or Engineer. As well as this, the Spy is tasked with sapping the Engineer's building, thus allowing his team to push forward.  
  
 
Due to the Spy's low health, and combined with his relative immobility, the Spy will usually have a low amount of kills, and will often times finish a match with a negative K/D. This is because, when backstabbing, he becomes visible to everyone, and the player who was just backstabbed will call out his position. Unless he can successfully cloak and escape, his death is almost certain at that point. In addition to this, the enemy Pyro will usually ignite the Spy, this revealing him to the rest of the team, making a stealthy escape impossible.
 
Due to the Spy's low health, and combined with his relative immobility, the Spy will usually have a low amount of kills, and will often times finish a match with a negative K/D. This is because, when backstabbing, he becomes visible to everyone, and the player who was just backstabbed will call out his position. Unless he can successfully cloak and escape, his death is almost certain at that point. In addition to this, the enemy Pyro will usually ignite the Spy, this revealing him to the rest of the team, making a stealthy escape impossible.
  
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== Gameplay ==
 
As the Spy is not seen as a major role of a team, he can often be used to 'run interference' with the enemy team by purposefully revealing himself in a poor situation, turning the focus of the enemy team to him to either allow his team to push forward uncontested, or draw a high priority target like a Heavy or a Medic out of position, leaving them open to focus fire. Because of his low priority status of the team, he can often spend vast amounts of time out of combat, relaying valuable information to his team, such as telling his Medic or Heavy where the Enemy sniper is, allowing for a tactical advantage for his team.  
 
As the Spy is not seen as a major role of a team, he can often be used to 'run interference' with the enemy team by purposefully revealing himself in a poor situation, turning the focus of the enemy team to him to either allow his team to push forward uncontested, or draw a high priority target like a Heavy or a Medic out of position, leaving them open to focus fire. Because of his low priority status of the team, he can often spend vast amounts of time out of combat, relaying valuable information to his team, such as telling his Medic or Heavy where the Enemy sniper is, allowing for a tactical advantage for his team.  
  
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Another trait of a Spy is his ability to cause confusion and panic within the enemy team, causing them to become more focused on finding or avoiding the Spy, and allowing the rest of the Spy's team to push onto them unaware. A common tactic is revealing himself in the distance for brief periods of time, ensuring that the enemy Sniper can see him. When the Sniper shoots at the Spy, it can allow the Combo to cross dangerous open ground with safety. Back stabbing a Heavy, then using The Dead Ringer to cloak and escape will cause the Enemy Medic and the rest of the combo to switch focus from pushing or defending to discovering the Spy and taking him out. The constant looming threat of a Spy backstabbing them at any point can cause panic in players, making them move out of position and into danger, or make other mistakes that the other team can capitalize on.
 
Another trait of a Spy is his ability to cause confusion and panic within the enemy team, causing them to become more focused on finding or avoiding the Spy, and allowing the rest of the Spy's team to push onto them unaware. A common tactic is revealing himself in the distance for brief periods of time, ensuring that the enemy Sniper can see him. When the Sniper shoots at the Spy, it can allow the Combo to cross dangerous open ground with safety. Back stabbing a Heavy, then using The Dead Ringer to cloak and escape will cause the Enemy Medic and the rest of the combo to switch focus from pushing or defending to discovering the Spy and taking him out. The constant looming threat of a Spy backstabbing them at any point can cause panic in players, making them move out of position and into danger, or make other mistakes that the other team can capitalize on.
  
== Weapons ==
 
All info about the spy's weapons can be found [[spy#weapons | here]].
 
 
=Helping the Team=
 
 
One of the more advantageous elements of the Spy is the ability to disguise as an enemy Medic. This allows the Spy to see what the Medic's load-out is. This allows the spy to call out what Medi-gun the enemy is running; be it the Kritzkreig or the Stock Medi-gun. Also during lulls in the objective the Spy may also help push the cart or help capture the Control Point. Also one of the best ways a Spy maybe utilized is to uncloak as the friendly team is pushing into the final point on 5CPs maps as it will put some cap time on the point.
 
One of the more advantageous elements of the Spy is the ability to disguise as an enemy Medic. This allows the Spy to see what the Medic's load-out is. This allows the spy to call out what Medi-gun the enemy is running; be it the Kritzkreig or the Stock Medi-gun. Also during lulls in the objective the Spy may also help push the cart or help capture the Control Point. Also one of the best ways a Spy maybe utilized is to uncloak as the friendly team is pushing into the final point on 5CPs maps as it will put some cap time on the point.
  
 
== See Also ==
 
== See Also ==
* [[Highlander]]
 
 
* [[Spy]]
 
* [[Spy]]
 
* [[Spy (6v6)]]
 
* [[Spy (6v6)]]
  
 
[[Category:Classes in Highlander]]
 
[[Category:Classes in Highlander]]

Revision as of 17:22, 4 November 2015

SpyIcon.png

Regardless of game mode, the Spy's job remains roughly the same. His primary goals are to assassinate high priority targets on the Enemy team, such as the Medic, Heavy, Sniper or Engineer. As well as this, the Spy is tasked with sapping the Engineer's building, thus allowing his team to push forward.

Due to the Spy's low health, and combined with his relative immobility, the Spy will usually have a low amount of kills, and will often times finish a match with a negative K/D. This is because, when backstabbing, he becomes visible to everyone, and the player who was just backstabbed will call out his position. Unless he can successfully cloak and escape, his death is almost certain at that point. In addition to this, the enemy Pyro will usually ignite the Spy, this revealing him to the rest of the team, making a stealthy escape impossible.

Gameplay

As the Spy is not seen as a major role of a team, he can often be used to 'run interference' with the enemy team by purposefully revealing himself in a poor situation, turning the focus of the enemy team to him to either allow his team to push forward uncontested, or draw a high priority target like a Heavy or a Medic out of position, leaving them open to focus fire. Because of his low priority status of the team, he can often spend vast amounts of time out of combat, relaying valuable information to his team, such as telling his Medic or Heavy where the Enemy sniper is, allowing for a tactical advantage for his team.

In regards to information gathering, the Spy has the ability to see what weapons the enemy team have equipped by disguising as an enemy class and switching weapons. This is most commonly used to find out which Medi-gun the enemy Medic is using, and allows his team to adjust their positioning and loadouts accordingly.

Another trait of a Spy is his ability to cause confusion and panic within the enemy team, causing them to become more focused on finding or avoiding the Spy, and allowing the rest of the Spy's team to push onto them unaware. A common tactic is revealing himself in the distance for brief periods of time, ensuring that the enemy Sniper can see him. When the Sniper shoots at the Spy, it can allow the Combo to cross dangerous open ground with safety. Back stabbing a Heavy, then using The Dead Ringer to cloak and escape will cause the Enemy Medic and the rest of the combo to switch focus from pushing or defending to discovering the Spy and taking him out. The constant looming threat of a Spy backstabbing them at any point can cause panic in players, making them move out of position and into danger, or make other mistakes that the other team can capitalize on.

One of the more advantageous elements of the Spy is the ability to disguise as an enemy Medic. This allows the Spy to see what the Medic's load-out is. This allows the spy to call out what Medi-gun the enemy is running; be it the Kritzkreig or the Stock Medi-gun. Also during lulls in the objective the Spy may also help push the cart or help capture the Control Point. Also one of the best ways a Spy maybe utilized is to uncloak as the friendly team is pushing into the final point on 5CPs maps as it will put some cap time on the point.

See Also