![]() ![]() Although it's a huge sign to notice, so most Spies just switch to their Diamondback or Ambassador and kill those Snipers in only a few seconds. There's also the Razorback, which pretty much renders a Sniper immune to the first backstab they receive in each life. Jarate will form a layer of yellow around the afflicted Spy and make him visible, not only making him an easy target to take down, but also makes him take more damage than he would normally. While an unprepared Sniper is an easy meal for a Spy, the various tools they possess can easily screw up even the best of them. Thankfully, afterburn was nerfed in the Jungle Inferno update to only apply for the time that player was doused in flames, with a hard minimum of afterburn for 2 seconds. And since Pyros often form a partnership with Engineers, destroying sentry nests can be exceedingly difficult, especially if said Pyro has a Homewrecker or a Neon Annihilator, which are the only melee weapons other than the Engineer's Wrenches that can destroy Sappers. The afterburn caused by their flamethrowers makes a Spy just as vulnerable to being burned to death as the other 125-HP classes, though what really screws him over is that being on fire will give him away as a Spy during his most important functions (disguising and cloaking). When playing with 8 coordinated people who are all limited to one class, there's certainly no way that when someone dies the rest of the team won't immediately shoot the place up. This is especially true in competitive play where Spy is considered the worst class by a long mile, to the point that even if the Spy somehow becomes a mandatory pick, he's almost always reduced to just an intel feeder who occasionally goes for a trade with high-value targets because no one will be fooled by the disguise because of the smaller, tighter team structure. It doesn't really matter what class you are or how good you are, simply knowing what a Spy will likely do is enough to counter him entirely. Even then, after the art of Spy-checking (shooting at your teammates to see if they are a Spy in disguise) becomes a free-for-all, thanks to friendly-fire getting disabled, it's pretty much second nature for many classes to litter any nook and cranny on the map with gunfire to check for a potential Spy hiding while invisible or just occasionally turning around during conflicts to ensure a Spy won't stab them. But as time went on, many viable Spy tricks like back-walking towards enemy teams and trick stabs simply don't work on a lot of players now because they're all heavily dependent on the element of surprise and nobody is really surprised anymore after 12 years of the constantly-evolving metagame.A great spy can fool a team into letting its guard down and getting on a killing spree. ![]() Spy's entire game plan is centralized around personal knowledge and disinformation. Spy's biggest strength is his ability to trick people.If you can't get out of his area of denial, you will almost never beat him. A Sniper's big strength comes from his unmatchable burst damage with the best range in the game. The most consistent problem any Spy will ever have is game knowledge.The Spy shared an update with the Sniper, and they'd been trying to constantly kill each other over it. His natural enemy is the Pyro, whose flame thrower can be easily spammed everywhere to detect any Spy. Because of that, the Spy's possible presence shapes a lot of the meta-game, and people will be wary of Spies, checking corner and whether or not if anyone is a disguised Spy. With that set of tools, the Spy can lurk in the enemy's side of the map, navigating through their defense and assassinate lone enemies or key targets like that one distracted Medic with his Ubercharge ready. His defining feature though is his ability to Back Stab people with his Knife, resulting in an instant kill in most circumstances. The Spy is a stealth-based class who uses espionage and trickery to infiltrate the enemy lines, as his wristwatch can render him invisible, and his cigarette case allows him to disguise as any class. With 125HP, 107% base speed, and his only proper firearm being a large-caliber revolver, one shouldn't seek open confrontation when playing as him. The Spy, like other Support characters, is ill-suited for direct combat. This is the Spy's official TF2 Wiki page.
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