- Joined
- Aug 2, 2012
- Messages
- 82
So spy. This is a bit harder than medic, because medic, you can just follow those tips, and you'll be fairly good to go and play half-decent. Spy requires a LOAD of work and practice. Here are some tips to speed that practice up so you don't have to figure EVERYTHING out yourself:
Stay sneaky
A spy is not built for doing trick stabs. Sure those are fun, and you might want to practice them, but they're built for emergencies. Remember to stay sneaky whether it's going invisible or disguising. If your team is on the last point and they're an inactive enemy entrance at their spawn, chances are it won't go anywhere good even if it does become active. Don't bother sapping it or people coming out of spawn as well as the engineer will be aware of your presents.
Sapper
The sapper is important. The default sapper is usually good as it can do quite a bit of damage quickly. It also means you can shoot along with the sapper to speed up the process. On the other hand, the red tape recorder can do damage over time, meaning that if an engineer CAN get to it, it may have been downgrading: Helping your team. This won't help in an engineer nest as upgrading is very fast. Also, you can't speed up the process by shooting because it goes back to full health after downgrading.
Invis Watch
You don't always have to use your new fancy weapons! Dead ringer and C&D can be useful, but sometimes, you need a long cloak to get past enemy lines. This also means you may have to rely on your disguise around the map. Also, if you know the map well, you can take ammo to your advantage as oppose to the C&D or dead ringer which can't load all the way with ammo. All loadouts are situation-dependent, but the invis watch can mainly be used in general if you're not 100% sure where to start.
My Eternal Reward (Actually what I've renamed my knife)
Like I said, everything is situation-dependent, but one nice place to use YER is when taking out a sentry nest. Yes, it may be difficult if they are spy checking, but YER allows you to take out all the engies before sapping, as oppose to the other way around which is much more difficult since the engies can take your sapper off. There aren't too many situations in which you need this only because you can get the same effect by disguising as somebody. Other situations could include taking out many people pushing the cart without making it obvious that you are there, or taking out a heavy so you can get health (if a medic is healing him).
Dead Ringer
One amazing weapon because it allows you to be almost invincible. Yes, it did get a nerf, but it is very nice if you expect lots of spam. At the start of a round, most entrance-spammed maps I go deadringer so I can at least get past it and then sneak around. This means, though, that you need to be able to pull off disguises VERY well. This is what you'll mainly rely on and you need to take full advantage of it.
Guess Who?
Your disguise is very important. Somebody in the wrong location can give away who you are immediately. The classes for when you should disguise:
Scout: Plz dunt
Soldier: Walking to battlefield, can be in battlefield, but could be hard due to slow movement
Pyro: Very good, as they can be most places except the back: Watch out for enemy pyros who see their own name though
Demo: Similar to soldier
Heavy: Probably not the best unless theres a dumb medic and you want heal/uber
Engineer: Nice to hide near an engie nest or by a sentry if the real engie is gone
Medic: Don't. Not healing = spy
Sniper: Stay in the back, fairly nice, allowing you to stay in a corner, also not always shooting, can't fake a zoom though.
Spy: Good if you pretend you're backing up from your own team: Allows you to come from basically anywhere, but he usually won't be in the back unless he just came out of spawn
Cloak 'n Dagger
Mainly for waiting around. The only time this is really useful is with YER if you need to wait for the perfect time to get the disguise. Otherwise, you're just wasting time you could be getting kills with.
Ambassador
GUN! USE YOUR GUN! Spies ALWAYS forget this. Practice your aim, and make sure you're walking around with your gun out if you don't plan on stabbing anybody. Your gun can be so useful so make sure you use it. Wether it's headshotting somebody or taking out a sentry quicker. Ambassador usually, but you can use some others if you prefer them or you suck at headshotting.
Trick stab
Practice on tr_walkway, this is one of the most fun parts of spy. Spy is meant to predict people's movement while being sneaky. Try looking at some tutorials for stair stabs or corner stabs! I personally love this part, as you can take out enemy pyros, or practically any class who is chasing you!
Spycicle (Is that how you spell it?)
Very good if you're worried about enemy pyros. This with the DR is a perfect combo. It doesn delay you, as the knife becomes unusable, but it's good if you're stabbing an engineer, sapping his stuff, and need to get out without that stupid pyro...
Thanks for the feedback on the last one! Remember to post your feedback or other spy tips here and I'll add them to the list!
Stay sneaky
A spy is not built for doing trick stabs. Sure those are fun, and you might want to practice them, but they're built for emergencies. Remember to stay sneaky whether it's going invisible or disguising. If your team is on the last point and they're an inactive enemy entrance at their spawn, chances are it won't go anywhere good even if it does become active. Don't bother sapping it or people coming out of spawn as well as the engineer will be aware of your presents.
Sapper
The sapper is important. The default sapper is usually good as it can do quite a bit of damage quickly. It also means you can shoot along with the sapper to speed up the process. On the other hand, the red tape recorder can do damage over time, meaning that if an engineer CAN get to it, it may have been downgrading: Helping your team. This won't help in an engineer nest as upgrading is very fast. Also, you can't speed up the process by shooting because it goes back to full health after downgrading.
Invis Watch
You don't always have to use your new fancy weapons! Dead ringer and C&D can be useful, but sometimes, you need a long cloak to get past enemy lines. This also means you may have to rely on your disguise around the map. Also, if you know the map well, you can take ammo to your advantage as oppose to the C&D or dead ringer which can't load all the way with ammo. All loadouts are situation-dependent, but the invis watch can mainly be used in general if you're not 100% sure where to start.
My Eternal Reward (Actually what I've renamed my knife)
Like I said, everything is situation-dependent, but one nice place to use YER is when taking out a sentry nest. Yes, it may be difficult if they are spy checking, but YER allows you to take out all the engies before sapping, as oppose to the other way around which is much more difficult since the engies can take your sapper off. There aren't too many situations in which you need this only because you can get the same effect by disguising as somebody. Other situations could include taking out many people pushing the cart without making it obvious that you are there, or taking out a heavy so you can get health (if a medic is healing him).
Dead Ringer
One amazing weapon because it allows you to be almost invincible. Yes, it did get a nerf, but it is very nice if you expect lots of spam. At the start of a round, most entrance-spammed maps I go deadringer so I can at least get past it and then sneak around. This means, though, that you need to be able to pull off disguises VERY well. This is what you'll mainly rely on and you need to take full advantage of it.
Guess Who?
Your disguise is very important. Somebody in the wrong location can give away who you are immediately. The classes for when you should disguise:
Scout: Plz dunt
Soldier: Walking to battlefield, can be in battlefield, but could be hard due to slow movement
Pyro: Very good, as they can be most places except the back: Watch out for enemy pyros who see their own name though
Demo: Similar to soldier
Heavy: Probably not the best unless theres a dumb medic and you want heal/uber
Engineer: Nice to hide near an engie nest or by a sentry if the real engie is gone
Medic: Don't. Not healing = spy
Sniper: Stay in the back, fairly nice, allowing you to stay in a corner, also not always shooting, can't fake a zoom though.
Spy: Good if you pretend you're backing up from your own team: Allows you to come from basically anywhere, but he usually won't be in the back unless he just came out of spawn
Cloak 'n Dagger
Mainly for waiting around. The only time this is really useful is with YER if you need to wait for the perfect time to get the disguise. Otherwise, you're just wasting time you could be getting kills with.
Ambassador
GUN! USE YOUR GUN! Spies ALWAYS forget this. Practice your aim, and make sure you're walking around with your gun out if you don't plan on stabbing anybody. Your gun can be so useful so make sure you use it. Wether it's headshotting somebody or taking out a sentry quicker. Ambassador usually, but you can use some others if you prefer them or you suck at headshotting.
Trick stab
Practice on tr_walkway, this is one of the most fun parts of spy. Spy is meant to predict people's movement while being sneaky. Try looking at some tutorials for stair stabs or corner stabs! I personally love this part, as you can take out enemy pyros, or practically any class who is chasing you!
Spycicle (Is that how you spell it?)
Very good if you're worried about enemy pyros. This with the DR is a perfect combo. It doesn delay you, as the knife becomes unusable, but it's good if you're stabbing an engineer, sapping his stuff, and need to get out without that stupid pyro...
Thanks for the feedback on the last one! Remember to post your feedback or other spy tips here and I'll add them to the list!
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