Team Fortress 2 - Spy Strategy Guide
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------------Team Fortress 2 – Spy Strategy Guide-----------------
Version: 2.4
This guide is subject to change, as it will continually be
updated as see fit.
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By nodforlife & Delkin525 (aka sR + Orca)
Email: (nodforlife) - nodforlife@yahoo.com
(Delkin525) - delkin525@gmail.com
Steam IDs: nodforlife, Delkin525
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Intro:
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The spy is considered by many to be the most difficult of the
classes, and for good reason; he is. Of all the classes he
demands the most micro (or coordination that is acquired over
time with experience). The Spy is unique in the fact that he's
not your typical first-person-shooter experience. You're goal is
not to out-gun the enemy, in fact it's the exact opposite;
you're striving to out-smart them, which makes it all the more
satisfying. The Spy is the weakest of the classes physically,
yet he makes up for it with a slew of cunning tricks that can be
essential for the victory of your team. A well timed sapper can
provide just enough of a lull in the opponent’s defenses to
allow your team to bust through and capture a point. Flanking
the entire team’s rush and stabbing their medics can end their
offensive before it’s even had time to reach your front lines.
Pesky heavies and camping Snipers frequently fall victim to a
capable Spy’s blade. And, really, there’s nothing more
satisfying in TF2 than backstabbing a Medic/Heavy combo and
taking down their 600 combined health with two deft mouse
clicks. The Spy is our favorite class for these reasons, and
despite his obvious deficiencies he can easily dominate the
scoreboards and lead his team to victory. This guide will
provide for you a vast understanding of the Spy, and how he
works, through the eyes of two very Spy-obsessed individuals.
We'll explain in detail in-game scenarios you'll face, how to
deal with specific classes, how to think like a spy, how to move
like a spy, and so much more. By the end of this guide, you'll
be that much closer in turning yourself into a very capable Spy.
After all, the next step is taking what you learn here to
heart, and thus executing your newly acquired knowledge in-game.
Some of you are without doubt hardcore players, and pride
yourselves on clan-related matches, and or league matches.
Yet, I'm sure even a larger number of you will spend the
majority of your time playing in public servers, which is fine.
The true difference between the two isn't really a measure of
skill. Just because you play in cal, or other such league events
doesn't mean you can't be owned by someone in a pub. The
difference lies in team coordination. Teamwork is immensely more
coordinated in league and clan matches, and as such, the match
is more difficult, much more difficult than the sparse
coordination displayed in pub matches. In addition, being that
league/clan players are experienced, playing with them means
that you will have to utilize your Spy strategies to the utmost
of precision. There can't be error, however, don't fret.
There's a learning curve to the Spy and we're more than willing
to start you on that curve. Essentially, league matches are
void of noobs; the majority of players there have a fair degree
of skill. If you take part in league matches, then you're
probably treating the game more as a sport than a simple
instrument of fun.
What you'll find in public servers is a vast-array of skill,
from very good players, to the most horrid. I've said that
teamwork is sparse in public matches, this is because each team
usually has a handful of people coordinating (usually via mic)
to accomplish a task. The other players either go along with
their direction, or wander around on their own one-man missions.
With that said, in a pub match if your team isn't winning, or
can't push through a chokepoint, please realize the fact that
this is largely because your team isn't functioning as a single
body; which is a key role in TF2 gameplay.
In conclusion, this guide will provide for you details,
hints, do's and don'ts, strategies, all formed around one of the
most unique classes of any first-person-shooter out there; the
Spy. It's truly a gaming experience like no other! The
information within the premise of this guide will prove
beneficial to any and all players, weather you're hardcore or
just playing for the pure fun of it.
Good luck!
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This guide is divided into 7 main sections. They are as follows:
To skip directly to a section, click ctrl+F (the find command),
then copy and paste the section code into the space provided,
make sure to include the brackets []. Then hit search...
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-Section 1) General Outline (code: [A1])
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•A general outline of the Spy’s weapons and statistics.
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-Section 2) Disguises (code: [A2])
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•An in-depth take on which disguises to use and which not to
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-Section 3) General Dos and Don’ts (code: [A3])
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•A collection of random tips, strategies, and hints applicable
to every map
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-Section 4) Targets (code: [A4])
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•A detailed list of the best classes to backstab and the worst
classes to stab; a class by class assessment.
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-Section 5) Map Specific Strategies (code: [A5])
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•Detailed write-up of how to handle each of the 6 original maps
as a Spy. If the map has attack/defensive sides then each side
is discussed with a fair degree of accuracy.
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-Section 6) Closing (code: [A6])
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•Closing comments, and a place where we thank those who
contribute.
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-Section 7) Copyright (code: [A7])
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•Standard copyright for our faq...
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- Version History -
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•Version 2.4 / 12-27-2007 -
-Fixed some Typos (I'll always find more) -
-Other varios changes -
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•Version 2.3 / 12-18-2007 -
-Again with the grammatical/spelling errors -
-Map Specific Strategies updated: CP_Well update -
-Revised guide layout -
-Added updates throughout -
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•Version 2.2 / 12-15-2007 -
-Reformatted Entire Guide -
-Added New Sections -
-Many grammatical/spelling errors have been fixed -
-Refined initial work, added to sections -
-Spy disguise officially deemed poor disguise -
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- Enjoy the Guide! -
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-Section 1) General Outline [A1]
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The Spy has the least amount of health that any class gets in
TF2, tied with the Scout and Engineer with 125 health to start.
He has five weapons/abilities: the revolver, the sapper, the
knife, the disguise kit, and the cloaking devise. A good Spy
will utilize all of these over the course of a match, so
familiarity with all is essential.
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The Revolver:
The Spy’s primary weapon. It holds six bullets before reload,
but the reload time is fairly quick, which comes in handy during
the frequent battles you will be having with the shotgun-toting
Engineers, who have a very slow reload time in comparison. The
Revolver does around 40 damage per shot, so it’s not completely
useless, but is really only useful in taking out the weaker
classes: Engineers, Scouts, and other Spies. When engaged in a
firefight with the pistol, it’s best to retreat as you fire,
since the Spy’s bullets do the same damage from any range, while
the shotgun toting classes have their damage limited by
distance, and you will be out of range of the Pyro’s
flamethrower.
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The Sapper:
For destroying buildings. If you have this selected and
approach an enemy building, a white outline of the sapper will
appear on top of the nearest one. Clicking applies the sapper,
but does not blow your disguise. It does, however, tip off
everyone nearby since they will see a supposed friendly unit
and a sapped building. Planting and running is the best
strategy, unless there’s a nosey Engineer around (we'll talk
about how to deal with them in the next section.) Sappers will
disable the operation of whatever they are applied to for the
duration of the sap, eventually causing the building to blow
up. The sappers slowly suck the life from their buildings and
they kill teleports and dispensers fairly quickly. Fully powered
up sentries take a while and the sappers will usually be
destroyed by an Engineer, since most Engineers consider a Tier 3
sentry too valuable a prize to leave undefended. In this case,
just reapply the sapper until the sentry dies. The sapper takes
health faster than the engineer can repair it, and even if he’s
pounding on it with his wrench the whole time you’re sapping it,
you’ll kill it eventually.
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The Butterfly Knife:
This is where most of your points will come from. The knife
kills most classes in about four stabs from the front, but from
the back, side, or even above in some cases it’s a one hit
kill. You’re rewarded with two points for a backstab instead of
the one for a front stab. Since most of your kills come from
backstabs, this can lead to some pretty lofty scores, and a good
Spy can dominate the scoreboards by double-digit points if he
can knife properly. Obviously, the slower classes like Heavies
and Soldiers are easier to stab since they don’t dart around
and prevent you from a clear path to their backs, like Medics
and Scouts tend to do.
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The Cloak:
This is key. Knowing when to cloak is the difference between
a skilled Spy and an amateur. Right-clicking the mouse will
begin the cloak. It takes a moment before you’re completely
transparent and enemies can still bump into you. If they do, you
will shimmer for a moment and your location will be revealed.
This also happens if you take damage, so staying out of the path
of the Heavy’s minigun or the Pyro’s flames is recommended. The
cloak lasts about 10 seconds before the meter is empty and it
recharges to full as long as you’re not using it. When
invisible, sentries will not shoot at you and changing disguises
does not reveal you, so transforming while cloaked is advised.
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The Disguise Kit:
Does what the name implies. You can transform into either an
enemy or friendly class and you will appear to the enemy as
such. It takes a moment for a disguise to take effect and a
small cloud will appear around you for the duration of the
change. Once disguised, only using the revolver or knife will
take off the disguise, exposing you to sentries or other
defenders, so only go for the kill if you a) are spotted and
have to fight or b) have an easy backstab. Also, you will
appear to the enemy as whichever class you’ve selected
carrying its primary weapon (e.g. if you’re a Pyro you’ll have
the flamethrower, a Heavy you’ll have the minigun, etc). Really,
there are only three classes worth being disguised as: Pyro,
Demoman, and Sniper. Soldiers and Heavies are too slow to get
stabs, Scouts are too fast and a disguised Scout will be slower
than a real one, Engineers almost always have their wrench out
for sapper destruction/sentry upgrades and seeing one with a
shotgun out is a giveaway, Medics will be expected to heal and
usually don’t have the syringe gun selected, and Spies never
run around undisguised, which you will look like to them if you
disguise as a Spy (e.g you won’t have a mask on).
Note: In disguise, as part of cover you can call for enemy
medics. No matter how much health you really have, your health
to the enemy is a half filled meter. So, no matter what, you
have half health in the eyes of the enemy. This is another
indication that an allie could be a spy. How often is it that
you have exactly half health?
Further detail on the why/why not of who to disguise as is below:
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-Section 2) Disguises [A2]
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=========[Your worst disguise options are as follows]============
-Heavy
You're a huge target. Most people realize whether or not
their team has a Heavy, they are a class that demands attention,
whether they mean to or not. Part of the reason that a Heavy is
a dead give away is the fact that they are so huge. People pay
attention to you more. Not to mention that a Heavy is always
situated on the front line, and is always firing away. Seeing as
how you can’t shoot, you’d be a dead giveaway. Also, it’s worth
noting that disguising as a Heavy will not help to kill Medics,
being that you are slow moving now.
Note: Most Medics know exactly how a Heavy (or anyone they are
healing) should act, and deviating from that known way of
acting only causes suspicion.
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-Scout
As a Scout your speed doesn't increase, and if it does it
is hardly worth mentioning. It's obvious to the enemy that
you're not a Scout. Scouts are frantic bastards and double jump
like there’s no tomorrow. Surely a Spy can't perform as such.
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-Soldier
This is surprisingly the slowest moving character in the
game, though; his gun makes him more maneuverable than the
Heavy. While the Heavy shoots he hardly moves, and it is hard
for him to turn quickly, making him a target for Snipers, and
spies alike. Your lessened speed and the fact that you aren't
constantly jumping and rocketing is a clear sign to all that you
are a Spy.
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-Medics
Medics are the WORST possible disguise. Why you ask, because
they are constantly being demanded upon by their team, and as
such you will have the enemy following you around, all the
while begging to be healed. Because a real medic is always
healing, and the fact that you can't is a dead give-away. The
point of being a Spy is to bring the least amount of attention
your way, and unfortunately Medics receive anything but that.
Note: Another factor that contributes to the downfall of this
disguise is the fact that when the enemy aims at you there is
no ubercharge percentage. Typically, when you look at a medic
that is on your team, you’d see an ubercharge percentage.
Yet another indication and dead give away that you are a spy.
Note: An experienced player will know that a Spy's physical
appearance when taking on this disguise includes that he is
holding his primary weapon (which is the case for every
disguise); the syringe-gun. Typically, Medics are seen wielding
their medi-gun, and as such anytime a Medic is seen wandering
about with his syringe-gun it's worth Spy-checking him.
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-Spy
In the beginning, early in TF2's release, the Spy was a good
disguise. At this point in time however, specific details point
out the flaw of this disguise.
Firstly, when disguised as a Spy, you don't have a cardboard
cut-out mask on your face. This means that from the enemy's
point-of-view, they see you, an apparent ally Spy, who has for
whatever reason decided to walk around without a disguise on.
To the trained eye this is an immediate indication that you're
an enemy spy.
Secondly, wandering around the enemy's base, without the cover
of a mask is an immediate suspicion as they'd expect to at least
see you wandering the other teams base (your team), not their
own. After all, how often do you as a Spy wander around your own
base with no mask on? -- Good response, you never do.
Note: When disguised, a cardboard cut-out mask is on your face,
Only visible to your teammates, the mask represents the class
that you are disguised as. However, when you disguise as a spy
the enemy sees you as a spy without the cut-out mask on. It can
be a dead give away to the trained eye.
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=========[Your best disguise options are as follows]=============
-Pyro
The Pyro is probably the single best disguise ever. Why?
Simple… The Pyro is a trademark anti-Spy character, and is also
short-ranged. Because Pyros hunt spies, they are known to
randomly wander about, having no concrete order of gameplay. In
addition, because they are short-ranged, they rarely attempt
attacking enemies at a distance; which means there is little
suspicion of you if you aren't shooting at an enemy that would
otherwise normally by out of reach for a Pyro. Oftentimes you
won't be noticed, being that it’s not so suspicious of a Pyro
to be anywhere and everywhere. As stated above, the Pyro is
short-ranged, and as such he won't attract as much attention
for not shooting constantly. Conversely, if you imitate a Heavy
or Soldier, it is likely that the enemy can tell that you’re a
Spy based on the fact that you aren’t shooting. Also, you
aren't slowed down at all in this disguise.
Note: Posing as a friendly Pyro (a Pyro of your team color) is
also an incredibly effective way of scaring off, and dealing
with enemy Spies. This is so for a few reasons. One, as you'll
see later in this guide Pyros are the worst target for a Spy,
and should be avoided at all costs. With that said, the enemy
Spy will more than likely try to avoid you, this is good because
if you are looking for an enemy Spy, and you notice that one of
your own is avoiding you, cough, Spy. Now you can have a
revolver duel, alert others, or attempt stabbing him to death.
If you are really daring you could attempt all three at once!
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-Engineer
The engineer is one of the best disguises to take out
sentries, being that it is typical of an engineer to stick near
his sentry and dispenser. Sap first then stab (sapping is
explained in greater depth in the target section). Sadly, the
engineer is a highly suspected disguise; this is thanks to the
fact that too many spies are uncreative and think there's no
other way to deal with sentries than to take on this disguise.
Pyros will constantly check engineer's above all else.
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-Demoman
The Demoman is among the best in-between disguises. It's
not highly expected, and it won't slow the movement of the spy.
Still, if the Demoman is seen wandering in a fashion unlike a
Demoman it's obvious to the enemy that you're a Spy so, be
careful.
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-Sniper
The Sniper disguise is good when you are in the
appropriate place. If you are in a particular part of a map in
which Snipers dwell then props to you, stab them Snipers!
Otherwise this class is suspicious.
Note: When posing as a Sniper, to avoid suspicion be aware of
your surroundings, have a target in mind, and act interested in
your team. Act as though they (your team) are a dynamic worry to
you, strafe back-and-forth looking in the direction of your
team, especially when enemies are present. As soon as a target
is within range, or when the moments right, break from the act
and assassinate.
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-Section 2) General Dos and Don’ts [A3]
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While each map has specific strategies that work best, there are
some basic techniques that are applicable to all stages, both
offense and defense.
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1) DON’T attempt to get into firefights unless absolutely
necessary. You have too little health for that kind of exercise
and most every other gun in the game is more powerful than yours.
The only classes you have a chance of killing consistently are
Engineers and they are usually guarded by their allies or
sentries, since most Engineers camp nearby their teams spawn
points; especially late game.
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2) DON’T run toward the enemy unless you’re cloaked. Even if
you are disguised as them, the fact that a supposed teammate is
running at them is a dead giveaway that you are a Spy and they
will kill you. Cloak, get BEHIND their lines, then stab away.
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3) As an addendum to Number 2, the disguise can be pretty much
worthless for fooling the other team if you fail to act
appropriately. All but beginners have learned to be suspicious
of everyone, and will shoot every teammate enough times to kill
a disguised Spy. Be especially weary of Pyros, since being set
on fire does not disappear when cloaked. In fact, steering clear
of Pyros altogether is a good idea, unless they are set up for
the perfect stab.
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4) You should always be in disguise! If you're spotted, you
should act quickly to either start killing, or cloak/
re-disguise, then scamper off, then return and continue to
harass the enemy.
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5) The best way to get backstabs is to cloak right before you
get to the point in the map where the teams are clashing, then
run back to a safe point behind their lines where you can
de-cloak and ‘join’ their team for the fight. Often times this
takes agility to avoid the firefight on the front lines, but if
you can juke your way around the flying grenades, rockets, and
Heavy bullets, there can often be bountiful rewards awaiting
your knife-wielding hands. Be careful there are no Engineers
around, since they like to hang out near the rear. Usually, if
you see the Medics run by that means the whole line has passed,
since Medics typically run behind everyone with their beam on a
Heavy or Soldier.
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6) DO stab their Medics first. They are crucial to any
offensive push, especially if they can get their Ubercharge.
Killing them makes a brief retreat/heal or Uber-rush for the
other team impossible, effectively ending their rush and
allowing your team to pick off the attackers. I list the order
of priority to stab at 1) Medics 2) Heavies (since it’s really
easy) 3) Soldiers 4) Demomen 5) Everyone else. Obviously,
killing Engineers is important, too, but they are rarely on the
front lines and can be dealt with separately.
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7) Accept the fact that as a Spy, YOU WILL DIE A LOT. Spies are
weak, sapping sentries is often a suicide mission, and sometimes
their front line is so full of people and firepower that
sneaking by is impossible. Just suck it up, re-spawn, and go
back at them. There’s a reason you get twice as many points for
a backstab, since you probably die twice as much as other
classes just getting into the position to get one. But oh, how
sweet they are. My apologies, indeed.
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8) Plan proactively. If you can see your team has a capture
well in hand, try to sneak onto the next point for an easy
capture before the enemy can get its defenses up. This works
great on the final points on Granary and Well since they capture
really fast and you can almost always get the point before they
can stop you. Then you can rush into their spawn before your
team can get there and steal all the juicy free kills.
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9) Don’t get greedy with sapping. When you put a sapper on
something, be sure you can get away cleanly unless you’re just
trying to get a sentry and dying is expected. If there are four
enemies with their backs to you and an enemy teleport nearby,
LEAVE IT ALONE. If the Engineer is nearby, he’ll announce that
he’s being sapped and his team will raise hell looking for you.
Besides, killing the enemy troops is worth more points, and is
usually better for your team, especially if there’s Medics in
the bunch.
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10) DON’T use teleports. Your feet will glow for a few seconds
with your team color, even if you’re cloaked, and it takes about
as long for the glow to go away as it would just to walk to the
spot where you exited. Unfortunately, Spies have to walk
everywhere if they want to be undetected.
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11) The true skill that comes into play while playing Spy is
speed. The only time you should sit still, if ever, is to
recharge your cloaking, and that's only if you are in a very
secure spot. Otherwise, constantly change your disguise after
being spotted, and while cloaked might I add. Spies are hunters;
sometimes they let their prey come to them.
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12) As a Spy, you have to avoid your own team when passing a
choke point, no not because you are afraid to be seen with your
team in an enemy disguise (giving away the fact that you're a
spy), as you can easily cloak and sneak away. The problem is
that when you move with your team, even whilst invisible, you'll
likely be shot in the crossfire and often times killed. For
example, if your team goes to pint A, go to point B. Or, if
they go to point A go to point B and make your way to point A.
Take the most convoluted way possible, and kill everyone
along the way.
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13) Don't worry about what classes the enemy team has (unless
it’s a very small game) when it comes to deciding upon a
disguise. The enemy is usually too busy running about and won’t
notice what their entire team is comprised of.
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14) Also, be on the lookout for enemy spies, they are up to the
same things that you are, so expect what they're up to before
they even know what they are doing. There is nothing like out-
spying a Spy. Keep track of enemy Spy movement especially after
having breached the enemy’s side of the map. Oftentimes you’ll
see an enemy Spy take on a disguise in plain site. Also, if you
want to hunt enemy spies who are plaguing you team, one good
strategy is to disguise yourself as a Pyro of your own team.
Spies usually fear Pyros, and don’t attempt stabbing them. This
will usually give you an edge over enemy spies. Make sure to
watch for typical de-cloaking areas that you would use as a Spy
to catch their spies in the act.
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15) If you're chasing down an enemy, and can't catch up, gun them
down. The revolver isn't the most powerful weapon, but if used
correctly (and by all means this is correctly), there are many
scenarios in which it can prove effective. Though, must I
remind you that as a Spy your primary focus should be that of
your knife.
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16) Sometimes you’ll be caught in a scenario where you’ll have no
choice but to pass straight by an enemy who will soon hopefully
walk right by you without suspicion. A few tips will aid you in
doing so with little suspicion. Firstly, don’t look straight at
them, look straight ahead. Don’t act like you’re afraid of them,
try to act natural, so in this case no backing off then
proceeding forward again. At the very instant where you're about
to pass by each other turn to them very quickly and stab their
side. If your stab lands on their side near enough their back,
it's a one-hit-wonder (which will usually be the case in this
scenario). This is such a satisfying way of dealing with the
enemy.
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17) When cloaking/de-cloaking always do so out of enemy site,
and give the cloaking/de-cloaking process time to complete
before you run out of cover. Many Spies don’t realize that when
they de-cloak, they appear differently to the enemy, it takes
about two seconds to fully de-cloak for them to look like their
disguise. Otherwise they will be half translucent for a few
moments, and then their cover is blown. The same issue is
involved with cloaking. If you cloak and immediately try to run
by enemies they will see you for a second, shoot in the area
that you were headed, causing you to become slightly visible,
and continue to shoot you. Heavies will do this all the time,
if they are shooting and clip a Spy, they will follow the
invisible Spy based on the translucent figure they see when they
hit you. Usually a Heavy will finish you like this, which is
very annoying.
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18) Sometimes people like to rely on hard facts to consider how
they might go about playing. For example, many people would say
never get in a fire fight with a Spy because his revolver is
among the weakest weapons in the game, and the Spy also has
little health in comparison to other classes. Though, those
people fail to take into consideration the obvious. Often times
when you use the revolver, the enemy will not expect it, and
would be used when backstabbing isn’t possible. If the enemy
isn’t aware of you to begin with, you’ll easily land
multiple hits, usually enough to kill, before they even have
time to react. So, stats aside, it’s still a handy weapon, when
used accordingly.
Note: When dealing with the Heavy, Soldier, and any other class
with a considerable amount of health use the revolver as a last-
ditch effort, seeing as how they won't go down easily. In fact,
you're better off fleeing said classes rather than engaging in a
fire-fight with them.
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19) Furthering #19, in some cases you’ll be forced to use your
revolver because you’ve run out of cloak and the enemy has
already fired a few shots at you. Just take your time, and
strafe to avoid their fire. One strategy I’ve found to increase
accuracy when the enemy is wildly moving about is actually to
let strafing act as a sort of aiming, once you’ve got your
crosshair on the same level as the enemy, for example, on the
same level as the body, strafe in whichever direction the enemy
is moving, to line up your shot on them. For example, an
Engineer is running back and forth firing off shotty rounds at
you, sometimes simply aiming can work great, but it’s also easy
to miss, and you only have six shots. Move your crosshair so
that when you strafe to the left or right it will fall upon the
enemy; once you lineup with the enemy; fire. Sounds odd, but it
works incredibly well. Why would you do this? Well, seeing as
how you’re adding strafing as a way of lining up your shot,
you’re increasing the difficulty for your enemy to hit you. Try
it out, practice.
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20) Walking backwards towards your enemy can sometimes be one of
the most discrete ways of sneaking amongst enemy ranks. Though,
abusing your option of doing so could manifest a growing
suspicion of you in the eyes of your enemy. Walking backwards is
usually done when you are running out of cloak in, or amongst
enemy ranks, and it's always done when your team is present so
it appears as if you are concerned with them. For example, one
time I was running out of cloak, so I quickly looked for a spot
to de-cloak, which in this case was on the other side of some
rather large crate. After de-cloaking I quickly left my position
joining nearby-by enemy forces (which were within my relative
vicinity). I decided to face where the choke point was (thus
facing my team) and I evasively backed off. This is effective
because moving like the enemy makes you appear more believable
in their eyes.
-----------------------------------------------------
Sometimes backing up can be risky, here are a few tips:
-----------------------------------------------------
A. Try to avoid bumping into an enemy while backing-
up. This is an immediate give away to most every
enemy.
-----------------------------------------------------
B. It's also useful to appear as if you are fearful
of your own team. For example, if they are
launching rockets at near-by enemies, you should
dodge your own teams rockets, and other such gun
fire. Again, if the enemy sees you dodging
rockets, and other firepower, they'll be more
likely to believe that you're one of them.
-----------------------------------------------------
C. Don't walk backwards in areas where it wouldn't
make sense to do so. For example, once you are far
from a choke point you'd tend to assume that there
aren't many enemies near-by, so walking backwards
and darting around as if to be afraid of your own
team that is across the map looks incredibly
suspicious. I've seen some foolish spies do this
before. The outcome is death.
-----------------------------------------------------
D. Getting caught in crossfire is the leading cause
of death. Which for whatever reason is usually a
rocket to your back. Attempt avoiding crossfire
to the best of your ability.
-----------------------------------------------------------------
21) Once you're behind a bunch of enemies who are all facing away
from you, there is a certain way that you should go about
stabbing them. Try to stab each enemy in succession from closest
to furthest enemy from you. That way each enemy that you kill
will be taken out outside the visual scope of the enemies in
front of them, granting you the option of stabbing them next.
-----------------------------------------------------------------
*****************************************************************
-Section 3) HOW TO HANDLE ENGINEERS [A3]
-----------------------------------------------------------------
As a Spy, you'll spend a great deal of time taking out both
Engineers, and their establishments. The following is a list of
many of, if not all of the possible scenarios you'll experience
in dealing with them.
-----------------------------------------------------------------
1.) Sometimes you’ll find that an Engineer has left his
establishment unattended, in which case sap everything in site.
Though, most Engineers are smart enough to baby-sit sit their
sentry gun, dispenser, and usually a tele exit. So, it’s not
always this simple.
-----------------------------------------------------------------
2.) When they are camping their sentry gun and dispenser take
note of a few things. Firstly, where is the dispenser in
relation to them? Usually they crouch with their sentry gun to
their front and their dispenser to their rear. Secondly, where
are you in relation to your target Engineer? If you come at the
Engineer from the front, and he can see you, even in disguise,
he will suspect that you’re a Spy, and will greet you with a
few shotty rounds or a pleasant smack of the wrench to your
face. So it’s imperative to cloak and get by the target
Engineer, then de-cloak in a safe place. Now, coming from a
natural place, approach the Engineer. Usually, approaching
from behind yields the best results being that you have the
element of surprise on your side. If this is the case, you have
a few options.
-----------------------------------------------------
A. Sap everything near the Engineer and attempt to
stab him.(Sometimes risky because he could repair
the sentry just as you stab him and you’ll
probably die. Though, sometimes you can get a
clean stab at his back.)
-----------------------------------------------------
B. Backstab the unsuspecting Engineer then
immediately sap the sentry followed by the
dispenser.(which is the most risky thing to do
with a tier 3 sentry as it could turn and kill you
faster than you can sap it).
-----------------------------------------------------
C. Sap everything, then strafe like mad re-sapping as
the Engineer knocks off your sappers. keeping the
Engineer as busy as possible is key. During this
sap-fest, if the moment presents itself, backstab
the Engineer. If not, continue to re-sap, while
attempting to kill the Engineer. Overwhelming the
Engineer is always advised. (You might use C when
an Engineer builds his things in such a way that
his back is to a wall and he can’t be backstabbed.
Which is often times the case for certain areas of
many maps. Usually in said scenario the Engineer
will be sitting on top of his dispenser, which is
against the corner of a room.)
-----------------------------------------------------------------
3.) The Engineer is building a sentry. Approach him from behind
making sure that his sentry is facing AWAY from you, backstab
him, and then IMMEDIATELY sap the sentry. It’s not worth making
it known to the Engineer that you are there. So sometimes
stabbing first is the way to go, and can save you the pain of
being beat to death by an angry wrench-wielding yellow-helmeted
Engineer... Ultimately, I ALWAYS recommend you stab them in the
back first, so long as you are directly behind the sentry--
it is key that the sentry is facing away from you, you'll be
able to stab then sap before it can fully turn to you.
Note: This works on each level sentry, though the risk increases
as the sentry advances. For example, if you backstab the
Engineer then fail to sap his tier 3 sentry before it turns to
shoot you; you're more than likely dead. Speed is everything
here.
Note: This becomes more difficult to pull off when an Engineer
is sandwiched between a dispenser and his sentry, because in
this case, usually you can't situate yourself directly behind
the sentry unless you are sitting atop his dispenser, then
stab, then sap.
Note: If a sentry turned fast enough to shoot you... you can
take quite a few hits from a tier 1 sentry before you die. So
you have time to approach it and sap, even from the front.
A Tier 2 sentry is more deadly, but still if you get clipped
you'll survive plenty long enough to sap it. Finally, as I've
mentioned, if a tier 3 sentry turns quickly enough to fire at
you the rocket pods will kill you in one strike.
Note: #3 is absolutely the way to go in handling Engineers in
sudden-death mode. It's especially helpful in this scenario
because so long as you backstab the Engineer so to do you
destroy their establishment. So in this case you don't have to
worry about which way the their sentry is facing, but rather
you want to make sure that if you attempt striking them in the
back, don't miss.
-----------------------------------------------------------------
4.) Sometimes you will find a sentry and dispenser off to the
side, with no protection, but you know an Engineer is near
enough that he can get there in time to halt your sapping. The
best thing to do in such a scenario is to shoot whatever it is
that you sapped with your revolver, thus blowing your cover.
This is the smartest thing a Spy can do given the situation and
scenario. While something is sapped it is loosing health
rapidly, and sometimes not quickly enough for it to die before
the aid of a near-by Engineer, so shooting the target, while
sapped will surely get the job done. This strategy is usually
done when no one is around to kill you when you come out of
disguise. Though, it is also sometimes a last-ditch effort to
ensure that a sentry dies before you die.
-----------------------------------------------------------------
5.) The last word of advice I have for you is how to deal with
one of those smartass Engineers who figures out how to get to an
area that is typically out of reach, thus making sapping
impossible. Seeing as how you can get behind enemy lines fairly
easily as a Spy, position yourself in or near the enemies base,
the best place being a somewhat secluded area. Then, shoot the
dispenser with your revolver, it may not seem so accurate, but
you'll soon see the dispenser smoking, and catch ablaze. It
only takes a few shots from even quite a distance to take out a
dispenser; taking out the sentry is next on the list. Fire
away at the sentry, it will take a clip or two, so between 6
and 12 bullets to kill a tier 3 sentry.
Note: Always use #5 when dealing with an Engineer who is too
difficult to take out, for whatever reason (it could be that he
has Pyros protecting him). Make sure to position yourself
outside the sentry's range.
Specific Map Examples of #5:
-----------------------------
Gravel Pit
When on the offensive, you might notice that at point C, some
rather intelligent Engineer has built his stuff on the roof of
the tower at C. Not that platform near the control point, but
the slanted roof on the backend. That Engineer's sentry can do
quite a bit of damage to your team because he is relatively safe
and can easily repair without worry of spies and whatnot. Or is
he?
Position yourself in the far corner of the enemy base, where the
Snipers hang out, more specifically, in the corner near the
enemy's right spawn point door against the wall. From their,
you'll avoid a fair amount of enemies as they may spawn and run
right past you, also you'll have a perfect line-up to that
little roof and the Engineer. Take out the dispenser first,
shooting it wildly. Then destroy as much as you can, I’d
recommend taking out the sentry next.
Also nearly every time this map is played an Engineer sets up on
the left side of C, on that ramp just beyond the spawn entrance.
If that Engineer has been giving you trouble, I'd advise
following the above steps in taking out his sentry as well.
-----------------------------------------------------------------
Well
In Well, I find it to be necessary on occasion to shoot an
Engineer's set-up from the third floor area above the 2nd
control point (this is the highest area in which there is a
large rectangular gap in the floor).
Assuming you're at the enemies base, and there is no threat up
there with you. You may find that the best way to take out the
Engineer's stuff is crouching, and making sure you are
positioned in such a way that enemy sentry gun(s) can't hit
you, then take out the dispenser, and sentry gun(s) with your
trusty revolver. Sometimes this is more useful than sapping,
because often times you die when sapping because another enemy
intervenes you, like a Pyro or Soldier. If you're quick enough
you can kill off one structure at a time without the Engineer
knowing where you are, and how his stuff is dieing.
*****************************************************************
-Section 4) Targets (Who and who not to stab) [A4]
-----------------------------------------------------------------
=======================[Best Targets]============================
Despite the fact that every enemy is a target, there are certain
classes that should be targeted more so than others, here is
that list, allow me to explain…
-----------------------------------------------------------------
-Heavy:
Due to the heavies slow movement, large figure, and the
fact that he is a huge threat to your team, Heavies are probably
the most satisfying targets to take out with one swift stab to
the back.
-----------------------------------------------------------------
-Medics:
Hunting Medics is often times critical in keeping the
enemy from advancing. Anytime you kill a Medic you are
decreasing the enemy's opportunity of ubercharging and pushing.
With that said, you can save your team quite a bit of trouble
taking them out. Here’s the problem with hunting Medics… A good
Medic knows enough to keep his ass in constant motion while
healing, so, they move randomly, and often times spin around.
If you can’t backstab the Medic easily or, you miss, forget it
and hurry to whomever they are healing, which is usually either
a Heavy or a Soldier, and backstab them instead.
As I've stated, you'll oftentimes find a good Medic to be very
difficult to take out, they are o'so aware of spies. Half the
time you attempt to kill one, or, even much of the time that you
manage to kill the person they were healing, they will hunt you
down and destroy you with their bonesaw. Talk about terrifying
and if that's not bad, you can expect to die too many times to
a bombardment of syringes. So despite the fact that Medics are
crucial targets oftentimes, they are still very difficult ones.
-----------------------------------------------------------------
-Snipers:
What better target than a Sniper? Snipers are usually a
great distance from your team situated in some perch, or, at the
very least, are looking through their scope somewhere far-off
completely unaware of their surroundings. Often times if you
find one Sniper, you find two or three more (which is often
times the case if 2fort), Happy stabbings!
-----------------------------------------------------------------
-Engineers (and all that they create):
*** See the above section; "HOW TO HANDLE ENGINEERS" ***
-----------------------------------------------------------------
-Demoman:
The Demoman can oftentimes be a great target because they
typically play defensively, setting up sticky bombs and waiting
for the helpless to pass by them. As such he'll be waiting
nearby, carefully eyeing his stickies. Waiting comes in a few
ways for a Demoman. Either he will be crouched somewhere eyeing
his stickies, or he'll be frantically moving around an area
within visual range of his stickies (The ladder half being the
more difficult to take out. Because of this, they can be great
targets. The only time they can be a pain is in the
above case where they may move about in a frantic, erratic way.
Also, if they do see you, they can on occasion be easy to deal
with even if they are shooting at you from point-blank range,
this is because they don't rely on sheer impact but explosions
to kill their enemies. Up-close, a smart Demoman will resort to
beating you with his bottle, in which case, good luck!
-----------------------------------------------------------------
-Soldier:
The soldier is another great target, and can easily be
backstabbed due to his cumbersome nature. You better make sure
he doesn't see you coming, if he does, you may be greeted with
a rocket; which Upon impact you will blow you to pieces. It's a
risky class to deal with, because of the fact that their rockets
are so lethal to the Spy. If you fail to backstab a soldier and
thus reveal yourself to him, don't expect to make it away alive.
That point can prove true to most classes, missing a backstab
will usually result in death. Also, another almost comical
situation that you may face when dealing with a Soldier is
getting blown up when he is innocently rocket-jumping somewhere.
It happens, the splash damage is enough to kill the Spy, watch
out!
-----------------------------------------------------------------
-Spy:
Surprisingly, Spy vs. Spy can be quite effective. Though one
must take a different approach in dealing with Spies. Don't go
looking high and low for the enemy Spies, just keep your eyes
open, and check your teammates by attempting to walk through
them. Oftentimes once on the enemy's turf, you'll see their
Spies leave spawn and take on a disguise. You can chase them and
stab them, which can become really easy depending on the
disguise they choose seeing as how some disguises hinder the
Spy's overall speed. If you can't catch up, you may consider
dueling the enemy Spy with your revolver, may the better Spy
win!
For the record, more typically Spies are a class that you kill
when they happen to cross paths with you, you don't go looking
for them. You might see a supposed teammate acting suspicious,
good kill him, stab him in the back he's a spy. You may also
witness that Spy break disguise and start backstabbing your
teammates, again, stab him in the back.
As far as your overall desired targets, enemy Spies should not
be a primary focus, but rather a spur of the moment one. With
that said, if while in the enemy's base you see a Spy take on a
disguise, or if you see a disguised Spy (which is easy to spot
seeing as how they are probably disguised as your team's color,
and aren't getting shot at by your enemy around them) I'd
usually recommend ignoring him, continuing on with bigger,
better things.
-----------------------------------------------------------------
-Tele-Entrance:
It is worth noting that the easiest target is a tele entrance,
based on the fact that nothing is around to protect it but that
of enemies who re-spawn near them.
-----------------------------------------------------------------
=======================[Worst Targets]===========================
-Pyro:
Enemy Pyros are a Spy’s greatest fear, and will cause the
most aggravation. This is because Pyros tend to spray randomly,
and oftentimes in that random spraying of their fire, they will
singe you and catch you ablaze. Once you are on fire, you are
tagged to the entire enemy team. Now they can all see that
you're a Spy. usually, If you walk into a Pyro, even for a
second, they burn you to death, so avoid them above all else.
Also, probably the most aggravating of all is the fact that they
help baby-sit sentry guns and dispensers with the Engineers;
making it very difficult for a Spy to do any real damage,
though, on occasion, a Spy can still be successful in sapping
and destroying things even in the presence of a Pyro. Messing
with an enemy Spy will almost always result in being burned to
death. If you are on fire, can't escape for health (which stops
you from burning), and can't jump into water, then don't go down
without a fight. Sap stuff, stab people, go out and take the
entire world with you.
-----------------------------------------------------------------
-Scout:
Sure Scouts are typically thought of as weak, and puny, this
maybe so through the eyes of a hulking Heavy, or a psychotic
rocket-wielding Soldier. However, from a Spy's point-of-view,
Scouts can be devastating. Most Spies probably have nightmares
of their rapidly swinging bat. The reason Scouts are so deadly
to Spies is as follows. First of all they are so fast. When you
turn corners while cloaked a Scout might come out of nowhere and
run into you, in this case you are almost always dead. You've
been discovered... They will run around shooting their scatter
gun and pummeling the air with their bat, covering far more area
than you at a much more quickly rate. If you run out of cloak,
forget it, back stabbing, or at the very least, stabbing them to
death is very difficult, and unless you are dead-on with the
revolver, expect to see that bat finding its way to your face!
*****************************************************************
Section 5) Map Specific Strategies [A5]
-----------------------------------------------------------------
-Preface:
Most of these strategies utilize the concept of "looping". The
idea of looping, in short, is finding a path in a map that will
easily take you behind the enemy, and in a congested area. Kill
as many of said enemies as possible, then cloak and make your
way to the path that brought you behind the enemy in the first
place. Repeat the slaughter. Hence the "looping." Even if you
aren't always able to survive long enough without dying, this
technique usually guarantees cramping up your enemy quite a bit.
The following examples are brought to you nearly entirely by
nodforlife. Kudos to him as he has spent quite a bit of time
going over many of the maps in considerable detail. Though don't
worry, Delkin didn't slack here entirely. The only map specific
strategy that he's responsible for is that of CP_Well.
We hope this section illustrates the effectiveness of the above
strategies, and ideas.
=================================================================
Hydro
=================================================================
This is probably among the most difficult maps to be the Spy on,
since the distance between your base and theirs is usually large
and takes up your entire cloak meter, often causing you to
reveal yourself in the middle of their base and subsequently be
shot. Don't worry, the key here is experience. With practice,
you'll learn where best to cloak, and where best to de-cloak. In
which case you'll find yourself lined up for tons of kills on
this map. There are two ways to play Hydro as a Spy: rush-
stopper or base-sapper. Most variations of Hydro have two paths
to the enemy side, so bottlenecking occurs frequently. If you
decide to be a rush-stopper, find a decent nook in the pathway
between bases to cloak, wait for their rush to go by, then try
to kill their Medics, Heavies, etc. For the Spy on Hydro, the
best defense can really be a good offense, because you will stop
their rushes cold before they can cause any damage to your side.
Your ally Snipers may hate you for stealing their kills before
they are in range, but hey, they should be less cowardly anyway.
The other option is to try to destroy the opponent’s defenses.
This takes more finesse, since killing a sentry on Hydro is less
important than other maps. Because of the distance between
control points, the Engineers often have time to repair their
destroyed buildings before your team can bust through their
lines and take advantage of the lull in defense. It’d only
recommend trying to sap their defenses if you can time your saps
with your team’s rushes, sapping them right before your team
makes a big offensive push. Often, the opponents will become so
preoccupied with trying to kill the Spy they will be caught
off-guard by the rush and your allies can get the point.
=================================================================
Gravel Pit
=================================================================
Offense:
-----------------------------------------------------------------
First, your team should all rush the same site. Splitting up the
rush is almost always doom, since sentries make defense easier
to do with less men than offense. Assuming that, the best
strategy is to kill the sentries first, then try to get their
Medics and Heavies. Killing Pyros is difficult as a Spy, but do
it if you can, since a Pyros flames can take out several of your
allies at once, especially if they’re all standing on the
control point. For Site A, I usually cloak as soon as I get
within sight range of the area (e.g. right before you drop down
onto the dirt) then make a mad dash for the point, where the
sentries are usually located. Hopefully the Engineer is alone
and killable, but even if he’s not, you can cause a distraction
and allow your team to make it up the hill and take out their
defenses. Also, since a sapped sentry doesn’t shoot at anyone,
the jumping and re-sapping strategy is very effective, since the
path up to A is fairly short and you can often survive long
enough to allow your team to scramble up the hill without taking
any turret fire. Most teams devote most of their resources to
defending Site B, so A usually has only one sentry, if that.
Capture, then move on to Site B.
For B, I usually take the left
entrance, since it gets you into the site faster. As before,
cloak before you enter so as to avoid Snipers and
entrance-camping Pyros and Demomen. Rush into the site and try to
sap like crazy, or rush around to the other side and take out the
troops guarding the other exit. You’ll die a lot doing this, but
the combination of sapped sentries and an ubered-Soldier or Heavy
should give your team enough of an edge and allow you to take the
point.
As for Point C, you could try sneaking up to the top
before your team has fully captured A and B, but experienced
players will set up preliminary defenses to prevent this. I
usually take the path through A, then go out the right side
which points straight toward the tower. Cloak before you exit,
hop on the little shack, then run up to the top of C. There will
usually be someone up there, so try to stab them. Hopefully they
will be distracted by Soldiers firing from the place you just
exited, and you can get some stabbing done. If there’s a sentry,
sap it. Aside from this, Engineers are fond of placing sentries
on the slanted ramps right outside their spawn, crouching down
and hitting them with their wrenches, and being low enough that
they are out of range for your team’s snipers and rockets. This
is where you come in. Use the stab n’ sap like previously
discussed, and run away quickly before their team spots you, but
you’ll probably get burned by a Pyro.
Defense:
-----------------------------------------------------------------
When defending A, I like to crouch down on top of the little
shack on the lower right, near their exit. Most opponents won’t
see you peaking down at them, giving you time to cloak, run
behind their lines as they run up the hill, then get your stab
on. As always, Medics first. Never forget there’s health
directly under the capture point. You will need this frequently,
mostly from Pyros.
When defending B, I usually camp by the fence by their right
exit. From here you can peak through the little crack in the
fence to see the exit nearest you, but still see across the area
to the other exit by the big boulder. Wait until there’s a rush,
cloak, then stab. Be careful of Pyros, since the nearest health
is too far away to grab, and it’s the small health at that.
For C, you can try to cloak and sneak back toward A or B and
flank them, which works sometimes. Most of the time, I creep
around the right and left exits, leaving the center one for the
solders on the top of C to deal with. Since the right and left
entrances have two ways in and out, I cloak, go in one, then walk
to the other. Hopefully, you’ll flank someone and can get some
stabs. If there’s no one around, just wait a second until your
cloak replenishes, then repeat. There’s only three ways in, so
you’ll see someone eventually. Also, Engineers are fond of
setting up buildings here, but they should be easy to sap since
their team is in full offense mode and won’t spend time
protecting their ally’s investments.
=================================================================
Dustbowl
=================================================================
This is by far the best map for stabbing. You can often dominate
the scoreboards here, basically by running the same route over
and over. People never learn. It’s amazing.
Offense:
-----------------------------------------------------------------
For the first point on the first section, wait a few moments
after the match starts to let all the spamming Soldiers and
Demomen have to reload, then cloak and run out the exit to the
railroad tracks. You have just enough cloak to get to the far
shafts, where there is usually a sniper sitting. Stab him, the
run back into their base and re-disguise yourself. Then, rush
into the point and sap like mad. You’ll die a lot, but if you
can get the sentry down long enough for your team to get in
their and kill it, you’ll be solid. For the next point, take the
shaft to the right, walk up the steps, cloak, then jump down off
the bridge behind their lines. There’s usually a sentry on the
right behind the corner. The sap n’ stab usually works here,
since there’s not much roaming room for the Engineers. Also,
Snipers usually camp the upper bridge, and are usually alone and
out of eyeshot of the rest of their team. You know what to do
there. If you can get the sentry on the right down, that’s
usually enough to get your team to bust through to the point. If
they don’t, just keep re-sapping the same sentry that the
Engineer will probably keep putting in the same place. You’re
team should eventually get through.
On the first point of the next section, cloak as you walk down
the little ditch before being exposed to their defenses. They
will often have a sentry on top of the shack to the right. Rush
up and sap it. If there’s smart they’ve got a Pyro up there to
watch for Spies, so you’ll probably die a lot, but really all
you need to do is get the gun down long enough to give your
Demomen and Soldiers time to kill it. Aside from this, there are
usually Snipers in the back, or in the window of the building.
They are easy prey. I will often cloak, run behind the building,
allow my bar to recharge a bit, then run back toward where they
come out from, stabbing them as they get to the fight. You can
also jump up the tires to the point and attempt to sap the
sentry that’s usually in the doorway to the room by the point,
but that’s usually best killed by coming in from the ground
entrance. Often that room is deserted except for the Engineer,
so you can usually kill the sentry no problem. Capture the
point, then move on. Now, the next point is one of the hardest
for a Spy, since there’s often multiple sentries along the
right wall by their spawn. You’ve got two choices: try to sap
the sentries, which almost never works because there’s tons of
defenders and Engineers to repair the sentries after they’ve
been wounded. I’d recommend sapping the guns only if your team
is coordinating an attack and they will rush out right after
you’ve sapped their guns and distracted their defense. The
other choice is to rush out the main gait to this section
while cloaked, run under the building, go left and up the steps
to the railing. Often there are Demomen and Soldiers up here
spamming all the exits. Stab them, since you are most often out
of sentry range at this point. Sometimes Engineers will place a
sentry on top of the exit you came out of, but there are
basically defenseless up there and can be easily destroyed with
a little persistence. Capturing this point definitely takes a
lot of teamwork, but a Spy can be instrumental in getting the
final push off the ground.
For the first point on the last section, I like to exit from the
right most doorway by the hallway, since you’re out of the line
of most of the fire. Just be careful to avoid spamming Demomen
and Soldiers. There’s often a sentry on the left behind the
wooden steps. Cloak, get behind the Engineer and give him the
stab n’ sap. There’s usually a sentry in the elevated doorway
across from you on the left, but it’s out of the range of your
sappers and should be avoided. Your teammates will have to take
care of that one. For the last point, depending on how far up
your line has pushed their defense, adjust your cloak
accordingly. If their team is still clogging the hallway, it’s
very difficult to sneak by, but if you do, run immediately to
the little door directly to the right of the bridge. Grab the
health if you’re weak, then hop down the upper door and flank
their team, stabbing all who you can. This will hopefully allow
your team to move up and establish an outpost with teleports by
the bridge. Once they do that, keep cloaking as you run across
the gap to the door you went in before, but this time wait a
second in the upper room, out of the line of fire. Allow your
meter to recharge, then cloak again and exit at the upper door
that leads toward their spawn. Run back to the very rear of the
level, behind the control point. Analyze where their sentries
are and try to sap them. Getting this point is very difficult,
and like the final point of part two of this map, it takes
teamwork, but as before a Spy can be instrumental in getting a
successful rush off the ground. Also, there’s usually Snipers
in the back that you can stab if you want, but you’ll usually
get killed by a sentry or a Pyro.
Defense:
-----------------------------------------------------------------
For the first point of the first section, it’s very hard to get
stabs since there’s no real good way to get behind the other
team. The best way is to cloak, then run along the ridge on the
left, watching the canyon below. If enemies rush out, jump
behind them and stab. Once they get the first point, however,
the fun begins. Rush out either the right or left exit back
toward the first point, and retreat quickly if you see someone
coming since there’s not enough room for you to go around him
and you will be revealed. Sneak inside the shack where the first
point is and walk up the steps. Watch where their team is going
and get behind them. If they go in either one of the bottom
entrances, follow and stab. Often they’ll try going to the right
and up the steps to the bridge on your side, but you can usually
stab them before they get there, and it’s such a small room
before the bridge that their Medics are usually stationary and
easy targets. Often their team will attempt to set up an outpost
in the top shaft to the right of the control point, since your
team has no way to get in there except for running all the way
around to the first point and up the steps. Hard for a Soldier
or Heavy, easy for a Spy. Get in there and sap if you can,
teleporter first if they’ve got one. Since you can only win by
defending for a time limit, slowing their advance onto your soil
is the best strategy besides outright killing. Often two or
three enemies will become clogged in the doorway that leads down
to your point. If you see this, smile largely, my friend,
because you just got a couple backstabs. Be careful of sentries
in this room, as well as suspicious Pyros. Often, trying to kill
enemies in here is more trouble than it’s worth. At this point,
I’d recommend sneaking back toward their spawn and sapping the
teleporter entrance that’s usually right outside their exit on
the right. The engineer is probably halfway across the map at
this point, so you should get it easily, but you might get
killed by the exiting troops.
On the first point of the next section, cloak, run down into
their spawn, wait for the rush to walk by, then stab. If you
survive, run back toward the control point and recharge your
cloak in the shack, grab the health, then cloak again. Rush
toward the shack with the ladder beside it, run up the ladder,
jump down and run back into their spawn. Stab again. Repeat this
over and over. My record is 12 backstabs without dying. How can
you do? On the next point, rush toward the middle-right exit of
the four, cloak right before you round the corner and can be
seen, then rush through the little alley in between the building
and the fence. Grab the big health if needed, then camp in the
corner between the first control point and the fence. Wait for
their team to rush by, then walk out and join them. A lot of
times they’ll set up a little outpost here with a sentry. I don’t
usually try to kill this, since it’s usually more trouble than
it’s worth. Just follow their team wherever they’re going and
stab them if you don’t get killed by suspicious enemies. The
other tactic on this section is to run up the ladder to the ramp
above the two exits across the section from your spawn and wait
for guys to come out. Often they will set up an outpost in the
far left shaft, down toward the one-way gate. Don’t bother trying
to kill this. The corridor is so small you’ll probably get killed
by the time you can sap anything. You’ll have more luck stabbing
the guys that flow out. If you want, you can try sneaking all the
way back to their spawn and sapping the teleporter entrance,
slowing their advance.
On the first point of the last section, I usually take the far
left entrance to their spawn, run down along the hallway, then
loop up the steps behind their lines. Stab at will. If the
hallway is clogged, just retreat. You’re invisible, so as long as
they don’t bump into you or shoot you can get away cleanly. Just
repeat this over and over, killing Medics first as always. On the
final point of the map, rush down the path, turn right, head
straight and go up the steps to the little room on top. Grab the
health if you need to and recharge the cloak for a bit. Then, run
along the railing while cloaked. Go out and to the left, then
jump over their advancing lines and de-cloak by the first capture
point. Approach their backs and stab. Often, they’ll set up a
sentry here to prevent this, but you can get a sapper on it and
kill a couple people before it gets repaired or you die, or you
can use the stab n’ sap on the engineer, although it’s not really
that important. You could just follow the lines around the bend
and out of its path, or you could camp in the upper room on the
right with the health and wait until their team walks by
underneath you. Killing medics on this part is essential, since
often the only way to win is with the ubercharge to take out your
sentries. Don’t let them get it.
=================================================================
Granary
=================================================================
The key here is to know where the front lines are. Just cloak as
your run through the room where the embattled control point is
and dip behind their lines. For the center one, I find cloaking
and climbing the ramps give you a good vantage point to see
where the most stabable enemies are. Be sure you’re disguised as
a Sniper or Engineer here, since a Pyro would have no reason to
be up that high. For the other points, just slip around their
defenses and take out their Engineers before they can get
sentries up, or if your team is on the defensive, their Medics
and Heavies. Use the upper ramps that lead down the long
corridor and cloak before dropping down the circle exit in the
floor. You can usually flank an attacking team that way,
exposing their Medics to the stab. For the last point, sneak
onto it early if you can, since it captures fast enough you can
usually take it before they can get to you. If that’s not the
case, cloak right before you enter the last area, rush all the
way back to the point, then don’t de-cloak until there’s no one
standing on it. If there is, stab him. If there’s a sentry
around, killing it should be your priority, since you’ll die
from its bullets too quickly to get the capture (remember, you
can’t capture while disguised or cloaked). Even if you don’t get
the capture, hopefully you can move the capture meter far enough
along before you die that your team can finish it off.
=================================================================
CP_Well : Among Delkin's favorite maps!!! Strats by Delkin :D
=================================================================
First of all, when reading this, read it slowly, and carefully.
I tried to write it as best I could and as simply as I could.
Hopefully, you'll find that it's written well enough to
visualize. So, please try to picture the map, and exactly what
this strategy pertains. It's recommend that you have a basic
understanding of the map before reading the below strategies.
It's a step-by-step walkthrough of what I do on this map. What I
believe all Spies should do.
Offense:
-----------------------------------------------------------------
At the start of the match, exit your building, and head to the
water nearest your base. At the waters edge, wait for the setup
countdown, perched there carefully, all the while eyeing the
submerged waterway which leads to the mid point area. If you
dive into the water at exactly 3 seconds and go straight to the
water entry at the mid point, the gates will open precisely when
you arrive at them.
Before exiting the submerged path to the floors of the middle
point, make sure to apply cloaking as to avoid being seen.
While cloaked quickly cross the room diagonally (crossing both
railroad tracks), then de-cloak once you’re in the tiny room
that has the water entry that leads to the enemy base.
Carefully swim along towards the enemy's base via their water-
network until you reach one of the two bridges, I usually head
to the left bridge (which from the enemy's point-of-view is the
right bridge). Once you reach the bridge rise against the
underside of it to get air (this way you don’t surface for air
in-sight of the enemy). From beneath the bridge you will be
able to see if there is an Engineer establishment in the area;
in addition, you can track some enemy movement.
Now cloak, jump from the water, and run to the nearest corner
beside one of their big garage doors (the corners that are on
the left and right side of the entrance doors when you leave
their base structure) then de-cloak while standing in the
corner. Make sure the coast is clear before you continue
onward, or wait for a few enemies to leave the doors (running by
you) then follow them. I'd advise that you avoid joining the
advancing enemies when the door is still open. It closes
quickly, so let it close after they run out, then follow them.
If you don't wait for the door to close and you join the enemy
ranks, enemies further behind will see you come from nowhere to
join their comrades, and will grow suspicious of you.
At this point, follow the enemy over the bridge (the bridge that
you once hid beneath), and head towards the side entrances of
the mid point. You'll more than likely be surrounded by the
enemy, as they will populate this area. As such, you'll be
presented with a slew of options here. With a congestion of
enemies around you, assess your best possible targets, and
quickly execute your attack!
When attacking, You may decide to sap like mad, get a few
backstabs, and conclude with a stealthy retreat. Or, you could
focus entirely on backstabs, remembering to attack those nearest
you first, heading to further enemies next. Just be efficient
in executing your plan.
After the initial attack, I highly suggest you retreat to the
nearest safe area while cloaked (this could be the water, or the
mid-spawn-point area if your team has seized it). Now you have a
few options at hand. First, you could repeat the above
process, thus continually ambushing the enemy via their water
path. I suggest however, that you mix things up; keep the enemy
on their toes.
Your next option, which is quite effective, is to head up to the
Sniper battlement that overlooks the enemy's base. From there,
hide in one of the corners of the room, avoiding both random
enemy fire and pesky Snipers. Your goal now is to get a visual
of enemy movement so you can plan a quick stab/sap run
accordingly. Cloak yourself, and either jump out the window or
exit to the roof via one of the two windows situated on the left
and right sides of the room. Make sure to return inside quickly
to de-cloak, thus using only a smidgen of your cloak meter. Now
that you have an understanding of where your enemy is, quickly
make your way down to them via any of the windows (I'd suggest
the left and right ones again). Dart down there quickly,
jumping evasively to avoid potential Sniper fire. Of course, if
you wanted, after the initial sighting of enemies you could have
stayed cloaked, then scurried to them and de-cloaked in a
corner, but I've found jumping down with a disguise is usually
enough to get the jump on them (quite literally). Snipers
usually choke-up when deciding to shoot you, thinking you're
one of them. Kill as many as you can, then once again attempt
to vanish, only to soon after execute a re-appearing act,
repeating the looping.
You'll notice that thus far we have only discussed dealing with
the enemy whilst they charge for the mid point. Once your team
pushes them back to their base, I suggest you do this. In the
safety of a corner, or at the very least in a safe location,
wait for the cloak meter to fully re-charge (standing in a
corner is good because it gives you a chance to keep your eyes
open for enemy Spies, which you may see readying to kill your
allies). In this case, I would once again situate myself in one
of the corners near their base's entrances.
Once fully charged, immediately cloak whilst running into the
enemy's base, through one of the two doors. Nothing fancy here,
kill any stray enemies you can, though I strongly advise you
just avoid everyone and quickly scurry to the stairs in the
second control point room. Quickly run up whichever stair is
closer, then head to the hall that leads to the Sniping
battlements, and third floor. Your cloak will deplete precisely
as you reach and enter this hall. That's assuming you haven't
been slowed down anywhere, which does happen because you MUST
avoid bumping into enemies.
Wait somewhere safe for your cloak to charge. You now have two
options at hand. Which you'll have to decide upon quickly and
on the fly. The first option is to take out the Sentries found
on the ramp near the second control point on the second floor,
not to be confused with Sentries on the third floor. You may
have to loop around the sniper area to gain better access to the
Engineer and his establishment. So, if that's the case, do so. I
recommend you sneak your way into the control-point room, sap
then back off to the safety of the hall, then shoot the sapped
establishment with your revolver to quickly finish it. Of
course, if you can stab the Engineer dp so, but don't bother if
doing so will put you in range of yet another sentry.
So yes, the enemy is now fully aware of you, at the very least
we know the Engineer is. Retreat to the third floor via the
hallway, stealth if you must. If there is anything on the third
floor, take the respective measures in dealing with your
findings. Once on the third floor, you can either pester the
Engineers below by shooting and killing whatever they build even
as soon as they place it. In which case they may run off towards
the battlement hall with wrench swinging vigorously. In said
scenario, you can either attempt to kill the quickly approaching
Engineer, or after having saved a bit of cloaking charge, you
could make your way to their final point, and hide in the room
in an obscure spot.
Now if you were lazy, you could wait for your team to capture
the second to last point, thus granting you the option of
capturing the last one. If you plan to do this you better be
quick to the point, as to beat the mad rush of enemies to the
point. Or, you can head off and apply the above strategies.
Defending:
-----------------------------------------------------------------
If your team is base-bound; that is, trapped in their own base.
This can be one of the best positions for a Spy, because the
work is done for you, the enemy is coming to you. Spies are
actually quite effective at defensive play. So, being that
your team is having a war at the entrances to your base, this
maybe a good time in taking the emergency exit. Yes, the
emergency exit, isn't that great? Every base should have one.
Before leaving your base, between the two garage doors is a
room with ammunition in it; head there. Also, you'll see that
there's an escape hatch that drops you into the water below the
base.
Head down into the water. You can either cloak, and then emerge
from the water, find a corner and then de-cloak. At this point
you'd go on a stabbing/sapping rampage. Conversely however, you
could swim all the way to the mid point, or further, then join
their team as they make their way to your base, killing them
along the way. Make sure to sap as you go, taking specific care
to teles. It's also a good idea to pay the enemy's base a visit,
even despite the fact that your own is under siege.
While at the enemy's base, sap their entry-teleporters which
will be situated on the left side of their base. It may be to
your advantage to use the right door as to avoid being seen
by the enemy. You can, from within their base backstab the
enemies as they spawn, but be sure to flee quickly, as they
will be quick to hunt you down. Make them think that you left,
perhaps hide in the third floor area. Wait a few moments then,
when the moments right, and they have placed new tele-
entrances, drop down and continue to sap and slaughter.
-----------------------------------------------------------------
Note: Obviously this is not a seamless process, you will be
caught and killed many times. Though, the above strategy is
absolutely the way to go as spy, and learning the above
strategy will pave the road for your handlings on each and
every map.
Note: Yes, I know... If you go by this particular map strategy
word for word-- well you can't. Though, I've stated nearly every
scenario you can experience here. You'll have to apply the
strategy on the fly. Though, it will come to you after having
read this, so, fear not. I will tell you for a fact that when
the round starts you should absolutely follow my initial looping
strategy, joining their forces, then repeating, as it works
every time.
Note: I advise finding typical enemy paths in every map, then,
from a natural area join the flow of enemy movement. The reason
this proves effective is because your enemy won't be suspicious
if they see a pyro running behind a string of other allies as
they near the front lines. It's the best way to blend in, hands
down.
*Essentially the idea to playing Spy well on any map is to out-
smart your enemy. This we know. Did I fail to mention that often
times the enemy is more dumb than you'd think? You can typically
do a great deal of damage looping the enemy into submission. As
I've said, and hopefully by now you realize, "looping" is
finding an area in any map where the enemies congregate, and
while facing away from you. Kill as many as you can by way of
your trusty backstabbing powers, then vanish once more and once
again find your way to the path that started you on your
venture.
=================================================================
2fort
=================================================================
Ah, 2fort. For me, spy is the only class worth playing on this
stage, unless the intel is in the open and a Scout can grab it.
As a Spy you'll usually get a bad score, but will be instrumental
in the key first movement of the intel out of their intel room
and (hopefully) away from most of their defenses.
As for your plight, the best way to go is out the 'Battlements'
exit, cloak as you round the corner so you don't get sniped.
Then, check to see if anyone's coming across the bridge*. If not,
just walk across un-cloaked (but disguised, I like Pyro since
he's the fastest class that doesn't arouse suspicion). Once
inside their base, turn right into that room adjacent to the
courtyard and cloak. You should have enough cloak to get up the
far steps and down the long staircase into their intel room. I
usually de-cloak at the top of the staircase to the basement to
conserve the meter. Walk toward the intel room, then use the last
slice of your cloak meter right as you enter the intel room,
allowing you to scope their defenses. If they've got a sentry or
two, plan your attack accordingly. If there's an engineer around,
I suggest sapping the sentry first, then shooting the engineer
with the revolver. If he is hell-bent on repairing the sentry
rather than shooting you, just keep sapping it and eventually it
will blow up. Once it's dead, you can try and kill him but
usually he's close enough to you (since he was repairing the
sentry) that his shotgun is a one-hit kill. I just try to run and
get the intel and dash for the exit, jumping and juking along the
way. With any luck, you can make it out to the right and up the
spiral ramp, where the turns will prevent the slightly slower
engineer from following you and shooting you in the back. Then,
just run like crazy back to your base. Hop in the water if you're
getting shot as you exit their fort, usually the bridge will
provide a few key seconds of cover so you can get around the
corner in your sewer pipe and grab the health down there. From
here it should be smooth sailing back to your intel room for the
score, and even if you die, their intel is in your base so your
team can grab it. You won't get any points for this adventure,
since you probably won't get the capture, but if winning the map
is more important, this is my best strategy.
*If there are enemies on the bridge, stay invisible and hop in
the water. De-cloak as soon as you get under the bridge and walk
through their sewer, up the sewer exit steps. In my experience,
there are rarely people guarding the sewer, but if so just cloak
and walk around them. After exiting the sewer, check to see if
there's anyone in the front rooms of their base, then turn left
into the 'L' shaped hallway leading to the courtyard. Cloak right
before you make the right turn in the 'L' since there are often
nosey engineers and pyros protecting the sentry guns that are
always in that courtyard. DO NOT TRY TO SAP THEM. You will just
blow your disguise and get killed. Once in the courtyard, hope up
the steps on the right and head down into their intel room. See
above instructions for what to do from here.
*****************************************************************
-Section 6) Closing [A6]
-----------------------------------------------------------------
We've spent a ton of time on this faq, and as such we hope it
has proven helpful to you. The Spy truly is a one-of-a-kind
class, an experience that you won't endure in any other game
other outside of TF2. We hope that through our efforts you guys
are honing your Spy skills, becoming better and better each day.
For many a Spy faq has been greatly desired, and hopefully this
faq is the answer that you've been looking for.
Good luck on your quest of mastering the Spy!
-----------------------------------------------------------------
Email Us:
Feel free to e-mail either of us with suggestions (we're always
open to suggestions!), or comments. You could also e-mail us as
a form of thanks and praise, haha. jk. --but you could. :P
If you suggest something that isn't already in this guide, and
we decide to post it, we'd be more than happy to accredit you
having helped us out, and will mention your suggestion below.
(Delkin525 aka sR + Orca) - delkin525@gmail.com
(nodforlife) - nodforlife@yahoo.com
=================================================================
Accredited Suggestions
-----------------------------------------------------------------
Thank you:
-----------------------------------------------------------------
Lancevol: For pointing out other points that make the Spy
disguise a risky one. After having received your comments I took
to swapping the Spy disguise from the good disguise list, to the
bad disguise list. -Delkin
-----------------------------------------------------------------
*****************************************************************
-Section 7) Copyright [A7]
-----------------------------------------------------------------
©2007/2008 Please don’t post this faq without giving credit to
us (delkin525 / nodforlife). If you decide to post this else
where, please e-mail us notifying us of its location. In
addition please don’t edit this faq or take from it our content.
Thanks
-----------------------------------------------------------------
This guide is also hosted on the following websites:
-----------------------------------------------------------------
• www.gamefaqs.com
• www.mycheats.com (a branch from the 1UP network)
• www.supercheats.com
• www.neoseeker.com
*****************************************************************
Note: This faq will be updated as we see appropriate. Be sure to
check back from time to time.
Miloš Vučić
Published: April 13, 2008
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For newbies, once a week might suffice, while extra superior lifters could profit
from two or even three classes per week. That mentioned, two leg workouts, one quads dominant
and one hamstring dominant, work nicely for many individuals
and is a most well-liked choice in many applications.
Leg training doesn’t just develop the large muscular tissues in your legs; it also works the smaller muscle
tissue that assist stabilize your joints. In addition to their muscular impact, leg workouts are
also useful for bettering your stability. If you want a more muscular posterior chain, this train is the one you need.
As the name states, a leg day is a workout the place you concentrate on leg
workouts and the muscle tissue concerned in them.
This usually means compound leg workouts just like the squat, leg press, and Romanian deadlift, but also isolation workouts on your
leg muscular tissues, like leg extensions and leg curls.
Luckily, leg workouts don’t have to be sophisticated to be
effective—and they don’t must require any equipment
either.
Nonetheless, doing exhausting things is very beneficial and can help construct your
self-confidence, mental toughness, and discipline.
Experiment with the crossed-arm and Olympic weightlifter-style entrance rack position to find
out what works best for you. Robert Hicks is the multiplatform technique director at Men’s Health UK.
It is the missing key in most people’s
workout routines, and without it, they spin their wheels for years with out making any progress.
Skipping leg day won’t just hurt your legs; it will stunt your overall progress.
You won’t see the same positive aspects in your squats, deadlifts, or even your posture should you don’t focus on legs.
Building a powerful lower body helps create
a foundation of energy for different workout routines.
While they could seem easy, proper type and method are essential to ensuring you get
probably the most out of your leg raise exercise.
But these inner thigh workout routines are specifically designed to focus on the stubborn area on the inside of your thigh.
Plus, you’ll uncover how to use these exercises to the utmost impact so you can get outcomes
sooner.
“Strong glutes will make everything from running and squatting simpler, in addition to helping to keep you injury-free. One of the commonest causes of lower-back pain is poor glute exercise. You Will need a set of heavier and lighter weights to get the full effect. She’s the queen of YouTube exercises and Blogilates’ (a.k.a Cassey Ho) has a home leg workout to convey the burn. B) Take an enormous step backwards with your proper foot and bend your knee until your right thigh is parallel to the ground.
The cable machine will allow you to maintain good kind and cut back the stress on the joints, permitting you to really hone in on the muscle tissue you’re focusing on with high quality reps. This means that regardless if you’re at the prime or bottom of the vary, will probably be equally difficult. With free weights, you’ve an ascending or descending power curve, and the toughest range is within the stretched place. The pressure of the cable is different than that of free weights.
A sedentary life-style and lack of bodily exercise are additionally the first causes of flabby inside thighs. Bodybuilders have been using the Smith machine for over half a century, which strongly suggests it’s an efficient way to construct muscle. With 12 workouts to select from, you’ve got loads of scope for altering the workouts in my workout.
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