Orange Box Walkthrough :
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Walkthrough - Team Fortress 2 Spy Guide----------------------------------------------------------------- ----------------------------------------------------------------- ------------Team Fortress 2 – Spy Strategy Guide----------------- ----------------------------------------------------------------- ----------------------------------------------------------------- Version: 3.0 Last Update: August 02, 2008 This guide is subject to change, as it will continually be updated as seen fit. ----------------------------------------------------------------- Authors: nodforlife & Delkin525 (aka sR+Orca) Email: (Delkin525) - delkin525@gmail.com (nodforlife) - nodforlife@yahoo.com We appreciate E-mails!!! Steam IDs: nodforlife, Delkin525 ================================================================= - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ***************************************************************** - Version History - ----------------------------------------------------------------- - •Version 3.0 / 08-02-2008 - - -I've finally made a Spy Guide: Video Edition! So now you can - watch what I praise in this guide! At the moment, I've only - finished and posted Part#1. I assure you there are many - parts in the making. I'm going to dedicate an entire video - to dealing specifically with Engineers. Enjoy! Feed back - on the video would also be great. Thanks, sR+Orca - - - Viseo Link (like YouTube only far better, as it supports - higher resolutions and larger file sizes): - - http://www.vimeo.com/1462176 - - YouTube Link: - http://www.youtube.com/watch?v=pUkko8I01-E - - -Updated the revolver section within the General Outline - Section - - •Version 2.9 / 07-02-2008 - -Huge Updates to the General Outline Section, incorporating - Speed charts, and other such charts. - -Updated Disguise section: Added Intro and other info - throughout - -Added Pat to the reader comments section. - - •Version 2.8 / 06-19-2008 - Largest update since the launch of the guide! - - The following have been updated: - - -Fixed some major issues with the index. All of the sections - and codes now correspond to one another accurately. - -General Do's and Don'ts (#10, #18, and other various points) - -The 'How to handle Engineer' section (revised here and there)- -Quick Tips: #29 has been edited; a few others have been - added or changed as well. - -General Outline: Now more of a one-stop place, contains - specific information regarding each of the Spy's weapons and - tools. I've incorporated some robust changes here. - -New Section: Why Spy? (Section 0) - -Updated Accredited Suggestions to thank more people: AlcyOne,- johnie102, and Insolence. - -Moved 'Version History' section to the top of the guide - -In general, we've modified nearly every section of the guide - in one way or another... - -Flipped the Disguise section. Moved the best disguises before- the bad ones. - -Also added 'Reader Comments' to Closing section... - -Added to the Map Strategy section namely: 2Fort strategies, - and strats for the new map: CTF_Turbine - - ----------------------------------------------------------------- - •Version 2.7 / 02-15-2008 - -Rectified some typos - -Slight changes throughout - - ----------------------------------------------------------------- - •Version 2.6 / 01-15-2008 - -Added two more sections: Spy Checking / Quick Tips - -Fixed typos - -Added information, and edited randomly throughout - - ----------------------------------------------------------------- - •Version 2.5 / 01-08-2008 - -Fixed typos - -Added a slew of content throughout the guide - -Added to map strategies, namely Hydro specific information - -Revised information throughout - - ----------------------------------------------------------------- - •Version 2.4 / 12-27-2007 - -Fixed some typos (I'll always find more) - -Other various changes - - ----------------------------------------------------------------- - •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 - - ----------------------------------------------------------------- - •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 - - ----------------------------------------------------------------- Intro: ----------------------------------------------------------------- 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 to turning yourself into a very capable Spy. 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 to 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! ***************************************************************** Index: ======= This guide is divided into 11 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... _________________________________________________________________ •Section 0) Why Spy? (code: [A0]) ----------------------------------------------------------------- :A Pros/Cons list for the Spy, designed to help if you are questioning whether or not to play Spy. _________________________________________________________________ •Section 1) General Outline (code: [A1]) ----------------------------------------------------------------- :A general outline of the Spy’s weapons and statistics. This section also includes a speed chart, depicting the speed of each class with relations to the Spy. This comes in handy when chosing a disguise. _________________________________________________________________ •Section 2) Disguises (code: [A2]) ----------------------------------------------------------------- :An in-depth take on which disguises to use and which not to _________________________________________________________________ •Section 3) General Do's and Don’ts (code: [A3]) ----------------------------------------------------------------- :A collection of random tips, strategies, and hints applicable to every map _________________________________________________________________ •Section 4) Targets (code: [A4]) ----------------------------------------------------------------- :A detailed list of the best classes to backstab and the worst classes to stab; a class by class assessment. _________________________________________________________________ •Section 5) How to Handle Engineers (code: [A5]) ----------------------------------------------------------------- :Detailed section telling everything a Spy needs to know, and master when dealing with Engineers. _________________________________________________________________ •Section 6) Map Specific Strategies (code: [A6]) ----------------------------------------------------------------- :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. _________________________________________________________________ •Section 7) Spy Checking (code: [A7]) ----------------------------------------------------------------- :Detailed section that states everything you need to know when Spy checking. _________________________________________________________________ •Section 8) Quick Tips (code: [A8]) ----------------------------------------------------------------- :The "Sparknotes" of the guide. Contains many tips, facts, and tricks, in a very brief 1-2 sentence description. Ideal for those of you who don't want to read page after page of this guide-- though I highly recommend that you do Note: Much of this section is already revealed throughout the guide in great depth. As I've said it is for those of you that are daunted by the thought of reading... Hence the "sparknotes" reference. _________________________________________________________________ •Section 9) Closing (code: [A9]) ----------------------------------------------------------------- :Closing comments, and a place where we thank those who contribute. In additon, this is a place where one can fine reader comments (comments that we've recieevd via E-mail regarding our guide). Please E-mail us if you've found this guide helpful! :D Thanks _________________________________________________________________ •Section 10) Copyright (code: [A10]) ----------------------------------------------------------------- :Standard copyright for our faq... ================================================================= - - - - - - - Enjoy the Guide! - - - - - - - ***************************************************************** -Section 0) Why Spy? [A0] ----------------------------------------------------------------- This section is designed to reveal the pros and cons of the Spy. If you're pondering whether or not to play Spy, hopefully this section will be insightful, thus leading to a more concise decision. _______________________________________________________________ | Why Spy? | |_______________________________________________________________| | Pros ] [ Cons | |---------------------------------------------------------------| | |-| | |•Backstab is an instant kill | |•Takes a wealth of experience | | |-| to truly be successful, due | |•The revolver is effective at | | to Steeper learning curve. | | long ranges. |-| | | | |•Extremely vulnerable to | |•Can cloak to bypass enemy |-| fire. | | lines. | | | | |-|•Poor against scouts. | |•Far more versatile than most | | | | classes. |-|•The knife when used to | | | | attack the front is weaker | |•Can disable Engineer |-| than every other melee | | structures. | | weapon. | | |-| | |•Can use tele without the glow| |•Oftentimes get caught in | | at his feet when disguised as|-| enemy crossfire. Depending | | an enemy. No other class can | | on the scenario and map. | | avoid this. |-| | | | |•Oftentimes forced to take | |•Fairly quick in movement, |-| the roundabout way. | | faster than Demoman, Soldier,| | | | and the Heavy. Tied with many|-|•Low health. | | others for the same speed. | | | | |-| | |•Only class that has the | | | | option of playing |-| | | independently from the team. | | | | |-| | |•Can gain health from enemy | | | | Medics, Dispensers, and mine |-| | | carts. | | | | |-| | |•Looks amazing in a Tux! | | | |______________________________|-|______________________________| ***************************************************************** -Section 1) General Outline [A1] ----------------------------------------------------------------- The Spy is tied with the Scout, Engineer, and the Sniper for the lowest health available in TF2; placing them at 125 health points each. However, don't let his low health fool you, he's a cunning fellow. Overhealed by a Medic, said classes rise to 185 HP (health points). The Spy has a slew of weapons and gizmos at his disposal, five in all: the revolver, the sapper, the butterfly knife, the disguise kit, and the cloaking device. A competent Spy must utilize each of these tools effectively. As such, due to the importance of the tools new Spies must work to familiarize themselves with them. You've got to practice everything at hand, it's essential. ** Below is a write up of said weapons, gizmos, and tools. ***************************************************************** The Revolver: Clip size: 6 | Reserved: 24 | Total Bullets: 30 Damage Chart: ________ ______ |Distance| |Damage| |________|____________________________|______|_________________ | | | | Close Range | 50-60 Damage | | | | |_____________________________________|________________________| | | | | Medium Range | 35-45 Damage | | | | |_____________________________________|________________________| | | | | Long Range | 20-25 Damage | | | | |_____________________________________|________________________| | | | |*Critial Hit (Regardless of Range) | *120 Damage | | | | |_____________________________________|________________________| • The above chart shows that the Revolver does experience damage drop-off as the range increases. This however does not apply to critical hits. The Spy’s primary weapon. It holds six bullets before reload, and 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. Generally speaking, the Revolver is only good at taking out weaker classes such as Engineers, Scouts, Medics, and other Spies, and retreating wounded enemies. When engaged in a fire- fight 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. It's also worth noting that the revolver has a very distinctive sound, to the experienced ear, it's a dead give- away. For example anytime that I hear the revolver being fired off, I immediately recognize it, then hunt for and kill the enemy Spy. Usually he is fire fighting a teammate of mine, but now that I too am aware of him, I may as well kill him. Lastly, the Revolver is a surprisingly accurate weapon. At a distance, it can be used to 'snipe' the enemy, as it really is nearly that accurate. You can fair well against classes such as Heavy, Soldier, and even Demoman from afar, due to the fact that their weapons decrease in effectiveness with distance. For example, a barrage of bullets from a trigger happy Heavy spread out with distance. They spread out enough where at a distance, it is nearly a useless weapon. Though, even with this knowledge of the Revolver, it should still primarily be a last resort, as stabbing and sapping are far more crucial to the success of a Spy. This knowledge gives some basis to the idea that if you're caught, you should retreat whilst shooting the enemy with your Revolver. It's accurate, and moving away from the enemy makes them less accurate. ***************************************************************** The Sapper: Ammo: Infinite • Can be knocked off structure with two wrench hits 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. Sapping Times: Below is a list of approximately how long it will take for the sapper to destroy the structure it's attached to. This approximation only considers straight sapping, with no interference. * Sentry Gun o Level 1: 6 seconds o Level 2: 7 seconds o Level 3: 9 seconds * Dispenser / teleporter entrance and exit: 6 seconds To destroy the structure more quickly, once sapped, you can can shoot it with your revolver. Though, typically, to finish off a tier three sentry it will take northward of six bullets. Originally, before more current patches, a Spy could easily destroy a tier three sentry by shooting it once sapped. Now they've made it a slight bit more resistant to revolver fire, particularly while it's sapped. ***************************************************************** The Butterfly Knife: • Side stabs (nearer the back), stabs from above, below, and the back register as backstabs. Note that above and below are special cases. I actually had a Heavy jump over a stair railing and land ontop of me-- I quickly looked up, stabbed, and his body crashed to the ground in a thunderous heap! 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. Much like the Revolver, backstabbing someone makes a noise that is easily identifiable. It makes the enemy scream in a way that they wouldn't typically do at any point during the game. When I'm a class other than Spy, and I recognize the scream as a teammate behind me gets a knife thrust through his back, I immediately recognize a Spy without thinking twice. As such I quickly turn, and kill said Spy. In general, paying attention to your surroundings helps immensely especially when dealing with enemy Spies. ----------------------------------------------------------------- A good Spy must be aware of the different backstab animations, and how to trigger them, as some animations are faster than others. • True Backstab Animation: This animation is the animation that occurs when one backstabs the enemy when they are within a very close proximity of said enemy's back. Think of it as a deadly pat on the shoulder. Unfortunately, as cool as this animation is, it's a laggy one no doubt. This means that after executing the animation, you'll be unable to do anything until the animation ends. Sure the animation is fairly quick, about a second or so. But it's noticably more laggy than the "poking" animation. Due to the lag this animation exudes, you may find yourself missing the target that you intended to stab. ----------------------------------------------------------------- • Poking Animation: This animation is the basic stab. If you were to stab the air, you'd be executing the "pokeing" or "flicking" animation. This is the ideal animation to use when killing an enemy, as, it is easier to land on the enemy, and, it doesn't lag. *Note: This hasn't been mentioned elsewhere in the guide, and I think some attention should be brought to this as it is important for the Spy enthusiast to be aware of and master. There are two animations when attempting a backstab, the more definitive one occurs when you are close to the enemy. In this animation the Spy brings his knife skyward, then thrusts it into his target. Sure it looks cool, though, the problem is, it's a laggy animation. This means that once executing the move, it takes a bit of time for the animation to end. The other animation however is known as the "poke" or "flick." ----------------------------------------------------------------- ***Advanced Techniques Using the above stabbing animations: ----------------------------------------------------------------- • Aerial Stabs: Using the above animations, primarily the swift poking stab it is possible to execute a backstab in mid-air. This means, that from any position that situates you above your enemy, you can potentially perform a falling backstab, otherwise known as an "aerial stab." This takes a bit of practice to perfect, but to be honest it's well worth it. It is almost impossible for the target enemy to anticipate this, as you are more than likely perched outside of their visual range. In fact, when people Spy-Check, and spin around to watch their backs, they hardly ever think of looking up. As most Spies aren't intelligent enough to pull off an aerial stab. This is quite possibly the most satisfying way to kill off a target. I've done this more times than I can count, and it's hilarious each time. In doing this, before I make my move, I've even seen my target spin around multiple times trying to anticipate Spies, thankfully, I'm more than just a few steps ahead of him, as by this point I've landed on him and stabbed in in the back. The timing takes the most practice, as it's a fancy technique. To aid you a bit, I can say this; try to time it so that when you drop or jump you land just at the enemy's back. This way, as you're falling you can stab, or just as you've landed you can stab. Another way the aerial stab can be put to use is on stairways or other such slanted plains. Basically, if an enemy was running towards you up a set of stairs, you being at the top, you could jump over them, spin, then stab just as you pass over their body. Sometimes it helps to crouch as you're moving over them. This is even more fancy, and well worth it. Though it's a slight bit more situational. ----------------------------------------------------------------- • Flick Stab: Also considered a "quick-stab" This is yet another fancy technique that requires a bit of practice. Whilst you are disguised and passing by an enemy position yourself in such a way that you'll walk right past them without colliding with them. If you bump into them, the gig's up, and you've been cought. Right as you pass by them flick your wrist towards them quickly, and stab. It's called "flick" stab do to the quick flicking motion your wrist makes to pull off the stab. This also one of the more gratifying ways to eliminate a target. It's also even more humiliating to to the enemy after the kill because they could have prevented it. They literally saw you approach them and didn't do anything about it; completely ignorant to the fact that you're a Spy. ***************************************************************** 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 mini-gun 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 disguising while cloaked is advised. ***************************************************************** The Disguise Kit: Does what the name implies. You can disguise as 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, 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 mini-gun, etc). There are essentially a few primary disguises, ones that you will find more useful in more situations. Among these disguises is Pyro, Demoman, Engineer, and Sniper. If you play the part well, even Medic can work... though it's a risky disguise, especially for the inexperienced Spy. As a rule of thumb, anytime you are amongst your team, you should be in a friendly disguise. The point of the Spy is to sneak around unnoticed, it's hard to do this when you've given yourself away early. I suggest that you disguise yourself as a friendly Pyro to deter enemy Spies each time you spawn, then traverse the map as far as you can with a friendly disguise. Once you get to the point where you'll be nearing enemies, cloak, re-disguise as an enemy, then let the mayhem begin. One might ask, why would you use a friendly disguise if the enemy will kill you when they find you, as you are still an enemy to them? Well, it's simple really. If you use a friendly disguise while amongst your team, like a Pyro, when the enemy sees you, they will have intent to kill you, but at the same time, they must consider the risk of your teammates around you. They won't charge in to go after a Pyro because the Heavies and Medics are probably better targets. If however, you were wearing an enemy disguise, and they spotted you running with your team, they'd notify their team of your whereabouts, where you're headed, and what you're disguised as. You've already lessened your chances of success exponentially based on the fact that the enemy is aware of you. Conversely if you had just stuck to the friendly disguise, you could have made a disappearing act, and once you reappeared you'd already be disguised as a new class, even the enemy. Another useful purpose in using friendly disguises is that the enemy won't suspect you as being a Spy, they will believe your disguise. If you're disguised as a friendly Pyro, enemy Spies will likely avoid you, given the threat that Pyros pose to Spies. On that same note, if the enemy was trying to kill you, and you were disguised as a friendly class, say a Pyro, you could round a corner, and cloak. If they didn't see you cloak, they will have no idea that you cloaked, and they will still be looking for a Pyro. This works because cloaking is not a property of a Pyro, so the enemy wouldn't expect one to do so. Once they've realized that you may have cloaked, that you were actually a Spy, assuming they realized at all, it's too late for them, because you are either far from them, or have already backstabbed them. Seeing as how the golden rule of Spying is staying hidden from the enemy, setup-time is no exception. Some Spies will go to the enemy's gates during setup-time, and start taunting. I find this to be ridiculously foolish, because now the enemy is aware of said Spy. They will anticipate him, and could counter him. If the enemy is aware of the Spy, they will anticipate his antics. He may not prove as successful to a knowing enemy. For example, the enemy may attempt countering you with Pyro, waiting for you to make your move, then burning you alive. However, if you were disguised as a friendly Pyro, then you would be no different than the countless teammates around you who are waiting for the gates to open. Once the time nears zero, you can easily hide behind any number of things, cloak, re-disguise, then de-cloak in a more opportune position so that you're well placed for the opening doors. The underlying idea here is that you don't want the enemy to be aware of your presence at any point in time as a Spy. In the end, a Spy must master coordination between both his cloaking, and his disguises. Mastering these two tools truly sets the bar for an amateur Spy and a skilled Spy. Knowing when to cloak is as we've stated before "key." Furthering that, using disguises effectively out of cloak, is equally as important. **The following are unique properties regarding the Disguise Kit: ----------------------------------------------------------------- • Every single time a disguise is deployed, so to does the Spy's health change to the enemy. The health that the enemy can see is not his actual health. Typically, this random, fake health status is anywhere from half-health to full-health, it's not always half-health like many once believed. If you disguise as a Pyro, you may appear to have half-health to the enemy. In that same life, one could disguise as a Demoman, as such, your health shown would once again randomize. This time, you may have three quarters health to the enemy. Though a Spy never knows how much health he is displaying, it's important to know that it changes each time the disguise does. That way, people may be thrown off when chasing a Spy disguised as a Demoman with half-health, when they find the same Spy newly disguised as a Pyro with near full health. It's a subtlety but changing your disguise frequently, especially once spotted, is hugely important to the success of a Spy. ----------------------------------------------------------------- • While in an enemy disguise, one can gain health from dispensers, mine carts, and potentially enemy Medics. ----------------------------------------------------------------- • While in an enemy disguise, sentries will not target you. As they will recognize you as a member of their team. ----------------------------------------------------------------- • It takes a few seconds for a new disguise to take effect, during this time, a cloud is visible around you. This "cloud" can easily give you away to the enemy, as it draws attention to the eye. It is best to disguise while cloaked, as it avoids the "cloud" like effect. Here's another subtley that will help one know when the disguise has taken full effect. When one deploys a disguise, a white outline of the Spy shrinks to the lower left hand corner of the screen, shrinking to the HUD. Once this has happened, and the two pictures in the bottom are the Spy, and which ever class you disguised as; you're good to go. ----------------------------------------------------------------- • Once disguised, bumping into the enemy is an immediate indication to them that you aren’t one of them. So avoid being "bumped" into at all costs. ----------------------------------------------------------------- • When taking on a disguise, the Spy's actual speed changes to reflect the class he's disguising as. This means, that if you disguised as a Heavy, not only would you look like one to the enemy, but you'd move as slowly as one too. However, if you disguise yourself as a class that's faster than the Spy, such as a Scout, your speed won't increase. If one disguised as a Scout, to the enemy, they'd look like a really slow moving Scout, which is a dead give away. ----------------------------------------------------------------- • Spies do not show pain. If an enemy was to shoot you, your health would not change to reflect that, at least, not from their point-of-view. If you continued with what you were doing, there is no way for them to tell if you've been injured. Sometimes pretending that you haven't been shot will make the enemy believe your disguise. ----------------------------------------------------------------- • While disguised as a friendly class, one can still assist in capturing a point, without letting onto the enemies that they're a Spy. ----------------------------------------------------------------- • If disguised as an enemy class while using a teleporter the glow is not visible at the Spy's feet. However, if you used a friendly disguise you could negate the "pixie" like effect when you initate your cloaking. It dissapears fully once you've become fully invisible. ----------------------------------------------------------------- **More on disguise specifics in Section 2** ***************************************************************** Speed Comparisons: This section shows the speed of each class, with relations to the Spy. It's important to note that if a Spy was to disguise as one of the faster classes his speed doesn't increase. Conversely, if the Spy was to disguise as a slow class, a Heavy for example, his speed would lessen to match that of a real Heavy. This chart is arranged from fastest classes to slowest: _____ _____________________ |Class| |Speed Relative to Spy| |_____|_______________________________|_____________________|__ | | | | Scout | 133% | | | | |_____________________________________|________________________| | | | | Medic | 107% | | | | |_____________________________________|________________________| | | | | Pyro, Engineer, Sniper, & Spy | 100% (BASELINE) | | | | |_____________________________________|________________________| | | | | Demoman | 90% | | | | |_____________________________________|________________________| | | | | | | | Soldier | 80% | | | | |_____________________________________|________________________| | | | | Heavy | 76.6% | | | | |_____________________________________|________________________| | | | | Heavy (revved), Sniper (in zoom) | 26.6% | | | | |_____________________________________|________________________| This chart indicates that a Spy is slower than both the Scout (obviously) and the Medic. Conversely, he's tied with the Pyro, Enineer, and Sniper, for the same baseline speed. Yet he's faster than the Demoman, Soldier, and Heavy. Then as seen at the bottom the Heavy and Sniper are tied for the slowest when executing their secondary functions; revving, and zooming. • All classes move 10% slower whilst moving backwards. -This does not include crouching, as it's a new fixed speed, which is the same in any direction. ----------------------------------------------------------------- ***************************************************************** -Section 2) Disguises [A2] ----------------------------------------------------------------- ----------------------------------------------------------------- Disguises play an important role for the Spy. The correct disguise could very well be the difference between life and death. Generally speaking, no disguise, not even the best ones will truly trick the enemy, especially smart, alert ones. They are powerful at a glance, as at-a-glance, the enemy might not think anything of you. Thankfully, due to the fast paced nature of the game, there will be many times that the enemy fails to notice you at-a-glance. A disguise alone will not make the Spy, as, managing his cloak is the true key to a Spy's success. Acting is also important, as it is the next step in making your disguise believable. You should, while in disguise, appear to be concerned with your team, as if they were threatening to you. You could look in their direction, jump and "dodge" their fire, as if to fear being hit. Also, you may find scenarios where backing from said ally fire and calling an enemy Medic will benefit you, as even smart Medics mess up on occasion. You can also use certain disguises to lure Medics, especially foolish ones. One way to do this is to take on the role of a more offensive class, such as a Heavy or Soldier, and head to your side of the map. I might do this if I see a lone Medic on the frontlines. Luring him to me via the Cry-for-help voice command, I'd then proceed towards my base, and he would more than likely follow within a safe distance behind. If you aren't able to take him out via your Revolver or stab, as in attempting may result in death, continue to lure him towards your team so that your team can kill him. He may very well stick by you thinking that he's helping you out, and you're going to protect him. This isn't the most concrete strategy, as it's incredibly risky, but if it works, it's hilarious. =========[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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