Team Fortress 2 Walkthrough :
This walkthrough for Team Fortress 2 [Playstation 3] has been posted at 24 Oct 2010 by aleturbo and is called "Spy Guide". If walkthrough is usable don't forgot thumbs up aleturbo and share this with your freinds. And most important we have 3 other walkthroughs for Team Fortress 2, read them all!
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Walkthrough - Spy GuideTeam Fortress 2 – Spy Strategy Guide By nodforlife & sR + Orca Email: (nodforlife) - nodforlife@yahoo.com (sR + Orca) - delkin525@gmail.com Steam IDs: nodforlife, Delkin525 Intro: Upon seeing so many poor Spy players online I figured it was time to create a how-to guide on what I consider the most difficult class to play successfully in Team Fortress 2. 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 my 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 attempt show you how. (I should mention this guide is intended for players on public servers. While I feel some of these tips are universal, in a clan match the players are much better and will sniff out a lot of the tricks here. Also, the Spy benefits from larger player numbers, and the smaller matches for clans don’t lend themselves to the trickery). This guide is broken up into three chunks: 1) A general outline of the Spy’s weapons and statistics. 2) Some general dos and don’ts for the Spy applicable to every map, including Engineer sapping/killing guide and which classes make the best targets for backstabbing 3) Map-specific strategies (shipped maps only, no customs) ********************************************** Section 1) General Outline 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 map, so familiarity with all is essential. 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. 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. I’ll talk bout 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 Level 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. 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 or side it’s a one hit kill, and 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. 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. 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 it’s primary weapon, ie 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 (ie you won’t have a mask on). Further detail on the why/why not of who to disguise as is below: ========================[Disguises]============================== ------------------------ ------------------------------ =========[Four classes you should never disguise as]============= 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 deviationg from that known way of acting only causes suspicion. ----------------------------------------------------------------- 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. ----------------------------------------------------------------- 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. ----------------------------------------------------------------- Medics- Obviously Medics are the WORST possible disguise. They are constantly being demanded upon by there team, and disguising yourself as a Medic will only have the enemy following you expecting to be healed. They will slaughter you in seconds, because Medics are ALWAYS HEALING. Again, obviously a Spy can't heal. The point of a Spy is to bring the least amount of attention to oneself. ----------------------------------------------------------------- =========[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. Because they hunt spies, Pyros are known to randomly wander about, having no real order to gameplay. Oftentimes you won't be noticed, being that it’s not so suspicious of a Spy to be anywhere and everywhere. Not to mention the fact that the flame is short ranged, so the enemy won't assume that because you’re not firing your weapon, you’re a Spy. On the other hand, 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 Pyro's 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. Good luck! ----------------------------------------------------------------- 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. ----------------------------------------------------------------- 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. ----------------------------------------------------------------- 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. ----------------------------------------------------------------- Spy- Yes, another useful disguise is to become an enemy Spy. This is because the enemy expects to see you wondering around with the enemy, in this case, your team. Also, spies are not so combative; they aren't always shooting like the Heavy... so it's less suspicious to see a Spy wandering around not flailing his gun. Though, for some reason being a spy can sometimes attract attention because you still give off that Spy like odor to the enemy. They will strike you down in fear that you are indeed an enemy. Still, the disguise is better then most; you’ve just got to be smart. ***************************************************** Section 2) General Dos and Don’ts While each map has specific strategies that work best, there are some basic techniques that are applicable to all stages, both offense and defense. First, I must say these suggestions are based on the idea that you would rather have your team win the map than dominate the scoreboards. Those two aren’t necessarily mutually exclusive, but sometimes the Spy must sacrifice his score for the sake of victory (2fort especially). 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. 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. 3) As an addendum to Number 2, the disguise is pretty much worthless for fooling the other team. 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 Pryos, 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. 4) DO use the disguise for sentries. They will not shoot at you if you look like the other team, allowing you to sap at will. That’s really the best use for the disguise, for any sneaking around the opponents, the cloak is recommended. 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. 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. 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, respawn, 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. 8) The Spy is an offensive character. That means, don’t hang around your base expecting to fool their rushers and getting stabs. You have to be daring. You have to be willing to get killed trying to capture a point or getting the intel. 9) Plan proactively. If you can see you’re 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. 10) 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. 11) 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. 12) 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. 13) As a Spy, you have to avoid your own team when passing a choke point, no not entirely because you are afraid to be seen with your team in an enemy disguise, 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 long way, and kill everyone along the way. 14) 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. 15) 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. 16) 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 inwhich it can be used successfully. Though, must I remind you that as a Spy your primary focus should be that of your knife? 17) 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. A few things will help in them not becoming suspicious of you. 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. What you should do when you are passing by an unsuspecting enemy is at the very instant where you pass one another, turn to them very quickly and stab. This is such a satisfying way of dealing with the enemy. 18) 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 uncloak, 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. 19) 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 aomng 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 you’d use it when backstabbing isn’t possible. If the enemy isn’t aware of you to begin with, then you’ll easily land multiple hits, usually enough to kill, before the enemy even has time to react. So, stats aside, it’s still a handy weapon. 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. 20) 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 to a way of lining up your shot, you’re already increasing the difficulty for your enemy to hit you based on the fact that you are dodging. Try it out, practice. 21) 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 amonghst 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 wrather large crate. After uncloaking 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 things to be aware of... 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 affraid of your own team that is accross the map looks incredibly suspicious. I've seen some foolish spies do this before. The outcome is death. ----------------------------------------------------- D. Getting cought 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. ******************************************************** HOW TO HANDLE ENGINEERS: Engineers (and all that they create): You will encounter a few scenarios when dealing with engineers. 1.) Sometimes you’ll find that an Engineer has left his things 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 sit with their sentry gun in front of them and their dispenser behind. 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 know you’re a Spy. So it’s always good to cloak and get by the target Engineer, then de-cloak in a safe place, and come from a natural place, approaching the Engineer from behind being the best case scenario. 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. Stab the Engineer then immediately sap the sentry (which is the most risky things to do with a tier three sentry as it could kill you right away). Make sure to then sap everything else. ----------------------------------------------------- C. Sap, then strafe like mad re-sapping when the Engineer repairs, keeping the Engineer as busy as possible; when the moments right, if you have the opportunity, stab the Engineer.Hopefully, in the confusion the Engineer will be too busy attempting to repair everything. Overwhelming the Engineer is always of help. (You might use C when an Engineer builds his things in such a way that his back is to the 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 just began building a sentry, stab him in the back first, and then sap the level one sentry immediately. This can work with level three sentries as well but is a bit more risky as they may turn around quickly enough to shoot you. 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 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 becomes more difficult to pull off when an Engineer is sanwhiched between a dispensor and his sentry, because now you can't situate yourself directly behind the sentry unless you are sitting atop his dispensor, then stab, then sap. Note: 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. You can take less hits from a teir 2 sentry, but still if it turns and clips you a few times you'll usually survive to sap. If they teir 3 sentry has a chance to fire at you once, you're dead. 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 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 figure 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 some |
