Difference between revisions of "User:InShane/sandbox10"

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{{Quotation|'''The Spy''' on his battle plan|I'm going to '''gut''' you like a Cornish game hen.|sound=Spy_taunts02.wav}}
 
  
{{Match-Up | forclass=spy
 
  | scout-strategy =
 
'''Relative merits:''' A typical Scout rarely stands still and is difficult to hit with any of your weapons. With his speed, he can simply bump into you to [[Spy-check]] and easily chase you down. Additionally, the Scout's weapons are superior in a duel.
 
 
'''Tactics:''' When behind enemy lines, have an plan to escape, whether by making sure no living enemies are around or retreating to teammates. The Scout has plenty of tools to track you down, including the [[Force-A-Nature]]’s [[knockback]], [[Mad Milk]], and the [[Boston Basher]]’s [[bleed]] effect, so consider waiting until he is gone before conducting your business.
 
 
The best time to [[backstab]] a Scout is when he is engrossed in a duel, wherein he may backpedal straight into your Knife.
 
 
'''Useful weapons:'''
 
* The [[Revolver]] and [[Diamondback]] (only upon success of your business) are your best options for fighting off a pursuing Scout.
 
 
  | soldier-strategy =
 
'''Relative merits:''' The Soldier walks slowly and brings a large amount of firepower, making him a prime backstab target. He tends to be hard to reach, as he will make use of [[rocket jump]]ing and frequently be ahead of his team or on high ground.
 
 
'''Tactics:''' You will have more opportunities to backstab a Soldier in enclosed spaces, where he is less likely to rocket jump. Try not to draw his suspicion, as his [[Rocket Launcher]]'s damage and splash radius will easily track you down.
 
 
'''Useful weapons:'''
 
* The Soldier's slow speed, should he remain grounded, does make it easy to land [[Ambassador]] headshots if you stay at a range where you can dodge his rockets.
 
* The [[Dead Ringer]]'s feign death can easily trigger and still be believable, given the properties of the Soldier's rockets.
 
 
  | pyro-strategy =
 
'''Relative merits:''' Most of the Pyro's weapons are [[fire|fiery]] and inflict [[afterburn]], which nullify your [[Cloak]] and [[disguise]]. Team Fortress 2 does not have friendly fire, so he can freely use his [[Flame Thrower]] to [[Spy-check]] at almost no cost. Even if he does not target you, the Flame Thrower's large spread may inadvertently reveal you anyway. Additionally, his [[compression blast]] can keep you pinned in a corner upon discovery.
 
 
'''Tactics:''' When behind enemy lines, avoid the enemy Pyro entirely, as being set aflame will draw all nearby enemies. Get a feel of how the enemy team acts and constantly be on the move to avoid suspicion. If you are forced to directly fight, keep a medium distance and steady aim; your Revolver outdamages all of his secondary weapons.
 
 
Take note of where [[health]] kits and bodies of water are so that you can always extinguish yourself when retreating. If you can escape the Pyro's range but can't extinguish yourself, Cloaking will reduce the fire's duration.
 
 
'''Useful weapons:'''
 
* Avoid disguising as an enemy Spy when around an enemy Pyro.
 
* The [[Dead Ringer]] and the [[Spy-cicle]] can extinguish [[afterburn]] and give you some protection to routine Spy-checks.
 
 
  | demoman-strategy =
 
'''Relative merits:''' A Demoman will often be too focused on combat or laying [[Stickybomb Launcher|Sticky]] traps to pay attention to you. He moves relatively slowly and cannot [[Sticky jump]] without sacrificing a sizable portion of health, allowing you to easily catch up for a backstab.
 
 
'''Tactics:''' Your Cloak and disguise help you pass over Stickybomb traps a bit more safely while relaying to your team the potential danger.
 
 
In a direct fight, remain within medium range but outside melee range. The Demoman's explosive projectiles can be dodged while his Stickybombs take time to arm, but he may have a strong melee weapon equipped.
 
 
'''Useful weapons:'''
 
* The [[Dead Ringer]]'s damage reduction gives some insurance when passing over a Stickybomb trap.
 
 
  | heavy-strategy =
 
'''Relative merits:''' A Heavy is a large, slow target who provides a lot of firepower for his team; specifically killing him should take much pressure off your team. When firing the [[Minigun]], the Heavy must continuously look at his target, leaving his back exposed.
 
 
'''Tactics:''' Before attacking, be sure the Heavy is distracted; if you are discovered, his Minigun’s wide spread and fire rate will easily track your Cloak if the sheer damage doesn’t kill you first.
 
 
If a Heavy is using the [[Huo-Long Heater]], simply jump over the flames and stab him before you land on the ground.
 
 
'''Useful weapons:'''
 
* When targeting the Heavy, disguise as a class who would fight alongside him (aside from the Medic, who is expected to start healing).
 
 
  | engineer-strategy =
 
'''Relative merits:''' Your [[Sapper]]s can disable Engineer buildings, allowing your team to freely move in. Your Cloak and disguise won't draw the attention of his Sentry Gun. By chaining a backstab with Sapper placement, you have the potential to kill the Engineer and destroy his equipment in one fell swoop. The enemy Engineer is keenly aware of this dynamic, likely having been sabotaged many times before.
 
 
'''Tactics:''' The Engineer will typically be near his [[Sentry Gun]]. If the Engineer is working on his buildings or the area is heavily guarded, decide whether you want to "sap and stab" or "stab and sap". If you choose to disable the Sentry Gun first then stab the Engineer, you have more space to maneuver but he has more time to react. On the other hand, stabbing the Engineer then ''quickly'' [[Sapper|sapping]] his Sentry Gun before it can attack you is more efficient, but risky. It is best to "stab and sap" while the Sentry Gun is facing away from you or in the midst of upgrading, lest you take significant damage following the backstab.
 
 
If there are too many enemies guarding the area, coordinate with your teammates. Ideally, your team can distract the enemy team. Then, merely disable all nearby buildings, allowing your allies to destroy them, or allow them to draw the Sentry Gun's fire while you take care of the Engineer.
 
 
If an Engineer is between you and his Sentry Gun, it is possible to bait the Sentry Gun into firing at its owner by revealing yourself.
 
 
'''Useful weapons:'''
 
* Disguising as a friendly Pyro who is "helping out" can shake off some suspicion.
 
* [[Your Eternal Reward]] will allow you to maintain a disguise immediately following a backstab, which may help you approach a Sentry Gun.
 
* You can place Sappers faster than the Engineer can remove them, forcing him to abandon his buildings and attack you.
 
 
  | medic-strategy =
 
'''Relative merits:''' A Medic’s ability to heal his teammates makes him one of your most important targets. However, he will often be backed up by his teammates, allowing him to keep an eye out for you.
 
 
'''Tactics:''' Approach from behind when the Medic and his patient are distracted. In order, backstab the Medic, then his patient, who won't immediately be looking backwards. If you are discovered, Cloak and retreat, as several enemies will now be looking for you.
 
 
If the Medic Spy-checks you with the [[Ubersaw]], you can prevent him from gaining charge by not removing your disguise. If you are feeling particularly devious, you can disguise as a viable [[Medic buddy]] and trick him into healing you, following you into a trap, or wasting an [[ÜberCharge]] on you.
 
 
'''Useful weapons:'''
 
* Use a disguise that lets you retain full movement speed to keep up with the Medic, or disguise as an enemy the Medic would prioritize healing to draw less suspicion.
 
 
  | sniper-strategy =
 
'''Relative merits:''' Your Cloak and disguises allow you to get behind the enemy Sniper easily enough, as he'll typically be focused on targets that are far away. However, he has a few tools to deter him from being a completely free kill, especially if he discovers you.
 
 
'''Tactics:''' As the enemy Sniper focuses on your teammates, sneak up on him. Consider how the enemy team will react to a dead teammate, then either backstab or gun the Sniper down. Should the Sniper discover you, keep a modest distance while firing your Revolver or retreat to try again later. If you stick around too long, the Sniper can use [[Jarate]] or [[bleed]] from the [[Tribalman's Shiv]] to leave you visible to all nearby enemies.
 
 
Be wary of crossing open areas that you know the Sniper is watching over; he could decide to Spy-check you with a fully charged shot, which will instantly kill you.
 
 
'''Useful weapons:'''
 
* The [[Ambassador]] and [[Diamondback]] have situational critical hits that are useful when the Sniper equips a [[Razorback]] to prevent backstabs.
 
 
  | spy-strategy =
 
'''Mirror match-up:''' You and the enemy Spy will likely be with each other's team, leaving you less chances to interact. What you observe on the enemy's side of the map can help your team discern the enemy Spy and other threats.
 
 
'''Tactics:''' If you see an enemy Spy, report his disguise and whereabouts to your teammates, then continue about your business without breaking character. If you end up directly fighting an enemy Spy, dodge his attacks while retaliating with your Revolver.
 
 
When you are with your own team, pay attention to "teammates" who are walking behind other allies. You can Spy-check by approaching a teammate's back with the Knife active; if you automatically raise it as if to backstab someone, that "teammate" is an enemy Spy.
 
 
'''Useful weapons:'''
 
* The [[Enforcer]] ignores the damage resistance provided by Cloak and can be used to kill a fleeing enemy Spy with proper prediction.
 
}}
 
 
== See also ==
 
* [[Team strategy]]
 
* [[Spy (competitive)]]
 
 
{{CommunityStrategyNav}}
 
{{Spy Nav}}
 
[[Category:Class match-ups]]
 

Latest revision as of 15:17, 23 June 2021