![]() ![]() The Spy is not used during most of the game, because of his inability to get to locations quickly, which is needed during the start of the game. This will allow for the Spy's team to aggressively move forward to attempt to kill the remaining players, and capture the next one or two points. During this time, the Spy tries to sneak around behind the opposing team, to try and get into a position to kill the Medic or Demoman. A team without a Medic can take much less damage, and will die quickly.Ī Spy is normally used on 5cp during stalemates normally occurring on a teams last point, or second to last point. The Medic is considered a vital kill because of his ability to both keep his team alive longer, and to use ÜberCharges to effectively attack the other team while minimizing losses. ![]() They also lose the ability to try and kill non-Übered players quickly, meaning the Medic with a ÜberCharge is able to switch heal targets, allowing their Über to last longer, and thus get more kills. A team without a Demoman can not constantly put out damage in a short period, meaning that the use of an ÜberCharge would not be very effective for the team. The Demoman is considered a vital kill because he puts out the most damage of any of the classes in 6v6, and also has great mobility. In this scenario, the Spy then goes to try and kill the other team's Demoman or Medic, as only those classes are considered important enough by most teams to warrant switching a Scout or Soldier to try and go for a kill. A Spy is most commonly played during a stalemate, where neither team is getting a kill advantage over the other. The Spy is not one of the core 6v6 classes, and is only played during specific situations. In 6v6, the Spy has two main roles, to either distract, or to go for key kills. Melts in fire, regenerates in 15 seconds and by picking up ammo. On Hit by Fire: Fireproof for 1 second and afterburn immunity for 10 seconds. Upon a kill, the Spy gains 30% of his cloak meter. Can overheal up to 300% of Spy's (reduced) health, i.e. On Backstab: Absorbs the health from your victim (minimum gain of 75 health points). ![]() Normal disguises require (and consume) a full cloak meter. If backstabbed, victims' death will not be shown in the killfeed for other enemies. Victims' bodies disappear after being stabbed. Victims do not make any noise when dying. Upon a successful backstab, the Spy instantly disguises as the backstab victim. Killed enemies freeze into solid Australium statues (purely cosmetic feature). Triggering feign death will lower the cloak meter to 50%.Ĭloak meter must be fully charged to use. Grants a 3 second speed boost upon receiving damage.įeign Death stealth has no bump shimmer for 3 seconds.Īmmo kits and dispensers do not refill the Spy's cloak meter. Reduces initial damage by 75%, then upcoming damage by 65% to 20% after 3 seconds. User can still stay partially cloaked once the cloak meter runs out.Ĭloaks Spy for 7 seconds upon receiving damage, dropping a fake corpse. Ĭloak meter can not be refilled by ammo boxes while invisible.Ĭloak consumption rate varies depending on the type of movement you use (see Function Times for more information). While standing still, cloaks Spy indefinitely and slowly refills cloak meter. The Spy uses his Invisibility watches to move around the map, disguises with his Disguise Kit, and then approaches and backstabs a key target with one of his knives.Īllows the Spy to disguise himself as an enemy or a friendly player.Ĭloak meter can be refilled from ammo sources.
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