Difference between revisions of "Class:Spy"

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(weapons and grenades)
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| classintro =
 
| classintro =
 
The thinking man's class, the Spy is the assassin and saboteur of Fortress Forever. He has a wide variety of special abilities at his disposal that help him excel at infiltration and sabotage. The spy wages a psychological war with the enemy; he uses stealth and subterfuge to maneuver through the enemy base unhinged and then strike where it will hurt most. The Spy's [[Weapon:Knife|Knife]] can instantly and silently kill an enemy player if they are stabbed from behind. The Spy also carries a [[Weapon:Tranq|tranquilizer gun]] loaded with a secret mixture of sedatives and psychosis drugs that slow down and disorient enemy players. For times when a more direct approach is required, the spy also packs a [[Weapon:Super Shotgun|super shotgun]] and [[Weapon:Nailgun|nail gun]].
 
The thinking man's class, the Spy is the assassin and saboteur of Fortress Forever. He has a wide variety of special abilities at his disposal that help him excel at infiltration and sabotage. The spy wages a psychological war with the enemy; he uses stealth and subterfuge to maneuver through the enemy base unhinged and then strike where it will hurt most. The Spy's [[Weapon:Knife|Knife]] can instantly and silently kill an enemy player if they are stabbed from behind. The Spy also carries a [[Weapon:Tranq|tranquilizer gun]] loaded with a secret mixture of sedatives and psychosis drugs that slow down and disorient enemy players. For times when a more direct approach is required, the spy also packs a [[Weapon:Super Shotgun|super shotgun]] and [[Weapon:Nailgun|nail gun]].
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Feigning death is not possible on the Source engine due to the ragdoll physics. This was replaced by the Spy's ability to cloak. [[Grenade:Gas|Gas Grenades]] no longer cause damage over time within their area of effect; rather, the grenade does damage once and then induces the Hallucination effect. The Spy no longer has a single fixed weapon while Disguised; the currently equipped weapon is reflected in the disguise. For instance, if a Spy is disguised as a Medic and has his [[Weapon:Knife|Knife]] equipped, the Medic disguise will show the [[Weapon:Medikit|Medikit]] equipped. Previously in TFC, an [[Class:Engineer|Engineer]] running around with a [[Weapon:Railgun|Railgun]] equipped was almost surely a Spy as the Railgun was a weapon that most Engineers did not carry while equipped. This does not include grenades, however, and any class other than a Spy throwing a Gas Grenade will be a telltale sign that that player is a Spy in disguise.
 
 
| specialcommandinfo =
 
| specialcommandinfo =
 
The Spy's special command brings up the Disguise Menu. The Disguise Menu shows all of the options the Spy has for disguising (see "Disguise" below).
 
The Spy's special command brings up the Disguise Menu. The Disguise Menu shows all of the options the Spy has for disguising (see "Disguise" below).
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Spies do not make footstep sounds like the other classes do. However, they will make footsteps while disguised so as to not ruin the illusion of the disguise.If a Spy is crouching when he lands from a fall, he will make no noise. However, a Spy can choose to stand while falling so as to purposely make noise if they choose to do so.
 
Spies do not make footstep sounds like the other classes do. However, they will make footsteps while disguised so as to not ruin the illusion of the disguise.If a Spy is crouching when he lands from a fall, he will make no noise. However, a Spy can choose to stand while falling so as to purposely make noise if they choose to do so.
 
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|weapons =
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{{Inline_Weapon|
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|name=Knife
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|imgsrc=Banner.png
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|description=
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The knife is the signature weapon of the spy. Although it's a melee weapon, it is very deadly. Normal hits deal significantly more damage than the crowbar, and backstabs kill instantly. Much of learning how to be a good spy is proper use of the knife.
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}}
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{{Inline_Weapon|
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|name=Tranquilizer Gun
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|imgsrc=Banner.png
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|description=
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The tranq is useful for slowing down pursuers, catching up with targets, and in general causing annoyance. Each successful shot causes the target to suffer from an increasingly powerful sedation effect. The enemy's movement speed is slowed and their vision blurred. The projectiles from this weapon do not hit instantly; so you must learn to lead targets at medium and long ranges.
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}}
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{{Inline_Weapon|
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|name=Super Shotgun
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|imgsrc=Banner.png
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|description=
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The super shotgun is the spy's main weapon if he gets in trouble. It doesn't have the grace or style of a saboteur, but it gets the job done when you need to fight for your life.
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}}
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{{Inline_Weapon|
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|name=Nailgun
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|imgsrc=Banner.png
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|description=
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The nailgun is most useful for taking out sentry guns. It works at an almost unlimited range and the steady stream of nails destroys the gun quickly. Combine the nailgun with frag grenades and circle strafing for maximum effect against sentries.
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}}
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| grenades=
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{{Inline_Weapon|
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|name=Frag Grenade
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|imgsrc=Grenade_Frag.jpg
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|description=
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The standard fragmentation grenade: lots of damage, a large blast radius. Like the super shotgun, it doesn't exactly have the style of a calm, cool infiltrator, but it will be one of your most useful weapons.
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}}
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{{Inline_Weapon|
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|name=Gas Grenade
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|imgsrc=Grenade_Gas.jpg
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|description=
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The gas grenade releases a large cloud of hallucinogenic gas once its timer expires. Any enemies that walk through the cloud take a bit of damage and start [[Status:Hallucinating|hallucinating]]. A hallucinating enemy sees players as different team colors, different health totals, grenades that aren't really there, and a host of other effects.
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}}
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| strategyandtips =
 
| strategyandtips =
 
'''Playing As Spy'''
 
'''Playing As Spy'''

Revision as of 11:25, 24 December 2007