Class:Spy

From Fortress Forever Wiki
Revision as of 06:58, 2 July 2007 by Ihmhi (talk | contribs)
Jump to navigationJump to search

Spy
Class
Portrait
Goes
Here
 
190px
x
380px
Health And Armour
Health Maximum 90
Armour Type: Yellow
Armour On Spawn: 25
Armour Maximum: 100
Movement
Maximum Speed: 315
Grenades
Grenade 1: Frag
Grenade 2: Gas
Weapons
slot1: Knife
slot2: Tranq
slot3: Super Shotgun
slot4: Nailgun
slot5: Nothing
slot6: Nothing

TODO on this page

  • Change the template from Page_Class => Class; Info box => Info box small
  • You need to add the abilities, weapons and grenades parameters
    And also the extra parameters for the info box (health, armour, power, speed)
    See Class:Scout or Class:Pyro for example of pages that are already done


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. Stealth and subterfuge are the Spy's best friends. The Spy's Knife can instantly kill an enemy player if they are stabbed from behind. Backstab kills are silent. The Spy's Tranq allows them to slow down enemies and reduce their vision.

Changes from Team Fortress Classic

Feigning death is not possible on the Source engine due to the ragdoll physics. This was replaced by the Spy's ability to cloak. 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 Knife equipped, the Medic disguise will show the Medikit equipped. Previously in TFC, an Engineer running around with a 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.

Special Command

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).

Special Abilities

  • Disguise
    Spies can disguise themselves as any other class and team that is available on the current map. If there are two teams on the map, the disguises will be listed as either "Friendly" or "Enemy". If there are three or four teams on the map, the disguises will be listed by team color. The disguise options also reflect any class limits on the map; if Snipers are disabled on the map, then a Spy is unable to disguise as a Sniper. However, the Spy's disguises can be controlled by each map's individual LUA file, so a mapper can allow a Spy to disguise as any mix of all ten classes if s/he wishes to do so.

    A Spy's disguise is removed whenever they attack with one of their weapons. (Spies are still able to prime grenades and throw them while disguised.) There is one exception to this rule (see "ID Theft" below). A Spy's currently equipped weapon is reflected in their disguise, so if a Spy disguised as an Engineer has his Knife out the disguise will show the Spanner out.

  • Disguise Removal
    A Spy can remove an enemy Spy's disguise by coming into contact with them. The enemy Spy's HUD will show "Your disguise has been removed!". If two disguised Spies touch one another, both of their disguises are removed. The Scout also possesses this ability.

  • ID Theft
    Normally, when the Spy attacks with a weapon they lose their disguise. However, if the Spy successfully backstabs an enemy from behind with their Weapon:Knife on the first hit (which is an instant kill), they assume the team color and class of the enemy as a disguise.

  • Invisibility
    Spies can cloak. There are two options for cloaking: Cloak and Silent Cloak. If a Spy cloaks normally, a Corpse showing their model (be it the Spy themselves or their cloak) falls as if it had died. This is a functional and useful replacement for feigning death. If a Spy cloaks silently, the Spy simply fades into their cloaked form. Friendly players will see a partially cloaked Spy, but enemies will not be able to see the Spy at all. A Spy moves slower when cloaked, and any increases in speed (such as being hit by a Concussion Grenade and subsquently being pushed away) will remove the cloak. Cloaked Spies do not bleed.

  • Reduced Falling Damage
    Spies must fall 50% as far as other classes to receive fall damage, and they receive 50% less damage than other classes when they sustain fall damage.

  • Sabotage
    Spies can sabotage enemy Sentry Guns and Dispensers and turn them against the enemy team. The Spy must stand next to a Sentry Gun or Dispenser while disguised Sabotaging a Sentry Gun or Dispenser takes 3 seconds. Sabotaged Buildables can not be detonated or dismantled. (However, they can still be destroyed by weapons fire as usual.) The Sabotage effect is removed after the timer runs out or the Spy is killed.

    A sabotaged Sentry Gun will have lowered accuracy for 2 minutes while sabotaged. The Spy can activate the Sabotage and the Sentry Gun will fire on its own team, giving all kills to the Spy. When the activated Sabotage ends, the Sabotage is removed.

    A Sabotaged Dispenser can be detonated by the Spy activating the Sabotage. The Sabotaged Dispenser will kill anyone on the Engineer's team (if Friendly Fire is off).

  • Stealth
    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.

Weapons

Weapons here

Grenades

Grenades here.

Ammunition

All classes are technically capable of carrying all of the different types of Ammunition. The various types of ammo in Fortress Forever are listed here along with the amount the class spawns with, the maximum the class can carry, and whether or not a class can discard that type of ammo. (For example, a Soldier can not discard Rockets since his RPG uses them.)

Some classes spawn with 0 of a specific type of ammo, and some classes can not pick up a specific type of ammo at all (represented by a 0 in the "Maximum" column).


Ammunition
Ammunition At Spawn Maximum Discard
Frag 2 4 No
Gas 2 4 No
Shells 40 40 No
Nails 50 100 No
Cells 10 30 Yes
Rockets 0 15 No
Detpacks 0 0 Yes


Strategy And Tips

Credits

Concept Art: Jeremy "dr_nick" Todd

Model: dood

Skin: dood

Voice: dood

External Links

These are links related to the Spy.


Class Guides
Scout  •  Sniper  •  Soldier  •  Demoman  •  Medic •  HWGuy  •  Pyro  •  Spy  •  Engineer  •  Civilian
Back to Main Page