Difference between revisions of "Class:Spy"
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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). | ||
+ | | basicstrategy = | ||
+ | * Use your cloak and disguise to infiltrate the enemy base. Remember your cloak does not fully conceal you while moving. | ||
+ | * Backstab an enemy player with your Knife for an instant kill. | ||
| abilities = | | abilities = | ||
{{Inline_Ability| | {{Inline_Ability| |
Revision as of 08:56, 15 June 2011
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 Knife can instantly and silently kill an enemy player if they are stabbed from behind. The Spy also carries a 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 super shotgun and nail gun. Basic Strategy
Special Abilities
WeaponsKnifeThe 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. Tranquilizer GunThe 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. Super ShotgunThe 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. NailgunThe 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. GrenadesFrag GrenadeThe 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. Additional Strategy and TipsPlaying As Spy Offensive SpyThe Tranq will slow down an enemy and effectively remove their peripheral vision. This is best used to slow down an enemy and get around them for a backstab with the knife. The Spy's greatest weapon is his Knife. It does twice the damage of the crowbar and can instantly kill an enemy if they are hit with it from behind. However, using it will show a Knife kill icon in the HUD, and thus a Spy should try to refrain from using it lest they alert the enemy team that their team has a Spy on it. Although the Spy is armed with a Super Shotgun, he only has average health, armor, and movement speed and is unlikely to survive in open combat. A Spy's best role is to make use of his various Special Abilities to infiltrate the enemy's base and cause whatever damage he can. If the enemy knows the other team has a Spy, they will be especially alert. It is best to change disguises or cloak in areas outside of sight of the enemy such as your team's spawn rooms. Infiltrating the BaseStarting Off As a Spy, the main thing you want to do is get into the enemy base and help retrieve their flag. The first thing you want to do is pick a disguise, which is a key part of your mission. Try choosing a disguise that is about the same speed a spy, such as a Pyro. Now you must make your way from your base to theirs without being caught by enemies. To do this, be sure to take less-used routes and use your cloak. Also be sure to listen for the footsteps of incoming enemies. No matter what route you choose to enter the enemy's base, you should start off by Disguising as a teammate. If an enemy sees a regular Spy or an "ally" running towards their base, no matter the direction, they're going to shoot that person. Disguising as an ally prevents the enemy from knowing that your team has a Spy. If they spot you Disguised as an ally and open fire, don't fire back! Doing so will show that your team has a Spy, and that'll cause them to start actively Spy-checking. What To Do In Their Base Congratulations, you made it to their base alive and unseen, but what do you do now?
So You Want To Capture Their Flag, Eh? The flag room is often the most guarded room in the enemy's base. If you choose to enter here, YOU MUST have a disguise on! Without a disguise you're either A: Getting ripped to shreds by a sentry or B: Getting ripped to shreds by a HWGuy. So you picked a disguise and walked in there, but what do you do? Scout the room out immediately and see how many defenders there are, if any. Be sure to avoid all of the defenders, and if you're spottted; run out of the room, cloak, pick a new disguise, find a different entrance, enter flag room, try again. If you're left in there with 1 or 2 stupid defenders that haven't realized that you're a spy, It's a good idea to take one out, grab the flag, and run like hell. Oh no! You've been caught! First thing's first, you are not dead once somebody figures out you're a Spy. Once somebody starts wailing on you (usually three shots shows they've figured it out), break out the Super Shotgun and start firing while running back to base. If you spot a slow class that hasn't seen you yet, take out the Tranq gun and shoot him with it. While being tranqed only lasts a few seconds, it gives you enough time to get away from your target. Try to take alternate paths, such as underground or water ones. You might lose them, giving you enough time to cloak and get back to base. Remember, once you get back to base and heal up, you should go back as a different class. They'll be expecting you. Defensive SpyDefensively, a Spy has few options, though the Spy's available Special Abilities are generally focused towards infiltration. Defending Spies typically patrol around the base and attempt to backstab unsuspecting enemies entering the base. Playing Against A SpySpies are equipped to excel at infiltration, but they are not as effective if the player does not implement those skills in the right situation. The best defense against a Spy is a wary and alert team. If your team's only Soldier is known to be in the enemy base and you see a Soldier running around in your base, then it is surely a Spy. A Scout can remove an enemy Spy's disguise, so having a Scout touch teammates as they walk around the base is a good defensive option. The same defensive option can be applied to a team's Spy if they wish to do so as a Spy can remove another Spy's disguise. Further reading
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