PUB PLAY :
This is where most of the learning of playing spy takes
place. Therefore well go over some general tips and helpful
hints on how to play the class and help your team.
The spy is an offensive class, hands down. I know most
people like to utilize the spys sneakiness and spy-uncovering
abilities on D, but more often than not youre not helping your
team as much as if you were helping out the offense with those abilities.
These are some of the ways you can help your offense best:
1. Initial approach - Many players have mentioned
that the best way to attack the enemy base is to leave your base disguised
as your own team but a different class, and then disguise as you enter
the enemy base. That might be beneficial in certain circumstances,
but Ive found in my experience that it really isnt that
necessary. The best way to infiltrate is to find the most indirect
path into the enemy base. The enemy will call out your approach, whether
youre disguised or not (and if theyre awake), so in essence
you could run undisguised all the way. Your main goal is to find your
way into the enemy base undetected. If you have to feign halfway,
or totally turn around until it is safe to continue, do so. Your only
goal at this point is to get inside that base!
2. Disguising - Once inside, you are now at
your deadliest. Time to scout around and see how the enemy is setup.
Only problem is, you move faster than most classes, so disguising
is key. Choosing the right disguise is key to being able to move around
without too much detection. Most of the time I disguise as a demo,
since their speed is about the same as a spys, and they can
be either an offensive or defensive presence.
Recommended enemy base disguises:
Medic - Enemy unsure if youre running to the other base
or healing in theirs.
Demo - Speed the same as spy, can be O or D.
Soldier - Since most D is usually soldier, and with the advent of
strafe jumping and bhopping, a fast soldier isnt as easily detected
as before.
Sniper - If the enemy is using a sniper, they move the same speed
as a spy and are usually ignored.
Spy - This actually works really well in some cases. Enemy thinks
they are heading to enemy base or are following an offensive player.
Pyro - Same speed as spy.
Unrecommended enemy base disguises:
Scout - Enemy seeing a scout running around their base will get suspicious
right off. Plus, scout moves so much faster.
Engy - Disguising as an engineer sometimes works, however the default
weapon for an engy is the rail gun, and engineers rarely, if ever,
use the rail gun. Since the spy only shows the default weapon, this
will tip off most defenders.
HW guy - The SLOWEST of all the classes. A fast moving HW is a dead
giveaway.
As you can see, the spy can pull off disguising as most of the classes.
The myth that you can only disguise as the class with the same speed
is not to be taken too literally. However, remember that youre
not there to just fool everyone. Youre there to help your offense.
So lets make it happen!
3. SG disposal - This is where the spy is at his best. SGs
will pick up any enemy that passes in front of it, but a spy can dance
around an sg all day long while disguised and it will never pick him
up. Remember though that an engineer wont be far away from his
gun, so youll need to get rid of it quickly. 2 frag grenades
will dispose of an sg easily. Your nail gun will take care of an sg
from a distance very well also. But do it quickly, because as soon
as you do youll be discovered and attacked.
a. Fighting - Guess what? Youve been discovered.
Now you have two options - run or fight. Well look at fighting
first off.
The spy has a super shotgun, which is equal in power
to the medics super shotgun. The spy also has a tranq gun, but
well go into using it later. If you are forced to fight, the
tranq wont help as much due to its inaccuracy and the
firepower youll be up against. It does have a good use, though,
so well get to it later. One technique that does work very well
is the grenade/shotgun combo. Throw a grenade at a defensive player
that doesnt suspect you. When you do, youve weakened him
quite a bit. Then you use your shotty on him before he even has a
chance to retaliate. Works very well against soldiers, and pretty
good against HWs (to a point
).
The default amount of grenades a spy starts out with
is 2. If you havent restocked your grens, you are now looking
at fighting without any. In this case, shooting with your SS is pretty
much your only option. You could try to use a gas grenade, but youll
be dead before it can have an effect. Which brings me to the second
option:
b. Running - Yes, thats right. RUN!!
The spy is a fast little booger. If you want to play spy well, you
cant have the mentality of I can defeat anybody.
Reason is, YOU CANT! The spy wasnt created to deathmatch.
It was created to do what were talking about here. But its
not necessarily a bad thing. Heres why
When you run, the enemy has 2 choices - follow you until
youre dead, or reestablish their defensive position. If they
follow you, youve done another duty of the spy - distraction.
Your offense now has the advantage of attacking where an enemy isnt.
If they turn to reestablish their defense, you can disguise yourself
again and report what the defense is doing. The fact is, most of the
time running is the best option to stay alive and help your team.
Getting into a DM will do nothing more than get you killed 9 times
out of 10 and let the defense reestablish itself.
(Running doesnt seem so bad now, does it?)
4. Knifing - This is the bread and butter of
the spy. This is where the spy gets most of his kills. The spy has
to know when and where to knife, however. Just killing people randomly
doesnt help your team as much as killing that HW guarding the
flag, or that soldier waiting at the top of a ramp or entrance. If
you kill at random, you disclose your location, and that player you
just killed will respawn and come right back again. Knife that sniper
thats keeping your offense at bay. Knife that demo thats
piping the front of the yard. Knifing selectively can totally turn
around a defensive strategy, because now they have to look out for
you whereas before they were just sitting lying in wait for the offense.
If youre just knifing in general, you become simply a nuisance
that the offense has to deal with, and your team doesnt benefit
from it.
Most of the time, one knife shot to the back will kill
an enemy instantly. Ive found its best to aim high towards
the neck rather than the back, to get the largest percentage of deaths.
Dont believe when people say One hit, instantly, every
time works - its simply not true. Especially to a fully
armored HW guy. I have had many occurrences where I stabbed a HW full
in the back, and the first stab only wounds them. Best to aim high
to make sure. Also, stabbing a weakened player any place on their
body will normally take care of them. But remember, the first time
you swipe with that knife, your disguise is GONE, so make that swipe
count.
5. Feigning - This is one of the skills Ive
found to be utilized the least, but when used right can definitely
help any spy, and can take a defense totally off guard. Normally during
a game, its good to make sure and feign when nobodys looking
of course. Otherwise theyll simply stand on top of you when
you cant get up and crowbar or wrench you to an embarrassing
death. The best way to utilize feigning is either during your approach
to the enemy base, or right after youve entered.
Once youve entered the base, feign in a corner
or by an existing corpse. I normally feign silently, but you can feign
with a groan if you so choose. Remember though, if you do, and the
player nearest you hears the groan but doesnt see a kill up
at the top right, theyll suspect its a spy feigning and
come after you. The silent feign is definitely the best option in
this case. Now, while youre feigned, just wait and be patient.
Watch up at the top right to see if that HW guarding the flag is dead,
or that sg by it has gone down, or that the majority of your offense
is attacking. With nobody looking, you now have the element of surprise
to stab or pick up the flag, and catch the defense on their heels.
You have to time it right though, otherwise youre dead.
6. Gas grenading - Youve probably noticed that I havent
mentioned gas grenades much. This is why - I hardly use them
J.
But seriously, gas grenades are best used when you have the flag and
are retreating from a pursuing enemy. However, DO NOT gas respawns
or throw multiple gas grenades in one place. This is considered spamming,
and is not respectful to other players. Another good place to use
gas grenades is in maps like 2Fort, if an enemy is guarding the ramp
room from up top. A well-placed gas grenade will dwindle his health
and force him to move, paving the way for your offense.
7. Flag running - Okay, most of what weve
talked about here has had to do with distraction, sg removal, and
general aiding of the offensive players. But spies are also very good
at flag running as well. Dont ever let someone tell you that
spies arent good for it, because if you utilize all the spys
skills, you can lead your team in caps! Here are the best suggestions
for helping your team score.
a. Pay attention to your teammates - Know
who your teammates on offense are. When you enter the base, your main
goal is sg removal, defense locations, and distraction. But when the
flag is on the move, your goal has to include keeping it moving. If
the defense has built an sg near the flag, and youre out of
grenades, you should try and keep the flag moving whenever possible.
When you grab it, it takes a second for the sg to lock on you. You
can advance the flag quite a bit this way, and even make the engys
rebuild their sg to be close to the flag. By this time your offense
should be able to grab the flag and advance it even more. Youve
helped your offense even more by just advancing the flag. Sometimes
you will even get by that sg and take that flag home. And remember,
COMMUNICATE to your offense. If you advance the flag, once you die
tell your teammates where it is. Youll feel good knowing you
helped in that cap.
b. Misdirection - This is a trick that spies need to
definitely learn, and its part of that patience
skill I preach all the time. Lets say the map is Crossover2.
Your offense has gotten the flag and taken it to the tunnel that has
been blown and dropped it there. The first inclination of the spy
is to head directly to the tunnel to get the flag. Only problem is,
most of the defense has congregated at the tunnel, and most spies
are no match for that. So instead, the clever spy will take the water
entrance into the base, go through the base, and come up from behind.
Then you can stab the person or persons guarding the flag, grab it
and go. Taking the long approach may take a little more time, but
for the spy its essential, and garners the best results.
c. Running with the prize - Youve got the flag,
but now the enemy is hot on your trail. Remember that tranq gun I
mentioned earlier? Time to whip that out, run backwards, and fire
on pursuers. The tranq gun is probably the most difficult gun to use
in TFC, but if you hit a player with it, they are helpless. They can
still shoot at you, however, so be careful! I use the tranq when I
have the enemy flag and Im running back to my base. If I can,
I tranq anyone following me or any enemy offense in front of me, thereby
they wont kill me coming back home.
Now youve helped cap, time to turn around and
head back to the enemys base. They know now that theres
an effective spy theyre up against, so their defense will either
lock up tight or theyll give up. You have successfully gotten
into their heads, and in affect changed the complexion of the game.
That, my friend, is how to be an effective spy. Yaayyyy!!!
These were a few tips and tricks on public server
play. Now were going to step into a whole nuther realm
of playing spy:
| Next >>
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