The Orange Box
Spy Guide by Dark_Necrid
Version 1.1, Last Updated 2011-07-19
Liked this FAQ? Click here to recommend this item to other users.Table of Contents
- 1.1 Introduction
- Beginner Stuff/Mechanics
- Advanced Mechanics & Application
- 3.1 Which Disguise Should I Use? Or why anyone who tells you the Scout disguise sucks is not a good Spy
- 3.2 The Pyro and Engineer Experience
- 3.3 The Numbers Mason, or How to Use the Golden Rule to Your Advantage
- 3.4 Ninja Style
- 3.5 Actor Style
- 3.6 Tips
- 3.7 Bugs
- 3.8 Video & Special Credit
- 3.9 Rest of the Credits
- 4.0 Legal
1.1 Introduction
This is going to be very long. If you arent interested in reading something thats actually a long guide, then this is not for you. Its long because I want something for mostly everybody in here, I want to teach newbies the basics and maybe show some intermediate Spies some tricks they dont know about as well.
I am by no means the best Spy out there, however I do have a lot of experience in just playing the game and playing against (and being an annoyance to) people of various skill levels, from the new F2P players to some of the more well known competitive players. Constantly getting better or picking new things up, and thats with over 400 hours of Spy and over 3,000 hours in the game. This is just everything I know so far.
A few of you might know me because I played in GameFAQs 6v9 #2 on here, and also went on to play the Alumni game: http://img163.imageshack.us/img163/6454/spuf69alumnifinal.jpg
I am a firm believer that Spy is a class that does not rely on luck, at least no more than any other class does. Like Medic hes really a class that at its core is all about interpreting numbers and doing things based off those numbers.
I was going to record a bunch of demos and replays and stuff but Valve made the game F2P so any demos I take are worthless. Right now a slug could play Spy and be successful at it, Im sure.
The Spy is a Specialist class who excels at assassinating people up close and personal. He can instantly kill people in areas that a Sniper might have trouble doing the same thing. He can also sap buildings and provide information to the team while cloaked.
No matter what though, the Spy is a specialist. He isnt good enough to be run all the time, there are plenty of areas where a Spy will do poorly, and areas he will excel at.
Spies cant carry bad teams, they support good ones.
1.2 The Golden Rule
No matter how good of a player someone is, they have to expose themselves to kill somebody.
To play a Spy not based around luck, you have to identify a weakness that any player regardless of skill suffers from. No matter if youre a noob or the greatest player in the universe if you want to kill somebody (someone on the Spys team) you have to look at them, which means your back has to be exposed. They want to kill the person so bad that they cant possibly fight your teammate and look behind them at the same time, and thats what were going to be taking advantage of.
Before I get into taking advantage of this, Im going to highlight the mechanics of all the Spys items. Im going to be including some lesser known tricks here as well and some advanced stuff, so even if you arent completely new you might want to have a look.
IF YOU ARE NOT A BEGINNER YOU CAN SKIP DOWN TO 3.1
2.1 Revolvers
Revolvers are somehow still the Spys best kept secret. If you instantly want to become a better Spy than 90% of the Spys in this game, learn to use your Revolver. Dont be afraid to pull it out. Dont underestimate this gun.
All revolvers have the same spread (contrary to what some would have you think!) and they all fire 1 100% accurate bullet every 1.25s you dont fire. This spread means the Revolvers are best up close/mid range, and make poor long range sniping weapons.
All Revolvers reload in 1.16s and reload all their shots at once.
The stock Revolver is a solid all-rounder, it hits for 40 base damage, max of 60 up close (without damage spread), and crits for 120.
The Ambassador is only superior in damage output to the Revolver/Enforcer if you can land headshots with it constantly. You need to pretty much have a 75+% headshot accuracy to make the damage dealt worth it. If you feel confident in your headshotting abilities, then go ahead and use it, however use it like a normal Revolver, treating it like a Sniper Rifle is still dumb no matter how you slice it.
The Letranger (lay tron jay) is really only useful if youre using the entire Saharan Spy set or using the Dead Ringer and want to make Paradox cry by spamming it.
The Enforcer owns, and is also amazing if you use the Dead Ringer since then the gun has no drawback.
2.2 Sapper
You walk up to a building (hopefully disguised) and left click with the Sapper out. The building is disabled but the Sapper can be removed in 2 wrench hits or 1 Pyro Homewrecker hit. You dont have to stand near the building after you put the Sapper on.
Really basic stuff I know but this was a mistake I made when I was new
Tip
You can shoot the buildings with your Revolvers while they are sapped to destroy them quicker.
You sap the Sentry Gun & Teleporters first and save the Dispenser for last, just in case if you need to heal and no health packs are nearby.
2.3 Backstabs
Backstabs work in a special way. Basically if your cursor is within a 180 degree arc behind their crosshair, you can backstab them. This leads to interesting circumstances, like being able to backstab someone by hitting their head while on top of them while they look slightly down.
Its also the leading cause of facestabs. Because the game is lag compensated, it favors the person who shoots you typically, which is why you often get shot while I was around the corner etc. To the Spy, your crosshair was in a place that his was his still behind yours, so even if you turned around or whatever, you still get stabbed. People who move their crosshair around wildly and Spies who are lagging a lot are more susceptible to getting facestabs.
Tip
The Knives are very unique melee weapons in one respect, every other melee weapon fires a hitscan bullet after a small delay. You can test this yourself by attacking a wall with any other melee weapon and quickly switching away no bullet hole. If you do the same thing with the Knife and switch away right after you attack, youll see a bullet hole. All the Knives have no firing delay.
But why is that important? I can hear you saying. Its simple, if you attack with the Knife then switch away and back to it and attack again, and keep doing that, youre actually attacking much faster. The Knives have a 0.8s delay before you attack again, but the weapon switch firing delay is only 0.5s, so youre shaving 0.3s off of every attack. This makes chain stabs much easier, and allows for some otherwise impossible stabs to happen.
Aerial stabs are a very useful trick, by jumping from a height advantage and air strafing around people on the ground and stabbing them that way, you can catch them by surprise.
Stair stabs are another handy trick. Basically you go up some stairs or ramps etc with height while someone chases you, then jump backwards and stab them. Against good players they will probably expect this, so its less useful, instead you should predict when they are going to go up the stairs or be near you and stab them that way, without them seeing you.
2.4 Cloaking
When you cloak/uncloak you fade in/out during which period you can be seen temporarily. If shot while cloaked with the IW/CnD, you blink in and people will see you as a faint image of whatever youre disguised as. You cant walk through enemies while cloaked.
Invisibility Watch
- Lasts 9 seconds without ammo pickups.
- Takes 1.2s to cloak in (note: You appear fully cloaked in before you actually are by 0.2s).
- Because of the above, try to cloak before going around a corner.
- Takes 1.8s to uncloak. (note: To you this appears to take 2.2s)
- Cant attack for 2.2s after you start the uncloak.
- Refills meter off of ammo pickups/dropped weapons/Dispensers.
- Takes 30 seconds to recharge from empty to full with no pickups etc.
- Has a 3.33 recharge:duration ratio.
Cloak and Dagger
- Lasts 6.2 seconds while straight running.
- Takes 1.2s to cloak in (note: You appear fully cloaked in before you actually are by 0.2s).
- Because of the above, try to cloak before going around a corner.
- Takes 1.8s to uncloak. (note: To you this appears to take 2.2s)
- Cant attack for 2.2s after you start the uncloak.
- Doesnt refill meter off of ammo pickups/dropped weapons/Dispensers.
- Takes 15 seconds to recharge from empty to full.
- When the meter is empty you dont uncloak, rather you shimmer while moving as if permanently blinked in.
- Has a 2.41 recharge:duration ratio if you just run while cloaked.
Dead Ringer
- Right click holds it out, trigger by damage.
- Lasts 6.5 seconds without pickups.
- While cloaked you take 60% less damage from all sources.
- If the cloak is extended past the 6.5 seconds, you take normal damage and blink in like normal during that extended period.
- The cloak has no fade in time.
- Takes 1.8s to uncloak. (note: To you this appears to take 2.2s)
- Cant attack for 2.2s after you start the uncloak.
- Makes a louder uncloak noise.
- Uncloaking will always at least 40% of your meter.
- Takes 16 seconds to recharge from empty to full with no pickups.
- Has a 2.46 recharge:duration ratio.
Tip
When you want to juke somebody, if the person in question is a non-hitscan user (Soldier, Demo, Pyro) you should try to juke to the left (if they are using right viewmodels, which they probably are). This is because its much easier for these classes to hit things to their right, so players will typically try to hit things by turning clockwise as its easier for them.
2.5 Disguises
- Disguises take 2 seconds to apply during which you create smoke around yourself.
- Smoke doesnt appear while cloaked. You should almost always Cloak -> Disguise, rather than Disguise -> Cloak (smoke will be around you while cloaked) unless youre sure you wont be seen at all.
- While disguised you are immune to all knockback and enemy on hit effects dont work (Blut, Ubersaw, Black Box, etc).
- Disguises do not change your hit box etc to match the disguise, meaning several disguises make it harder to headshot you.
- Picking up health/getting healed heals your disguise too.
- Sapping doesnt remove disguises.
- Disguises dont let you run through enemies but you can still run through allies.
- If you disguise as someone with an unwearable item (ie: Sniper with Razorback) you will have that on your character but still be able to use a disguised SMG, which will give yourself away. Be careful.
- You cant taunt while disguised.
- You can change your disguised weapon by changing your real weapon and hitting B (by default).
- Disguises break when you attack.
Tip
- Be careful, if you apply the same disguise while disguised as it or go to a resupply your disguised weapon will change to your disguises melee weapon. Make sure to change it!
- While being immune to knockback while disguised seems like a good thing, be aware that intentionally breaking your disguise so you can ride an enemy projectile into the air can be an excellent escape maneuver when spotted.
- You can fake reload your disguised weapon by reloading your Revolver. If your active disguised weapon can be reloaded, it will reload. A lot of weapons do not work well with this however. Weapons that reload one shot a time can reload multiple shots by reloading your Revolver, but canceling it right after by switching weapons back and forth and re-reloading over and over to be more believable.
3.1 Which Disguise Should I Use? Or why anyone who tells you the Scout disguise sucks is not a good Spy
When you first join a server you need to make a pretty big (especially now) starter assumption: assume the people on the server are competent. If you discover otherwise you can always adjust your play later, however assume they are good for now. Good players, if not distracted, will spy check you regardless of what you disguise as. No matter what style youre playing you really shouldnt be hanging around people who arent distracted. This means disguises serve 2 purposes:
- Not getting shot by Sentry Guns and letting you be healed by Dispensers.
- Not getting instantly shot at by distracted people.
These two purposes mean that the best disguises have a few qualities:
- they let you move at your normal speed
- they dont look odd in many (if any areas) when viewed by a distracted eye
- they have a small stature that make you harder to see when you blink in while cloaked and allow you to hide better around map geometry like corners and such
- the small stature makes it harder for you to get headshot and hit in general because the classes hitbox doesnt match up with your hitbox
- it makes sense for the disguise in question to come towards the team (or Dispensers) for heals
- nobody keeps track of this disguises class
- lets you fake reload well as a side bonus.
If you read the title of this section and correctly guessed the Scout disguise has all these qualities, youre a winner!
The only drawback people can ever bring up about the Scout disguise is that if people see you, they will notice you are slow. If those same people saw you as *any other disguise* and were apparently not distracted because they can notice your speed, theyd shoot you anyways. The whole point of Spy is to stab people who are distracted and generally *not be seen*, so this is a poor argument against the disguise. Scouts go everywhere and anywhere, generally come back to the Medic for heals, are small and have nothing in common with the Spys normal hitbox really (Snipers have to aim wayyy above your fake Scout head to headshot you), they arent really tracked by teams, and his 2 weapons all fake reload very well. All the benefits outweigh this very small con.
Tip
If you mash jump & crouch, its possible when going over some obstacles for your disguise to mimic a Scouts double jump animation.
Walking backwards while disguised as a Scout makes it even harder to notice the speed difference.
Problems with every other disguise that make them less ideal to be ran commonly:
- Soldier: Slows you down.
- Pyro: Long primary weapon reveals you (and having your secondary/melee out is too obvious), hitbox is close enough to the Spys, very common and if youre a Pyro and not shooting fire very often youre going to get spy checked, fat which makes blinking in more obvious to see, Pyros have a lot of areas that are questionable for them to be in.
- Demoman: Slows you down, generally reloading/shooting something 24/7, generally around the team rather than roaming randomly, and in organized play things tend to happen around demos so they are tracked.
- Heavy: Slows you down, usually near the team, generally has no fake reload because people dont use Shotguns much anymore, he is huge however Snipers just have to try to bodyshot you in the chest to headshot you.
- Engineer: Should be near his stuff wrenching things. Generally if youre going to sap something in a pub you can probably get a bit more away with it with this disguise, however people tend to keep a vague idea of their Engineers whereabouts and as skill level increases in a server the Engineer will be more and more watched, making this disguise poorer. Outside of areas Engineers typically build, he will be more obvious too.
- Medic: Medics should be healing most of the time so this is usually a clear give away, but on top of that the Ubercharge % meter still likes to freak out and read like 6 billion % and people generally keep a good idea of whats up with their Medics.
- Sniper: Its hard to play a convincing Sniper disguise because you cant make him do the scope in animation, and Snipers are pretty odd to see on pubs in a lot of areas because they tend to play back.
- Spy: Matches your hitbox perfectly which isnt so good, and people really enjoy shooting Spies so youll typically get spychecked a lot quicker if anyone does happen to notice you.
I personally disguise as Scout 99% of the time, Pyro/Spy the 1% of the time the other team doesnt have a Scout at all, and very rarely Soldier/Heavy if I feel like I can trick a just respawned Medic.
Tip
Try to act as the disguised class would on that team as much as possible. A very obvious beginners mistake is they still act like a Spy or run away when people shoot at them barely something a real person on that team wouldnt do, basically instantly blowing their cover. Playing the other classes will help a ton in making your disguises more believable.
3.2 The Pyro and Engineer Experience
The Pyro and Engineer are two special class interactions with the Spy. A lot of people would have you believe that the Pyro is the Spys anti-class and that the Spy is the Engineers anti-class. Well, I dont necessarily want to say those people are wrong, because for a lot of people in this game that is certainly true. However, as skill level & organization increases, it becomes the exact opposite.
The Pyro is a very bad anti-class to the Spy. First and foremost, if you get lit on fire and die by a Pyro, it is your own fault for being in a bad spot like 99.9% of the time. Secondly, the Spy can out range the Pyro and 4 shot him with the Revolver (3 with the Enforcer) easily with the Pyro unable to do too much about it. Third, if the Spy jukes the Pyro, the Pyro cant really do much about it.
Heres a test: what class best counters the Spy?
The answer to the question: Technically every class! Every class can spy check or shoot people! If you ever think or say that you need Pyros because a Spy is wrecking you guys or you died because your Pyros failed, you need to get better and spy check too! Its your own fault.
A Scout is also a much better anti-class to the Spy than a Pyro for a few reasons:
- His speed makes it harder for the Spy to hit him, especially combined with the Revolvers random spread.
- His speed & hitscan weapon makes it difficult for the Spy to juke him. If you juke a Pyro he cant really do much about it, if you juke a Scout he can shoot you at any range and run after you.
Next, the Engineer. The Engineer is commonly defeated in pubs by Spys for two reasons:
- The Engineer is bad. They leave their back open, they put their SG in a bad spot, they cant shoot the Spy with their shotgun, they dont spy check everyone who comes near their stuff, etc.
- The Engineers team doesnt help him properly.
If either of these things become false (which happens in good servers with good players), the Spy is suddenly at a massive disadvantage. Even if B is still true, in Engineer vs Spy the Engineer has all the advantages really. He can kill the Spy quicker than the Spy can kill him, he has a Sentry Gun the Spy has to sap, he has a dispenser that can hopefully heal him, hes aware and gets an initial shot on the Spy because he spy checks people, you can even check your surroundings while wrenching if you know how!
Then if you throw an aware team on top of that, its basically hopeless to lone wolf the Engineer, and even with some team effort its not really worth it. Just have a Demoman go do it, not only does he destroy all the Engineers stuff way quicker than a Sapper ever will but he can do it from like 5 miles away with stickies with no risk really all by himself. If something does get hard for the Demo you can just uber him and GG.
Again tho, you need to identify what kind of server youre on. With F2P now, its more and more likely that you as a Spy can probably 1 Spy v 6 Engineers at once and still win, so this isnt always relevant. If youre good you should almost always beat a Pyro, however.
3.3 The Numbers Mason, or How to Use the Golden Rule to Your Advantage
I read an interview on Buick a long time ago who is this cool competitive Medic, and he talked about how he sorta uses a number system to dictate what to do with Medic. Its basically a way of mathematically determining if you have the advantage or not. Like if its a 6v6 game and we have ~5s uber advantage and the other team just lost their Demo, its a safe bet we can easily win the push etc, it puts all that into numbers.
I loved the idea and basically applied it to Spy, and really if you think about it thats how pro players typically play Poker as well, another thing typically considered to involve luck. They analyze the odds and numbers and determine if they have the advantage or not.
However it has to be adjusted for Spy a bit obviously. With Medic youre determining if you have the advantage to push or hold, I use it for Spy to determine if I have the advantage to go somewhere or if I can get a pick on somebody.
Not everyone is great at doing math however, so Im going to put it into simple question form, before you go into any area, ask yourself the following:
Do I know what is mostly in that area? Is that area large and not a choke? Is this the best way into the area? Do I have most of my cloak meter or can get it full easily inside that area? Is it possible to get into that area without my team revealing me because they are fighting?
If you answered yes to almost all these questions: go into the area. If you answered no: dont go in. Either find another better way in or wait until the odds are in your favor. Its ok to fold until the #s are better.
Before you go to get a pick on somebody (like an Engineer, or a Medic) ask yourself the following: Will they be distracted? Is my team nearby to help me/help distract them? In the case of Engineer, do we have no Sticky Launcher Demos? Do I have most of my cloak meter/my Revolver fully loaded?
If you answered yes to almost all these questions: go handle the Engineer/Medic. If you answered no: dont do it.
After all, if you turn a corner into an area and get killed by a Pyro, that really isnt luck at all, that just displays that you had no idea what was around the corner, which is really your fault for making the decision to turn the corner.
Just like in Poker, you need to know when to fold. Be patient, be smart, and wait for the numbers to make sense.
Heres a solid example of how to abuse the Golden Rule:
On cp_badlands, lets say your team is attacking last (assuming 24 man vanilla here). The best place for the enemy teams combo to be is (from the upper lobby area) the top left as it is much safer for the Medic. (The top right area people can come up the stairs because theres an entrance to the stairs and get you from behind in general, the top left only a spy can do this) Your team is mostly in upper lobby, holding onto (or about to get) an uber.
You cloak in through main, the little hallway at the bottom, and get ready to uncloak by the top left staircase. You politely tell your friends to make noise, spam rockets down the upper lobby hallway towards the top left etc. This accomplishes two things: a) It makes noise. b) It makes the other teams combo move up so they can try to put pressure on your overextending allies.
At this point, you uncloak while they shoot the rockets. The noise completely hides your uncloak sound. You walk up the stairs and stab the now moved up Medic who is intently focused on healing his teammates who have moved up, unaware of a Spy. Bam, the defending team just lost an uber, and considering most pubs only have 1 Medic most of the time, and competitive teams only have 1 Medic, the defense just lost a major resource. Your team pushes in with their uber while you cloak to the side, shoot people, or sap stuff. You probably just won your team the round.
The key here is to identify when the numbers are bad, and try to talk to your team to fix them if possible. Fixing the numbers wont always be possible on a public server so you might just need to wait it out (or switch to a different class), but asking for people to tell you whats going on, where things are, to make noise in certain areas, etc, certainly cant hurt. Try to get a constant feedback loop going so you know where things are and how the important map areas are looking, make sure you tell your team whatever you see, that will try to get them talking back to you if you save their life with your info.
Another way to help the numbers be better is one you can do yourself. While everyone likes to joke about it, there is nothing wrong with hitting comma and switching classes, wait for the other team to be a lot less paranoid/active and go play any other class. Youll get better at another class and pick up skills to make your Spy stronger in the process. The Spy is a specialist, he isnt designed by Valve to be ran 24/7, so *dont*!
3.4 Ninja Style
This is the style that I personally prefer, and its the one I recommend to newbies. While yes, the Dead Ringer is certainly far easier to use for beginners, you are setting yourself up for a bad start by starting with it. Numerous reasons for this, but by using the Dead Ringer first you wont learn proper juking, movement, cloak management, etc as the watch heavily mitigates the need for these things.
Generally when you see people say the Invisibility Watch is useless, its because they are a Dead Ringer baby who started with the DR and thus never learned the skills to be good with IW. They have to rely on the Dead Ringer as a crutch. By starting Invisibility Watch first you will learn all these skills, which by extension will make you a stronger Spy overall.
Heres what youre going to use/your limits Im placing on you/what youre going to do:
- Loadout: Revolver or Ambassador, Normal Knife, Invisibility Watch.
- Limits: Scout disguise only for now. Youre only allowed to use other disguises if the other team doesnt have a Scout.
- What youre going to do:
- Go into a 24 man server, preferably a server not running Dustbowl, 2fort, or Junction (for now anyways) and running mostly Vanilla settings.
- Disguise as Scout.
- Cloak in before a section of action.
- Get behind people in a close & safe, not high threat area.
- Engage the enemy players as they are distracted fighting your own team. Backstab them.
- Cloak, then disguise while cloaked, away.
Rinse repeat. Feel free to target nests (or call them out on mic), but your only real goal for learning Spy right now is to focus on stabbing distracted & engaged in battle people and not being seen. Try to focus on taking out Medics especially.
Whenever you die, make a note about why you died. The answer is never luck. Examples include:
- Uncloaked in a bad spot.
- Targets werent fully engaged with my team
- Cloaked into a high threat area and got killed.
- Got hit while cloaked.
Then fix it. Dont go into that area until youre sure its safe, make sure the spot is safe to uncloak in, make sure both teams are fighting completely, learn to move better while cloaked, get better at juking, etc. Just learn and adapt.
Make sure to pick up specific server nuances while you play, who isnt very good at their class, who is good and needs to be taken out, etc. What you can/cant get away with.
Once you feel more confident in your abilities, I actually recommend trying to play this loadout on a 32 man server, for one real purpose: getting better at avoiding things while cloaked.
If you can avoid 16 players all shooting things around you while cloaked, you can avoid anything. You wont do it every time, but you will get a lot better at avoiding stuff much quicker.
As you feel more confident in your abilities, feel free to experiment with different loadouts (guns, knives, even the Dead Ringer!) or what not. But you should make sure to focus on attacking people who are engaged in battle or distracted with your team mostly.
Cloak and Dagger: Short section here, but a lot of people will tell you the C&D is bad. Well, theyre (mostly) right. There are very little situations where the watch will serve you better, you can easily get more cloak time out of the IW, and the design of the watch blows and leads people to misuse it and not move much.
If youre going to use the C&D, set a timer. A good standard is if youre near the enemy and havent done anything viable to do for ~10 seconds, go do something because youre being wasteful. Its just a standard however, doing stuff just to do stuff usually winds up doing stupid stuff, but DONT MISS GOOD OPPORTUNITIES BECAUSE YOURE LOOKING FOR PERFECTION. Just like women.
3.5 Actor Style
Im not very good at this; I personally dislike the style, although it is one I became interested in because of DL. Im not very experienced at it so Im not going to write much about it unfortunately.
Basically the gist of it is this: Revolver, Knife, and Dead Ringer.
Your goal is to approach the other team in a believable way (generally as a Scout disguise), by walking backwards towards them (bonus points for fake reloading). The Scout disguise is much harder to notice the speed difference if youre walking backwards, and if theyre somewhat distracted its even harder to tell.
Now that youve acted your way into their lines, you stab them then be a jerk and Dead Ringer away.
Its certainly effective if you get good at it, just not for me.
The one exception that I love doing is DR Bombing. If youre playing 5CP and on offense trying to cap the last point on a smaller player count server or competitive/highlander, on certain maps you can attempt to disguise as a Scout, walk backwards towards the last point while jumping around (to look moar legit) with your DR out, and disguise as a friendly Spy (instant disguise break) on the point, instantly un-DR after the Demoman blows his stickies, and pretty much cap the point guaranteed.
If a team relies on stickies to hold off people rushing the point (which a lot of Highlander/competitive teams do), you will pretty much win or at least put like 90% capture on the point. Very very effective on points like Badlands Last, not so much points like Granary Last.
Im not personally going to cover Saharan or Mafia Spy. Theyre both something beginners wont really have the items for, and are both fairly obvious and simple to play as once youre not a beginner at Spy, and the play style really isnt that different in either of them.
3.6 Tips
Just a list of every tip above if you didnt want to read any of it:
- You can shoot buildings with your Revolvers while they are sapped to make them be destroyed quicker.
- The Knives are very unique melee weapons in one respect, every other melee weapon fires a hitscan bullet after a small delay. You can test this yourself by attacking a wall with any other melee weapon and quickly switching away no bullet hole. If you do the same thing with the Knife and switch away right after you attack, youll see a bullet hole. All the Knives have no firing delay.
- But why is that important? I can hear you saying. Its simple, if you attack with the Knife then switch away and back to it and attack again, and keep doing that, youre actually attacking much much faster. The Knives have a 0.8s delay before you attack again, but the weapon switch firing delay is only 0.5s, so youre shaving 0.3s off of every attack. This makes chain stabs much easier, and allows for some otherwise impossible stabs to happen.
- When you want to juke somebody, if the person in question is a non-hitscan user (Soldier, Demo, Pyro) you should try to juke to the left (if they are using right viewmodels, which they probably are). This is because its much easier for these classes to hit things to their right, so players will typically try to hit things by turning clockwise as its easier for them.
- Be careful, if you apply the same disguise while disguised as it or go to a resupply your disguised weapon will change to your disguises melee weapon. Make sure to change it!
- While being immune to knockback while disguised seems like a good thing, be aware that intentionally breaking your disguise so you can ride an enemy projectile into the air can be an excellent escape maneuver when spotted.
- You can fake reload your disguised weapon by reloading your Revolver. If your active disguised weapon can be reloaded, it will reload. A lot of weapons do not work well with this however. Weapons that reload one shot a time can reload multiple shots by reloading your Revolver, but canceling it right after by switching weapons back and forth and re-reloading over and over to be more believable.
- If you mash jump & crouch, its possible when going over some obstacles for your disguise to mimic a Scouts double jump animation.
- Walking backwards while disguised as a Scout makes it even harder to notice the speed difference.
- Try to act as the disguised class would on that team as much as possible. A very obvious beginners mistake is they still act like a Spy or run away when people shoot at them barely something a real person on that team wouldnt do, basically instantly blowing their cover.
- Playing the other classes will help a ton in making your disguises more believable.
- Know when to switch away from Spy and let the other team stop being so paranoid.
3.7 Bugs
Heres a list of Spy bugs still not fixed after reporting them to Valve like 8 months ago:
- Disguised Spy hats cant mimic unusual effects.
- Disguised weapons arent accurate with what the person is using. This varies on slot, but a disguised Medigun slot will ALMOST ALWAYS be a Medigun regardless of if the person is using the Medigun or not.
- The Ambassador crosshair is not only off centered on several resolutions, but the Ambassador cools down before the crosshair fully shrinks.
- Being healed while your disguised health is full often leads to overheal. So dispensers will overheal your disguise out of nowhere.
- Doing voice commands (calling for Medic etc) while disguised & near the enemy team will display your real name & team color to them, rather than your disguised name & disguised team color, letting the other team know there is a Spy.
- Occasionally Sappers cant be removed by any means.
3.8 Video & Special Credit
SubtleArt aka Lt. Cyndi Lauper aka LouLou http://www.youtube.com/watch?v=iWotblooMIo
One of the first Spies who really got me interested in playing the class. He made a ton of excellent videos even though he was never recognized or as popular as other people like OMFGNinja. He passed away February of this year : (. RIP bro.
You can see solid usage of the Ninja Style, Revolver, and Scout disguise in this video.
You also get to see the magical trademark of all good Spies: they switch between the Revolver & Knife constantly because the sound is COOL!
3.9 Rest of the Credits
- Sylent for the Enforcer and making good posts.
- Xander coz he helped push me to make this with his post.
- Paradox because that way I had someone to talk about annoying with the DR.
- Yo_D because even though he's really annoying he got me to submit this.
- TheDL because a) he also inspired me a lot and gave me a lot of good advice that is actually used in this guide and b) he somehow manages to argue with the people on the Steam forums and isnt insane yet.
- Everyone else I play with on Steam.
4.0 Legal
Copyright 2011 Hans (Dark_Necrid)
This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.