Spy-checking

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<youtube v="hbb78es9RKo"></youtube>
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Pyro revealing an enemy Spy with the [[flamethrower]].}}
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Pyro revealing an enemy Spy with the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/flamethrower flamethrower]</span>.}}
{{Quotation|'''The Scout''' on anti-espionage|Hard ta stab a guy in da back when he's beatin' ya freakin' head in, huh?|sound=Scout_dominationspy03.wav}}
{{Quotation|'''The Scout''' on anti-espionage|Hard ta stab a guy in da back when he's beatin' ya freakin' head in, huh?|sound=Scout_dominationspy03.wav}}
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Because of the [[Spy]]'s ability to [[cloak]] or [[disguise]] as a character of the opposite team, it is useful to often check for the telltale signs of an enemy [[Spy]] in order to prevent them from [[backstab]]bing team-mates or [[sapping]] [[building]]s. This is commonly known as '''Spy-Checking'''.
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Because of the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Spy Spy]</span>'s ability to <span class="plainlinks">[http://wiki.teamfortress.com/wiki/cloak cloak]</span> or <span class="plainlinks">[http://wiki.teamfortress.com/wiki/disguise disguise]</span> as a character of the opposite team, it is useful to often check for the telltale signs of an enemy <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Spy Spy]</span> in order to prevent them from <span class="plainlinks">[http://wiki.teamfortress.com/wiki/backstab backstab]</span>bing team-mates or <span class="plainlinks">[http://wiki.teamfortress.com/wiki/sapping sapping]</span> <span class="plainlinks">[http://wiki.teamfortress.com/wiki/building building]</span>s. This is commonly known as '''Spy-Checking'''.
==How to Spy-Check==
==How to Spy-Check==
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===[[Scout]]===
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===<span class="plainlinks">[http://wiki.teamfortress.com/wiki/Scout Scout]</span>===
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Just running into everyone (since you are the fastest class) does the trick. Also Scouts using the [[Sandman]] can stun disguised spies, while the baseball will pass through friendlies. Scouts using the [[Force-A-Nature]] can launch disguised Spies that are close enough, but not actual teammates. Even at medium range, shooting a Spy with the Force-A-Nature will knock them back noticeably, allowing you to follow up with a finishing blow. Given the right circumstances, you can even push the Spy away from teammates to prevent him from backstabbing them.
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Just running into everyone (since you are the fastest class) does the trick. Also Scouts using the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Sandman Sandman]</span> can stun disguised spies, while the baseball will pass through friendlies. Scouts using the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Force-A-Nature Force-A-Nature]</span> can launch disguised Spies that are close enough, but not actual teammates. Even at medium range, shooting a Spy with the Force-A-Nature will knock them back noticeably, allowing you to follow up with a finishing blow. Given the right circumstances, you can even push the Spy away from teammates to prevent him from backstabbing them.
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===[[Soldier]]===
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===<span class="plainlinks">[http://wiki.teamfortress.com/wiki/Soldier Soldier]</span>===
Firing a rocket into groups of allies on occasion, if any teammates are sent flying, they are a Spy. If firing a rocket at close distance it should go through a teammate. If it doesn't it might be a spy. Beware of spies if low on health, the rocket damage will almost certainly kill you first / as well.
Firing a rocket into groups of allies on occasion, if any teammates are sent flying, they are a Spy. If firing a rocket at close distance it should go through a teammate. If it doesn't it might be a spy. Beware of spies if low on health, the rocket damage will almost certainly kill you first / as well.
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===[[Pyro]]===
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===<span class="plainlinks">[http://wiki.teamfortress.com/wiki/Pyro Pyro]</span>===
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Periodically send a puff of flames onto your teammates. Your flames do not harm your teammates, nor do they catch flame. If they catch fire, they are a spy, so finish them! Also, the Spy will burn his team color, making it even easier to tell. This is the best and most reliable method of Spy checking. Compression blast will not [[knock back]] friendly players, but will toss Spies into the air, and can be very useful in throwing off their aim if they're about to backstab a teammate, or limiting their movements to prevent them from escaping. Your [[Flare Gun]] can also catch enemy Spies on fire, they will pass through friendlies. Against Spies using the [[Cloak and Dagger]], igniting corners and crevices can usually uncover a Spy. Beware that the [[Dead Ringer]] can put out flames if they are ignited, so if you see a Spy that you've ignited suddenly drop dead, spray down the area with flames to ignite him again and use the [[compression Blast]] to keep him at bay until the Dead Ringer wears off.
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Periodically send a puff of flames onto your teammates. Your flames do not harm your teammates, nor do they catch flame. If they catch fire, they are a spy, so finish them! Also, the Spy will burn his team color, making it even easier to tell. This is the best and most reliable method of Spy checking. Compression blast will not <span class="plainlinks">[http://wiki.teamfortress.com/wiki/knock%20back knock back]</span> friendly players, but will toss Spies into the air, and can be very useful in throwing off their aim if they're about to backstab a teammate, or limiting their movements to prevent them from escaping. Your <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Flare%20Gun Flare Gun]</span> can also catch enemy Spies on fire, they will pass through friendlies. Against Spies using the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Cloak%20and%20Dagger Cloak and Dagger]</span>, igniting corners and crevices can usually uncover a Spy. Beware that the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Dead%20Ringer Dead Ringer]</span> can put out flames if they are ignited, so if you see a Spy that you've ignited suddenly drop dead, spray down the area with flames to ignite him again and use the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/compression%20Blast compression Blast]</span> to keep him at bay until the Dead Ringer wears off.
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===[[Demoman]]===
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===<span class="plainlinks">[http://wiki.teamfortress.com/wiki/Demoman Demoman]</span>===
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If one of your [[Grenade Launcher|grenades]] either passes through an ally after bouncing, or blows up on an ally before bouncing, that "ally" is a Spy. If splash damage from your explosives launches an ally away, you have found an enemy spy.
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If one of your <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Grenade%20Launcher grenades]</span> either passes through an ally after bouncing, or blows up on an ally before bouncing, that "ally" is a Spy. If splash damage from your explosives launches an ally away, you have found an enemy spy.
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===[[Heavy]]===
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===<span class="plainlinks">[http://wiki.teamfortress.com/wiki/Heavy Heavy]</span>===
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Spraying an area where a cloaked spy is thought to be is a good way to uncloak him. Heavies using the [[Natascha]] will slow down enemies, which can reveal which team-mates are enemy spies. You cannot slow down friendly players. If a team-mate eats your dropped [[sandvich]], and was already at full health, he is a spy.
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Spraying an area where a cloaked spy is thought to be is a good way to uncloak him. Heavies using the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Natascha Natascha]</span> will slow down enemies, which can reveal which team-mates are enemy spies. You cannot slow down friendly players. If a team-mate eats your dropped <span class="plainlinks">[http://wiki.teamfortress.com/wiki/sandvich sandvich]</span>, and was already at full health, he is a spy.
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===[[Engineer]]===
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===<span class="plainlinks">[http://wiki.teamfortress.com/wiki/Engineer Engineer]</span>===
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[[Spy|Spies]] can camp by your [[Dispenser]] while cloaked for unlimited time using the standard cloaking watch or anywhere with the [[Cloak and Dagger]], try and check the top or the surroundings of your dispenser and if you're the only [[Engineer]] on your team and if you see another Engineer coming (and if he has your name) kill him, he's a Spy! If he cant pass your [[Sentry Gun]] or Dispenser, he's a Spy!
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<span class="plainlinks">[http://wiki.teamfortress.com/wiki/Spy Spies]</span> can camp by your <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Dispenser Dispenser]</span> while cloaked for unlimited time using the standard cloaking watch or anywhere with the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Cloak%20and%20Dagger Cloak and Dagger]</span>, try and check the top or the surroundings of your dispenser and if you're the only <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Engineer Engineer]</span> on your team and if you see another Engineer coming (and if he has your name) kill him, he's a Spy! If he cant pass your <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Sentry%20Gun Sentry Gun]</span> or Dispenser, he's a Spy!
It is also a good idea to shoot around the immediate area with your pistol to check for spies using the cloak and dagger.  
It is also a good idea to shoot around the immediate area with your pistol to check for spies using the cloak and dagger.  
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===[[Medic]]===
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===<span class="plainlinks">[http://wiki.teamfortress.com/wiki/Medic Medic]</span>===
Make sure you check before you start healing anyone, unless they already performed an action impossible for a Spy (i.e. shooting). Run into them if you can.
Make sure you check before you start healing anyone, unless they already performed an action impossible for a Spy (i.e. shooting). Run into them if you can.
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If you used your ÜberCharge on someone, and they are glowing the wrong colour, '''they are a Spy!'''. If you have killed a Spy with the Übersaw and the charge hasn't increased, they are using the [[Dead Ringer]].
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If you used your ÜberCharge on someone, and they are glowing the wrong colour, '''they are a Spy!'''. If you have killed a Spy with the Übersaw and the charge hasn't increased, they are using the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Dead%20Ringer Dead Ringer]</span>.
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===[[Sniper]]===
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===<span class="plainlinks">[http://wiki.teamfortress.com/wiki/Sniper Sniper]</span>===
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[[Jarate]] will disable a spy's cloak, so throwing it into areas where spies are thought to be can leave them vulnerable (due to the damage increase caused by Jarate). Arrows from the [[Huntsman]] will also stick to disguised spies, while simply passing through teammates.
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<span class="plainlinks">[http://wiki.teamfortress.com/wiki/Jarate Jarate]</span> will disable a spy's cloak, so throwing it into areas where spies are thought to be can leave them vulnerable (due to the damage increase caused by Jarate). Arrows from the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Huntsman Huntsman]</span> will also stick to disguised spies, while simply passing through teammates.
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===[[Spy]]===
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===<span class="plainlinks">[http://wiki.teamfortress.com/wiki/Spy Spy]</span>===
Even the spy can do a great job of spy-checking. Stab all of your teammates in the back, if you are lucky you might've stabbed an enemy spy. Also, you can cloak, and go around the map, and alerting your team of any incoming spies. You can also see cloaked enemy spies, although only when you are disguised as their team. As a spy, you will find your character raising his knife (just like when about to backstab an enemy) when being behind a disguised enemy spy. If you ever see your character raise his knife with no visible enemies around, then you've got a spy.
Even the spy can do a great job of spy-checking. Stab all of your teammates in the back, if you are lucky you might've stabbed an enemy spy. Also, you can cloak, and go around the map, and alerting your team of any incoming spies. You can also see cloaked enemy spies, although only when you are disguised as their team. As a spy, you will find your character raising his knife (just like when about to backstab an enemy) when being behind a disguised enemy spy. If you ever see your character raise his knife with no visible enemies around, then you've got a spy.
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*A team-mate stops when bumping into him (true team-mates pass through you) or, conversely, a team-mate which can walk through an enemy.
*A team-mate stops when bumping into him (true team-mates pass through you) or, conversely, a team-mate which can walk through an enemy.
*A player on your team that appears to be traveling with the enemy and not being attacked (unless it's a friendly disguised Spy, though it could also be an enemy Spy disguised as a friendly Spy).
*A player on your team that appears to be traveling with the enemy and not being attacked (unless it's a friendly disguised Spy, though it could also be an enemy Spy disguised as a friendly Spy).
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*A [[Scout]] moving at the Spy's movement [[speed]].
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*A <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Scout Scout]</span> moving at the Spy's movement <span class="plainlinks">[http://wiki.teamfortress.com/wiki/speed speed]</span>.
*A teammate suddenly uncloaking out of nowhere. (No other class beside the Spy can turn invisible)
*A teammate suddenly uncloaking out of nowhere. (No other class beside the Spy can turn invisible)
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*Having your own name, or seeing your name yell a [[voice command]] that you didn't use.
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*Having your own name, or seeing your name yell a <span class="plainlinks">[http://wiki.teamfortress.com/wiki/voice%20command voice command]</span> that you didn't use.
*Having the name of somebody you know to be elsewhere or dead.
*Having the name of somebody you know to be elsewhere or dead.
*Seeing two people in the same area that have the same name. One of them is a Spy.
*Seeing two people in the same area that have the same name. One of them is a Spy.
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*Not taking any damage from enemy attacks, or plain not being fired at by the enemy. (The latter does not apply if it's a friendly disguised spy)
*Not taking any damage from enemy attacks, or plain not being fired at by the enemy. (The latter does not apply if it's a friendly disguised spy)
*A team-mate standing on a friendly sentry gun or dispenser that he didn't build. The only person that can stand on a friendly sentry or dispenser is the engineer that built it.
*A team-mate standing on a friendly sentry gun or dispenser that he didn't build. The only person that can stand on a friendly sentry or dispenser is the engineer that built it.
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*While [[cloaked]], briefly glowing his team color when bumped or shot.
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*While <span class="plainlinks">[http://wiki.teamfortress.com/wiki/cloaked cloaked]</span>, briefly glowing his team color when bumped or shot.
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*Obstructing friendly contact projectiles such as [[Rocket]]s and [[grenade launcher|Pipe bombs]]. Such weapons will usually shoot straight through team-mates.
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*Obstructing friendly contact projectiles such as <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Rocket Rocket]</span>s and <span class="plainlinks">[http://wiki.teamfortress.com/wiki/grenade%20launcher Pipe bombs]</span>. Such weapons will usually shoot straight through team-mates.
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*Placing [[Sapper|Sappers]] on friendly buildings.
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*Placing <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Sapper Sappers]</span> on friendly buildings.
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*A friendly Pyro on [[fire]] (they are normally flame-resistant).
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*A friendly Pyro on <span class="plainlinks">[http://wiki.teamfortress.com/wiki/fire fire]</span> (they are normally flame-resistant).
*While cloaking or uncloaking, the spy is briefly shows his own team colour until cloaking/uncloaking is complete.  
*While cloaking or uncloaking, the spy is briefly shows his own team colour until cloaking/uncloaking is complete.  
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*A friendly player on a [[control point]] or near a [[Payload|payload cart]] who does not seem to be capping the point or pushing the cart.
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*A friendly player on a <span class="plainlinks">[http://wiki.teamfortress.com/wiki/control%20point control point]</span> or near a <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Payload payload cart]</span> who does not seem to be capping the point or pushing the cart.
*A microphone indicator that is not connected to a body on an alltalk server - cloaked spies still display the team colored ! indicator.
*A microphone indicator that is not connected to a body on an alltalk server - cloaked spies still display the team colored ! indicator.
*A team-mate who you can stun with the Sandman's baseball.
*A team-mate who you can stun with the Sandman's baseball.
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*A team-mate who is overhealed but still has less than full health (Happens when they switch disguises after being healed).
*A team-mate who is overhealed but still has less than full health (Happens when they switch disguises after being healed).
*An enemy sentry ignoring a friendly, even when the player is the closest ally to the sentry.
*An enemy sentry ignoring a friendly, even when the player is the closest ally to the sentry.
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*Spies can charge their cloaks by picking up [[ammo]] packs and still stay cloaked. If you see health or ammo packs disappearing without anyone you can see touching them, it is a Spy.
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*Spies can charge their cloaks by picking up <span class="plainlinks">[http://wiki.teamfortress.com/wiki/ammo ammo]</span> packs and still stay cloaked. If you see health or ammo packs disappearing without anyone you can see touching them, it is a Spy.
*A teammate being healed by an enemy Medic. (Unless they are a friendly Spy, who can get enemy Medics to heal them.)
*A teammate being healed by an enemy Medic. (Unless they are a friendly Spy, who can get enemy Medics to heal them.)
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*A teammate on the opposite side of the gates during [[Setup]]. (However, they may change disguise or even change class before the round starts.)
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*A teammate on the opposite side of the gates during <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Setup Setup]</span>. (However, they may change disguise or even change class before the round starts.)
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*A friendly teammate being affected by an enemy [[Soldier]]'s [[Buff Banner]] or not affected by one of your or your team-mates Buff Banners.
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*A friendly teammate being affected by an enemy <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Soldier Soldier]</span>'s <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Buff%20Banner Buff Banner]</span> or not affected by one of your or your team-mates Buff Banners.
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*A Soldier with low health equipped with the [[Equalizer]] moving at his normal speed.
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*A Soldier with low health equipped with the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Equalizer Equalizer]</span> moving at his normal speed.
===Signs that indicate a ''possible'' enemy Spy===
===Signs that indicate a ''possible'' enemy Spy===
None of these indicators are conclusive proof of a spy, but all of them would make a good time to run a spy-check:
None of these indicators are conclusive proof of a spy, but all of them would make a good time to run a spy-check:
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*A Spy will want to have a [[backstab]], so if you see someone who tries to stay behind friendlies, they may be a Spy.
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*A Spy will want to have a <span class="plainlinks">[http://wiki.teamfortress.com/wiki/backstab backstab]</span>, so if you see someone who tries to stay behind friendlies, they may be a Spy.
*Anyone hovering near sentries or dispensers, especially if they are attempting to move behind the engineer tending them, or are at full health.
*Anyone hovering near sentries or dispensers, especially if they are attempting to move behind the engineer tending them, or are at full health.
*Anyone running in an unexpected direction - a friendly Pyro, with full or nearly full health, running away from the enemies, is possibly a spy.
*Anyone running in an unexpected direction - a friendly Pyro, with full or nearly full health, running away from the enemies, is possibly a spy.
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*An idle Sniper not having their rifle to their eye from a distance.
*An idle Sniper not having their rifle to their eye from a distance.
*A team-mate that deliberately avoids walking through you in tight corridors.  Many spies will strafe walk and dodge other players to avoid bumping.
*A team-mate that deliberately avoids walking through you in tight corridors.  Many spies will strafe walk and dodge other players to avoid bumping.
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*A team-mate not firing at the enemy (as a Medic when your healing a team-mate, and you notice they're not firing back at the enemy [[bonesaw]] them just in case).
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*A team-mate not firing at the enemy (as a Medic when your healing a team-mate, and you notice they're not firing back at the enemy <span class="plainlinks">[http://wiki.teamfortress.com/wiki/bonesaw bonesaw]</span> them just in case).
*An apparently injured team-mate running around the spawn area doing nothing or calling for a medic, when he could easily get health from the spawn.
*An apparently injured team-mate running around the spawn area doing nothing or calling for a medic, when he could easily get health from the spawn.
*A team-mate keeping some distance from Pyros, which pose a great threat to Spies.
*A team-mate keeping some distance from Pyros, which pose a great threat to Spies.
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*Someone who hesitates before running past friendly Snipers with the [[Razorback]].
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*Someone who hesitates before running past friendly Snipers with the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Razorback Razorback]</span>.
*Someone hiding in the shadows while in friendly territory (or where no enemies can be seen).
*Someone hiding in the shadows while in friendly territory (or where no enemies can be seen).
*They fail to point out players that definitely are enemy spies, or do not spycheck. An exception is when one walks into the other. You still may want to check just in case.
*They fail to point out players that definitely are enemy spies, or do not spycheck. An exception is when one walks into the other. You still may want to check just in case.
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*Shooting a weapon.
*Shooting a weapon.
*A Scout moving at the normal Scout movement speed.
*A Scout moving at the normal Scout movement speed.
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*A Scout [[double jump]]ing.
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*A Scout <span class="plainlinks">[http://wiki.teamfortress.com/wiki/double%20jump double jump]</span>ing.
*On fire and glowing your team's color.
*On fire and glowing your team's color.
*Entering the resupply area.
*Entering the resupply area.
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*[[Taunt]]ing.
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*<span class="plainlinks">[http://wiki.teamfortress.com/wiki/Taunt Taunt]</span>ing.
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*Carrying the enemy [[Intelligence]].
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*Carrying the enemy <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Intelligence Intelligence]</span>.
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*A [[Sniper]] with his [[Rifle]] to his eye (instead of holding it idly).
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*A <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Sniper Sniper]</span> with his <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Rifle Rifle]</span> to his eye (instead of holding it idly).
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*A [[Heavy]] spinning his [[Minigun]].
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*A <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Heavy Heavy]</span> spinning his <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Minigun Minigun]</span>.
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*A friendly player who is using their microphone: A symbol appears over the player's head. In servers with [[Voice chat|sv_alltalk]] enabled, the symbol is tinted red or blue according to the player's true team allegiance.
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*A friendly player who is using their microphone: A symbol appears over the player's head. In servers with <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Voice%20chat sv_alltalk]</span> enabled, the symbol is tinted red or blue according to the player's true team allegiance.
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*If under the effects of [[Bonk! Atomic Punch]].
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*If under the effects of <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Bonk%21%20Atomic%20Punch Bonk! Atomic Punch]</span>.
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*If being fired at by enemies and is taking [[damage]].
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*If being fired at by enemies and is taking <span class="plainlinks">[http://wiki.teamfortress.com/wiki/damage damage]</span>.
*Being able to pass through friendly buildings.
*Being able to pass through friendly buildings.
*Engineers carrying PDAs or toolboxes.
*Engineers carrying PDAs or toolboxes.
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*A [[Demoman]]'s eye is glowing from decapitating enemies with the [[Eyelander]].
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*A <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Demoman Demoman]</span>'s eye is glowing from decapitating enemies with the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Eyelander Eyelander]</span>.
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*A Soldier with a [[Buff Banner]] flag on his back.
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*A Soldier with a <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Buff%20Banner Buff Banner]</span> flag on his back.
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*Spies with their [[Sapper]]s out.
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*Spies with their <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Sapper Sapper]</span>s out.
*Spies without a mask on.
*Spies without a mask on.
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*Shoot your weapon (a real Spy drops his disguise by attacking).
*Shoot your weapon (a real Spy drops his disguise by attacking).
*Agree to a sequence of moves in set up time (e.g. crouching twice).
*Agree to a sequence of moves in set up time (e.g. crouching twice).
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*[[Taunt]].
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*<span class="plainlinks">[http://wiki.teamfortress.com/wiki/Taunt Taunt]</span>.
*Use your voice chat to say that you are not a Spy (e.g. "Just me").
*Use your voice chat to say that you are not a Spy (e.g. "Just me").
*Walk through a team-mate.
*Walk through a team-mate.
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===Did the Spy really die?===
===Did the Spy really die?===
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The Spy has the ability to feign death with one of his unlockable items, the [[Dead Ringer]], so your Spy check may have not killed the Spy, but rather he is still alive and in your base, or worse, right behind you. Thus, it's best to know some of the signs that tell that the Spy may not really be dead.
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The Spy has the ability to feign death with one of his unlockable items, the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Dead%20Ringer Dead Ringer]</span>, so your Spy check may have not killed the Spy, but rather he is still alive and in your base, or worse, right behind you. Thus, it's best to know some of the signs that tell that the Spy may not really be dead.
*An enemy that dies upon the first hit. (Most players don't run in with that low health)
*An enemy that dies upon the first hit. (Most players don't run in with that low health)
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*Seeing nearby health and ammo disappear.  
*Seeing nearby health and ammo disappear.  
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Note: When playing Pyro, even when the corpse drops after you flare or torch them, coloured team glow will still run with the Spy for a second. Use this to help alert others to the Spy, and to continue to chase and/or kill them. The [[Jarate]] also works in a similar way.
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Note: When playing Pyro, even when the corpse drops after you flare or torch them, coloured team glow will still run with the Spy for a second. Use this to help alert others to the Spy, and to continue to chase and/or kill them. The <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Jarate Jarate]</span> also works in a similar way.
'''What not to do after "killing" a Spy :'''
'''What not to do after "killing" a Spy :'''

Revision as of 21:23, 17 September 2010

Revealing a Spy

Pyro revealing an enemy Spy with the flamethrower.


Hard ta stab a guy in da back when he's beatin' ya freakin' head in, huh?
The Scout on anti-espionage
Template:Auto lang cat


Because of the Spy's ability to cloak or disguise as a character of the opposite team, it is useful to often check for the telltale signs of an enemy Spy in order to prevent them from backstabbing team-mates or sapping buildings. This is commonly known as Spy-Checking.


How to Spy-Check

Scout

Just running into everyone (since you are the fastest class) does the trick. Also Scouts using the Sandman can stun disguised spies, while the baseball will pass through friendlies. Scouts using the Force-A-Nature can launch disguised Spies that are close enough, but not actual teammates. Even at medium range, shooting a Spy with the Force-A-Nature will knock them back noticeably, allowing you to follow up with a finishing blow. Given the right circumstances, you can even push the Spy away from teammates to prevent him from backstabbing them.

Soldier

Firing a rocket into groups of allies on occasion, if any teammates are sent flying, they are a Spy. If firing a rocket at close distance it should go through a teammate. If it doesn't it might be a spy. Beware of spies if low on health, the rocket damage will almost certainly kill you first / as well.

Pyro

Periodically send a puff of flames onto your teammates. Your flames do not harm your teammates, nor do they catch flame. If they catch fire, they are a spy, so finish them! Also, the Spy will burn his team color, making it even easier to tell. This is the best and most reliable method of Spy checking. Compression blast will not knock back friendly players, but will toss Spies into the air, and can be very useful in throwing off their aim if they're about to backstab a teammate, or limiting their movements to prevent them from escaping. Your Flare Gun can also catch enemy Spies on fire, they will pass through friendlies. Against Spies using the Cloak and Dagger, igniting corners and crevices can usually uncover a Spy. Beware that the Dead Ringer can put out flames if they are ignited, so if you see a Spy that you've ignited suddenly drop dead, spray down the area with flames to ignite him again and use the compression Blast to keep him at bay until the Dead Ringer wears off.

Demoman

If one of your grenades either passes through an ally after bouncing, or blows up on an ally before bouncing, that "ally" is a Spy. If splash damage from your explosives launches an ally away, you have found an enemy spy.

Heavy

Spraying an area where a cloaked spy is thought to be is a good way to uncloak him. Heavies using the Natascha will slow down enemies, which can reveal which team-mates are enemy spies. You cannot slow down friendly players. If a team-mate eats your dropped sandvich, and was already at full health, he is a spy.

Engineer

Spies can camp by your Dispenser while cloaked for unlimited time using the standard cloaking watch or anywhere with the Cloak and Dagger, try and check the top or the surroundings of your dispenser and if you're the only Engineer on your team and if you see another Engineer coming (and if he has your name) kill him, he's a Spy! If he cant pass your Sentry Gun or Dispenser, he's a Spy!

It is also a good idea to shoot around the immediate area with your pistol to check for spies using the cloak and dagger.

Medic

Make sure you check before you start healing anyone, unless they already performed an action impossible for a Spy (i.e. shooting). Run into them if you can. If you used your ÜberCharge on someone, and they are glowing the wrong colour, they are a Spy!. If you have killed a Spy with the Übersaw and the charge hasn't increased, they are using the Dead Ringer.

Sniper

Jarate will disable a spy's cloak, so throwing it into areas where spies are thought to be can leave them vulnerable (due to the damage increase caused by Jarate). Arrows from the Huntsman will also stick to disguised spies, while simply passing through teammates.

Spy

Even the spy can do a great job of spy-checking. Stab all of your teammates in the back, if you are lucky you might've stabbed an enemy spy. Also, you can cloak, and go around the map, and alerting your team of any incoming spies. You can also see cloaked enemy spies, although only when you are disguised as their team. As a spy, you will find your character raising his knife (just like when about to backstab an enemy) when being behind a disguised enemy spy. If you ever see your character raise his knife with no visible enemies around, then you've got a spy.

Identifying enemy Spies

Signs that Indicate an Enemy Spy

  • A team-mate stops when bumping into him (true team-mates pass through you) or, conversely, a team-mate which can walk through an enemy.
  • A player on your team that appears to be traveling with the enemy and not being attacked (unless it's a friendly disguised Spy, though it could also be an enemy Spy disguised as a friendly Spy).
  • A Scout moving at the Spy's movement speed.
  • A teammate suddenly uncloaking out of nowhere. (No other class beside the Spy can turn invisible)
  • Having your own name, or seeing your name yell a voice command that you didn't use.
  • Having the name of somebody you know to be elsewhere or dead.
  • Seeing two people in the same area that have the same name. One of them is a Spy.
  • Having a name that does not correspond with the player's current class on the scoreboard. This happens when a Spy disguises himself as a class not currently on the team. It can also happen if the person has changed class while the Spy was disguised.
  • Not taking any damage from enemy attacks, or plain not being fired at by the enemy. (The latter does not apply if it's a friendly disguised spy)
  • A team-mate standing on a friendly sentry gun or dispenser that he didn't build. The only person that can stand on a friendly sentry or dispenser is the engineer that built it.
  • While cloaked, briefly glowing his team color when bumped or shot.
  • Obstructing friendly contact projectiles such as Rockets and Pipe bombs. Such weapons will usually shoot straight through team-mates.
  • Placing Sappers on friendly buildings.
  • A friendly Pyro on fire (they are normally flame-resistant).
  • While cloaking or uncloaking, the spy is briefly shows his own team colour until cloaking/uncloaking is complete.
  • A friendly player on a control point or near a payload cart who does not seem to be capping the point or pushing the cart.
  • A microphone indicator that is not connected to a body on an alltalk server - cloaked spies still display the team colored ! indicator.
  • A team-mate who you can stun with the Sandman's baseball.
  • A team-mate whose weapon sounds like the revolver when he reloads, making a clicking sound.
  • A team-mate who is overhealed when there are no Medics on your team.
  • A team-mate who is overhealed but still has less than full health (Happens when they switch disguises after being healed).
  • An enemy sentry ignoring a friendly, even when the player is the closest ally to the sentry.
  • Spies can charge their cloaks by picking up ammo packs and still stay cloaked. If you see health or ammo packs disappearing without anyone you can see touching them, it is a Spy.
  • A teammate being healed by an enemy Medic. (Unless they are a friendly Spy, who can get enemy Medics to heal them.)
  • A teammate on the opposite side of the gates during Setup. (However, they may change disguise or even change class before the round starts.)
  • A friendly teammate being affected by an enemy Soldier's Buff Banner or not affected by one of your or your team-mates Buff Banners.
  • A Soldier with low health equipped with the Equalizer moving at his normal speed.

Signs that indicate a possible enemy Spy

None of these indicators are conclusive proof of a spy, but all of them would make a good time to run a spy-check:

  • A Spy will want to have a backstab, so if you see someone who tries to stay behind friendlies, they may be a Spy.
  • Anyone hovering near sentries or dispensers, especially if they are attempting to move behind the engineer tending them, or are at full health.
  • Anyone running in an unexpected direction - a friendly Pyro, with full or nearly full health, running away from the enemies, is possibly a spy.
  • Someone acting inappropriately - a Pyro who stays near the Snipers, a Demoman who is near a point, but has not placed sticky bombs, etc.
  • An idle Sniper not having their rifle to their eye from a distance.
  • A team-mate that deliberately avoids walking through you in tight corridors. Many spies will strafe walk and dodge other players to avoid bumping.
  • A team-mate not firing at the enemy (as a Medic when your healing a team-mate, and you notice they're not firing back at the enemy bonesaw them just in case).
  • An apparently injured team-mate running around the spawn area doing nothing or calling for a medic, when he could easily get health from the spawn.
  • A team-mate keeping some distance from Pyros, which pose a great threat to Spies.
  • Someone who hesitates before running past friendly Snipers with the Razorback.
  • Someone hiding in the shadows while in friendly territory (or where no enemies can be seen).
  • They fail to point out players that definitely are enemy spies, or do not spycheck. An exception is when one walks into the other. You still may want to check just in case.
  • Someone who runs back when he sees you, usually still facing you.
  • People calling for medic with full health, while coming into your base or otherwise.
  • A team-mate that is going towards your teams intelligence room without a reason. (Usually only Spy-Checking Pyro's, Demomen with sticky launchers, Engineers and players who are carrying enemy intels have a reason to go to your intel room)

Signs that indicate a teammate is not a Spy

  • Able to be passed through a team-mate, as opposed to stopped short.
  • Shooting a weapon.
  • A Scout moving at the normal Scout movement speed.
  • A Scout double jumping.
  • On fire and glowing your team's color.
  • Entering the resupply area.
  • Taunting.
  • Carrying the enemy Intelligence.
  • A Sniper with his Rifle to his eye (instead of holding it idly).
  • A Heavy spinning his Minigun.
  • A friendly player who is using their microphone: A symbol appears over the player's head. In servers with sv_alltalk enabled, the symbol is tinted red or blue according to the player's true team allegiance.
  • If under the effects of Bonk! Atomic Punch.
  • If being fired at by enemies and is taking damage.
  • Being able to pass through friendly buildings.
  • Engineers carrying PDAs or toolboxes.
  • A Demoman's eye is glowing from decapitating enemies with the Eyelander.
  • A Soldier with a Buff Banner flag on his back.
  • Spies with their Sappers out.
  • Spies without a mask on.

Proving that you are not a Spy

This is short set of ways to stop your team-mates from needlessly spy checking you.

  • Shoot your weapon (a real Spy drops his disguise by attacking).
  • Agree to a sequence of moves in set up time (e.g. crouching twice).
  • Taunt.
  • Use your voice chat to say that you are not a Spy (e.g. "Just me").
  • Walk through a team-mate.
  • Do anything listed under the signs that indicate that a team-mate is not a Spy

Did the Spy really die?

The Spy has the ability to feign death with one of his unlockable items, the Dead Ringer, so your Spy check may have not killed the Spy, but rather he is still alive and in your base, or worse, right behind you. Thus, it's best to know some of the signs that tell that the Spy may not really be dead.

  • An enemy that dies upon the first hit. (Most players don't run in with that low health)
  • An enemy Spy that suddenly stops attacking before dying on the next hit.
  • Hearing the sound of a Spy uncloaking via the Dead Ringer after you killed somebody.
  • A Spy that appeared as if he wanted to get himself killed. (e.g. Running undisguised into Sentry Guns or revved Heavies)
  • Picking up the Spy's dropped weapon does not give you ammo or metal.
  • A disguised spy lets out a death cry of the class he is disguised as when using the dead ringer. So if for example you "kill" a spy disguised as a soldier he will let out a soldier's death cry. This death cry also follows the disguised spy. If a scream appears to move, then try to follow the sound of the voice and pinpoint which direction the spy went.
  • If you can't move briefly after killing a spy, he was probably trying to get past you.
  • Seeing nearby health and ammo disappear.

Note: When playing Pyro, even when the corpse drops after you flare or torch them, coloured team glow will still run with the Spy for a second. Use this to help alert others to the Spy, and to continue to chase and/or kill them. The Jarate also works in a similar way.

What not to do after "killing" a Spy :

  • Taunt or shot the ragdoll for fun, or eat a Sandvich/ (the Spy is most likely to get behind you while you do that)
  • Go back to where you came from (a good way to make your back a nice target for the not-so-dead Spy)
  • Type a chat message or talk (many Spies like to kill player distracted enough to use the chat or teamtalk while playing)
  • Reload completly (reloading four rocket as a Soldier takes enough time for the Spy to get behind you)


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