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The Spy is a situational utility class sometimes used in the standard competitive lineup, valued for his stalemate-breaking and picking capabilities. However, due to the amount of coordination and usual choice of classes amongst the other team (Scout, Demoman, Soldier, Medic), it is significantly more difficult to play Spy because disguises that don't instantly give away the Spy will usually have a handicap in speed when disguised as the Soldier, Pyro, Demoman, Heavy, Engineer, and the Sniper.
Índice
Information
Health
Clase | Salud | Exceso de curación | Exceso de curación con el Apañador |
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Spy | 125 | 185 | 158 |
Con el Cabeza de Familia equipado | 100 | 150 | 126 |
Con el Kunai del Conspirador equipado | 70 | 105 | 89 |
Bonificación de salud máxima por apuñalar con el Kunai del Conspirador | N/D | 210 | N/D |
Speed
Condición | Normal | Hacia atrás | Agachado | Nadando | ||||||||
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Spy |
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Disfrazado como Scout |
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Disfrazado como Soldier |
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Disfrazado como Pyro |
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Disfrazado como Demoman |
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Disfrazado como Heavy |
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Disfrazado como Engineer |
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Disfrazado como Medic |
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Disfrazado como Sniper |
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Weapons
The Spy uses his Invisibility watches to move around the map, disguises with his Disguise Kit, and then approaches and backstabs a key target with one of his knives.
PDA principal
Arma | Icono de muerte | Munición cargada |
Munición en recámara |
Distancia | Notas / habilidades especiales |
---|---|---|---|---|---|
Objetos básicos PDA principal Kit de Disfraces |
N/D | N/D | N/D | N/D | Le da al Spy la posibilidad de disfrazarse de otro compañero o de un enemigo. |
PDA secundaria
Arma | Icono de muerte | Munición cargada |
Munición en recámara |
Distancia | Notas / habilidades especiales |
---|---|---|---|---|---|
Objetos básicos PDA secundaria Reloj de Invisibilidad |
N/D | N/D | N/D | N/D |
Tipo de invisibilidad: Tiempo |
Promocional PDA secundaria Reloj del Coleccionista | |||||
Promocional PDA secundaria Quäckenbirdt | |||||
Desbloqueo PDA secundaria Embozador |
N/D | N/D | N/D | N/D |
Tipo de invisibilidad: Sensibilidad al movimiento |
Desbloqueo PDA secundaria Duplicante |
N/D | N/D | N/D | N/D | Tipo de invisibilidad: Fingir muerte
El Spy quedará invisible durante 8 segundos al recibir daño, dejando un cadáver falso. |
Cuerpo a cuerpo
Arma | Icono de muerte | Munición cargada |
Munición en recámara |
Distancia | Notas / habilidades especiales |
---|---|---|---|---|---|
Objetos básicos Mariposa |
N/D | N/D | Base:
Puñalada por la espalda: | ||
Promocional Machete Prinny |
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Distribución Saxxy |
Objeto limitado de la Actualización de Grabación. Los jugadores eliminados se convierten en estatuas de puro Australium (efecto puramente cosmético). | ||||
Distribución Sartén Dorada |
Objeto limitado de la Actualización Dos Ciudades. Los jugadores eliminados se convierten en estatuas de puro Australium (efecto puramente cosmético). | ||||
Promocional Manga Afilada |
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Promocional Rosa Negra |
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Fabricación Tu Eterna Recompensa |
N/D | N/D | Base:
Puñalada por la espalda: |
Después de una puñalada en la espalda el Spy puede disfrazarse rápidamente como su víctima. Las víctimas mueren silenciosamente. | |
Fabricación Aguijón Wanga |
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Promocional Kunai del Conspirador |
N/D | N/D | Base:
Puñalada por la espalda: |
Al apuñalar: absorbe la vida de la víctima. El Spy puede llevar un Exceso de Curación de hasta 300% de vida. -55 de vida máxima. | |
Fabricación Cabeza de Familia |
N/D | N/D | Base:
Puñalada por la espalda: |
+30% de camuflaje al matar. -25 de vida máxima al portador. | |
Fabricación Apungelador |
N/D | N/D | Base:
Puñalada por la espalda: |
Las víctimas mueren silenciosamente. Atacado por fuego: El portador es inmune al fuego por 2 segundos. | |
Usage in 6 vs 6
General
In 6v6, the Spy has two main roles, to either distract, or to go for key kills. The Spy is not one of the core 6v6 classes, and is only played during specific situations. A Spy is most commonly played during a stalemate, where neither team is getting a kill advantage over the other. In this scenario, the Spy then goes to try and kill the other team's Demoman or Medic, as only those classes are considered important enough by most teams to warrant switching a Scout or Soldier to try and go for a kill. The Demoman is considered a vital kill because he puts out the most damage of any of the classes in 6v6, and also has great mobility. A team without a Demoman can not constantly put out damage in a short period, meaning that the use of an ÜberCharge would not be very effective for the team. They also lose the ability to try and kill non-Übered players quickly, meaning the Medic with a ÜberCharge is able to switch heal targets, allowing their Über to last longer, and thus get more kills. The Medic is considered a vital kill because of his ability to both keep his team alive longer, and to use ÜberCharges to effectively attack the other team while minimizing losses. A team without a Medic can take much less damage, and will die quickly.
5cp
A Spy is normally used on 5cp during stalemates normally occurring on a teams last point, or second to last point. During this time, the Spy tries to sneak around behind the opposing team, to try and get into a position to kill the Medic or Demoman. This will allow for the Spy's team to aggressively move forward to attempt to kill the remaining players, and capture the next one or two points.
The Spy is not used during most of the game, because of his inability to get to locations quickly, which is needed during the start of the game. The Spy is also not used because of his inability to put out damage equal to the Scout or Soldier who would play Spy.
Attack-Defend Strategies
A defending team on an Attack/Defend map such as Gravel Pit will almost never switch out one of their Utility players for a Spy. This is due to the fact that a Spy cannot contribute to spam and help defend an area like other utilities can, and their role is reduced to backstabbing key targets, something that is already very difficult in a setting where players constantly turn around and check their backs. Spies on defending teams are thus generally not the best use of player slots. The attacking team may use a Spy instead of a Scout if a strong defense that may be assisted by a well-placed Sentry Gun needs to be disrupted, without the use of a ÜberCharge. The Spy will attempt to eliminate the Sentry Gun or a key player, and distract the enemy team to allow his own team to break the enemy's defense without spending the time to build up a ÜberCharge.
Usage in Highlander
General
In Highlander, the Spy is used for both offensive and defensive roles on the battlefield. The Spy is one of the 9 classes in Highlander, which uses one of each class to complete the objective. A Spy switches between 2 key roles which will vary depending on the situation. One common method is using the Invis Watch or the Cloak and Dagger to sneak behind enemy lines to go for crucial kills to have the opposing team at a disadvantage. Another common method is staying back and watching from high positions while using the Cloak and Dagger to give informative whereabouts on where the opposing team may be on the map to help out your team. Most tactics used in Highlander can also be applied to the 6v6 format.
Anti-Spy Classes
Pyro
A Pyro is the best class for spy-checking, as a single blast of fire can ignite the Spy and give away their cloak. This can be mitigated by the Spycicle, but it may not be a good idea to attempt to backstab a Pyro.
Scout
The Scout is the hardest class to backstab, given his high mobility and damage output at close range, where a Spy would want to be most. Avoid encounters with Scouts in most situations where you and him are alone unless he is at low health or distracted, of which in either situation you may be able to pick him off with your revolver or knife.
you See also
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