![]() ![]() A Spy is most commonly played during a stalemate, where neither team is getting a kill advantage over the other. The Spy is not one of the core 6v6 classes, and is only played during specific situations. In 6v6, the Spy has two main roles, to either distract, or to go for key kills. Melts in fire, regenerates in 15 seconds and by picking up ammo. On Hit by Fire: Fireproof for 1 second and afterburn immunity for 10 seconds. Upon a kill, the Spy gains 30% of his cloak meter. Can overheal up to 300% of Spy's (reduced) health, i.e. On Backstab: Absorbs the health from your victim (minimum gain of 75 health points). Normal disguises require (and consume) a full cloak meter. ![]() If backstabbed, victims' death will not be shown in the killfeed for other enemies. Victims' bodies disappear after being stabbed. Victims do not make any noise when dying. Upon a successful backstab, the Spy instantly disguises as the backstab victim. Killed enemies freeze into solid Australium statues (purely cosmetic feature). Triggering feign death will lower the cloak meter to 50%.Ĭloak meter must be fully charged to use. Grants a 3 second speed boost upon receiving damage.įeign Death stealth has no bump shimmer for 3 seconds.Īmmo kits and dispensers do not refill the Spy's cloak meter. Reduces initial damage by 75%, then upcoming damage by 65% to 20% after 3 seconds. User can still stay partially cloaked once the cloak meter runs out.Ĭloaks Spy for 7 seconds upon receiving damage, dropping a fake corpse. Ĭloak meter can not be refilled by ammo boxes while invisible.Ĭloak consumption rate varies depending on the type of movement you use (see Function Times for more information). While standing still, cloaks Spy indefinitely and slowly refills cloak meter. You will die sometimes, but that's the life of spy in TF2.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.Īllows the Spy to disguise himself as an enemy or a friendly player.Ĭloak meter can be refilled from ammo sources. Otherwise, disguise works more or less well. Imo better way to use CnD is to look at it as stock invisible watch first (so simply turn it off while moving if not needed), and only use unending invisibility when you actually need it – like when you specifically wait for enemies to pass you so you can go further and not be bodyblocked. All this time they sneak cloaked (most of it standing still invisible and waiting for recharge) they are as good as afk. But more than few are too reliant on staying perpetually invisible, only uncloaking behind engie nest deep in enemy rear and when they think it's completely safe. Of course, most CnD users will still try to act eventually. Surviving at the expense of your team (and your win chances) is entirely possible. even after game was already done without you. In multiplayer, your plays are affected by actions of other people and should be adapted accordingly.Īs invis watch and dead ringer have finite invisibility timers, you are forced to sometimes be visible and thus vulnerable – as such, you innately know you can't cowardly stall and must act, preferably before your options run out.Ĭloak and dagger doesn't have that advantage – with it, you can take your time for as long as you like. What I mean by single- and multi- player is environment: in singleplayer game, you can take your time, you don't have to look at enemy players and react accordingly, nor do you need to think of needs of allied players. but I think issue is, people in multiplayer still sometimes use it as if they play singleplayer. What's more, it can actually be used in multiplayer. Cloak and Dagger is great as single player weapon. ![]()
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