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mhh...Nerf the weakest character of the game? great idea mate.
Spy checkin is easy: if you bump, there's a spy. and hop, dead.
Sappers are easy to remove. if you don't kill the sapping spy...seems logic if your buildings falls apart, and also shows you're turtling, meaning you're bad.
Watch your back and you'll be safe. if you get backstabbed while running strait to a spy...enjoy the matador stab (strafe+turn+M1)
Disguise ain't fooling a good player.
So, in conclusion, it's either:
A) Bait of low level
B) you really suck at this game
Now for invisible
Firat is decloak sound it’s easy to detrct anyway but if he decloak so far you can’t hear it then....good luck try to find him
And for about sapper
If you play engineer yourself just use sapper technique and if you couldn’t use it for some reason choose which building is the least important for your role
But then. Both of us would be wrong
http://steamcommunity.com/sharedfiles/filedetails/?id=1205898861
As scout, you have the speed advantage. If spies are nearby, use melee or secondary (if using a pistol), the rate of fire combined with your own speed can quickly run down any spy.
As pyro, you are a spies greatest foe, afterburn is the most effective way at dealing with them, in water, spies are visible by the bubbles shown, use the Neon Annihilator to crit them. All but the Dragons Fury are very effective at spy checking. To be a total bro, use the Annihilator or the Homewrecker/Maul to remove sappers from buildings (on community servers running CTF Sawmill, use the Annihilator as the Intel room is lined with water on the floor)
Soldier is a mixed case, his splash damage can reveal spies by spamming, but this is only useful in closed spaces like Intel Rooms and choke points. The Cow Mangler sets enemies alight with its alternate attack, use it if you need to spy check. I believe the Disciplinary Action doesn't inflict a speed bonus when hitting disguised spies, so that can be used to spy check, and I'm not certain if a similar effect occurs with the banners boosts.
Demo is fairly ineffective against spies, only being able to spam against invisible spies. However demos damage output with stickies can quickly drain a spies health.
Heavy is a prime target for spies due to reduced speed, however the Huo Long Heater can reveal spies amongst a crowd on the payload or the capture point, and the rapid fire of the minigun can repeatedly flash spies.
Engineer is a primary target for spies, have an offensive weapon on hand, be it the pistol or a shotgun, not the Rescue Ranger. Hit a Sapper once then deal with a spy, then remove the Sapper, use binds to let your team know that your buildings are under threat, when combatting Yer spies, always watch your back, if they come in disguised, engage immediately, they will either have to engage too, revealing themselves to your sentry, or they will run. The Jag is your worst choice if dealing with a spies Sapper, but the swing speed and its inherent ability to have a higher crit rate can make it useful in melee situations. You can also reduce the spies overall effectiveness by simply spreading your buildings out rather than building a giant nest, have your sentry within range of other sentries to help protect them, and also remove sappers you see on friendly Engie buildings.
Medic, watch you back and melee in the case of spies. The rapid fire syringe guns are effective at locating spies. Just be aware that you can heal disguised spies too, and even uber them, so if there is a seasoned spy on the field, check before you uber your current heal target. However, your best bet is keeping distance from your heal targets and be aware of your surroundings.
Sniper, JARATE or the razorcrutch work well, or an smg if using regular sniper rifles, and especially if using the Machina or Shooting Star. The Bushwhacker is useful for melee when using jarate but bear in mind the damage vulnerability
Spies can be used to effectively spy check, but not as well as Pyro's, as disguised or invisible spies still trigger the backstab animation if in the correct range. Your revolver is also a good choice to move to when engaging spies from a distance.
Sometimes dealing with spies may simply need good game sense and general awareness, this makes spies less effective. Keep an eye out for telltale signs, such as teammates climbing over building, bumps, and the player list on the top of the screen, silent knives, like the YER don't show their kills on a backstab. If a medic stops healing you mid combat, and isn't healing others, it's likely they are a YER spy. Dead ringer spies can be easy to tell, be it them dying from a single pistol shot or the louder decloak, but if you are uncertain, check the enemies alive players, on the on screen board or the leaderboard when pressing tab, the spy can't evade those. Think about unusual spots to hide, and spy check there as it's likely that they have chosen places that most players wouldn't look to think. Lastly, never lose eye contact when facing a spy, as they will likely preform a trick stab, try to telegraph their movements, hallways after stairs or ramps that go the the left and right are a common place for matador trickstabs, and if chasing a spy up stairs or ramps, keep distance as they may attempt to preform stair stabs. If nothing else, when a spy slips through your fingers, simply use the in game callout by pressing X and then 2.
http://steamcommunity.com/sharedfiles/filedetails/?id=833303992
The volcano axe is just garbage