Team Fortress 2

Team Fortress 2

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"That's what my daddy taught me to do to backstabbers." A basic anti-Spy guide. (In Progress)
By Dose
Do you hate those dime-a-dozen backstabbing scumbags with all your virtual, machine-enhanced heart? This guide should help you shut their snarky, French mouths. Note this is a work in progress, and for now only covers Scout, Soldier, Pyro, Heavy, and Engineer.
   
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Introduction
Hello, this guide will show you how to ruin the career (and life) of any backstabbing scumbag you come across. For now, this guide only covers the Offense classes, as well as the Heavy and Engineer, but will be updated to cover all nine eventually. I may not update it if a weapon or class mechanic is changed, however, so keep in mind that the info may be outdated.
Disclaimers:
Q: "But FirePyro, why haven't you done the Demoman, Sniper, Medic, and Spy sections?"
A: Forgetfulness, personal issues, general laziness.

Q: "Mr. FirePyro, I tried these tactics and they didn't work! What's wrong?"
A: Now keep in mind, some players are simply better than others. Some players are just bad, some Spies are just that good. However, you or your croissant-eating enemy most certainly aren't always to blame; I fully admit, these tactics have their flaws. Feel free to point out your problems with them. Besides that, note that this is a basic anti-Spy guide. Other, more advanced players might write more advanced guides, but I'm simply writing a basic guide.

Q: "What happened to the jokes? Why are there no jokes anymore?!"
A: I felt they were unnecessary, and added nothing. That said, for those who appreciated the comic relief...

Q: "Why did the Spy cross the road?"
A: Because he was on fire, silly. That's the natural instinct of Spies when they're on fire.
General Advice
For those not in the know, the Spy is one of the Support classes of Team Fortress 2. His job is to sneak into the enemy base, eliminate key targets, and snark while doing so. The Spy is dangerous for four primary reasons:
  • His melee weapon: The Knife (or whatever he's using) has an ability called the backstab. If a Spy is close enough to your back (the angle and range are rather generous), the Spy can instantly kill anyone who isn't invincible or wearing a Razorback. This, understandably, is rather dangerous, as anyone, whether a Medic ready to pop an Uber, an Engineer defending a point, or a Heavy firing his minigun, can be instantly killed, thus stripping their team's offense/defense of most of its strength.
  • His Sapper: The Sapper can damage/deconstruct Engineer's buildings. While this may not be so bad when all it's doing is forcing the Engineer to whack his teleporter to the front line twice, it can be extremely hazardous when his Sentry and Dispenser are all that's standing in the way of the other team's victory.
  • His Disguise Kit: All Spies (besides Saharan Spies) can immediately disguise as any other character, RED or BLU. This means that one of your supposed teammates could just be a Spy, waiting to murder you. This ability isn't much less dangerous when it's used to disguise as a player on the Spy's own team; the Spy can disguise his own presence, meaning that you might not even know of his existence until it's too late. Besides that, the disguise can also act as a bluff; for example, if he disguises as a Heavy at the point his team is meant to defend, you might be discouraged from attacking, or at the very least, might inform your team that one of the other team's Heavies is defending the point, whereas they could be somewhere entirely different. And if it's used in conjuction with the Dead Ringer, you could mistakenly believe that one of the other team's players are dead, and be none the wiser that a Spy existed in the first place. (This assumes that you didn't know they were a disguised Spy.)
  • The Invisibility Watch: Each and every Spy has some sort of cloaking. The Stock Watch has a timer on how long they can stay invisible, but it's not affected by movement, making it good for getting around places fast. The Cloak and Dagger rewards a patient Spy, letting him stay invisible for an infinite amount of time as long as the Spy doesn't move. Finally, the Dead Ringer let's him fake his own death, thus possibly fooling you into believing the Spy is dead, while in reality, he's right behind you. The Dead Ringer, when used improperly, is the sign of an inexperienced Spy. (Why would a Spy be killed by a single pistol shot from halfway across the map?) That said, used properly, it can be deceptively tricky. For example, say you, as a Soldier, fire a Crocket (critical rocket) at a Spy. The Spy is hit by the rocket, he is dead, you are happy. Until suddenly, the Spy decloaks behind you and sticks a knife in your back. Then, you are dead, and he is happy. (Until he is killed by a Pyro seconds later. But let's not dwell on that.) The point is, if it isn't obvious that it's a fake death, never let your guard down. You don't want to pay for not being thorough.
In this section, I will go over Spychecking.
Spychecking
Spychecking is exactly what it sounds like -- checking for Spies. This may sound simple, but it can be very convenient, if not a lifesaver. Here's a basic list of things to do when looking for Spies:
  • Look for irrational behavior in "teammates". For example, a full-health Heavy running from the front lines isn't that natural, unless the other team has a deathtrap in their base. An Engineer running from sapped buildings is even more suspicious.
  • Gauge their running speeds. If you suspect an Engineer, Pyro, Sniper, or another Spy to be a Spy, this is generally difficult. However, if you see, for example, a Scout running at Spy speed, or a Heavy running at Spy speed (without the right items equipped), that's most likely an enemy Spy.
  • Look at their heads. If they have a BLU balloon above their heads, they're BLU. Same goes for RED. It's not rocket science, but it's a very obvious indication of which team they're on.
  • Use communication. If you know of a Spy, tell your friends. They'll appreciate the knowledge that a Spy is in their base, and may possibly use that knowledge to kill/impede the Spy. Likewise, if you know that a Spy is using a specific item, tell them. If there is a YER Spy running about, they'll be sure to be cautious around "teammates". That said, telling them about a Saxxy or Spycicle wielding Spy isn't very useful info when there are gold/ice corpses around the battlefield.
  • If you don't mind potentially getting shanked, you can always run into supposed teammates. If you run through them, friendly. If you don't, Spy.
  • Don't bother spychecking them if it's obvious they're not a Spy. If they taunt, fire their gun/swing their weapon, can walk through teammates, etc., they're not a Spy.
Scout
"Hehey, look, you shapeshifted into a dead guy!"
Scout is one of the better counters for Spies. The Scout is USUALLY fast enough to avoid being backstabbed, and can be a major pain for a Spy that is trying to shoot him with his revolver.
General tactics
Spies have medium speed, so they can't catch up to you very well. If you know an enemy Spy is in the area, DO NOT STAND STILL UNLESS YOU WANT A KNIFE IN YOUR BACK. If he has a knife out, keep distance and take the sucker out with one of your guns, assuming it has ammo. If the two of you are in a gunfight with each other, keep on strafing to make sure that pompous Frenchman can't land a revolver shot, ESPECIALLY if he is using an Ambassador, Enforcer, or Diamondback with stored crits. If he lands a proper hit with one of those, that can seriously ruin your career.
Primaries
The Scout's primaries are usually better for medium to point blank range, and this is no exception when facing Spies. However, due to the Spy's deadly backstab, it's pretty risky to get too close to a Spy, so if you're the Scout that doesn't exactly like to take risks, medium to semi-close range is the best range. If the Spy is facing the other way, that's generally the time to run on in and silence his snarky banter. The Force-a-Nature can launch Spies, so that can be useful if you have to run or you just want to kill him in an unusual way, but as you need to get in close range to knock him back, it can be risky. The Baby Face's Blaster does less damage and reduces your initial speed, but it can be used at longer ranges, and if you land enough hits on him and you'll (figuratively) be a blur and (literally) be extremely difficult to hit. Besides that, the If you have the Shortstop, however, it is much more power at medium range than Scatterguns, though it is not quite as powerful at point blank.
Secondaries
The stock Pistol is a decent weapon when at medium-long range, especially if you don't want to close the distance. As it does relatively low damage, it can be good for activating a Dead Ringer. The Winger does more damage, but requires you to reload more often, which can be a slight pain. The Pretty Boy's Pocket Pistol fires slower, but gives you 15 more health, which can be useful for survivability, and can offset the -15 health reduction from using Sandman. Mad Milk can increase survivability as well, but requires you to use your Primary or Melee to do direct damage. Bonk! Atomic Punch allows you to survive anything the Spy hits you with, but as you cannot attack, it frankly sucks if you plan to kill him, unless you really think a Taunt Kill will work. Crit-a-Cola lets you do more damage, but makes you take more damage as well. If you can dodge well, it can help you, but is generally unnecessary if you have a Soda Popper. Mad Milk also makes cloaked Spies drop milk particles, allowing you to track a cloaked Spy. The Flying Guillotine does decent damage, and always crits on stunned targets, so it can be dangerous used in conjuction with a Sandman. The Guillotine also activates bleeding, exposing cloaked Spies in a much less subtle and a much more painful fashion.
Melee
Melee is rather risky when dealing with Spies, but can do relatively good damage if you can avoid getting a knife in the back. The Sandman can be rather useful to slow that sucker down even more to let you end his miserable, Jarate-filled life. The Boston Basher/Three Rune Blade and the Wrap Assassin let you cause bleeding while retaining a non-bleeding secondary (or you can use the Guillotine; hey, more blood!), though the Basher and the Blade can both be a bit risky.
The Sun on a Stick lets you finish off a burning Spy, though it might be more efficient to blast the sap into oblivion (not the Elder Scrolls game) with your primary, if you have ammo to use. The Holy Mackerel and the Unarmed Combat might seem as useful as stock, but they have two unique uses: One, if you hit a Spy that has Dead Ringer out with one of them, the FISH KILL! kill icon will not come up, revealing him as a Dead Ringer. Two, the Spy will have to deal with the fact that he was slapped by a fish/Spy arm for the rest of his life (or, hopefully, death). The Fan O' War is able to show the location of cloaked Spies that are hit by it. The effect even activates if the Spy activates his Dead Ringer, allowing you to track them.
Soldier
"Bon voyage, crouton!"
The Soldier is a decent enough counter for Spies, but definitely has some problems. He's (normally) the second slowest class in the game. As the Spy is (normally) tied for the third fastest, he is able to run faster than Soldier, and consequently backstab him. However, the Soldier has a way to outmaneuver the classy French ladykiller; the rocket jump.
General tactics
The rocket jump is one of the Soldier's best ways of outmaneuvering the French ladykiller. Utilizing the rocket jump, the Soldier can achieve vertical distance that the Spy can only dream of achieving. This also means that, depending on where the Soldier lands, that the classy Ladykiller either has to run/jump up to the Soldier's area, or has to settle with shooting the patriot. Bullets are painful, and at times the Spy can easily access where the Soldier jumped to, but it's generally more preferable to having a knife in your back, even if it just delays a knife landing in your back.
Primaries
The Soldier's primaries can do very significant damage to Spies, not including the Rocket Jumper. A few medium range near-direct hits with any damage-dealing rocket launcher usually is able to kill a Spy. The Direct Hit does more damage, but requires, as the name implies, a direct hit. The Black Box only has three shots in a clip, and the Liberty Launcher does less damage, but they either heal the Soldier (Black Box) or have faster rockets (Liberty Launcher). The Cow Mangler does less damage, but can ignite enemy Spies with secondary fire. This can also remove the Spy's ability to backstab, if he has the Spycicle. Keep in mind that due to their large damage output (besides the Rocket Jumper) are fairly good recipients for Dead Ringer activation, so if you hit a Spy with a rocket and he "dies", don't let your guard go down; he might just be preparing to send you to the big hippie-beating-up arena in the sky.
Secondaries
Soldier's Shotgun is generally better at closer ranges, and if all pellets land, the Spy should go down in around 2-3 shots, not counting variables (previous damage, overheal, etc.). The Reserve Shooter has less ammo, but does significant damage if you manage to find the Spy in the air/knock him into the air, and lets you switch weapons faster. The Righteous Bison does less damage, but can fire through enemies, has infinite ammo in a magazine, and has faster reload than Shotgun. The Buff Banner can increase your damage, the Battalion's Backup means that the Spy can't benefit from non-backstab critical hits and does lower non-backstab damage altogether, and the Concheror heals you when you hurt him. All are decent, but they deprive you of a sidearm. The Gunboats and Mantreads can be useful at times (lessened rocket jump damage and the ability to stomp the Frenchman's face in, respectively), but are only recommended for use against a Spy if you already happen to have them equipped.
Melee
Melee weapons are generally risky to use, but can have high rewards. The Equalizer does more damage the lower your HP, meaning you can bash his face in easier, and the Escape Plan lets you run faster the lower your HP, meaning you can run to crocket another day/run up to his face and try to bash it in. Keep in mind that it marks you for death, though, which can easily kill you if you aren't careful. The Disciplinary Action has quite long reach, and can be used as a Spycheck tool; if you hit an "ally" and you don't get a speedboost, you A: didn't hit the ally properly, or B: you found a disguised Spy. The Half-Zatoichi fully heals you on kill, but sadly prevents you from switching weapons until you kill some poor sap.
Pyro
"Mmmph!"
The Pyro is one of the Spy's worst enemies. Fire can expose a disguised or cloaked enemy Spy, and sustained fire on a Spy can easily kill the poor sap.
General tactics
The Pyro is as fast as the Spy, and a deadly enemy. Though the revolver can damage you rather well, at close range the Flamethrower can easily burn the offending crouton to death. The Pyro is no less resistant to backstabs than the Scout or the Soldier, but in most front-up confrontations, the Spy is nothing more than kindling.
Primaries
The Flamethrower is a deadly tool against the Spy. As said before, sustained fire can easily kill a Spy. The Backburner is able to give a Spy a taste of his own medicine, as he takes crits when attacked from the back with it. However, the airblast eats more ammo than normal, so it can be more dangerous to airblast him away. The Degreaser does less damage, but allows for a deadly Puff N' Sting Combo with the Axtinguisher/Postal Pummeler/Flaregun with its faster switch time. The Phlogistinator also does more damage normally, and has no airblast, but with the "Mmmph" crit boost you can easily kill a Spy. Note, however, that the Taunt that activates the "Mmmph" takes a bit, and you are still vulnerable to backstabs while doing this.
Secondaries
The Shotgun, as mentioned in the Soldier section, is fairly reliable sidearm. The Flaregun is able to ignite Spies at a longer range than Flamethrowers, and does crits on an ignited target. The Detonator's flares can explode, letting you hit a Spy even if you wouldn't directly hit him normally, but only mini-crits on ignited targets. It also allows you to flare jump, but it does more damage to yourself, and flare-jumping is generally not useful when dealing with Spies. The Reserve Shooter is powerful in conjunction with airblast, and increases your switch time, but has less clip size. The Manmelter has faster projectiles, doesn't need ammo, and is able to store crits by extinguishing allies. The Scorch Shot, similar to the Detonator, is able to explode, but you cannot control the explosion (it explodes on contact with a surface), and does less damage than other flareguns.
Melee
As said before, meleeing a Spy is high risk, high potential reward. The Axtinguisher and Postal Pummeler do less damage normally and can't critical randomly, but always crit on ignited targets.
The Powerjack makes you take more damage from the normal stabs the Spy lands on you, but heals you if you manage to kill him. The Backscratcher does more damage to the Spy, but means you aren't healed as efficiently by Medics. However, you heal more from health kits, so that's something. The Sharpened Volcano Fragment ignites the Spy, which is a bit redundant, and it does less damage, so try not to use it that much. The Homewrecker and Maul also do less damage to players, but can remove Sappers, so you can prevent Spies from destroying/downgrading friendly Engineer buildings too much. The Third Degree does no more damage than the normal fireaxe, but hits any Medics that might be healing the Spy for some reason. The Neon Annihilator does less damage and never randomly crits, but always crits on wet Spies (Spies that have been in water recently/Jarated/Mad Milked/), and removes Sappers, so it can be useful at times.
Heavy
"You cannot hide, coward."
The Heavy is the slowest class in TF2, as well as one of the most deadly on an open field. For this reason, the Spy often targets the Heavy, especially when he's the most dangerous one on the battlefield (e.g. no Medics, Snipers, or Engineers, or at least no competent ones). For this reason, you always need to keep up your guard.
General
You always need to watch your back, even in high-intensity situations. If you're pouring out lead, killing baby men left and right, you don't want to get killed by cowardly baby man. If you get the chance, turn around every so often, and if you don't need ammo excessively or have a Dispenser nearby, spray the area with boolet. If you hit a cloaked Spy, you'll see him for a second. Remember to fire on approaching teammates, too, assuming it's not obvious that they're not a Spy. If you sustain fire on them, they should die, and if they have the DR out (like an idiot), they'll die instantly. If the latter happens, just keep your guard up and keep spraying. If you hit them while they're cloaked with the DR, their cloak will go down faster, letting you finish off baby man.
Primaries
The Minigun is the most versatile, as it lets you keep your mobility while also doing high damage and not eating up too much ammo. The Natascha lets you slow down undisguised Spies, but it does much less damage than the Stock Minigun, as well as increasing the time it takes to spin-up your gun. The Brass Beast lets you kill Spies even easier, but slows you down (making you an easier target) and increases your spin-up time. The Tomislav is good if you think you'll be surprised by one and don't think you'll get killed, as it lets you respond even faster. It also lets you ambush Spies, if you catch them with their baby-pants down. It fires slower, though, so be careful. The Huo-Long Heater eats up ammo, but if a Spy gets too close, they'll catch fire/lose their Spycicle. Use it to deter Spies from trying to backstab you.
Secondaries
The Shotgun is really only good if you need to respond to a Spy quickly, as your Miniguns generally do more damage. The Sandvich can heal you after a Spy attacks, but obviously you shouldn't eat it while the Spy is nearby, unless you want a Spy to A: kill you and B: eat your Sandvich. And don't toss it to them, either. It's not a Team Fortress Classic medkit; it doesn't infect them. The Dalokohs Bar helps if you eat it in advance, but as usual, don't eat it when you know a Spy's nearby, and keep in mind that 50 extra health does nothing to prevent a backstab. It would, in fact, deal more damage (2100 instead of 1800), as a backstab does 600% of your health at the time, and as your health is increased, it would deal more damage than if your health was just 300. That said, it doesn't matter (unless you somehow had more than 1800 but less than or equal to 2100 health), as you're dead regardless. I just thought it would be an interesting factoid. The Buffalo Steak Sandvich is okay if you need to get away, or just really want to punch a class that excels at close-range combat in the face, but otherwise, it's not that useful, especially with the mini-crits. The Family Business doesn't do as much damage per shot as the Stock, but if you really don't like reloading mid-battle, I suppose it could be convenient.
Melee
It's usually a bad idea to melee a Spy as the Heavy, even when your fists are made out of STEEEEEL. The Stock Fists are a balanced choice, but considering that the Spy can usually easily outmaneuver you, they aren't the best choice. The KGB, if you can find a Spy immediately after you've punched another enemy to death, can be rather good, as long as they don't backstab you before you can crit-pawnch them. The GRU are a very bad choice for attacking, but if you need to get away, they're a rather valuable asset. Keep in mind that Spies are still faster than you, though, so the GRU isn't an immediate Get Out of Jail Free card. The Warrior's Spirit decreases your health in exchange for damage, but if the Spy's trying to backstab you, it doesn't matter whether or not you have less health and he lands a backstab; the backstab will still kill you, all the same. The extra damage, though, could make a difference. The Fists of Steel are one of the worst choices, as even if the Spy misses a stab, you still take more damage than you would, and if you need to swap weapons to deal with a Spy, the decreased swap speed will mean that the Spy can get closer/attack more while you're still in the process of switching weapons. The Eviction notice does less damage per punch (and, from what I've read, less overall damage), but if I need to react quickly, I suppose it could be useful. The Holiday Punch is, surprisingly, a rather good anti-Spy weapon. If you either beat the Spy at his own game (punch the Spy in the back) or get lucky (get a critical hit), the Spy will be forced to laugh (assuming he's not disguised), which means you can either punch him more (in the face, preferably), switch to another weapon and shoot him to death, or do something extremely humiliating: face the laughing Spy, press the taunt key... and watch as he is shot to death by an invisible bullet coming out of the mittens of the slowest class in the game.
Engineer
"You know where ya oughta hide next time? Back in France."
The Spy is one of the Engineer's worst nightmares, provided that the Spy can sneak up on said Engineer, but with a bit of knowledge, the tables can turn on the Frenchie.
General
The main problem with the Spy is that Spies all have a little thing called a Sapper. If the Spy can place the Sapper on a building, the building will slowly be damaged (most sappers) or deconstruct (Red Tape Recorder). Given enough time, the building will be destroyed, and during the entire duration of the sapping, the building cannot function. Now, the Engineer can destroy the Sapper in two whacks of his melee weapon, but if the Engineer is dead/too far away, and there are no Pyros with the Homewrecker/Maul or Neon Annihilator around, that building is as good as gone. As a result, always be decently close to your buildings. I'm not asking you to constantly babysit them (that's just asking for a Demoman or Ubered Heavy to kill both you and your buildings), but don't go halfway across the map, either. Even if you have a teleporter there, skilled Spies may just wait for you to teleport, then backstab you. Sure, unskilled Spies will just get tele-fragged, but that's unfortunately rather unlikely. Exhibit more caution than you would if you were playing as, say, Scout or Soldier. Losing your life is one thing; losing your Sentry Gun, Dispenser, and Teleporters are entirely different.
Buildings
The Sentry Gun is often the Spy's priority target. At least, I hope so, as the thing shooting your teammates to death is generally your priority, unless the Engi's Dispenser is giving ammo to a Heavy. As a result, you can expect them to go for it first. Be careful, regardless of whether your Sentry is level 1, level 3, or a mini. If they destroy it, and they have the Diamondback, they will get stored crits. That's not fun to deal with. If they don't have the Diamondback, losing your Sentry is slightly less painful, but it's still not fun to deal with. If you have a level 3 Sentry, though, and they have the Red Tape Recorder, they can downgrade it to level two or one. This means that your rocket-firing Sentry will soon have one measly gun, unless you let it get killed. This does not damage the Sentry, though, so if you remove the Sapper before it can downgrade your Sentry, your Sentry is just as healthy as it was prior.
The Dispenser is likely the second priority, assuming the teleporter isn't helping turn the tide. Infinite ammunition Heavies are not fun, even if they are usually more fun than the AI-controlled turret. And if they're good Heavies, they might not be more fun. Anyways, keep in mind the Dispenser is A: what supplies you metal (if you keep it close by), B: what gives your team ammunition (if you and your team are constantly firing), and C: can be used by enemy Spies (if they're disguised as one of your teammates). This means enemy Spies disguised as teammates can recharge their health, ammo, and cloak when near your Dispenser. Keep this in mind, as your Dispenser may be a help for enemy Spies, and if you destroy it, it may cut them off from their health, ammo, and cloak supplies.
The Teleporter, as I have mentioned, is the last of the Spy's worries, as long as it isn't majorly helping your team. In fact, the teleporter may help them, as disguised Spies (and possibly undisguised Spies; I don't know much about this particular subject) can use your teleporters to get to where the want to go faster. That said, if a Spy happens to be on a teleporter exit and one of your teammates/you use the teleporter, that Spy's dead. Telefrags FTW!
Primaries
Your Primary is most likely your best defense against a Spy. The Shotgun is quite reliable, as mentioned earlier. The Frontier Justice, while it has three less shots in a clip, also has the ability to store Crits when your Sentry is killed, as long as it had a few kills pre-death. The Widowmaker is only useful against disguised Spies, as (apparently) it doesn't give metal on disguised Spies. The Pomson does less damage at point-blank, but more damage over a range, and more importantly, drains some of their cloak. The Rescue Ranger is less effective at killing, but can let you immediately teleport buildings into your hands (and hopefully out of the Spy's reach).
Secondaries
The Pistol is an okay sidearm, and decent for setting of less experienced Spy's Dead Ringers, but at closer ranges, the Shotgun is more reliable. The Wrangler can deal major damage to Spies, but if they kill you while you're Wrangling, your Sentry's going to be inactive for a few seconds (and possibly open to sapping). The Short Circuit could, in theory, be good for Spychecking teammates (it can't hit cloaked Spies), but that's about it. Only use it if you're using it for Soldiers and Demos, or are really bold.
Melee
The melee, as I said, has mixed benefits. The Engineer's Wrench, Jag, and Eureka Effect crit often, due to the damage output your Sentry (usually) has. These Wrenches are okay for damaging, but as I said before, it's risky, and the Jag has decreased damage. The Eureka Effect could be useful for getting out of binds, but it's a crapshoot whether or not it works if the Spy is focusing on you. The Gunslinger always crits on the third punch, which could be nice, and the +25 health helps if the Spy's stabs miss. The Southern Hospitality makes the Spy bleed, which means if they try to get away, you can see them clearly.
End
This is the end of my guide. I am sorry that it only covers 5 classes, but I have other things to do. I will update this to include the final 4 in the future (Valve Time!). Feel free to leave comments below, as long as they aren't mindless flaming.
4 Comments
Dose  [author] Sep 9, 2013 @ 2:40pm 
Hey, guys. Sorry about forgetting things, or not updating. I unfortunately have other things to work on, but I'll definitely work on it in the future. Valve Time. Or not. I don't quite know yet.
delton Sep 9, 2013 @ 2:10pm 
But i have one question, and it's a big one. What about the disguised spies?
Kinkajou Sep 6, 2013 @ 10:55am 
the actual problem that isnt covered is how to detect a spy. fighting one isnt that hard except hes very experienced with trickstabs and then you just shoot him from a distance
ECSTASY Sep 1, 2013 @ 6:21pm 
This is a good guide, I was thinking, maybe I could write the supporting class branch? So you only have 1 more left? But this guide goes into a good deal of info on how to persue spies, and counters to (semi) advanced spies