Team Fortress 2
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TF2: A guide to using the Ambassador
От TNRC Commander trytoaim1
One of spy's favored, and best prized possesions is one of his revolvers, the Ambassador! An expensive strange gun, a gun that has a rainbow on the gun. This guide right here: shall tell you how to use this over-powered gun!
   
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Introduction
For you all out there who are new to TF2, you might be thinking/saying, what's the Ambassador? What's so awesome or cool about this revolver? Well, the Ambassador is owned by someone known as the Spy.














Spy, is one of the nine classes in Valve's popular game, Team Fortress 2! Spy can disguise as enemie team-mates and can sap buildings that Engineer's have constructed on the battlefield! Now once again, how is the Ambassador good? Is it a bad gun to use? How do I get the Ambassador? Now, lets move on how to get this gun.


Getting the Ambassador
There are many ways to get the Ambassador, you can get it from the following:

1. Using a spy class token and secondry slot token and a scrap metal, you will have a chance at getting a Ambassador or other revolvers except for the stock revolver.

2. Opening a mann co. supply crate which gives you a chance in getting a strange quality of the Ambassador, can be sold for 1 key.

3. Buying it in the Mann co. store.

4. Trading for it, a regular Ambassador is 1 scrap, a strange quality is 1 key.

5. Receiving it randomly through the drop system.

The Ambassador is used in only one crafting recipe, combining a Ambassador with a scrap should give you Southern Hospitality.
Why is the Ambassador so good? (tips and tricks)
Glad you asked, the Ambassador is a revolver that does more damage on headshots, cool thing about that, is that headshots land critical hits. Now, it may be hard to get a headshot since it has no scope at all but, the Spy has the ability that when he targets an enemy, he can see the targets health and the target's name, this can be done both being disguised or not. A little tip on this revolver, is that if you target an enemy while aiming at them with the ambassador, this tells you that when you fire, your shot will land on them 100% the only way the shot can be dodged is if the target moved before you left-clicked to shoot. When using the Ambassador, look at the enemy's health: is it colored red? If so, aim for the head and the shot should be a critical, this should instantly kill your target. Usually every shot should be around 100 damage per headshot that crits. However, even though the weapon crits when you headshot, shooting any other parts of the body such as the legs, arms, or chest will reduce the damage done, so to master this gun, you must aim carefully.


Did you miss your shot? Disguise and act like the enemy, if he is seperated from his team, now's your chance, follow him and try to get a headshot but if possible, try to get a backstab on your target as the backstab instantly kills targets. Also, don't just walk around the map attempting to kill and defeat the enemy team, be aware of your surroundings. You must listen for foot steps, and be sure not to go in water, collide with enemies, take fall damage, or catch on fire: this will give your position away, instead hide in corners and on cliffs to prepare an ambush to eliminate your target. If you have taken damage don't forget to find a health kit, a medic, or a dispencer.

However, the Ambassador also has another con, if you shoot your reticle on the screen will grow larger, this makes it harder to get headshots, the cooldown however is pretty quick. This is to prevent you from spamming headshots.
Using the Ambassador in Mann Vs Machine.
The Ambassador is not only good to use in gamemodes, but its also useful in a mode called Mann. Vs Machine. This mode lets you fight robots and all the weapons except for the Darwin's Danger shield and the Wrangler. In MvM you fight waves of robots trying to attack Mann co. to protect Mann co., when a robot dies, they will drop credits which let you buy upgrades for your character and equipped weapons. There are upgrades such as, Health on kill, clip size, or ammo capacity. In Mann. Vs Machine, combining the Ambassadors crits with jarate will jarate the target to do mini crits, while shooting the head of the robot, this will do massive damage. The Ambassador can also do damage by having a scout mark a robot for death by using a weapon called the Fan o'war.

To learn more about Mann. Vs Machine, go to my Mann. Vs Machine guide in the link below:


http://steamcommunity.com/sharedfiles/filedetails/?id=146317708
Advanced or other tactics to using the Ambassador
This part of the guide is mean't for pros who have repeated the basics and are ready to continue how to use the Ambassador, a couple of helpful uses out of the Ambassador. For example: since a Pyro can burn you and see you on fire when cloaked, you do not want to use your knife to take care of pyros or heavies using the Huo-Long Heater. Instead, switch to your Ambassador and try to attempt to get a critical headshot on the target. To take out targets quickly and sufficiently, its a good way to always keep the Ambassador and knife binded with the Q key, take out the knife and switch to the Ambassador to quickly switch weapons, this will make you act faster and to quickly switch weapons to take care of ranged targets or close range targets.

Also, you should tweak some of your settings in the options menu, change your reticle to the circle, pick a color not dark or too light for the reticle. And to make sure you land hits, turn on the feature that plays a sound when you shoot the target. Also, turn on the setting that shows how much damage you do to an enemy when you shoot them, the damage will be shown above the target when they are shot.

Don't forget, spies can disguise as other enemy players to use teleporters, get health from dispencers, and prevent sentries from shooting at them. Teleporters can be used to get to the objective the enemy is trying to capture or attack, you can use sappers to destroy buildings, destroying teleporters will prevent enemies from getting to the objective quickly. Dispencers can be destroyed to prevent the enemy to receive ammo or health. Sentries can be destroyed to weaken the enemies defences, helping your team push through the enemy's defences and team-mates, destroying buildings will leave broken metal parts of the machine on the ground, these can be used to collect metal for the engineers, and too get ammo for your weapons. This is helpful if your team-mates have no ammo or you cannot find any ammo boxes throughout the map to replenish your Ambassador's ammo.


Lastly, don't forget you can cloak with your watch. When using the Ambassador, a good watch to use is the cloak and dagger, this watch lets you renerate cloak when not moving, you do loose cloak faster while cloaked using the Cloak and Dagger, ammo boxes also can't be collected to replenish the cloak meter. But it's a good watch to use if your setting up ambushes, hide in a corner, wait for an enemy to come by, then follow him, and when he gets seperated from his team, then attempt to backstab or score a critical headshot. The Dead Ringer can also be used
to set up traps and ambushes.

I hope you enjoyed this guide! Add me on Steam! Feel free to put a comment in the section below, and you suggest me on the next guide I should do next.!
Using the Ambassador on 2Fort
Ok, before you say that I already finished this guide, I found some good ways to use the Ambassador on some of the maps. So for a while I will be adding more sections as I go along with this guide.


The first map we are going to go over in this guide is The Orange Box's mostly played map, 2Fort.
This is a map for: capture the flag. Now if your new to the map, the breifcase is in BLU's/Red's Basement. Most servers need you to capture the breifcase 3 times. Some have the score up to 5 points, rarely even 100 points! This map has team's with scouts, lots of engineers and worse: the sneaky Spy! And very few snipers. Now, how are you going to grab that intelligence? How are you going to sneak past the enemie's defences or troops? Well, your in luck, there are two ways to sneak inside the fort.

Again: there are two ways to get inside the fort:

1. Falling into the water under the bridge.
or
2. Simply walking on the bridge and going through the entrance.

Not to forget, you have your ambassador, your disguise kit, your knife, your cloak, and your sapper don't be afraid to use any of them. Now for your disguise kit, you can disguise as enemy troops to sneak behind frontlines, and sentries can not attack you unless its wrangled and the engineer fires at you. Be very careful when using your disguise kit on the sniper's best place on both BLU's and Red's fort, the battlements. This is a good place for snipers to snipe out the enemy. Using your disguise kit is the worst area to use it in. First of all, on the right side of the battlements (or your left if your on the opposite team) enemies can't enter the other team's spawn where the resupply lockers are. And usually, the sniper's will snipe out any enemies on the balcony. Not to forget: sniper's have a scope on their sniper rifle, your ambassador doesn't so if your looking at the enemie and you are not looking like you are using the rifle's scope, it will most likely make the other team suspicious.

Both Red and Blu have this thing people call: spy checking, we will cover it later. Anyway, both paths have a con to them. Using the normal entrance is where most of the enemies come from, this means you are likely to bump into enemies you don't expect coming your way. So basically, I really recommend that you take the route under the bridge. This route is wear rarely any enemies come from. Most likely engineers or spies will use that route.

Along the way, don't forget to disguise before going down the sewers. Engineers usually build a their buildings in the sewers, to supply you and the enemy engineers are a health kit and a box of ammo that refills all your ammo. Engineers build their teleporters in the sewers for sneak attacks to breach the defences and steal the intelligence! Don't forget what I said earlier: destroy the teleporters to slow the enemy down. Destroy the sentries to breach and destroy the enemy defences to allow your team to continue on their assault on the enemy's base. Destroy the dispencers to have the enemy not regenerate their ammo and health. After destroying the base, continue walking into the base and you'll find stairs. The stairs will lead you a little bit farther from the standard entance. Careful though, when you walk up the stairs there is a spot enemies can camp at, they can do this to ambush you or a sentry to terminate you and your team mates not to forget, they can place stickies on the stairs, to avoid being detected, cloak and when you are not seen and behind cover, uncloak and continue on.

You are close to the enemie's intelligence! Now there are two ways you can go, one way is a hallway with just one turn, this route makes it easy to get shot because there is not much space where you can dodge the shots by moving left and right, instead cloak and walk, but careful not to bump into an enemy, otherwise it's over for you. The other route is a small room with some space to dodge shots and another good spot to build a sentry. Again: cloak and walk and when you get behind any cover, then uncloak. You are a few rooms away from the enemie's intelligence!

Now, you stumble across a court yard, and i'm going to say it and repeat it again: this is yet another good spot to build a sentry and a very decent spot to put stickies. There are two sets of stairs to get to the intelligence. One route leads to a way to the intelligence, in an underground room before going down the hallway, you'll also notice that this also leads to the battlements where the snipers snipe your team mates at, before going to the intelligence, eliminate the snipers by headshotting them or with a backstab, whatever you do, don't backstab if they have the razorback, you will be detected and you will be killed by the enemy snipers. While the other route just leads you to the intelligence by walking straight down a flight of stairs. While walking down the stairs before the first turn, there is a door, thats actually one of the spots where the resupply lockers are, however, you never spawn in there, it's there to get ammo and health rather then walking back up and using the resupply lockers in the spawn near the battlements. Now, there are two more routes and they both lead into the breifcase your team is looking for and that must be returned to your basement! They are both have one turn and a very small and short hallway about the same size. And once again: this is a good spot to have sentries and this time especially teleporters! A teleporter exit is put there for the enemy to get to the room to quickly start defending the breifcase. Demomen can hide stickies while the breifcase is not picked up or taken from it's current spot. Now you might wanna grab the breifcase and get the match over with, however once the breifcase is picked up, you loose your disguise and you can't cloak, making them both unusable until you drop the breifcase or capture it by returning it to your basement.

Now don't forget, the enemy is alerted with a speaker annoucning: "Alert! The enemy has taken our intelligence!" All the troops on the enemy team will be alerted, so you obviously wanna quickly get out of there! Now the question is: which route is going to be used as an escape route? Since the bridge is where most of the enemies come from and it's a easy spot for the snipers to kill you, use the route that takes you into your team's sewers. Be warned two things: the enemy can also build sentries and buildings in the water, these can be used to attack you without notice. And the enemy may have a base in your sewers. After that, go to the basement and there you go, you have offically captured the intelligence! Keep repeating this over and over and your team will most likely win. Don't forget the enemy can improve the defences before you attempt to get the intelligence again!

And both Red's and BLU's fort have the same thing, a sewer, a basement, battlements, etc.
Dustbowl
Dustbowl is a map that has 3 phases and each phase has two control points. How this mode works is BLU's main objective is to capture the control points and once the two control points are captured, the game will continue on to phase 2 which has two more control points. Red has to defend the control points until the round's time ends. Keep in mind two things when defendng, you don't defend for just a set time limit at some points, over-time can be issued making you have to hold out for a bit longer. And if BLU captures one of the control points, this makes BLU have additional time to capture the last control point to end the round before time is up. However, this makes Red need to defend longer. Spies, and engineers are the two people that are likely going to help you in this mode and on this map.


While defending as BLU, you may most likely be no use, but you can still help in a very couple of ways, mostly simple and easy. You can use your Ambassador to snipe heavies and snipers. You are going to need to use the ambassador and sapper alot to deal with engineers. When behind cover, headshot the engineer with your ambassador and once the engineer is eliminated, take care of the buildings that way the sappers can't be removed in time and the buildings won't be repaired in time. Now remember earlier I was talking about what good watch you should use? The cloak and dagger is good to use on this map and there is a very strong con that it has. The first control point in the third round has a bunker at the beginning, the space to fight is small, so if your standing still to get cloak, you are likely going to be attacked in the middle of combat. The bunker is also a good spot for the snipers to take out your team mates by waiting for the gate to open, once the gate opens, Red can camp at your spawn and the problem is, there is only one spawn on the map for each team and only one exit. Don't forget to tell your team-mates to move up their buildings up. Your first target is the snipers, cloak and walk inside to the enemy bunker and attempt to backstab the snipers, do they have a razorback on? Crouch and have well timed accurate headshot to eliminate the snipers. Your next target is the engineers. Like I said, if you can while hiding behind any cover attempt to headshot the engineers don't take too long though, this will make the enemy suspicious.

Now for the final control point, there is a very small space to dodge attacks. But, there is stairs to allow you to jump to one side to the other. Straight in the gap where you can't dodge pretty much any attacks, there is a hidden bunker, this is a area where demomen can launch grenades and stickies, the only part of them you can see is the head, this makes it easy to hit them since it's the only part you can hit. Then, after you make just one simple turn, there is a bridge, it's the last control point for the match! this area is wide, but on the other side there is there is going to be lots of snipers and sentry guns, if there is cover, take out the snipers first, and then the engineers. And then, capture the control point and be sure to cover the scouts on your team. And then your team gets one point.


For the first round, you are in a mine with two exits, one is the regular way with a simple flight of stairs. However, when you look to your right when you exit the spawn, there is a building sentries can be placed, demomen can also stand there and plant stickies. The other exit is a gap that can only be made by rocket jumping or sticky jumping. This means it's impossible for you to get over there, since it's the beginning of the map, only red can get over there in a area before the round's last area in which that's where the last control point is. Once it's captured, then the second round begins.

Now for the second round, this map consists of only one spawn rather then multiple spawns. When you exit, there is a gate this is yet another spot where stickies can be placed and there is another building where demomen an engineers in which sentries can be built to camp the spawn. Not to mention, there is two buildings. Both can be a good area to hide teleporters. One building has a bunker and one with two doors containing health kits and ammo boxes, however, these two spots can also be easy for snipers to eliminate your team mates. However, the building with the two doors is way too far, but you might wanna deal with the bunker since it's the closest building, cloak and sneak inside. Don't uncloak too close to the enemy, otherwise the enemy will hear you uncloak, and like I explained about round 3, if they have a razorback, headshot them with the ambassador, do they not have a razorback? Then do a backstab. Are they too far? Then use that ambassador of yours to pick them off! One building down, another one to go. The bunker should have health kits and ammo. Before heading to the next building, the building between the bunker and the other building is where the control point is, there is a set of stairs you must climb to reach it. There are a few corridors however, sentry guns can hit you without knowing it. So before entering any of the buildings, don't forget to disguise. But cloaking can be used too, since engineers will spy check you by using the shotgun or pistol. Again, we will go over spy checking later. Then when on the point, there is another entrance, this leads to the next area, in two different paths. But they lead to the same points and they end right next to each other. Then above you is a ladder like plateform, this is a area where demomen can launch projectiles and where engineers can place sentries to ambush you. Cloak that way you you can walk around or over the stickies without being spotted. There are then three paths to get to the control point, two involve going outside and one involves going inside a building, it contains health kits and ammo boxes. However to warn you, the spawn is super close to the control point, so be prepared to fight a lot of enemies, also don't forget that the speaker will warn the enemy team that any control point being captured that your team doesn't own is being contested. If any control point your team owns is being captured, the speaker will warn you.

There you go, that covers everything about dustbowl. Now let's go over Turbine.

There you go, you now know how to play two maps as a spy.
Turbine
This map is a very excellent map to use the Spy in, however, be prepared to take alot of damage if your in the middle of combat!

Turbine is another map for capture the flag. The map takes place in a building and both teams have the same exact spawns but they are not close to each other. Both spawns have only one spawn and two doors that let you exit. In the middle of the map is where alot of fighting is going to happen. There are 3 ways to get into the middle. One way consists of a door opening and before going down the flight of stairs (not the stairs to your intelligence) there is a air vent, both team's air vents have two paths, one leads to a good spot to snipe, and the other drops you straight down into the intelligence room, you will take small fall damage. However, before going down listen for any sounds such as beeping or voices or footsteps! Beeping simply means that a sentry is down there, voices and footsteps mean there is a enemy team member in the room. The other way leads to your intelligence room and after you enter the room and turn left, there are two doors and make a turn, and then another turn, you will be in the middle of the map. Before you take the turn, there is a huge ledge that most classes can't jump, engineers can crouch-jump and quickly place a teleporter exit to reach the plateform, both teams have the same length and plateform in the same spot before the team's intelligence room. Soldiers can rocket jump, demomen can sticky jump, and scouts can only get up there by using a bat known as "The Atomizer" which allows the Scout to triple jump however, every triple jump causes them to take 10 damage, no damage at all if they are using bonk! atomic punch. Use that to your advantage, when the scout double or triple jumps, they loose their momentum making them not able to move much, act fast, and quickly shoot them with the ambassador! Because they will still drop down fast!

Along with the jumping, do not stand next to a enemy Demoman or Soldier that is about to rocket/sticky jump, you will take damage and you are most likely to die! (unless they are using the rocket jumper or sticky jumper, but your cloaked image will still be shown when shot!) Along with that the middle of the map is the larget part of the map, so that means there will be alot of spies, snipers, engineers, and soldiers and demomen! There will be very few scouts, but most people use scouts to quickly rush the enemy to quickly get the first point in the match. Each side in the middle of the map contains only a health kit, no ammo boxes! There for, if your looking to get ammo replenished for your ambassador, you must find a dispencer, go to a resupply locker, or pick up enemy weapons which should fill half of your ambassador's max ammo capacity.

Most importantly, do not stand in front of enemy snipers that are using the scope. Why not stand in front of them? Well, if your in front of them, you will be the first person killed once they pull that trigger on that sniper rifle. This means you will be killed while invisible or disguised. Once you get past the snipers or any enemies guarding the path, do not go forward, there is likely to be engineers this can make the enemy suspicious and they will spy check you. So its best to cloak and uncloak when no body sees you. Then there is the intelligence but since the enemy is guarding both routes of the map, there is almost no hope in getting the intelligence unless you are being covered by snipers, or heavies so that they can take the damage for you. You best not go to the route that leads to their spawn, why? Because every person on the enemy team will spawn there! And will rush out the doors and you are likely to bump into enemies. Plus, don't forget you loose your disguise and you can't cloak once the breifcase is picked up. Take the breif case back to your base and repeat the process to score points. Remember, you are not likely able to get the breifcase back to the base alone without any team mates covering you.


There is also stairs that lead to the other team's air vent, that is one of the spots where snipers will snipe you out, the best thing you can do to take care of snipers is to sneak up to the team's vent, and act like a enemy sniper, then you can attempt to kill them with the ambassador while they use their scope.
Gorge
Gorge is a huge map that is also like the mode Attack and defend. Except it's in a mode called "Control Points", control points is a map that has up to 3-5 control points. You can't just capture any control point however, you must capture the controlpoint before the next one. If you attempt to capture the control point without capturing the previous control points, a lock will appear and a message over a control point on the bottom of the middle of your screen will say a message that says: "Cannot capture."


There is not much to explain about Spy on how he can be useful on control point maps. Because you can't capture the control point from the following reasons below:

1. Being uber charged.
2. While being cloaked.
3. While disguised.
4. While the enemy is standing on the control point which is blocking the capture.

The only thing you can really do is deal with snipers, engineers, and heavies, you can't deal with any pyros because of the flamethrower's burn damage and DoT (damage over time) while burned, your team and the enemie can see you. Scouts, are too fast to backstab but it's possible to shoot them a couple of times, heavies are too dangerous to get if they are using the huo-long heater because the ring of fire will make the enemy able to see you! Heavies can be easy to deal with if they are using the brass beast, but they may be hard to hear if they are using the tomislav. Scouts also tend to jump over the rails and can double jump and run faster then you, so it's pretty much impossible to backstab and almost impossible to shoot them while they aren't moving in a straight line.


Anyway, Gorge is a map that takes place in a beautifal grassland. Most of the map takes place in a huge building with at least 1-2 bottomless pits in which they insta-kill you. Not to forget, both teams get 2 control points owned and locked, while there is one other control point that is neutral, to get the other 2 control points, you must get the middle one first, it's in the middle of the big building, the room is very big so prepare to face mostly demomen and scouts. Enemies are much likely to rush to the first control point as scouts. Engineers help since there is going to be a lot of scouts and scouts will be eliminated by sentries fast since they have the lowest health out of all the classes, the sentry's bullets are 100% accurate except for rockets. Scouts can't be damaged unless they are using the bonk! atomic punch to absorb damage. So the main target to eliminate on this map are engineer's this is too help your scouts rush the enemy without being harmed by any sentry guns. There are few health kits but they give you very low health so the best way to heal up is by using a dispencer or a Medic to heal you.


Snipers may have low health, however most of the snipers have enemies walking by to shoot you if your not disguised. You can't backstab them most of the time either because most of the advantage points have walls to not have spies backstabbing them. Snipers may consider to use the Darwin's Danger shield on this map. So you are mostly going to use the ambassador for this map.

Each team has only one spawn, with two exits, that are pretty much the same, they both have stairs and have a small hallway that is about the same length. The last control point is very close to spawn. Not to forget, you can use your cloak and dagger and if you stand still, you'll regenerate cloak and you can uncloak when you want too. So use the corners alot to prepare basic and very simple and quick ambushes to prepare.
Комментариев: 17
Rutherford 12 июл. 2016 г. в 7:06 
you don't need to make a guide for noobs. because i would praise a noob if he/she would find the guides button. btw you don't need to explain the maps.
noobles 21 июл. 2015 г. в 13:21 
If you guys need a place to practice your aim, go to tr_aim, the hit boxes are correct and they move like normal players
Angry Shpee 18 ноя. 2014 г. в 22:43 
tr_walkway hitboxes are a bit off. The Scout and Demoman hitboxes are the most accurate, though they're not completely coordinated with the model.
Zpace 4 окт. 2014 г. в 9:49 
this was great guide and really helped me alot thanks dude ! :):jarate:
logicthreader 12 авг. 2014 г. в 12:58 
Commander, I salute to you! You made me feel so proud and not regret getting a festive ambassador! This is a guide of a legend! Now i dont need to stick with the stock revolver, i know these tactics! Thanks Commander!

*salutes*
TNRC Commander trytoaim1  [создатель] 12 июл. 2014 г. в 21:22 
This guide may soon be getting deleted, i will be making a entirely completely updated version of this.
SNP 12 июл. 2014 г. в 14:28 
I tested this thing on TR_Walkway, it hardly ever crits when you headshot someone. You have to hit the very top of their head in order for it to register
Captain Frosty 25 июн. 2014 г. в 15:29 
you can also unlock the ambassador by getting 5 spy achievments. You should add that.
TNRC Commander trytoaim1  [создатель] 29 сен. 2013 г. в 8:20 
@CornDogMan30

true, but the revolver does random crits, while the ambassador always crits if you hit the head. So if you wanna get easy crits, use the ambassador rather then the stock revolver
TNRC Commander trytoaim1  [создатель] 18 сен. 2013 г. в 16:27 
The damage reduction only occurs if you shoot other body parts besides the head, the head is your main target, and with the ambassador, its basically your targets weak spot