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"Could Valve do what they did for the Medic and make adjustments to the Pyro, Sniper, and Spy that makes them more useful?"
All of those classes are op as they are in mvm. they do not need any changes. However, you need skilled players.
Overall, if this is how your teaching people how to play spy, your doing it wrong, because this isn't an effective way to build spy, if all your doing is sapping. You won't get that much damage out, and any experience demoman will do more than you. A demoman cannot deal with giants as fast as you, nor can he collect money, which are the spys main role.
"Giants. While they will never be halted completely by your Sapper, they will be slowed, and sometimes, this can be crucial to a team staying alive, or even to a team winning the match. Also, I have been told that if you Sap a Giant before he begins shooting, your Sapper will halt him from shooting altogether. (If more people can confirm this, that would great!)"
Thats false. You never sap giants. In fact, sapping until the late game is pretty much useless. Any good demoman or soldier should be able to crowd control.
"The Spy can use his sapper to halt or slow incoming groups, and backstab them"
Again, thats not the point of spy. The point of spy is to take down giants. Sapping bots is only in the late game, not the early game.
"A giant, once sapped, will be slowed down, but not halted, by the sapper."
You shouldn't be sapping giants, except for giant scouts. You should be backstabbing them.
"The only difference is that when facing Engineers in MvM, the Sapper will destroy buildings faster than the Red-Tape Recorder."
Nope, theres another difference. Robot engineers won't remove sappers from teleports if the sapper is the RTR.
Thats pretty much wrong. You don't get sapper power at all, because spy isn't meant for crowd control. If you wanted to crowd control effectively, then go demoman or soldier. Your job is to take out giants. Therefore, wasting 1050 credits, is going to set you back a while.
Typically the upgrade path for spy is: max out: armor penetration, knife attack speed, run speed, resistances (crit, blast, bullet, maybe fire), sapper, everything else).
"Similar to the Pyro replacing the Scout, this would be a bold strategy, and not recommended on big maps such as Manhattan."
Whenever time you play spy, you should be cash collecting. It doesn't matter the map. Its part of your job.
"Giants will still move upon sap, and as such, will detect you and fire upon you)"
Only giants you should sap are giant scouts.
And you forgot to mention as spy, you should backstabbing giants.
"Upgrades to Buy:
-+30% Critical Damage Resistance
-Sapper Power (Increase radius and duration)
-+25% Armor Penetration for knife
-+10% Firing Speed for knife
-+25% Health on Kill for knife
-+10% Movement Speed
-Resistances based on upcoming wave"
On their order I've played some matches as other classes, but it's not as fun for me and I feel like I'm less of a credit to team... Sometimes I've even felt like we lost because there was nobody to halt that group of scouts as a spy or to airblast them off their tracks to send them backwards.
tl;dr: Thanks for this!
Sincerely, a discriminated MvM spy.
I usually upgrade the sapper right off the bat and always go for survivability with DR and Big Earner, changing between L'Etranger and Diamondback, depending on whether I need crits or more survivability. I play as a team player, stopping medics and slowing giants to help the rest of the team to take them down, as well as dealing with those pesky snipers to save lives.
We've both learned well and have often been credit to team on bootcamps, but the moment we enter Mann Up mode...
"Oh, great, a troll team. Kicke the BoSF group, they're just trolls. Just look at their class choices."