Team Fortress 2

Team Fortress 2

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Spy Weapons Guide/Comparisons
Av Jargo
This guide will be looking at all of the Spy's weapons.
By request of "Tweet Tweet Doggo".
   
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The Spy
The Spy is a suited, chain-smoking, Master of Disguise. This Frenchman is capable of going invisible, disguising, and even backstabbing people for a one-hit kill.



The Spy has 107% movement speed, tying with the Medic and below the Scout. This movement speed helps him in many ways. Offensively, it allows him to catch up to slower enemies such as Engineers. This movement speed also allows the Spy to outrun a Pyro that may be in pursuit of him.
The Spy has 125 health, which is the lowest in the game. This means that he has to rely on his stealth to actually get kills/survive.

The Spy has a Disguise Kit. This is possibly his most iconic weapon; it is a cigarette case with secret Spytron 3000 disguise tech inside. It allows the Spy to disguise as anyone on any team.
The Spy has an Invis Watch. This device allows him to become invisible for a short amount of time before having to recharge.
The Spy has a Knife, which allows him to shank enemies for 40 damage. However, if he attacks an enemy from the back (180 degrees), he can kill them in one hit (unless they are invincible).
The Spy has a Revolver, which simply gives him some long-ranged offensive, finishing, and escaping power. It is not very strong, however, so don't rely on it.
The Spy has a Sapper, which allows him to disable and destroy Buildings.

The Spy's worst nightmare is a Pyro, although he does have some methods of escaping one. Pyros are dangerous to Spies because they can reveal a Spy easily with their flames, and will make all of the Spy's stealth tech useless.

The Spy's main targets are Medics, Heavies, Engineers, and Snipers. Scouts and enemy Spies are a little tricky to kill because they are very elusive. Demomen and Soldiers are not too difficult to kill, but they can often accidentally kill you with their explosives. Pyros are usually not preferred targets, however, a Spy can take one out from a distance.
Spy Revolvers
The Spy's Revolver, contrary to popular belief, is not his primary weapon. It is his secondary, allowing him to finish off low-health targets, and allowing him to defend himself from Pyros. When shot at long intervals, the Spy's Revolver has 100% accuracy. The Spy is also capable of seeing enemy health by looking at enemies; this can help him choose targets to shoot.

Default Revolver
The Default Revolver appears to be a Colt Python with an ivory grip. It is the automatically selected primary for the Spy. It can also have lights on it (Festive Revolver) and/or patterns (Decorated), or it can look like a Colt Peacemaker crossed with a S&W Model 29 (Big Kill).






The Default Revolver holds a clip of 6 and 24 bullets in reserve. It fires 20-60 damage rounds (more when at closer ranges) at intervals of 0.58 seconds. It reloads with a speed-loader (all 6 at once) in 1.16 seconds, and it has a spread-recovery (bullets deviate if shot in intervals shorter than this) of 1.25 seconds.

The Default Revolver has the highest non-critical damage of all the Revolvers apart from the Enforcer. It also has the fastest reload speed and firing speed. It has average spread-recovery.

Ambassador
The Ambassador is a giant, silver, Revolver with an engravement of a reclining woman on its side and a wooden grip. It can be found via achievement, drop, uncrate, purchase, etc. It can also be black (Festive Revolver) or golden (Australium Revolver).





The Ambassador has 15% less damage and 20% less firing speed than the Default Revolver. However, upon successfully landing a headshot, the Ambassador will deal a guaranteed Critical hit of 102 damage. It cannot deal random crits, and it's Critical hits deal 18 less damage than usual. After firing a shot, the Ambassador's reticule greatly increases in size temporarily, indicating that you cannot achieve a headshot during this time. The Ambassador has a hidden increased spread-recovery speed, at 0.95 seconds.

L'Etranger
The L'Etranger looks like a Nagant M1895 Revolver. It can be unlocked via drop, uncrate, purchase, etc.



The L'Etranger gives you 40% more cloak duration for all invisibility watches. Additionally, it allows you to get 15% cloak per-shot when shooting enemies. As a downside, it deals -20% damage.

Enforcer
The Enforcer is a "snubnosed" Revolver with pearl grips. It can be unlocked via drop, uncrate, purchase, etc.



The Enforcer deals 20% increased damage to enemies when you are disguised. It also penetrates enemy armour, specifically the Darwin's Danger Shield and the Vaccinator (other ones are glitchy, and it even deals decreased damage to Pain-Train wielders). The Enforcer has a hidden increase spread-recovery speed, at 0.95 seconds. For downsides, the Enforcer has 20% slower firing speed and cannot deal random Critical hits.

Diamondback
The Diamondback is based on the Diamond Back .357 from Deus Ex. It can be unlocked via drop, uncrate, purchase, etc.



The Diamondback can't deal random Critical hits and deals 15% less damage. However, upon getting a backstab or having a Building be destroyed while your Sapper is attached, you gain a stored Critical hit (102 damage). You can have up to 35 of these, but you lose them all upon death.
Spy Knives
The Spy's Knife is his primary weapon. It is only a melee, but if you strike an enemy from behind, he will almost always die instantly (only if invincible will he not die). When a successful backstab can be performed, the knife raises into a downward stabbing position.

Default Knife
The Default Knife is a cartoonish Balisong. It is the automatically equipped knife for the Spy. It can appear golden (Australium Knife), festive (Festive Knife), have a head hanging off it (Botkiller Knife), or be painted (Decorated Knife). It also has a reskin called the Sharp Dresser, which makes it a small blade attached to the Spy's sleeve, and a reskin called the Black Rose, which makes it less cartoonish and more highly decorated.









The Default Knife deals 40 damage per swing, and swings at 0.8-second intervals. If a backstab occurs, the Default Knife will deal 600% of the target's current health. Default Knife attacks occur instantaneously, unlike other class' melees. Additionally, the Default Knife can kill enemies instantly upon taunting (if the enemy comes into contact with the knife during the taunt). The Default Knife deals no random Critical hits. All other Knives are based on these functions listed.

Your Eternal Reward
The Your Eternal Reward is an ornate dagger with Oriental patterns in the blade and handle. It can be found via drop, uncrate, purchase, etc. It has a reskin called the Wanga Prick, which looks like a Voodoo Pin.




The Your Eternal Reward disables your Disguise Kit. In return, it allows you to gain the disguise of your enemy upon backstabbing them, disguising you instantly (even allowing you to perform backstabs in front of enemy Sentry Guns without them shooting you). It also has silent kills, meaning there is no scream, corpses fade soon after death, and there is no notification of death in the kill-feed (for enemies). Taunt-killing with this weapon will cause a silent death but won't award a disguise.

Conniver's Kunai
The Conniver's Kunai is a Japanese Kunai. It can be found via drop, uncrate, purchase, etc.



The Conniver's Kunai reduces your base health to 70, but upon a backstab, you will absorb the health from your enemy. This health gain comes in the form of Overheal, and can be anything from 75 to 210. This Overheal depletes slowly, at 2 health per second. Getting a backstab will get rid of any debuffs, such as fire. Taunt-killing with this weapon won't award health.

Big Earner
The Big Earner is a broken, taped, Stiletto Switchblade. It can be found via drop, uncrate, purchase, etc.



The Big Earner returns 30% cloak and gives you a short speed boost (from 107% to 135%) on kill, both when normal and when to the back. However, it causes you to have only 100 base health.

Spy-cicle
The Spy-cicle is a deadly icicle. It can be found via drop, uncrate, purchase, etc.



The Spy-cicle gives you 1 second of fire resistance and 10 seconds of afterburn resistance upon melting (you hold it out while on fire), at the cost of losing the weapon for 15 seconds (picking up ammo will recharge it faster). It also causes all backstabbed enemies to turn into ice sculptures, alerting the enemy of your presence (this is a downside).
Spy Watches
The Spy has 3 invisibility watches that work in very different ways. They all give him damage resistance (Default and C&D give 20% resistance to all damage types, while the Dead Ringer has its own damage resistances), shorten debuffs, and make him invisible to all enemies (partially invisible to teammates) for a few seconds.
The watches are activated by alt-fire while any other weapon (Knife, Sapper, Disguise Kit, Revolver) is equipped. Invisibility amount left is indicated in the HUD and on the weapon model. While invisible, you cannot attack, but you can disguise.
Going invisible and coming out of invisibility will cause a 1-second and 2-second transition, respectively. Touching enemies while invisible will reveal you partially, while fire, Jarate, Mad Milk, bleed, and water will reveal you as well.
Spies can stand on enemy buildings (and can use them as well, including Payloads) and cannot walk through enemy players. They also can drain ammo (and health) from Dispensers if using the regular Invis Watch (and disguised as an enemy), allowing for indefinite invisibility. To clarify, the only enemy device that a Spy, with a friendly disguise, can "Leach", is a Teleporter.

Default Invis Watch
The Default Invis Watch looks like a regular digital watch, but it has hidden tech on its watch-face. It is automatically equipped. The Default Invis Watch has two reskins. One, the Quackenbirdt, is a round watch plated with expensive metals and with a duck shape on the watch-face. The other, the Enthusiast's Timepiece, is almost completely golden, with a Pac-Man as the watch-face image.





The Default Invis Watch has the longest cloak duration (10 seconds, 14 with the L'Etranger) and can regain cloak duration from Dispensers and Ammo Boxes while activated. However, it has no special abilities beyond this.

Cloak and Dagger
The Cloak and Dagger has a reptile-skin armband and a yellow watch-face. It can be found via achievement, drop, uncrate, purchase, etc.



The Cloak and Dagger watch allows you to cloak infinitely, as long as you don't move. The slower you move, the less the cloak drains. However, the invisibility amount drains up to 50% faster when you are running forward constantly. When not moving or visible, the Cloak and Dagger recharges twice as fast as the Default Invis watch, but it doesn't recharge underwater. The Cloak and Dagger watch is mostly the same in function as the Default Invis Watch, however, its blink times are almost unnoticeably different. The Cloak and Dagger watch doesn't allow you to gain cloak back from Dispensers and Ammo Packs while invisible. When your Cloak and Dagger cloak runs out, you will be only partially invisible.

Dead Ringer
The Dead Ringer is a pocket watch with a Hummingbird engraved on the lid. It can be found via achievement, drop, uncrate, purchase, etc.



The Dead Ringer functions very differently from the other two watches. Alt-fire pulls it out, and upon taking damage, it is activated. When activated, you have 75% resistance to the initial damage, become invisible, gain a speed boost (135%) and drop a fake corpse/ammo/weapon/hats + appear dead in the kill-feed for enemies. You then receive 3 seconds of afterburn and bleed immunity, and have the damage resistance decrease from 65% to 25%. You then get another few seconds of regular cloak. All of this totals at 7 seconds. The Dead Ringer cannot be reactivated after taking damage; once you uncloak, you have to wait for it to recharge again. The Dead Ringer must be fully charged for it to work. The Dead Ringer cannot recharge with Dispensers and Ammo Boxes while activated. You lose 50% cloak instantly upon taking damage, but the rest of the invisibility is extended in duration by 40%. You also have a 50% faster cloak recharge speed.
Spy Sappers and Disguise Kit
The Spy has some other weapons in his arsenal; the Sapper and Disguise Kit. He has 2 different Sappers and one Disguise Kit variant.

Sappers
Sappers deactivate and slowly destroy enemy Engineers' Buildings. They have no cool-down, and an infinite number of them can be placed. When a Sapper is able to be placed on an Engineer building, a white outline of the Sapper appears on the building. Sappers also indicate this aesthetically (noises and movement on the machine). When a Sapper is placed, the Building will have the Sapper on it and will create sparks. Both the Engineer and Spy will be notified of the Building's and Sapper's health in their own HUDS. Sappers can be removed by Pyros with the Maul/Homewrecker in one hit, and by Pyros with the Neon Annihilator and all Engineer melee weapons in two hits. Engineers can't self-destroy a building that is being sapped.
Damage dealt by the offending Spy to Buildings is reduced by 33%.
An Engineer will remove a Sapper on both ends of a Teleporter at once. This can be used to your advantage; if he is standing on the Exit, and you are standing on the Entrance, he will instantly die (and you will teleport) upon breaking the Sapper. The Rescue Ranger (Engineer primary) cannot destroy Sappers.
Sapper gibs give 3 metal per piece.


Default Sapper
The Default Sapper, aka AM/FM Ultra-Sapper or Electro-Sapper, is an electric generator. It is automatically equipped. It has 3 reskins; a festive version (Festive Saper), a Wheatley (Ap-Sap), and a bread monster (Snack Attack).






The Default Sapper deals 25 damage-per-second to Buildings. It takes 6.00 seconds to destroy any Level 1 Building, 7.20 seconds to destroy any level 2 Building, 8.64 seconds to destroy any level 3 Building, and 4.00 seconds to destroy a Mini-Sentry.

Red-Tape Recorder
The Red-Tape Recorder, aka Anti-Turret Device or Anti-Sentry Device, is a reel-to-reel tape recorder. It can be unlocked via drop, uncrate, purchase, etc.



The Red-Tape Recorder deals 100% less damage to Buildings; in return, it slowly downgrades Buildings. Against Sentry Guns, it deals 14 damage-per-second. Against Dispensers and Teleporters, it deals 7 damage-per-second. Against Mini-Sentries, it deals 9.5 damage-per-second. The Red-Tape Recorder takes 3.4 seconds to downgrade each level on a building. After this, it then takes 10.7 seconds to destroy a Level 1 Sentry Gun, 21.4 seconds to destroy a Level 1 Dispenser or Level 1 Teleporter, and 10.5 seconds to destroy a Mini-Sentry (Mini-Sentries don't have Levels).

Disguise Kit
The Disguise Kit, or Spytron 3000, is a cigarette case with hidden Spy-tech. It is automatically equipped (unless you have a Your Eternal Reward or Wanga Prick).



The Disguise Kit allows you to disguise as any Red or Blu player. When you hold it out, a menu fills most of the screen, making navigating slightly more difficult. According to your settings, you can then press 1 to 9 for each respective class, or 1 to 3 for offence/defence/support and then 1 to 3 for each respective class within each section. Pressing your Team-Switch button allows you to switch teams; by default, it is set to disguise you as an enemy. Disguising as an enemy can allow you to infiltrate their base (and evade Sentry Gun sensors), but disguising as a teammate can allow you to blend in and stay unnoticed, or pretend to be, for example, a Heavy, and scare enemies off.
When disguised as a Medic, Spy, or Scout, your movement speed will be normal. However, disguising as any slower classes will make your movement speed mimic theirs'. If you are disguised as a slower class, the Invis Watches can be used to increase your speed back to normal.
Pressing your Last-Disguise button allows you to switch to your last disguise. This button also allows you to switch the weapons of your current disguise, with the Revolver corresponding with primary weapons, your Sapper corresponding with secondary weapons, and your Knife corresponding with melee weapons. Doing this can trick enemies into thinking you are doing a particular task or are actively switching weapons. However, you can't switch as fast as usual, and you also can't do notable tasks, not only attacking, such as Scoping with the Sniper Rifle. If your Revolver is not fully-loaded before disguising, you can reload the Revolver while disguised to mimic the reload animation of your disguise's weapon (if it has one). Not completing the reload while disguised can allow you to do this multiple times.
While disguised, you are still able to attack, but you will lose your current disguise.
The Disguise Kit can be used to gain info about what types of classes are on the enemy team, as well as what weapons they have equipped and how much health they have. This is done by disguising as a certain class and looking at all of the weapons. If your disguise has a duplicate name and/or has only Default weapons, then he is probably not an actual player and is simply a Filler (when there is no one filling the Class-Roll you are pretending to be).
While disguised, you can pick up Health Packs and waste them, if your disguise has missing health. Your disguise will gain his health back (not the real player, though).
Even if not disguised, your Voice Chat messages will be visible to enemies. This will also put a little symbol over your head, even if you are invisible, so you should not use Voice Chat a lot as Spy. Use team written-chat instead. Spies are an invaluable means of gaining intel about enemies. They can also infiltrate enemy territory and find out where Building placements and players are.
Disguised Spies can take health (and ammo) from enemy Dispensers, Payloads, and Medics, while disguised as an enemy. Regardless of the disguise, a Spy can use enemy teleporters.
Spy Weapons Comparisons
Now that you know how the Spy's weapons work, here is a comparisons list. Prepare yourself for mild bias. To make things less "straightforward", I will make categories of useful traits. This is because all weapons are useful (supposed to be useful) for different things.

Spy Revolvers
Offence:
  • 1. Diamondback
  • 2. Default Revolver
  • 3. Ambassador
  • 4. Enforcer
  • 5. L'Etranger
Defence:
  • 1. Ambassador
  • 2. Default Revolver
  • 3. Diamondback
  • 4. Enforcer
  • 5. L'Etranger
Self-Defence:
  • 1. Default Revolver
  • 2. Diamondback
  • 3. Enforcer
  • 4. Ambassador
  • 5. L'Etranger
Utility:
  • 1. L'Etranger
  • 2. Enforcer
  • 3. Diamondback
  • 4. Ambassador
  • 5. Default Revolver
Team Support:
  • 1. Default Revolver
  • 2. Diamondback
  • 3. Ambassador
  • 4. L'Etranger
  • 5. Enforcer

OVERALL
  • 1. Diamondback
  • 2. Default Revolver
  • 3. Ambassador
  • 4. L'Etranger
  • 5. Enforcer

The Spy's Revolvers are all very good (except for the current Enforcer). The Diamondback wins purely because of how easy the crit-boost is to obtain (compared to the Ambassador) and because it encourages you to play properly (backstabs and sapping). The Default Revolver comes next because it is the best Anti-Sentry Revolver and best Self-Defence Revolver (buildings can't take crits, fast fire rate, high damage, easy to aim). Next is the Ambassador, because although some people are very good at headshots, most aren't, making the Diamondback a much better choice (unless you have haxxor level aim). Next is the L'Etranger, because even though it is bad in combat, it is good at boosting your invisibility duration. Finally, the Enforcer is last because of its unclear/gimmicky role, and the fact that it doesn't actually work properly yet.

Spy Knives
Offence:
  • 1. Big Earner
  • 2. Default Knife
  • 3. Your Eternal Reward
  • 4. Conniver's Kunai
  • 5. Spy-cicle
Defence:
  • 1. Your Eternal Reward
  • 2. Conniver's Kunai
  • 3. Spy-cicle
  • 4. Default Knife
  • 5. Big Earner
Self-Defence:
  • 1. Spy-cicle
  • 2. Conniver's Kunai
  • 3. Your Eternal Reward
  • 4. Default Knife
  • 5. Big Earner
Utility:
  • 1. Your Eternal Reward
  • 2. Conniver's Kunai
  • 3. Spy-cicle
  • 4. Big Earner
  • 5. Default Knife
Team Support:
  • 1. Your Eternal Reward
  • 2. Conniver's Kunai
  • 3. Big Earner
  • 4. Spy-cicle
  • 5. Default Knife
Initial Usefulness
  • 1. Spy-cicle
  • 2. Default Knife
  • 3. Big Earner
  • 4. Your Eternal Reward
  • 5. Conniver's Kunai

OVERALL
  • 1. Conniver's Kunai
  • 2. Spy-cicle
  • 3. Default Knife
  • 4. Your Eternal Reward
  • 5. Big Earner

The last list may be a bit confusing compared to others, but rest assured, I have my reasons. I placed the Conniver's Kunai first, simply because a 210 health Spy is a real nightmare. This is basically the knife with the most potential, but you have to rely on stealth and resistances in order to not die before the first kill. Next, comes the Spy-cicle, because it is almost a straight upgrade to the Default Knife and is a get-out-of-jail-free card for the Spy against his main counter, the Pyro. Next, comes the Default Knife, because it is still okay, despite being worse than the Spy-cicle. Next, comes the Your Eternal Reward, which is weird because I said it was first in 3 out of 6 categories. The reason I did this is because you lose your Disguise Kit, which means that you can't do a lot of tricks that you can usually do. It is still powerful in its own way, however. Finally, the Big Earner wins its position as the worst Spy Knife, even after the buff. It takes away 25 health for a very useless 30% cloak (enemies drop ammo packs on death). The only good thing about it is the speed boost, but I honestly value health more than speed, since I already run really fast as a Spy, and I have low health, to begin with.

Spy Watches
Offence:
  • 1. Dead Ringer
  • 2. Default Invis Watch
  • 3. Cloak and Dagger
Defence:
  • 1. Cloak and Dagger
  • 2. Default Invis Watch
  • 3. Dead Ringer
Self-Defence:
  • 1. Dead Ringer
  • 2. Cloak and Dagger
  • 3. Default Invis Watch
Utility:
  • 1. Cloak and Dagger
  • 2. Default Invis Watch
  • 3. Dead Ringer
Team Support:
  • 1. Cloak and Dagger
  • 2. Dead Ringer
  • 3. Invis Watch

OVERALL
  • 1. Cloak and Dagger
  • 2. Default Invis Watch
  • 3. Dead Ringer

I put the Cloak and Dagger in the first place because allowing you to stay invisible forever can be useful in several ways. The first, obviously, is for camping an area. More interesting uses include the fact that it gives you more time to think and plan ahead, it gives you really weird methods for escape (stand in the middle of the room, the Pyro/Engineer/etc. will check all the corners but not the middle), and it allows you to communicate to your team without deserting your post or revealing yourself. It also allows you to sit on an Engineer's Buildings forever, much like the Default Invis Watch. The Default Invis Watch is second because it allows you to move around at a faster speed. However, it is only good if you constantly pick up ammo packs, or else it is only good initially. The Dead Ringer, although it is incredible at its trickery and resistance, is the worst watch, in my opinion, because it lacks consistency. Your enemies are never fooled more than five times, with this watch. However, it is useful if you don't care about trickery and only about health, and it can really annoy your enemies.

Spy Sappers
Offence:
  • 1. Default Sapper
  • 2. Red-Tape Recorder
Utility:
  • 1. Red-Tape Recorder
  • 2. Default Sapper
Team Support:
  • 1. Red-Tape Recorder
  • 2. Default Sapper

OVERALL
  • 1. Red-Tape Recorder
  • 2. Default Sapper

The Red-Tape Recorder is the best Sapper, in my opinion, because it is more forgiving upon failure and is great for team pushes against huge Sentry nests. Also, if the Engineer is far away from his Buildings, especially if he is a Gunslinger Engineer, the fact that he can't self-destroy buildings while they are being sapped is a hilarious prospect. He will be kept waiting for a long time. The worst Sapper is the Default Sapper. This is because it isn't as good as the Red-Tape Recorder; it is still decent. It deals more damage, obviously, so it is more useful than the Red-Tape Recorder if you're on offence and just want to kill all of the enemy teleporters at spawn.

Spy Disguise Kit
There can be ONLY ONE.
Loadout Submissions
  • L'Etranger, Big Earner, Dead Ringer, Sapper/RTR, Disguise Kit
    Suggested by "mads" and "That_One_Nerd"
    Use this loadout offensively. The goal is to keep your cloak at its maximum, with the Big Earner, L'Etranger and Ammo Boxes. In this situation, this actually matters because the Dead Ringer requires full cloak to activate. The speed boost from the Big Earner and the Dead Ringer will allow for fast assassinations and escapes.
You read my guide?
Thanks for reading my guide!

You can submit loadout ideas below.

These are my loadouts:
  • Default Revolver, Default Knife, Dead Ringer, Red-Tape Recorder, Disguise Kit
  • Ambassador, Conniver's Kunai, Cloak and Dagger, Red-Tape Recorder, Disguise Kit
  • L'Etranger, Your Eternal Reward, Default Invis Watch, Red-Tape Recorder
  • Undecided
11 kommentarer
Jargo  [skapare] 16 jan, 2017 @ 18:27 
I made it because you said to make it. :D
I YELL AT MY DUMBASS KIDS 16 jan, 2017 @ 18:06 
i used to be tweet tweet doggo
I YELL AT MY DUMBASS KIDS 16 jan, 2017 @ 18:06 
yay it came out
Jargo  [skapare] 21 dec, 2016 @ 20:34 
k thanks
mmmmmmmmmmmmmmmmmmmmmmmmmm 21 dec, 2016 @ 18:40 
So.. i noticed in the Comparisons, the l'etranger, big earner, DR, and RTR are in all of them, ill make that one of my loadouts for all around gameplay, and if you see this in time, merry Christmas (or what u celebrate)
mmmmmmmmmmmmmmmmmmmmmmmmmm 2 nov, 2016 @ 14:38 
Jargo

i do realize the low health is a probem, i have thought of that and thats why i use the ringer, so when i do get caught i can usually run away, and if it is spam or ambush, they wont know you ringered as oppose to a 1 v 1, such as spy v pyro, which is why this is kind of a great loadout for spam, as the l'etranger increases the cloak meter
Jargo  [skapare] 1 nov, 2016 @ 22:33 
That_One_Nerd

Thanks for commenting!

Your loadout submission is identical to the one "mads" has submitted so I won't be adding it. I will acknowledge you, however.

I see how your loadout could work, but the main drawback of this loadout is the health decrease, which can force you to focus on your cloak meter, in order to keep your Dead Ringer at full cloak. I did try it after "mads" recommended it. It has not gone too well, but in one game, after dying 5 consecutive times to spam, I got 5 kills in a 15-20 second chain-stab, to make up for my previous struggles. It seems that this loadout is very objective-oriented and fairly situational (Payload). On the whole, however, you will die a lot more than you deserve to.
mmmmmmmmmmmmmmmmmmmmmmmmmm 1 nov, 2016 @ 10:00 
here is what i think: i am a spy main, the only problem being i dont get his weapon drops too often. when i play mr bagguette, i will usually use default revolver, black rose (or default knife), default sapper, the disguise kit, and the ringer or C&D, i used most of my old weapons in crafting, which is most of my spy weapons... dont judge, anyways i wanted to share one of my personal favorites, the "speedy sphee" set, it consists of the L'etranger, the Big Earner, and the Dead Ringer, the L'etranger helps with the Ringer's 50% cloak depletion upon activation as well as assists the otherwise longer cloak duration that it has. the Big Earner, obviously, gives me a speed boost upon a buttstab, this lets me get around maps, espesially ones that are a string, and not just a big "pool" of land, such as pl_upward, or other payload maps. great guide, keep up the good work!
Jargo  [skapare] 29 okt, 2016 @ 1:48 
YER is awesome but I personally don't use it much. I do see its potential. With the Big Earner, I have had pitiful attempts to be good with it, but it just didn't work out in the past.

I might try your loadout as my 4th loadout.
Jargo  [skapare] 29 okt, 2016 @ 1:38 
Okey Dokey! I just never liked the Big Earner's random health decrease. But the one good thing is that the update that made the Big Earner get a speed boost is the same one that gave extra resistance against all damage by 20% when invisible.