Difference between revisions of "Class:Spy"
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|name = [[Class_Ability:ID Theft|ID Theft]] | |name = [[Class_Ability:ID Theft|ID Theft]] | ||
|description = | |description = | ||
− | Normally, when the Spy attacks with a weapon they lose their disguise. However, if the Spy successfully backstabs an enemy from behind with their [[Weapon:Knife|Knife]] on the first hit | + | Normally, when the Spy attacks with a weapon they lose their disguise. However, if the Spy successfully backstabs an enemy from behind with their [[Weapon:Knife|Knife]] on the first hit, they instantly assume the team color and class of the enemy as a disguise. |
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|name = [[Class_Ability:Invisibility|Invisibility]] | |name = [[Class_Ability:Invisibility|Invisibility]] | ||
|description= | |description= | ||
− | Spies can cloak. There are three options for cloaking: Cloak, Silent Cloak, and Smart Cloak. If a Spy cloaks normally, a Corpse showing their model falls as if it had died | + | Spies can cloak. There are three options for cloaking: Cloak, Silent Cloak, and Smart Cloak. If a Spy cloaks normally, a Corpse showing their model falls as if it had died. If a Spy cloaks silently, the Spy simply fades into their cloaked form. Smart cloak is a command that will let the spy cloak silently if he's standing still. Otherwise it causes the normal, noisy cloak.<br><br>Other players will see a shimmering distortion that is the spy when looking at him while he's cloaked. Friendly players will see an arrow above the spy's head. Enemies have to look hard! A Spy moves slower when cloaked, and any increases in speed (such as being hit by a [[Grenade:Concussion|Concussion Grenade]] and subsquently being pushed away) will remove the cloak. The more a cloaked spy moves, the more visible he becomes. |
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− | Other players will see a shimmering distortion that is the spy when looking at him while he's cloaked. Friendly players will see an arrow above the spy's head. Enemies have to look hard! A Spy moves slower when cloaked, and any increases in speed (such as being hit by a [[Grenade:Concussion|Concussion Grenade]] and subsquently being pushed away) will remove the cloak. The more a cloaked spy moves, the more visible he becomes | ||
}} | }} | ||
{{Inline_Ability| | {{Inline_Ability| | ||
− | |name = | + | |name = Reduced Fall Damage |
|description= | |description= | ||
Spies must fall 50% as far as other classes to receive fall damage, and they receive 50% less damage than other classes when they sustain fall damage. | Spies must fall 50% as far as other classes to receive fall damage, and they receive 50% less damage than other classes when they sustain fall damage. |
Revision as of 11:59, 16 June 2011
The thinking man's class, the Spy is the assassin and saboteur of Fortress Forever. He has a wide variety of special abilities at his disposal that help him excel at infiltration and sabotage. The spy wages a psychological war with the enemy; he uses stealth and subterfuge to maneuver through the enemy base unhinged and then strike where it will hurt most. The Spy's Knife can instantly and silently kill an enemy player if they are stabbed from behind. The Spy also carries a tranquilizer gun loaded with a secret mixture of sedatives and psychosis drugs that slow down and disorient enemy players. For times when a more direct approach is required, the spy also packs a super shotgun and nail gun. Basic Strategy
Special Abilities
WeaponsKnifeThe knife is the signature weapon of the spy. Although it's a melee weapon, it is very deadly. Normal hits deal significantly more damage than the crowbar, and backstabs kill instantly. Much of learning how to be a good spy is proper use of the knife. Tranquilizer GunThe tranq is useful for slowing down pursuers, catching up with targets, and in general causing annoyance. Each successful shot causes the target to suffer from an increasingly powerful sedation effect. The enemy's movement speed is slowed and their vision blurred. The projectiles from this weapon do not hit instantly; so you must learn to lead targets at medium and long ranges. Super ShotgunThe super shotgun is the spy's main weapon if he gets in trouble. It doesn't have the grace or style of a saboteur, but it gets the job done when you need to fight for your life. NailgunThe nailgun is most useful for taking out sentry guns. It works at an almost unlimited range and the steady stream of nails destroys the gun quickly. Combine the nailgun with frag grenades and circle strafing for maximum effect against sentries. GrenadesFrag GrenadeThe standard fragmentation grenade: lots of damage, a large blast radius. Like the super shotgun, it doesn't exactly have the style of a calm, cool infiltrator, but it will be one of your most useful weapons. Additional Strategy and Tips
Offensive Spy
Defensive Spy
Playing Against A Spy
Further reading
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