Difference between revisions of "Class:Spy"
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|name = [[:Category:Buildables#Building_sabotage|Sabotage]] | |name = [[:Category:Buildables#Building_sabotage|Sabotage]] | ||
|description= | |description= | ||
− | Spies can sabotage enemy [[:Category:Buildables#Sentry_Gun|Sentry Guns]] and [[:Category:Buildables#Dispenser|Dispensers]] and turn them against the enemy team. The Spy must stand next to a Sentry Gun or Dispenser while disguised Sabotaging a Sentry Gun or Dispenser takes 3 seconds. Sabotaged Buildables can not be detonated or dismantled. (However, they can still be destroyed by weapons fire as usual.) The Sabotage effect is removed after the timer runs out or the Spy is killed.<br><br> The Spy can activate the Sabotage and the Sentry Gun will fire on its own team, giving all kills to the Spy. When the activated Sabotage ends, the Sabotage is removed. A Sabotaged Dispenser can be detonated by the Spy activating the Sabotage. The Sabotaged Dispenser will kill anyone on the Engineer's team (if Friendly Fire is off). | + | WARNING! This ability can currently cause a server crash as of FF 2.45. Please do not attempt to sabotage, or you may get kicked and/or banned from servers. Just uncloak while disguised, and throw grenades at the buildable.<br><br>Spies can sabotage enemy [[:Category:Buildables#Sentry_Gun|Sentry Guns]] and [[:Category:Buildables#Dispenser|Dispensers]] and turn them against the enemy team. The Spy must stand next to a Sentry Gun or Dispenser while disguised Sabotaging a Sentry Gun or Dispenser takes 3 seconds. Sabotaged Buildables can not be detonated or dismantled. (However, they can still be destroyed by weapons fire as usual.) The Sabotage effect is removed after the timer runs out or the Spy is killed.<br><br> The Spy can activate the Sabotage and the Sentry Gun will fire on its own team, giving all kills to the Spy. When the activated Sabotage ends, the Sabotage is removed. A Sabotaged Dispenser can be detonated by the Spy activating the Sabotage. The Sabotaged Dispenser will kill anyone on the Engineer's team (if Friendly Fire is off). |
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|name = [[Class_Ability:Stealth|Stealth]] | |name = [[Class_Ability:Stealth|Stealth]] | ||
|description= | |description= | ||
− | Spies do not make footstep sounds like the other classes do. However, they will make footsteps while disguised so as to not ruin the illusion of the disguise.If a Spy is crouching when he lands from a fall, he will make no noise. However, a Spy can choose to stand while falling so as to purposely make noise if they choose to do so. | + | Spies do not make footstep sounds like the other classes do. However, they will make footsteps while disguised so as to not ruin the illusion of the disguise. If a Spy is crouching when he lands from a fall, he will make no noise. However, a Spy can choose to stand while falling so as to purposely make noise if they choose to do so. |
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Revision as of 09:02, 26 February 2013
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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