09-15-2007, 08:16 AM
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#1
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Retired FF Staff
Join Date: Dec 2004
Location: cow college
Posts Rated Helpful 13 Times
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Class Guide: Spy
Weapons
slot1: Knife
slot2: Tranq
slot3: Super Shotgun
slot4: Nailgun
Grenades
Grenade 1: Frag
Grenade 2: Gas
Health 90
Armor 100
Combat
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. Stealth and subterfuge are the Spy's best friends. The Spy's Knife can instantly kill an enemy player if they are stabbed from behind. Backstab kills are silent. The Spy's Tranq allows them to slow down enemies and reduce their vision. Gas grenades can induce hallucinagenic effects on enemies, confusing teamcolors and reducing their awareness on the battlefield.
Special Abilities
The Spy's special command (+attack2, right mouse button by default) brings up the spy Quick Menu. - Disguise
Spies can disguise themselves as any other class and team that is available on the current map. If there are two teams on the map, the disguises will be listed as either "Friendly" or "Enemy". If there are three or four teams on the map, the disguises will be listed by team color.
A Spy's disguise is removed whenever they attack with one of their weapons. (Spies are still able to prime grenades and throw them while disguised.) There is one exception to this rule (see "ID Theft" below).
A Spy's currently equipped weapon is reflected in their disguise, so if a Spy disguised as an Engineer has his Knife out the disguise will show the Spanner out.
Tip: running backwards while disguised towards the enemy base will be more subtle to the opposing team, as they may think you are teammate simply retreating.
- ID Theft
Normally, when the Spy attacks with a weapon they lose their disguise. However, if the Spy successfully backstabs an enemy from behind with their Knife on the first hit (which is an instant kill), they assume the team color and class of the enemy as a disguise.
- Cloaking
There are two options for cloaking: Cloak and Silent Cloak. If a Spy cloaks normally, a Corpse showing their model (be it the Spy themselves or their cloak) falls as if it had died. This is a functional and useful replacement for feigning death, and can be done on the move.
If a Spy cloaks silently, the Spy simply fades into their cloaked form, but it must be performed while standing still. Friendly players will see a partially cloaked Spy by their icon over their head, but enemies will have to rely on keen eyesight. A Spy moves slower when cloaked, and any increases in speed (such as being hit by a Concussion Grenade and subsquently being pushed away) will remove the cloak.
The other aspect to keep in mind is that the cloak effect will become more "turbulent" and visible while moving, and be less visible while standing still.
Use this to your advantage by taking care to make your cloaked movements while enemies are distracted or looking the other way. Hunting your prey is fun :P
Sentryguns will detect and shoot any cloaked spy, so the use of a disguise in conjunction with cloak is necessary to penetrate the enemy base.
- Reduced Falling 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.
- Sabotage
Spies can sabotage enemy Sentry Guns and Dispensers and turn them against the enemy team. The Spy must stand next to and face a Sentry Gun or Dispenser while disguised. Sabotaging a Sentry Gun or Dispenser takes 3 seconds.
Once you have sabotaged the sentrygun or dispenser it doesn't immediately "Activate". When the time is right pull up the spy quickmenu (+attack2 or right mouse button by default) and select Sabotage Sentry/Dispenser.
When activated, then Sentry Gun will fire on its own team, giving all kills to the Spy. When the activated Sabotage ends, the Sentrygun will explode.
Multiple guns can be sabotaged and turned in succession. Keep this in mind the next time you run into a team with 4 sentry guns in one room :P.
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 Spy is killed.
"Activating" a Dispenser sabotage will cause the dispenser explode.
- Stealth
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 less noise.
Last edited by mervaka; 09-15-2007 at 11:08 AM.
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