quarta-feira, 17 de junho de 2009

Spy class weapons


The Revolver
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Basic info

Used by: Spy class

Slot: Primary
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Ammo info

Loaded:6

Carried :64
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Information

The Revolver is the Spy's primary and only ranged weapon. It enables the spy to defend himself at range and finish off fleeing enemies. It is fairly accurate and does moderate damage with some damage falloff with distance (crits do not suffer from damage falloff). The revolver also makes a mediocre sniper rifle, due to its accuracy and medium damage at long range. The weapon bears a striking resemblance to the real-world Colt Python revolver.

Damage

  • Base: 40
  • Max Ramp Up: 150% (60 damage)
  • Max Fall Off: 52% (21 damage)
  • Point Blank: 55-60
  • Medium Range: 35-45
  • Long Range: 20-25
  • Min Crit: 54
  • Critical Hit: 120

Medium range is defined as the main resupply door to the opposite wall on the upper level of ctf_2fort. Long range is defined as battlement to battlement on ctf_2fort. 150 (0% charge or unscoped), 450 (100% charge) Damages are approximate and determined by community testing.

Function Times

  • Attack Interval: 0.58
  • Reload: 1.16

All times are in seconds. Times are approximate and determined by community testing.

See Also

The Ambassador
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Basic info

Used by: Spy class

Slot: Primary

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Ammo info

Loaded: 6

Carried: 24
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Information

The Ambassador is the unlockable primary weapon for the Spy class, replacing the revolver. It has the same ammo count as the revolver but has accuracy akin to a Sniper rifle, even at long range. In addition, it can get Critical hits through headshots. After each shot, the weapon's accuracy is temporarily decreased, so the weapon is inaccurate if fired too quickly. A headshot from the Ambassador will result in a critical hit.

The Ambassador is able to pierce multiple opponents, damaging each enemy and continuing to damage those behind. This applies to both head and body-shots, and makes it possible to use one bullet to kill multiple enemies if they are all lined up and sufficiently low on health. The bullets will also pass through enemy buildings, enabling the possibility of a headshot against engineers repairing their sentry.

Damage

The Ambassador does 15% less damage than the Revolver per shot.

  • Base: 34
  • Max Ramp Up: 150% (51 damage)
  • Max Fall Off: 52% (18 damage)
  • Point-Blank: 46-56
  • Medium Range: 31-37
  • Long Range: 15-19
  • Min Crit: 46
  • Critical Hit (headshot only): 102

Function Times

The Ambassador has a 20% slower rate of fire than the Revolver.

  • Attack Interval: 0.696
  • Reload: 1.16

All times are in seconds. Times are approximate and determined by community testing.

Trivia

  • A likeness of the Scout's Mother is engraved on the barrel.
  • The bore of this weapon has been estimated to be .885 cal., although the cylinder size is smaller and suggests a .450 round.
  • The Ambassador bears a striking resemblance to the Taurus Raging Bull 500 (accounting, of course, for the customized barrel and rosewood inlays.)
  • The Ambassador was announced on 19 May 2009, on the Official Team Fortress 2 Blog for the 'Sniper vs. Spy' Update.
  • The Ambassador has a golden trigger, a possible nod to the Golden Gun from the James Bond movies.

See Also

External Links


The Electro Sapper
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Basic info

Used By: Spy class

Slot: Secondary
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Ammo info

Loaded:n/a

Carried: n/a
----------------------------

Information

The Electro Sapper, or simply Sapper, is used by the Spy to destroy an Engineer's buildings. The Spy selects the weapon, stands near an enemy structure, and uses the primary fire button to place a charge. Prior to placement, a white sapper outline appears on the structure, indicating that the building is in range to be sapped. Once the charge is placed, life will slowly drain from the building until it is destroyed. A sapped building will cease to function (sentry guns will not fire, dispensers will not heal or dispense ammo, teleporters will not spin).

An Engineer can remove the charge with two hits from his Wrench. If another Engineer strikes the Sapper first, he can get an assist for the Sapper kill, and a Medic healing an Engineer can also score an assist in this way.

A small gauge is visible on the Electro Sapper when it is being carried. It serves no purpose other than for aesthetics, although the "meter" will rise if a Spy highlights a building to be sapped. The sapper has infinite ammunition and no discernible "cooldown" time. It is possible to repeatedly place Sappers on a building faster than an Engineer can remove them, but this tactic seldom works if there are other enemies around.

Note that while you may hear a "clamp" sound when you deploy a sapper onto enemy equipment, this sound is not heard by other players. They do, however, see the sapper device, the sparks, and hear a hissing noise. The engineer who owns the structures will receive a warning in his HUD and will be aware that a spy is near his equipment. The Engineer also says a line of dialog that can be heard by himself and players near him: "Spy's sappin' mah sentry!" for a sentry gun, as an example. Also, when disguised, if a sapper is attached, your disguise slaps down his right hand infront of him, this is visible to enemy players.

A destroyed Sapper, by the Destroy 4 command, only drops metal if it was attached to a dispenser, otherwise no metal is dropped. This method drops 9 metal, 3 for each piece of the sapper.

Damage

The Sapper deals 25 damage to buildings per second.

Destroys:

  • Level 1 Building (150 health) in 6.00 seconds
  • Level 2 Building (180 health) in 7.20 seconds
  • Level 3 Building (216 health) in 8.64 seconds

Note: Any weapon except a wrench will decrease the amount of time needed to sap a building, even by a building-friendly class.

Function Times

Sappers have no attack animation or reload time.

See also

The Knife
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Basic info

Used By: Spy class

Slot: Meele
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Ammo info

Loaded: N/A

Carried: N/A
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Information

The Knife (also known as Butterfly knife or Balisong) is the Spy's melee weapon as well as the weapon most responsible for his kills. Spies usually sneak behind enemies to backstab them, which can kill the target in one hit if striking any part of the enemy while standing in a radius of 180° behind them. Uniquely, Critical hits do not occur randomly with the knife, not even during humiliation (even though it visually appears that it does). The Kritzkrieg has no effect on it.

The Knife used from the side or front is the second weakest melee weapon in the game, behind the Axtinguisher. From this angle each hit is roughly as weak as the Scout's Baseball bat, but the Spy lacks the Scout's movement speed to close in on a target and the knife attacks at a slower rate than the bat. Rely on evasion or the Revolver for medium range combat or in situations where a backstab is difficult to achieve.

Taunting with the knife equipped makes the Spy perform a deadly fencing maneuver.

Damage

  • Base: 40 (28-54 damage)
  • Critical Hit: No random crit, but an instant kill if you backstab a target while standing in a 180° area behind them.

Note: Damages are approximate and determined by community testing.

Function Times

  • Attack Interval: 0.8

All times are in seconds. Times are approximate and determined by community testing.

See also


The invisibility Watch
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Basic info

Used by: Spy class

Slot: Special
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Ammo info

Loaded: N\A

Carried: N\A
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Information

The Invisibility Watch is a vital piece of gadgetery for any Spy. Using the alternate fire button with any other weapon equipped, the Spy can cloak, blending in perfectly with his surroundings and effectively becoming invisible. This allows the Spy to infiltrate enemy territory and stalk his targets without being seen. The Spy will revert to his previous weapon upon decloaking, but will not be able to attack until he has become fully visible (approximately 2 seconds), although he can reload his revolver during this time. The cloak has a limited duration, indicated by a bar on the HUD as well as a glowing meter on the watch face itself. However, the cloak meter will automatically recharge when not in use. Resupply areas, dispensers, and ammo can also replenish your cloak meter. A large ammo box will fully recharge your cloak, medium boxes will restore 50% and small boxes 25%.

Damage

N/A

Function Times

  • Cloak fade time: 1.0s (1.2s to other players)
  • Decloak fade time: 2.2s (1.8s to other players)
  • Cloak duration: 9.0s (Fully cloaked)
  • Cloak recharge time: 33.5s
  • Cloak recharge time to duration ratio: 3.72

See also


The Deguise Kit
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Basic info

Use by: Spy class
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Ammo Info

Loaded: N\A

Carried: N\A
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Information

The Disguise Kit, also known as the Spytron 3000, is an essential part of the Spy's equipment that appears as a cigarette case. When selected, the disguise screen fills most of the screen. You are able to select a class with the number keys, and switch teams with the minus (-) key. On the console versions, pressing left and right on the D-Pad cycles through the available disguises and pressing "Triangle" (PS3) or "Y" (Xbox 360) switches team disguises. Disguising takes a couple of seconds, and once finished, a line drawing of the spy shows up briefly on the player's screen to let them know they have successfully disguised. The line drawing also appears when the player's disguise is broken. Pressing the 'B' (last diguise) button on the PC version allows the player to change their disguised weapon to one from the slot they currently have equipped.

When disguising, the disguise kit chooses a player of the appropriate team and class and mimics their name, health at the time of disguising and weapon loadout. This information is displayed in the lower left corner of the HUD.

Damage

None. Allows player to disguise.

Function Times

Approximately 2 seconds to switch disguises.

See also

  • Disguise article for disguise kit strategy

The Dead Ringer (EXCLUSIVE)
--------------------
Basic info

Used by: Spy class

Slot: Special
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Ammo info

Loaded: N\A

Carried: N\A
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Information

The Dead Ringer Spy Watch is a unlockable gadget for the Spy, replacing the Invisibility watch in the 'PDA' slot. Mailed to him on express order from Mann Co., this gold-plated pocket watch cloaks its owner for 5.5 seconds after he is injured, leaving behind a fake corpse to distract and deceive his enemies. To use it, The Spy must be holding it in his left hand while he takes damage. The Spy immediately cloaks, and fake corpse is created, along with fake death messages. It can also 'fake' dominations, revenges, HLstatsX messages and even achievements. If the player is disguised as a friendly class, activation drops a ragdoll corpse of that class.

The Dead Ringer uncloaks loudly and distinctively. Its cloak meter drains completely upon uncloaking, and cannot be used again until fully recharged. When triggered in an Arena before any other player is killed, it grants the attacker the First blood buff.

The Dead Ringer blocks 90% of the damage from the activating hit. This allows you to survive fully charged headshots by Snipers or backstabs from enemy Spies, as long as you have more than one health. Since backstabs have a base damage of 6 times the victim's current health, and the initial hit that activates the Dead Ringer does 10% damage, causing backstabs to do 6/10 of the victim's current health.

Activating the Dead Ringer while already on fire extinguishes the fire. You can be immediately set on fire again, however.

Damage

N/A

Function Times

Activates upon injury. The Spy will take only 10% damage from attacks while he is cloaked, including the initial triggering attack.

  • Cloak maximum duration: 5.5 seconds
  • Cloak recharge time (from 100% depletion): 16 seconds

Trivia

  • Using the dead ringer, It is possible to survive: A deadly fall (non-trigger), 16 stickies, taunt attacks, fully-charged headshots, backstabs and the initial hit by a train or saw blade.
  • Though it is possible to momentarily survive a train hit, the train will plow into you again and kill you if you do not move out of the way to avoid a second hit.
  • Decloaking using the Dead Ringer immediately after activation will result in a bug that causes the Spy using it to glow and flicker as if having just come off of an Ubercharge. The glow will always be the color of the Spy's team, regardless of any disguises he may be wearing.
  • The Dead Ringer cloak will activate even if the Spy was previously covered by Jarate (the increased damage will still be in effect however), but will short out if he is hit by Jarate while the cloak is active.
  • A Spy under the Dead Ringer's cloak will not flicker when bumped into; this is to offset the obvious difficulty of not being able to decide when and where to cloak.
  • When ping and network transmission are not an issue, a spy can bring up the Dead Ringer and be protected in less than 1/100th of a second. In the average online match this margin is greater, but the times serve to show that the Dead Ringer was designed with no real activation delay.
  • Before June 8 2009 Patch, when a spy holds the enemy intel with the Dead Ringer out, he will only take 10% of the first damage he takes. If the spy right clicks right after the hit, he will again take only 10% of the next hit. In effect, you can take 1250 HP worth of damage if you keep right clicking after each hit dealt to you while holding the enemy intel. Now the Dead Ringer will act as normal, dropping a dead body of you, cloaking you and dropping the intelligence.
  • If a spy performs a taunt with the Dead Ringer ready and it is activated through the spy taking damage, the taunt animation will continue. If it is a killing taunt, it will still cause damage.
  • If you are set on fire, and then pull out the Dead Ringer to activate it, the fire is extinguished. This can sometimes let you escape from Pyros, but be careful to have moved some distance away from the Pyro before activating or it the Pyro likely will set you on fire again, revealing you.
  • Dead Ringer is a phrase used to describe something or someone looking nearly identical to something or someone else. (e.g. 'He's a dead ringer for that BLU Spy we shot earlier!' )

See also


The Cloak And Dagger
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Basic info

Used By: Spy Class

Slot: Special
--------------------
Ammo info

Loaded: N\A

Carried: N\A
--------------------

Information

The Cloak and Dagger Spy Watch is an unlockable gadget for the Spy, replacing the Invisibility watch in the 'PDA' slot. This sophisticated digital watch, sent express from the mail-order supply company Mann Co. (a subsidiary of TF Industries) enables the user to recharge the cloak meter indefinitely (even when cloaked) by remaining stationary in exchange for the ability to recharge it with ammo and dropped weapons. The cloak meter will not recharge while stationary and cloaked underwater. The Cloak and Dagger will not automatically decloak you if the meter runs out, instead you will remain partially cloaked (as when touching an enemy) until you stop to recharge or deactivate it.

Damage

None. Allows player to cloak.

Function Times

The Cloak and Dagger's effect is dependent not on the length of time its active, but rather the velocity of the player using it. Falling consumes the cloak fastest, while running consumes it a little slower, and crouch-walking consumes the battery at the slowest rate. The cloak recharges 50% faster if you remain stationary while cloaked, as opposed to decloaking.

  • Cloak fade time: 1.0s (1.2s to other players)
  • Decloak fade time: 2.2s (1.8s to other players)
  • Cloak duration (running): 6.8s (Fully Cloaked)
  • Cloak duration (crouch-walking): 66.5s
  • Cloak duration (falling): 1.3s
  • Cloak recharge time (uncloaked): 33.5s
  • Cloak recharge time (cloaked): 22.5s


Trivia

  • The Cloak and Dagger's name is based off of the Spy's job description in Trailer 2, "Uncloak and Dagger"
  • 'Cloak and Dagger' is phrase referring to acts of stealth and secrecy. Its origin is in a French phrase: "de cape et d'épée" (lit. 'of cloak and sword'.) This term describes characters in theatrical productions who quite literally wore these items as part of their costumes.

See also


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