Spies, like snipers, play a very important role in attack and defense. As an attacker, you can harass the enemy behind enemy lines and help your teammates break through the defense. As a defender, you can integrate with the enemy and destroy the enemy's attack.
First of all, as a spy, your goal is not to score, but to support the team. To play spy, you must cooperate with your teammates. If you fight for points, it is difficult for you to successfully kill the enemy.
First, introduce a basic concept to beginners: backstab. Backstab, as its name implies, attacked from behind the enemy. The power of a spy's dagger is only 43-87 points if it is attacked normally, but backstab's words can directly kill the opponent. Practice has proved that it can still be fatal if you achieve unlimited health through plug-ins and get backstab.
Describe the detailed thinking of spies dealing with various arms;
Scout: Generally, spies don't pay attention to scouts, because scouts are twice as fast as you, so it's hard to think of backstab. But in a map with many intersections like cp_well, spies can use the terrain to spy on backstab (see video:). If you are found by a scout, you must never fight with him. At this time, you can make full use of your stealth function and escape from the enemy by detour (because if the scouts look for you, the first choice is of course the nearest route ahead). In short, spies generally ignore scouts.
To soldiers: Rocket soldiers are one of your main goals. If you meet an advancing rocket soldier, you can use your speed advantage to go around behind him for backstab. This method is very simple. However, if you encounter a rocket with doctor's blood, you should ask Dr. backstab first. If you miss, you should immediately attack the rocket soldiers with backstab (backstab rockets are easy to hit). If you are not sure enough to hit the doctor, attack the rocket soldier directly. If you don't call (-! ), then run away invisibly first ~ When you are found by the rocket soldier, don't run away, take out your pistol and fight with him, because if you run away invisibly, the rocket soldier can easily kill you through explosion damage. Don't give up easily when a spy meets a rocket soldier. Killing a rocket soldier has a great effect on the progress of the team.
Pyro: When you meet a fireman, you'd better ignore it, because at the speed of espionage, it's hard for you to catch up with the fireman. It would be terrible if you were caught, but not all firemen have to avoid it (except what I say below). If you are in an empty scene and there are no other enemies around, only you and another fireman, then you can take out your hand and shoot him! You can't escape if you are found by firefighters, but you still have some skills. When you are found, you should immediately escape invisibly. If you are ignited (or have been ignited before you escape), don't be invisible and immediately evacuate disguised as a weapon other than PYRO. This skill is easy to say, and it will often be forgotten in actual combat, so you should practice more.
For the sea urchin man (Demoman): Now the sea urchin men are smarter, unlike TF2, who will find a place to hide when the sea urchin is deployed (abused by spies) ~ When you meet a sea urchin man who is moving straight ahead, you will immediately become invisible and pretend to be a scout, so you will have the speed advantage to catch up with him, backstab. Sea urchin men who constantly translate (mostly launching grenades and deploying sea urchins) also try backstab 1 time. If they fail, they will flee invisibly and wait for the opportunity again. Some novices will squat down and fire sticky bullets, and these sea urchin men will be your best targets (this is more practical in melee). If found, I suggest you choose to escape invisibly. Of course, you can fight him. Sea urchin man finds it hard to escape. The viscoelastic launcher in their hands can generate a powerful explosion by firing viscoelastic shells to find escaped spies. I have no better way to deal with the sea urchin man. Try more and sum up experience.
To gunner (heavy): What gunners fear most is spies. I don't want to say anything more. I believe that novices can easily kill fat people. I have a hint. For the combination of doctors and fat people, we should choose backstab as the case may be. If the doctor doesn't move, you can use Dr. backstab to solve the fat man first. If you meet a doctor who keeps jumping around, you can kill the fat man and run away. Spies are usually hard to find by fat people. If you are unfortunately found, don't fight. At least five shots can kill a fat man with 300 drops of blood. At this time, you'd better escape invisibly. With a little more advanced skills, the fat man will shoot around with a machine gun when he finds a spy. The bullet swept past and could not escape. It depends on whether to jump or squat to avoid bullets.
For engineers: for engineers, it mainly refers to the construction of engineers. Sentinel gun should consider several situations: (1) When encountering a sentry gun unguarded by an engineer, directly place an electronic engineer, then take cover, disguise the fat man, remove cover, and continue to press X-2 (that is, shout spy! ), wait for the engineer to arrive, and then surprise him when he repairs the sentry gun! (2) If you meet an engineer who is knocking on the whistle gun (whether upgrading the whistle gun or repairing the whistle gun), if you use a first-class whistle gun, go directly to the engineer in backstab, and then place an electronic engineer at the moment when the whistle gun reacts; This can also be done for the second-level whistle gun, but the response must be fast, and the method of dealing with the third-level whistle gun can also be done (see the figure below); If the engineer is behind the third-level sentry gun, you can put the electronic engineer in backstab first, and then put it immediately (quickly). If the engineer is not behind the sentry gun, the electronic engineer can be placed directly, and then the spy weapon can be used to kill the engineer and the sentry gun. (3) When encountering engineers and sentry guns hiding in the corner, the power of teamwork is reflected. You put the electronic engineer directly, and then inform the players behind you to go forward and get rid of the sentry's gun. Dealing with the feeder line should not be a problem. You have to solve the engineer first and dry the feeder. Generally, the portal is in the enemy's house. You can sneak into the enemy's house and destroy their entrance. This is simple and can play a great role in the whole team. The entrance is destroyed, so you don't have to worry about the exit ~ but kill the exit by the way to avoid endless troubles. It is best to cooperate with engineers and buildings, and it is difficult for spies to destroy engineers' buildings.
To the doctor (Medic): There are two situations mentioned in dealing with fat people. No matter what arms the doctor cooperates with, you can use the method of fatty+doctor to deal with it. A hint: If backstab fails to become a doctor, keep your distance from the doctor (because the doctor's new invincible bone saw is very helpful for the doctor to concentrate) and then kill the doctor with a pistol.
Sniper: Whether a sniper is smart or a spy is inevitable in backstab. Probably the best rookie knows how to deal with snipers. Don't worry, the sniper will find him. Take out your pistol and kill him.
Spy: First of all, you need to refer to the "advanced" anti-spy skills to identify spies, then disguise yourself as your own scout (just press 4 to open the list, and then press "-"to change teams and select arms), catch up with spy backstab and kill him.