Posts Tagged team fortress 2

Jarate Sandvich #3 was recorded last night

Last night, the Team Fortress 2 podcast Jarate Sandvich recorded its third episode. The usual gang was there – myself, Will, Dan and big Steve.

The recording went quite well, probably the best we’ve yet done.

We record Jarate Sandvich every Thursday night sometime around 7:00pm and you can watch live on Stickam.

For more information, check out Winehouse Factory.

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The Way of the Spy – Part 2 – cp_dustbowl

Unlike Part 1 of The Way of the Spy series, this isn’t a particular path to run, but it’s more like a holding pattern. In the first part of this series, I showed you how to get from the middle of cp_fastlane into the depths of the enemy base without uncloaking. This time, I’ll show you an area of cp_dustbowl that is good to prowl while staying cloaked, waiting for an enemy. This area is only useful if you are on defense, and doesn’t become useful until after your team has lost the first control point on stage one.

cp_dustbowl spy path 1

cp_dustbowl spy path 1

The central pillar of this prowling area is the two ammopacks at the first control point on stage one of cp_dustbowl. After the enemy has taken this control point and is actively sieging the next control point, you can prowl this area, disabling teleporter entrances and stalking high priority targets. The plan is to move back and forth between the two highlighted ammopacks, using those to keep your cloak full.

cp_dustbowl spy path 2

cp_dustbowl spy path 2

However, should your cloak meter drop, you can always back off a bit to get this ammo pack right around the corner in the farther tunnel on the right.

cp_dustbowl spy path 3

cp_dustbowl spy path 3

As you move around, you have a great view on the main entrance from the BLU spawn point, and this is an area that BLU engies will often set up teleporter entrances. Keep an eye out on this area, and anytime you see a teleporter, move in for the kill.

cp_dustbowl spy path 4

cp_dustbowl spy path 4

There is a shack next to the BLU spawn exit with a narrow gap against the wall. You can move into this gap and wait to move. I recommend against attacking anyone right here, and instead just sap the teleporter entrance when you get a moment of opportunity. Note that there is an ammopack inside the shack, grab it to refill your cloak.

While you wait in this area, watch for heavy/medic combos, snipers and soldiers moving through the area. When one passes by, just jump in behind him, uncloak and strike. As usual, try not to strike too close to your prowling area, since you don’t want suspicion around that capture point.

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Taking down an engie nest

I just had a conversation with Will from the Jarate Sandvich podcast about spies dismantling an engineer nest. He had a solid set up as an engineer and a spy was unable to take down his nest, after repeated attempts. I have been playing spy a lot lately and threw out my ideas on taking down the nest.

The scneario that he described was on a payload map. Will was playing on RED as an engineer and had set up a level 3 sentry, teleporter exit and dispenser near the BLU spawn point. A lone BLU spy kept attempting to sap his buildings, but Will was able to beat the spy down with his wrench, while working on repairing his buildings.

As a spy, I saw one major flaw in the BLU spy’s tactic – sapping the dispenser. As a BLU spy disguised as a RED player, you can use RED dispensers to recover health, cloak and ammunition… unless you sapped the dispenser.

Personally, I would’ve moved back and forth between the teleporter exit and sentry, continuously sapping them, while avoiding the engie’s wrench as best I could, and sticking near the dispenser. The dispenser would keep my health up, mitigating damage from the engie’s wrench, and the contiuous sapping would slowly drain, and eventually destroy, the sentry and teleporter exit. Once those buildings were destroyed, this nest is pretty much handled. A single offensive player could finish the job, wiping out the engie and the dispenser.

After the sentry and teleporter are destroyed, you have a choice between engaging the engineer and attempting to solo the job, or backing off and letting him cry over the wreckage of his nest.

If you attempt to engage, you are best served immediately sapping the dispenser, so he can’t refill his health while you fight him. If he chooses to repair the dispenser, you can open fire or try for a backstab, if he ignores it, you are on even footing as far as health goes. His shotgun is more than a match for your revolver, so be careful.

If you decide to back off, you run the risk of him rebuilding, so you should alert your teammates that he is disabled, and hope one of them finishes the job. If he manages to rebuild, the same tactic might not work twice if he learned his lesson and changes his layout.

What are your thoughts on taking down a nest like this?

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Finally a bit of info on the sniper

The official Team Fortress 2 blog has a new post that finally sheds a little bit of light on the upcoming sniper update. The most interesting part is

“In an effort to reduce some of the aggravation that other players feel towards the Sniper, we chose the goal of designing an unlockable that encouraged the Sniper to get a little closer to his target.”

What could the sniper possibly wield that reduces his range against the target? It sounds weird, but I’m definitely paying attention to this.

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The Way of the Spy – Part 1 – cp_fastlane

In the past week, I have been spending a lot of time playing as a spy in Team Fortress 2, and one thing has really stood out – know the map and especially know where ammopacks spawn. On cp_fastlane, I’ve figured out a particular path that I like to run that gets me far behind enemy lines, and lets me advance forward with little suspicion.

The path can start as early as inside your own base, but I tend to start it right before I hit the middle capture point.

cp_fastlane spy path #1

Cloak before leaving the building on the left.

The path will start immediately inside the door on the left side of the image. Cloak right before you leave here, and you won’t uncloak until you are deep in the enemy base and ready to move forward alongside the enemy. Your first waypoint is the ammopack that spawns on the concrete landing to the side of the central capture point, which is highlighted in the image.

cp_fastlane spy path 2

Move quickly from ammopack to ammopack to make sure you don't lose cloak while moving.

After you grab that ammo pack, the next waypoint is the ammopack next to the center door. Once you grab that, enter the door to move onto the next area. This building can be a bit hairy, as it is a narrow passage with moderate traffic. Keep an eye out for enemy players and make sure to not bump into anyone.

cp_fastlane spy path 3

Snipers love this area. Spies love snipers.

cp_fastlane spy path 4

Make sure you pick up fallen weapons from slain enemies to refill your cloak.

You will leave this room through the first door on the left, but keep an eye straight ahead – you are looking at a common sniper hangout. If you see a sniper here, you are in a great position to take him down, but be sure to grab his rifle to refill your cloak. Head across the platform to the left for the next ammopack.

cp_fastlane spy path 5

You are almost at the enemy base.

If you see no snipers, head into the small building and refill your cloak with the ammopack here. Move straight through the building and go out the door on the opposite site.

cp_fastlane spy path 6

Make sure you look before you leap - enemies coming from the capture point might bump into you.

cp_fastlane spy path 7

Don't rush in. Scope it out before you bump into someone.

After leaving this building, drop down and go into the final building – the enemy base. There is an ammopack immediately inside.

cp_fastlane spy path 8

Grab the ammopack and get ready to uncloak.

You will be coming from the doorway on the right. Grab the ammopack and head through to the corridor on the left.

cp_fastlane spy path 9

The final merge into enemy forces.

At this point, get ready to uncloak – so make sure you have your disguise on. As you go up this final path, you will leave through the first door. If you have plenty of cloak remaining, you can always poke your head into the second door to scope out the final capture point and report back to your team on its defenses. Otherwise, uncloak and go through the first door.

cp_fastlane spy path 10

Unless forced, don't reveal yourself yet, otherwise you'll give away your entry point.

You will be coming from the right door, with many enemy players coming from the left door. Join up with them and head out the front doors, which is to the right of the image.

cp_fastlane spy path 11

If you did this right, you are now part of the enemy and nobody notices.

If you play this path well, you can merge into enemy forces without being noticed. I wouldn’t recommend attacking anywhere near the place you uncloak, however, as that may lead suspicion to that area. Try to wait a little while and move a bit before uncloaking. You don’t want the enemy to know where you come in from.

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When spies are around…

I was just playing Team Fortress 2 as a spy on cp_granary and managed to secure a very nice victory for my team because one engineer wasn’t watching his back. On the final cap, there is a little side area, with the base on one side, and fences on two other sides. It makes a great engie/heavy nest for final defense, but a lone spy can take out that whole cluster with one smooth hit.

My team was pushing hard against the enemy team, and in that little area was an engie, level 3 sentry, heavy and medic. I jumped over the wall by going onto a little crate that most people forget about, and came up behind them, disguised as a sniper. I sapped the sentry, and as the engie tried to repair it, I backstabbed him. With that taken care of, I nailed the medic and finally the heavy.

A single spy took down their final layer of defense, all because the engineer wasn’t watching his back. He also probably should’ve focused on taking me out, rather than repairing the sentry. If he takes me down, at the cost of the sentry, the heavy is still there to defend while he rebuilds. If he focuses on the sentry, I can take him down, permanently knocking out the sentry, and get the heavy and medic with impunity.

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You’d think this is impenetrable…

Five sentry defense

Five sentry defense

…but a single ubered demoman can wipe out this whole defense. I love the balance of Team Fortress 2.

The sentry on the far right was mine. This was immediately after the best kill streak I’ve ever had – 44 kills in one 49:06 life. That sentry held off enemies forever, and right at the end, a few other engies decided to build some sentries in the same area. Note that there are actually 5 sentries – one is on top of the grate.

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Team Fortress 2 Spy Check 101

Update: On May 21, 2009, with the Spy vs Sniper update, some of the rules for spy checking were forever altered. Spies can now appear to wield unlockable weapons, a spy disguised as a medic displays an ubercharge meter, and a  spy disguised as a spy displays a disguise mask.

I was recently playing a spy on cp_well, and I am often astonished at my interactions with other players. Spychecking is a pretty common little interchange, whereby two players confirm that they are not disguised spies through various means – the most reliable being simply open fire. However, a lot of players seem to be confused with what a spy can and cannot do, and I have thrown off several players by doing something they didn’t think a spy can do.

Here is a list of things a disguised spy can and cannot do.

Spies can switch weapons. Spies cannot use special weapons / weapon features.

As a spy, you can change which weapon you appear to be equipped with. You can disguise as an engineer and change your weapon to the wrench, which throws off a bit of suspicion. You cannot change to any of the unlockable weapons (so if you see a heavy with the KGB equipped – not a spy) (as of the May 21, 2009 patch, spies can equip unlockable weapons, if the player you are disguising as is wielding that weapon), you cannot change to any special weapons (any weapon that is not primary, secondary or melee, such as the engineer toolbox or spy disguise kit), and you cannot do anything special with the weapon (like a sniper bringing the rifle scope up to his eye to take a shot).

Spies can reload weapons. Spies cannot reload twice.

If a spy is holding his revolver, and that revolver is not at full ammo, and the spy is equipped with a reloadable weapon, he can appear to reload. As a spy, it can look like I just reloaded a rocket launcher if I am disguised as a soldier. But since the revolver is a single-animation reload (one animation, full ammo), and a rocket launcher is a multi-animation reload (each animation only reloads 1 shell), I cannot appear to reload two shots into the rocket launcher, and unless I fire my revolver (and lose my disguise), I can’t reload again.

Spies can change speed based on class. Spies cannot run faster than normal.

As a spy, if I disguise as a heavy, a lot of suspicion seems to fade away. Who would disguise as someone that runs at 70% speed? Upon getting the diguise of a heavy or a soldier, your speed will drop while you are disguised. When disguising as a medic or a scout, your speed will not increase. A scout at full speed cannot be a spy, because a spy can’t do that.

Spies can disguise as any class, on either team. Spies cannot disguise with special HUD text. (as of the May 21, 2009 patch, this is no longer true)

Spies can disguise as a friendly class (and sometimes this is useful, especially right after spawning and as you are making your way to the front line), but some classes contain special HUD text that a spy cannot mimic. A medic has an ubercharge meter that any ally can see, and when an allied spy is in disguise, the HUD lists what disguise is used. An enemy spy cannot replicate either one of these – so a medic with no ubercharge meter is guaranteed to be a spy. As of the May 21, 2009 patch, spies will display an ubercharge meter when disguised as a medic, and when disguising as a spy will contain a random mask and disguise text.

So, as a spy, here are a few tips to shake suspicion -

  • Never disguise as a scout or medic. As a scout, you look like you are in slow motion and a moderately experienced player will recognize that immediately. As a medic, you lack an ubercharge meter, and that is a big giveaway to all but the freshest of fish.
  • Always fire a round on your revolver as soon as you have a chance – at spawn, right after a backstab in a safe place, etc. This gives you the chance to reload if you have to, and that can throw off some less experienced players.
  • Pick the class that is most appropriate for the area, and pick the most appropriate weapon for the situation. A sniper standing on the battlements gets very little attention. On cp_well, I’ve sometimes waited in that spot, disguised as a sniper, until a real sniper showed up, and then I backstabbed and left. On the other hand, a sniper in the basement of ctf_2fort is really weird.
  • Ignore enemy spycheckers, except pyros. If an enemy engineer opens fire on you, run on by like you don’t even know what spychecking is. If you turn and stare, you are acting suspicious. If a pyro torches you… I don’t know what to tell you. Run. Don’t cloak, it’s a waste of cloak, but try to get out of the area.

As a spy checker, here are a few tips to catch the shape shifting rats:

  • Reloading and weapon switching means nothing, to a point. If an engie equips the toolbox, or a soldier reloads 2 shells, that’s a solid confirmation of not being a spy. If a demoman reloads 1 round into the pipebomb, keep following.
  • Pay attention for people who pay attention to you. If you start spychecking someone, and they simply stare at you without doing anything that can confirm not being a spy, keep your eye on them and keep shooting.
  • An accurate flare can detect spies in wide open spaces, like much of cp_fastlane, cp_well and cp_granary.
  • Try to run into players in enclosed spaces, and make sure you put your cursor over everyone. You can’t run through a spy, so if you bump into an “ally”, it’s almost certainly a spy (but sometimes, it’s just a bit of lag). If you put your cursor on everyone and watch for ubercharge meters and disguise indicators, you can identify spies disguised as spies/medics more easily.
  • Pay attention to health. A spy gets a random health value upon disguising – but that value is never below 50%, when the meter turns red. Any player with his health in red is not a spy, don’t waste your time on spychecking him.

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