Dealing with Dead Ringers???

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Postby WolfMacLeod » Tue Nov 10, 2009 3:05 am

Ok, hopefully this goes in the right place, so here goes.

Snipers are annoying, same with spies, and a couple other classes. Nothing that frustrates too much.

Now when it comes to dead ringers, I still can not figure out how to deal with them other than Grrr ragePyro and such. I get the 'fake' kill, then shoot around everywhere. Seconds later, shank, sit down, take the 20 count.

Any tips on how to deal with them other than everyone's favorite W+M1 combination that folks complain so much about?

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Postby MaskedJackal » Tue Nov 10, 2009 3:15 am

Listen for the dead ringer sound. It's like a foghorn when it goes off.

Also, just be aware of what's around you. Look all around you, especially when you hear the sound. If you see someone, spycheck them.

Those are really the only pieces of advice I can give.
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Postby Dr. Furry » Tue Nov 10, 2009 7:13 am

kill them. , then shoot into all corners and hallways. wait for the timer to run out, if you see somone, kill them, and repeat.
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Postby Jinx » Tue Nov 10, 2009 1:17 pm

Beat them to any nearby ammo kits, this will force them to uncloak at which point you can kill them :)
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Postby pablofiasco » Tue Nov 10, 2009 1:34 pm

no w+m1?

well how about this:
step 1: Add fire to them
step 2: airblast juggle them in the air until deadringer wears off
step 3:???????
step 4: profit
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Postby NikkyVix » Wed Nov 11, 2009 5:12 am

Your best ability is simply cultivating your awareness. That is, don't go through the level just running forward, your mind elsewhere, not bothering to look around. Spin around frequently. Glance about. Examine your surroundings...take special notice of EVERYONE that is near you. Bump into them, see if you can walk through them or if they shy away from you or try to avoid contact or your gunfire (allies should do neither, only enemies will).

And if you kill a Spy, especially if they die in the very first hit(s), give a moderate spray of ammo about and just keep going. But if you hear that telltale squeaking crackle of a Dead Ringer, immediately start looking around for anyone nearby and TELL YOUR TEAM MATES that a Spy using the Dead Ringer is in the area. By doing so, you might alert the one person capable of finding and flushing them out if you fail to. Don't make it easy for Dead Ringer Spies to get away and stalk your teammates by not warning your team that you ran into one.

When you first kill a DR Spy, 9 times out of 10 they will immediately flee, looking for a safe place to decloak and try again from. If you have the option, cut off any means of escape (such as standing in the exit from a room). Look for where a Spy with a limited-time cloak would try to run for and start spraying ammo fire as you run.

If you are a Scout, use your speed to make periodic bump checks of your teammates by running into them. The instant you find someone you cannot clip through, murder them. This goes for other classes of course, it's just that Scouts can cover ground much quicker.

If you are a Pyro and you know a Spy is using the DR, you had better hunt him down mercilessly. You don't want to see one of your most important Engineers or ubercharging Medics winding up backstabbed because you decided that chasing after a DR Spy wasn't worth it. Burn him. Chase him to the ends of the earth. Wait for him to phase back in and burn him again. Do it as long as it takes until he dies for real. Make him fear the next infiltration.

If you are guarding an Engineer or a particular location where a Spy may try to make a move, put some distance between yourself and the Engineer's sentry base. Since he cannot cloak and must make a run at the base/cap/intel in plain sight, Force the Spy to make a decision: Kill you and die by the sentry; Try to kill the Engineer and hope you don't kill him before he can start sapping buildings; Cut his losses and not try. Soldiers, roaming Pyros, and Demomen with stickies around where a Spy wants to try to attack are good for this.

But really your best weapon is just to be aware. Be skeptical. Be observant. If you see people acting strangely, like a Sniper or an Engineer running where it's not supposed to, or a Pyro running close behind your Medic, looking as if he's trying to catch up to him, then fire on them immediately and look for any impacts, and tell your team mates. Don't trust the person near you to be your partner and turn your back to him. The better Spies wait until you are at your most unobservant (fighting other people, whacking away at a Sentry to get it to build faster, running to catch up to someone you need to heal, etc.) to maneuver around behind you and strike. The people who get backstabbed less are those who are more paranoid about their surroundings when they know a Spy, whether DR or no, is in the area.
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Postby Purplecat » Wed Nov 11, 2009 11:04 am

Just for the love of god, while spychecking is important just don't be stupid about it as well.

I had half enemy teams follow me around as a spy on plr_pipeline, while my own team could at their own leisure push the cart alone. While some spycheking is good, just don't forget about the map objective. Sometimes it's just enough to tell your teammates that there's been a spy, especially when you're playing a slow class such as heavy weapons taur. Just keep in mind that if none else get's him, he probably returns back to you soon enough... especially if you're a high-value target*.

*(There's a currently a achievement regarding this, but Valve should probably add some bonus-point mechanic for taking out players who are scoring high on the enemy team, rather than the barely playing weighted companion snipers.)
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