How a Spy Thinks #34 [Dead Ringer Changes]

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G'day all MrPaladin here.

With the recent change to the dead ringer body now having a head the dead ringer has been slightly more effective. But there are still many ways to tell if an enemy has gotten away. Here's a short list.

1- Scoreboard - the spy shows alive before normal respawn time
2- Killstreaks - the spy maintains the killstreak
3- Dominations or revenges - you score a domination or revenge on a player that could not have met the criteria yet.
4- Disguise Smoke - they started a disguise before being triggered for the ringer.
5- Ammo box - you recieve no ammo/metal/cloak from the ammo box dropped by a ringer
6- Critical Hit or other Symbols- the critical hit symbol (and some other indicators) will remain above a dead ringer while they are cloaked.
7- Sounds- Death screams and walking sounds will follow the ringer
8- Healing Glows, glows from medics and from the cart will stay with the ringer a short moment.
9- Bumping, colliding with nothing? it's the ringer.
10- Vanishing health packs, killed a spy nearby then the healthpack vanishes? then you still have a spy problem.
11- Loud Decloak, if a spy is not ready for the ringer they may not get far enough away to avoid you hearing the decloak.
12- Hit/death sounds, they don't play on your client side if you trigger a ringer.

Still so many spy indicators. Probably a few more that I can't remember off the top of my head right now.

Loadout (defaults except for the ringer)
Big Kill (revolver reskin)
Australium Knife (knife reskin)
Dead Ringer
Festive Sapper (sapper reskin)

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