Difference between revisions of "Turtling"

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{{Quotation|'''The Demoman'''|Don't hide behind your toys, lad!|sound=Demoman_dominationengineer01.wav}}
 
{{Quotation|'''The Demoman'''|Don't hide behind your toys, lad!|sound=Demoman_dominationengineer01.wav}}
'''Turtling''' is term that refers to a situation when a majority of team players purposefully decide to defend a specific location with the intent of not pushing forward. Just like a real turtle, the team hides inside of its shell to prevent the enemy from pushing further into their side of the map. However, the reason this strategy is not popular is because it prevents the Turtling team from pushing forward and winning the game. The result of Turtling is a stalemate between the two teams that can last for extended periods of time. Turtling usually takes place at choke points found throughout the map as teams are cannot avoid passing through these points. This strategy is usually associated with the [[Engineer]] class which uses uses [[Sentry Gun]]s and [[Dispenser]]s the fortify a specific location. Turtling is usually considered a method of [[Camping]].
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'''Turtling''' is term that refers to a situation when a majority of team players purposefully decide to defend a specific location with the intent of not pushing forward. Just like a real turtle, the team hides inside of its shell to prevent the enemy from pushing further into their side of the map. However, the reason this strategy is not popular is because it prevents the Turtling team from pushing forward and winning the game. The result of turtling is a stalemate between the two teams that can last for extended periods of time. Turtling usually takes place at choke points found throughout the map as teams are cannot avoid passing through these points. This strategy is usually associated with the [[Engineer]] class which uses uses [[Sentry Gun]]s and [[Dispenser]]s the fortify a specific location. turtling is usually considered a method of [[Camping]].
  
Turtling is frowned upon by most players as it is considered a cheap strategy that makes it very difficult for the attacking team to push through the area. While it may seem beneficial to Turtle , most teams prefer not to do it as it prevents the Turtling team from winning. It is also discouraged during sudden death itself, as opposing Engineers can end up prolonging the round into a [[Stalemate]]. This occurs most often when a stronger team has pushed back the weaker opposition onto the last remaining control point one too many times. But this strategy should be a last resort that is used by a team when the opposing team is stacked.
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Turtling is frowned upon by most players as it is considered a cheap strategy that makes it very difficult for the attacking team to push through the area. While it may seem beneficial to turtle, most teams prefer not to do it as it prevents the turtling team from winning. It is also discouraged during sudden death itself, as opposing Engineers can end up prolonging the round into a [[Stalemate]]. This occurs most often when a stronger team has pushed back the weaker opposition onto the last remaining control point one too many times. But this strategy should be a last resort that is used by a team when the opposing team is stacked.
  
 
== How to be a turtle ==  
 
== How to be a turtle ==  
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== How to break through a turtle ==
 
== How to break through a turtle ==
 
*As with most strategies a coordinated assault is the ideal way to break down a Turtle. A Medic with an [[ÜberCharge]] is the most effective way to break through a Turtle as the invincibility will allow you to deal with the enemy Sentry Guns and spam. The rest of the team should follow in behind the Über to provide support and clean up the area. The [[Spy]] can also sap the enemy team's buildings allowing your team's heavy-hitting classes to quickly move in and eliminate the threat.  
 
*As with most strategies a coordinated assault is the ideal way to break down a Turtle. A Medic with an [[ÜberCharge]] is the most effective way to break through a Turtle as the invincibility will allow you to deal with the enemy Sentry Guns and spam. The rest of the team should follow in behind the Über to provide support and clean up the area. The [[Spy]] can also sap the enemy team's buildings allowing your team's heavy-hitting classes to quickly move in and eliminate the threat.  
*Kritzkrieg ubercharges are not recommended, as buildings are immune to Crits. In addition, the lack of invincibility can leave you very vulnerable to the enemy's attacks. A couple of well placed [[Critical]] rockets, however, could kill the [[Engineers]], letting a [[Spy]] to sap the sentries.
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*Kritzkrieg übercharges are not recommended, as buildings are immune to Crits. In addition, the lack of invincibility can leave you very vulnerable to the enemy's attacks. A couple of well placed [[Critical]] rockets, however, could kill the [[Engineers]], letting a [[Spy]] to sap the sentries.
 
*Single, uncoordinated Übers or lone Spies may fail as they will not have enough firepower to take down the opposing team. While a single person may be able to take out some of the enemy's defenses, the enemy will quickly recover from the damages.
 
*Single, uncoordinated Übers or lone Spies may fail as they will not have enough firepower to take down the opposing team. While a single person may be able to take out some of the enemy's defenses, the enemy will quickly recover from the damages.
 
*Remember to destroy the [[Dispensers]] too. If a Sentry Gun is destroyed but its accompanying Dispenser is not, then a new level three sentry can be rebuilt very quickly.
 
*Remember to destroy the [[Dispensers]] too. If a Sentry Gun is destroyed but its accompanying Dispenser is not, then a new level three sentry can be rebuilt very quickly.
*Sending a spy to sap the Teleporter entrances will slow engineers down and gives other people in your team a chance to wipe out the turtle.
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*Sending a spy to sap the Teleporter entrances will slow engineers and other classes down. This might give other people in your team a chance to wipe out the turtle.
 
*When in sudden death, it's best to go for the Engineers directly, as any buildings they have constructed will be instantly destroyed upon their demise.
 
*When in sudden death, it's best to go for the Engineers directly, as any buildings they have constructed will be instantly destroyed upon their demise.
  

Revision as of 18:21, 11 November 2010

Don't hide behind your toys, lad!
The Demoman

Turtling is term that refers to a situation when a majority of team players purposefully decide to defend a specific location with the intent of not pushing forward. Just like a real turtle, the team hides inside of its shell to prevent the enemy from pushing further into their side of the map. However, the reason this strategy is not popular is because it prevents the Turtling team from pushing forward and winning the game. The result of turtling is a stalemate between the two teams that can last for extended periods of time. Turtling usually takes place at choke points found throughout the map as teams are cannot avoid passing through these points. This strategy is usually associated with the Engineer class which uses uses Sentry Guns and Dispensers the fortify a specific location. turtling is usually considered a method of Camping.

Turtling is frowned upon by most players as it is considered a cheap strategy that makes it very difficult for the attacking team to push through the area. While it may seem beneficial to turtle, most teams prefer not to do it as it prevents the turtling team from winning. It is also discouraged during sudden death itself, as opposing Engineers can end up prolonging the round into a Stalemate. This occurs most often when a stronger team has pushed back the weaker opposition onto the last remaining control point one too many times. But this strategy should be a last resort that is used by a team when the opposing team is stacked.

How to be a turtle

  • Position yourself at a choke point. Choke points are ideal locations because the opposing team must pass through these close quarter locations in order to reach their destination.
  • Make sure you can last at that location for an extended period of time. The issue with Turtling is that the enemy team can whittle down your health and ammunition. Have an Engineer deploy a Dispenser to address this problem. A Medic is also very helpful as the healing and Übers are great for stopping enemy advances.
  • There is strength in numbers. Multiple people are usually required for a successful Turtle to occur.

How to break through a turtle

  • As with most strategies a coordinated assault is the ideal way to break down a Turtle. A Medic with an ÜberCharge is the most effective way to break through a Turtle as the invincibility will allow you to deal with the enemy Sentry Guns and spam. The rest of the team should follow in behind the Über to provide support and clean up the area. The Spy can also sap the enemy team's buildings allowing your team's heavy-hitting classes to quickly move in and eliminate the threat.
  • Kritzkrieg übercharges are not recommended, as buildings are immune to Crits. In addition, the lack of invincibility can leave you very vulnerable to the enemy's attacks. A couple of well placed Critical rockets, however, could kill the Engineers, letting a Spy to sap the sentries.
  • Single, uncoordinated Übers or lone Spies may fail as they will not have enough firepower to take down the opposing team. While a single person may be able to take out some of the enemy's defenses, the enemy will quickly recover from the damages.
  • Remember to destroy the Dispensers too. If a Sentry Gun is destroyed but its accompanying Dispenser is not, then a new level three sentry can be rebuilt very quickly.
  • Sending a spy to sap the Teleporter entrances will slow engineers and other classes down. This might give other people in your team a chance to wipe out the turtle.
  • When in sudden death, it's best to go for the Engineers directly, as any buildings they have constructed will be instantly destroyed upon their demise.

How to Prevent Turtling

  • Most of the time the best action to take is to push forward with a strong offense. The main weakness of a Turtle is the amount of time necessary to set up the proper defenses. If your team can swiftly move in before the enemy team has time to set up then their Turtle will not succeed.
  • Watch for any warning signs; if the opposing team is not pushing forward, it's most likely a sign that they've fallen back and turtled up in their base.

Gallery

Video Example