Difference between revisions of "Turtling"

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[[Image:Turtlingtothemax.jpg|thumb|right|Turtle Power!]]
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[[Image:turtling.png|thumb|right|A group of Blu Engineers turtling in 2Fort spawn (Not possible during normal gameplay)]]
 
{{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 a 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, this strategy 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 cannot avoid passing through these points. This strategy is usually associated with the [[Engineer]] class which uses [[Sentry Gun]]s and [[Dispenser]]s to fortify a specific location.  
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'''Turtling''' is the player-given name (referring to a turtle retreating into its shell) for when the majority of a team stay behind their own lines during a match rather than attacking. This is usually very near, or inside, either their Intelligence room or main control point. This strategy is mostly employed by groups of [[Engineer]]s who fortify a location with multiple [[Sentry Gun]]s. Turtling could be considered a method of [[Camping]]. It is not to be confused with having a strong defense, where the team has a good balance of [[Offensive]] and [[Defensive]] classes.
  
Turtling is frowned upon by many players as it is labeled a form of [[Camping]] and consider it a cheap strategy that doesn't require much skill. While it may seem beneficial to turtle, many 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 which makes it too difficult for the attacking team to capture, making for a stale game and usually resulting in [[Sudden death]]. It is also discouraged during sudden death itself, as opposing Engineers can end up guarding their own Sentry Guns and waiting for the enemy to come to them, rather than attacking the enemy and so prolonging the round.
  
== How to Turtle ==  
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== How to be an Effective 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.
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*Ironically, despite how team-oriented a Turtle is, an Engineer will often find himself alone, manning his equipment. A wise Engineer should never leave his equipment for more than a few moments, lest an enemy (most likely a [[Spy]]) arrive and destroy the camp, with no Engineer nearby to repair the damage.  
*Make sure you can last at that location for an extended period of time; one 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.
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*[[Teleporters]], while an integral part of a "Turtle nest," should not be near the Sentry Gun or [[Dispensers]]. A stray rocket or grenade, which would have ordinarily destroyed the Sentry Gun and Dispenser, could also destroy the Teleporter, meaning a longer journey time back to your nest.
*There is strength in numbers. Multiple people are usually required for a successful Turtle to occur.
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*There is strength in numbers. With each additional Engineer, the odds of the nest surviving the round increases greatly.
 
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*Turtling with your back to the wall is a double-edged sword. On one hand a [[Spy]] will have a harder if not impossible time getting to you, on the other hand you may be building your own tomb in event of an ÜberCharge aided assault.
== How to Break Through a Turtle ==
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== Tips on 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.  
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*As with most strategies a coordinated assault is the ideal way to break down a Turtle. Multiple [[ÜberCharge]]s of high damage output classes, such as [[Demomen]] and [[Pyro]]s, combined with Spies sapping the Engineers buildings will soon clear the area and allow the rest of the team through. [[Heavy|Heavies]] are generally less recommended, due to the heavier knockback of Sentry Guns.
*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 Sentry Guns.
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*Kritzkrieg Ubers are typically not recommended, as buildings are immune to Crits. A couple of well placed [[Critical]] Rockets, however, could kill off the turtling [[Engineers]], letting a Spy clean up the Sentry Guns unhindered.
*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.
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*Send in an ÜberCharge right after a [[Spy]] to kill as much as possible. This becomes exponentially more effective if the rest of the offensive team is hiding behind the Ubered pair, as [[Sentry Gun]]s target the closest enemy, which you want to be your invulnerable teammate. This also helps with the knock back when attempting to push forward and break their defense.
*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.
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*Single uncoordinated Übers or lone Spies will generally fail as they will not take down enough of the opposing team, or Sentry Guns and Dispensers, to succeed.  
*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.
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*Do not underestimate the power of Dispensers. If a Sentry Gun is destroyed but its accompanying Dispenser is not, then a new level three sentry can be rebuilt very quickly.
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*Keep in mind that the strength of a Sentry Gun-based Turtle is the team building multiple Engineers can employ. Properly organized, a team of three to six Engineers can get a pair of level 3 Sentry Guns up in seconds with the rest of the Turtle following soon after. A forward base with a level 3 Teleporter manned by an Engineer can bring re-spawned teammates to the front quicker where they can disrupt the rebuild of 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.
 
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*It is all about communication! If you have a mic, talk to your team.  
==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 that they've fallen back and turtled up in their base.
 
 
 
== Gallery ==
 
<gallery>
 
File:Turtlingtothemax.jpg|Turtle Power!
 
</gallery>
 
 
 
 
==Video Example==
 
==Video Example==
  

Revision as of 21:21, 30 January 2011

File:Turtling.png
A group of Blu Engineers turtling in 2Fort spawn (Not possible during normal gameplay)
Don't hide behind your toys, lad!
The Demoman

Turtling is the player-given name (referring to a turtle retreating into its shell) for when the majority of a team stay behind their own lines during a match rather than attacking. This is usually very near, or inside, either their Intelligence room or main control point. This strategy is mostly employed by groups of Engineers who fortify a location with multiple Sentry Guns. Turtling could be considered a method of Camping. It is not to be confused with having a strong defense, where the team has a good balance of Offensive and Defensive classes.

Turtling is frowned upon by most players as it is considered a cheap strategy which makes it too difficult for the attacking team to capture, making for a stale game and usually resulting in Sudden death. It is also discouraged during sudden death itself, as opposing Engineers can end up guarding their own Sentry Guns and waiting for the enemy to come to them, rather than attacking the enemy and so prolonging the round.

How to be an Effective Turtle

  • Ironically, despite how team-oriented a Turtle is, an Engineer will often find himself alone, manning his equipment. A wise Engineer should never leave his equipment for more than a few moments, lest an enemy (most likely a Spy) arrive and destroy the camp, with no Engineer nearby to repair the damage.
  • Teleporters, while an integral part of a "Turtle nest," should not be near the Sentry Gun or Dispensers. A stray rocket or grenade, which would have ordinarily destroyed the Sentry Gun and Dispenser, could also destroy the Teleporter, meaning a longer journey time back to your nest.
  • There is strength in numbers. With each additional Engineer, the odds of the nest surviving the round increases greatly.
  • Turtling with your back to the wall is a double-edged sword. On one hand a Spy will have a harder if not impossible time getting to you, on the other hand you may be building your own tomb in event of an ÜberCharge aided assault.

Tips on How to Break Through a Turtle

  • As with most strategies a coordinated assault is the ideal way to break down a Turtle. Multiple ÜberCharges of high damage output classes, such as Demomen and Pyros, combined with Spies sapping the Engineers buildings will soon clear the area and allow the rest of the team through. Heavies are generally less recommended, due to the heavier knockback of Sentry Guns.
  • Kritzkrieg Ubers are typically not recommended, as buildings are immune to Crits. A couple of well placed Critical Rockets, however, could kill off the turtling Engineers, letting a Spy clean up the Sentry Guns unhindered.
  • Send in an ÜberCharge right after a Spy to kill as much as possible. This becomes exponentially more effective if the rest of the offensive team is hiding behind the Ubered pair, as Sentry Guns target the closest enemy, which you want to be your invulnerable teammate. This also helps with the knock back when attempting to push forward and break their defense.
  • Single uncoordinated Übers or lone Spies will generally fail as they will not take down enough of the opposing team, or Sentry Guns and Dispensers, to succeed.
  • Do not underestimate the power of Dispensers. If a Sentry Gun is destroyed but its accompanying Dispenser is not, then a new level three sentry can be rebuilt very quickly.
  • Keep in mind that the strength of a Sentry Gun-based Turtle is the team building multiple Engineers can employ. Properly organized, a team of three to six Engineers can get a pair of level 3 Sentry Guns up in seconds with the rest of the Turtle following soon after. A forward base with a level 3 Teleporter manned by an Engineer can bring re-spawned teammates to the front quicker where they can disrupt the rebuild of 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.
  • It is all about communication! If you have a mic, talk to your team.

Video Example