Difference between revisions of "Turtling"

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(How to Prevent 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 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. 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 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. 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.  
  
 
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. As such, turtling often occurs when a stronger team has pushed back the weaker opposition onto the last remaining control point one too many times. 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 strategy should be a last resort used by a losing team when the opposing team is stacked.
 
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. As such, turtling often occurs when a stronger team has pushed back the weaker opposition onto the last remaining control point one too many times. 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 strategy should be a last resort used by a losing team when the opposing team is stacked.
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== How to Turtle ==  
 
== How to 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.
 
*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; 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 [[ÜberCharge]]s are great for stopping enemy advances.
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*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 [[ÜberCharge]]s are great for stopping enemy advances.
*There is strength in numbers. Multiple teammates are usually required for a successful Turtle to occur.
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*There is strength in numbers. Multiple teammates are usually required for a successful turtle to occur.
  
 
== 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, since the invincibility will allow you to deal with enemy Sentry Guns and attacks. 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, since the invincibility will allow you to deal with enemy Sentry Guns and attacks. 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 [[Crits]] do not effect buildings. In addition, the lack of invincibility can leave you very vulnerable to enemy attacks. A couple of well placed Critical rockets, however, could kill the Engineers, leaving a Spy to sap the Sentry Guns.
+
*[[Kritzkrieg]] Übercharges are not recommended, as [[Crits]] do not effect buildings. In addition, the lack of invincibility can leave you very vulnerable to enemy attacks. A couple of well placed [[Critical_hits|critical]] rockets, however, could kill the Engineers, allowing a Spy to sap the Sentry Guns.
 
*Single, uncoordinated Übers or lone Spies may fail, since 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, since 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. If a Sentry Gun is destroyed but an Engineer's accompanying Dispenser is not, then a new level three sentry can be rebuilt very quickly.
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*Remember to destroy the Dispensers. If a Sentry Gun is destroyed but an Engineer's 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.
 
*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 immediately, as any buildings they have built will be destroyed upon their death.
 
*When in sudden death, it's best to go for the Engineers immediately, as any buildings they have built will be destroyed upon their death.
*If the Engineer is in a well fortified spot and Spies cannot get to the Engineer, using the [[Telefrag]] to kill the Engineer is always an option.
+
*If the Engineer is in a well-fortified spot and Spies cannot get to the Engineer, using the [[Telefrag]] to kill the Engineer is always an option.
*Look for areas with a clear shot to the buildings but stil lie outside of the Sentry Gun's range. If such a location is available, inform your team's Sniper. A single [[headshot]] will drop an Engineer and provide a Spy with ample time to sap through the defenses.
+
*Look for areas with a clear shot to the buildings that still lie outside of the Sentry Gun's range. If such a location is available, inform your team's Sniper. A single [[headshot]] will drop an Engineer and provide a Spy with ample time to sap through the defenses.
*A [[Demoman]] can lob his Stickybombs all around a Turtle if defensive cover is available. An Engineer is forced to break his Turtle in order to dispatch the bombs, leaving the buildings without healing and vulnerable. If the Engineer refuses to detach himself, simply detonate your Stickies and take out the whole nest.
+
*A [[Demoman]] can lob his Stickybombs all around a turtle if defensive cover is available. An Engineer is forced to break his turtle in order to dispose of the bombs, leaving the buildings vulnerable. If the Engineer refuses to detach himself, simply detonate your Stickies and take out the whole nest.
  
 
==How to Prevent Turtling==
 
==How to Prevent Turtling==
*Most of the time, the best action 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.
+
*Most of the time, the best action 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 built a Turtle in their base.
+
*Watch for any warning signs; if the opposing team is not pushing forward, it's most likely that they've fallen back and built a turtle in their base.
*At the very beginning of a Turtle, a good [[Spy]] can just come in and sap everything, then eliminate any threat. The damage caused by the Spy when the [[Dispensers]] have low level or are not even built will likely make the Turtle fail or take so long to rebuild that your team will be able to help.
+
*At the very beginning of a turtle, a good [[Spy]] can just come in and sap everything, then eliminate any threat. The damage caused by the Spy when the [[Dispensers]] have low level or are not even built will likely cause the turtle to fail or take so long to rebuild that your team will be able to help.
  
 
== Gallery ==
 
== Gallery ==

Revision as of 01:00, 29 June 2011

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

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. 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 Guns and Dispensers to fortify a specific location.

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. As such, turtling often occurs when a stronger team has pushed back the weaker opposition onto the last remaining control point one too many times. 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 strategy should be a last resort used by a losing team when the opposing team is stacked.

How to 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; 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 ÜberCharges are great for stopping enemy advances.
  • There is strength in numbers. Multiple teammates 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, since the invincibility will allow you to deal with enemy Sentry Guns and attacks. 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 Crits do not effect buildings. In addition, the lack of invincibility can leave you very vulnerable to enemy attacks. A couple of well placed critical rockets, however, could kill the Engineers, allowing a Spy to sap the Sentry Guns.
  • Single, uncoordinated Übers or lone Spies may fail, since 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. If a Sentry Gun is destroyed but an Engineer's 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 immediately, as any buildings they have built will be destroyed upon their death.
  • If the Engineer is in a well-fortified spot and Spies cannot get to the Engineer, using the Telefrag to kill the Engineer is always an option.
  • Look for areas with a clear shot to the buildings that still lie outside of the Sentry Gun's range. If such a location is available, inform your team's Sniper. A single headshot will drop an Engineer and provide a Spy with ample time to sap through the defenses.
  • A Demoman can lob his Stickybombs all around a turtle if defensive cover is available. An Engineer is forced to break his turtle in order to dispose of the bombs, leaving the buildings vulnerable. If the Engineer refuses to detach himself, simply detonate your Stickies and take out the whole nest.

How to Prevent Turtling

  • Most of the time, the best action 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 built a turtle in their base.
  • At the very beginning of a turtle, a good Spy can just come in and sap everything, then eliminate any threat. The damage caused by the Spy when the Dispensers have low level or are not even built will likely cause the turtle to fail or take so long to rebuild that your team will be able to help.

Gallery

Video Example