Difference between revisions of "Turtling"

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(How to Turtle)
(How to Break Through 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, 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 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.
+
*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.
*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, 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]] 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]]. 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 directly, as any buildings they have constructed will be instantly destroyed upon their demise.
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*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.
  
 
==How to Prevent Turtling==
 
==How to Prevent Turtling==

Revision as of 05:12, 10 April 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, leaving 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.

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

Video Example