Difference between revisions of "Turtling"

From Team Fortress Wiki
Jump to: navigation, search
(Tips on How to Break Through a Turtle)
Line 13: Line 13:
 
*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.  
 
*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 back online in less than a minute.
 
*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 back online in less than a minute.
*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 maned by an Engineer can bring re-spawned teammates to the front quicker where they can disrupt the rebuild of the Turtle. Unless there are Spies threatening this forward base, this Engineer should still fight in the front to offer greater assistance in breaking the Turtle.
+
*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 maned by an Engineer can bring re-spawned teammates to the front quicker where they can disrupt the rebuild of the Turtle. Unless there are Spies threatening this forward base, this Engineer should still fight in the front to offer greater assistance in breaking 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 23:39, 8 November 2010

File:Turtling.png
A group of Blu Engineers turtling in 2Fort spawn
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 to strongly reinforce a specific crucial location. 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, 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.

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.
  • 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 back online in less than a minute.
  • 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 maned by an Engineer can bring re-spawned teammates to the front quicker where they can disrupt the rebuild of the Turtle. Unless there are Spies threatening this forward base, this Engineer should still fight in the front to offer greater assistance in breaking 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.