Community Turbine strategy
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Community Turbine strategy | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Industrial |
Setting: | Indoor |
Map Photos | |
Contents
General
One thing to note about this map is that there is no "sewer" through which enemies can sneak into or out of your base. The intelligence must travel through the middle turbine room of the map to be captured. This can make control of the middle much more rewarding than simply attempting to defend the Intelligence room. Unlike some other CTF maps like Double Cross or 2Fort, Turbine's middle is very open without a chokepoint like a bridge; there is also no "Sniper deck" that is difficult for most classes to access. A team that turtles and cedes control of the middle to the other team is going to have a much harder time. A team with a group of Engineers that successfully fortifies the middle of this map can be devastatingly effective.
- It is common to see Demomen placing sticky traps on either side of the sliding steel doors, depending on which team they are on. Sticky traps are also commonly seen in the air vents. Even Spies can be vulnerable to this tactic as the Demoman laying these traps often detonates them as soon as they see the doors open, regardless of who they see. Spies using the Dead Ringer, Scouts using Bonk! Atomic Punch, and Demomen using the Scottish Resistance can be extremely useful to break enemy sticky traps at little risk to themselves.
- Another common tactic of Demomen camping the middle area is to stand outside of the health pack area and to shoot grenades through the enemy team's vent. It is almost impossible for the enemy to dodge these grenades. This tactic can suppress the enemy as they cannot use the garage doors and using the vent route will result in heavy damage.
- Players should consider temporarily switch to their melee weapon when traveling through either team's vent because of the constricted nature of the vents. Opponents will have little room to avoid a series of melee attacks without dying. This strategy can also be used for Spy checking in this area.
- It is also possible to get onto the roof of the Intelligence room as a Demoman performing a sticky/grenade jump, a Soldier who performs a Rocket Jump as well as a Scout using the Force-A-Nature. This spot is useful as a Demoman to defend the Intelligence. This technique can be used to escape with the enemy intelligence unhindered, since the enemy team will probably expect intelligence carriers to run either up the stairs and through their spawn room or towards the opposite ground floor path, thus covering these exits and not the vents.
- Running around one of the turbines in the main room can provide some momentary cover. This tactic works best against Heavies, hopefully with that extra time, a team mate may have taken care of the enemy for you.
- It is possible, as any class, to climb onto the "Sniper/Engineer Deck" on the lower floor path to the intelligence on either side. By aligning yourself with the corner where the wall meets the platform, and by performing a running jump while transitioning into a crouch, it is possible to slide up a clipping texture and climb on top of the platform without the use of any special weapons or techniques. Note that this is an ideal tactic for any Spy trying to get to a hard-to-reach Engineer or any buildings he has built. (Note: You will know you are in the right spot if your character is brushed aside by the clip as you attempt to climb. This technique takes time and patience to perform easily)
- Falling from the deck overlooking the turbine room to the floor will result in fall damage, making for a risky escape plan. However, this fall damage can be bypassed by landing on any part of the turbine below. Jump onto one of the turbines from the deck if you are taking a lot of spam damage, need to make a quick dash to the health, or don't want to risk taking Sniper fire.
Individual Class Strategy
Scout
- Strafing is a good idea because there are often Snipers on the platforms. Switch to your Bat when going through the vents, but be careful of explosive classes that could insta-gib you at close range or heavier classes trying to melee you back in such a confined space.
- Using double jump in this map can get you to places other classes can't. When you are low on health you can double jump on that ledge in front of the Intelligence room in each base, this can be effective when versing Engineers, Medics, Snipers, Heavies and especially Pyro to get the upper advantage or even to run away.
- Take advantage of the turbines and shipping containers in the Turbine Room. Use them as cover, for taking high ground or for getting across the room while avoiding encounters and evading crossfire.
- Avoid using the vents if you know the enemy team is already out there or if they are swarming around the central area. With nowhere to run or dodge, your pretty much a sitting duck if confronted by an enemy in the vents.
- However, using the Sandman in the vents is very effective. Stay at the end of the vent next to your base to heal yourself if your hit. When an enemy runs down the vents, smash him with your ball. This will stun him and give you a chance to go in for the kill. With nowhere to run, this should be an easy kill. Refrain from attacking if you've stunned a heavy, a Soldier, or someone being buffed by a Medic.
- The Sandman strategy works even better when done with teammates, especially if your teammates are power classes.
Soldier
- From the large central room, you can rocket jump up to either team's battlements to surprise enemies attacking from there. From the battlements, you can attack enemies moving out from the vents or the main entrance.
- When attacking the enemy's Intelligence room from the lower route, you can fire around the corners of the room's doorways to get rid of any Sentry Guns set up there. A Sentry Gun placed in the back of the room can often be destroyed from outside of its range.
Pyro
- Pyros should Spy-check near the vents and the hallway to the Intelligence room as well as the corner outside of the respawn door closest to the Intelligence room.
- Due to their high damage output, a Pyro in the vents can be useful for more than just Spy-checking. A single Pyro can bar all light classes from the vent entrance, and a Pyro with fine-tuned Compression blast skill can easily make the route completely off-limits to anything but an organized push.
- In general, Pyros on Turbine will play one of two roles. More commonly, they are used in competitive matches for their Spy-checking abilities to defend the Intelligence room, but on public servers, Pyros can also be used as forward support/offense, keeping Medics safe from Spies, extinguishing burning teammates and deflecting projectiles with their compression blast.
Demoman
- The steel doors leading directly into the spawn area is a frequently traversed area, and as such is generally a good place to place sticky traps, on either side depending on whether you are conducting offense or defense.
- The vents of either team can be ideal for sticky traps, with their inclosed spaces and sharp turns. Putting the stickies near or on the roof can help avoid them being knocked around by explosives.
Heavy
Overall, Turbine is a great map for the Heavy. The map is small and has plenty of blockades around, meaning that enemies will have a hard time trying to avoid your Minigun.
- If you plan on using the vents a lot, Natascha is essential. Catch enemies off guard and simply gun them down. They'll have no place to dodge and the slowdown will make escape almost impossible. If you prefer a more direct route, equip the Brass Beast and wait in close quarters to mow down the inevitable flood of would-be infiltrators.
- Since there are no areas where you are completely safe from enemy fire, think carefully before you eat a lunchbox item. Generally the safest place to do so is among teammates or near a friendly Sentry Gun. If you catch a break in the action, consider tossing down your Sandvich for a quick heal. Medium Health kits are awkwardly located and could place the slow Heavy in a dangerous situation if he were to make a run for one while taking fire.
- If you feel like messing around, you can try and taunt kill in the vents. They are around the taunt's maximum length and can save you some ammo.
- Be careful when out in the middle area. Whilst the blockades will stop most enemies, Scouts, Spies and Pyros can easily take you out with a surprise attack from behind.
- You can camp outside the steel doors leading to the enemy spawn, wait for an enemy to come out, and give them a hail of bullets. It's best done when right in the corner so Spies can't backstab you and so you'll be able to see the whole central area. Naturally, your firepower is unnecessary if a Demoman is already covering the door.
- If you are unneeded for defense of the steel door, try to navigate to the exit of the enemy vent. Demomen and Soldiers have difficulty defending this spot from the floor of the main area, so a well placed Heavy could help pick up the slack and effectively confine the enemy team to their side of the map.
Engineer
- In the hallway to the Intelligence, Engineers should get up onto the platform and build a strong defense there as most players will assault from that direction, due to the fact that they will not have to travel past the enemy spawn point. You can reach the platform with a Dispenser jump, jumping and placing a Teleporter exit, crouch-jumping in one of the corners, or by Sentry Jumping.
- A good Sentry Gun spot in the Intelligence room is to the left of the Intelligence, facing the wall separating the two doorways into the hall that leads to the turbine room. The Sentry Gun cannot be hit or seen with the correct placement, but it will still cover most of the room, and stop most who drop down from vents.
- Engineers will do best working in teams on this map, as there are no Sentry Gun spots that do not have some disadvantage to them. When playing Engineer on Turbine, always mind your fellow Engineers and lend them a hand if you can, especially with Sentry Gun setup. Demomen and Engineers can often work wonders together, with Engineers setting up in the Intelligence room and Demomen clearing out the vents and the hallway of any intruders.
- Another good place to build a Sentry Gun is on the raised platform in the Hallway. This gives the Sentry a clear line of fire to anyone attempting to enter the Intelligence room directly from the Turbine Room. This does leave the Vent and Resupply Area clear, allowing a good Scout to drop down the Vents and exit through the Resupply Area.
- Still another good spot to place a Sentry Gun is against the wall, to the left of the stairs, facing the small medkit.
- A good place for a Teleporter exit if you are active in the Intelligence room is near the vent exit that drops into the Intelligence room. This will alert you to any enemies who are coming through the vent, as most cannot resist taking down the Teleporter exit. The exit can be of use to teammates, as well, as it can be used to help them clear out the vents or go through the hallway to the Intelligence room.
- If your team manages to push the other team back to their spawn or Intelligence room, Engineers can jump onto the containers in the main hall and build Sentry Guns there. One on each container is a nearly unbreakable defense.
- Engineers should build Dispensers and Teleporter exits at the own-team-faced side of the containers to provide quick movement and fast reloading/healing.
- If you find that the enemy is abusing your vents, the following is a good defensive strategy for the Engineer. It also has the added benefit of protecting your spawn area from the turbine room entrance. First, build a Sentry Gun in the cubby hole near the top of the stairs leading from your spawn to the turbine room and facing the spawn's entrance to your vents. Then, place your Dispenser in the vents just inside the long corridor leading to the Intelligence room. It should be built just far enough in that any opponent turning the bend from the turbine room won't notice it blocking their path until they're in your Sentry Gun's range, but not too far in to allow the enemy shelter from the Sentry Gun. The Dispenser will act as an obstacle long enough for a non-Übered opponent to get killed by your Sentry Gun, and will prevent Scouts (either with or without Bonk) from avoiding your Sentry Gun by quickly ducking from one corridor to the next. This has the added benefit that, if your Sentry Gun gets sapped/destroyed, they still have to kill your Dispenser to use that corridor, giving your team early warning.
- While using the Wrangler, it may be a good idea to place a Sentry Gun/mini-sentry on the top platform in the turbine room. That way, you can attack with your Shotgun and wrangled Sentry Gun, and if it gets too hairy retreat into your Sentry Gun's range while blasting your enemy with your Shotgun. The Sentry should make quick work of most enemies.
Medic
- ÜberCharge is essential to breaking through enemy defenses. Both passages to the Intelligence will be heavily guarded, either due to Sentry nests or proximity to the spawn. A charge from the Medi Gun will allow an initial bypass, hopefully skipping over the heavy front-line defense and allowing the pocket access to the Intelligence and straggling enemies. A charge from the Kritzkrieg can cause havoc around the spawn, critical stickies or rockets holding the majority of the enemy team in place as a Scout or third party makes off with the Intelligence.
- Due to the open nature of the map, continuous movement is key. Avoid Snipers and spam by strafing constantly and make sure you are prepared before entering tight confines such as the vents or the staircase leading to the enemy spawn.
Sniper
- There are two main areas on Turbine that Snipers like to use, the hallway that leads from the turbine room to the Intelligence room and the Sniper deck overlooking the turbine room. Both cover the turbine room and opposing Sniper areas. A benefit of the Sniper deck is a glass wall that can block enemy fire.
- Underneath the battlements leading to the vents in the Turbine Room is a surprisingly good place for Snipers to sit. On the left side, Snipers can walk back behind the door and into their spawn area if enemies get too close, and the right side (the path to the Intelligence) gives the Sniper a very good shot at the door where many players will exit their spawn area.
- When sniping from the Sniper deck, having a Razorback equipped can be beneficial since it is easy for Spies to get there. When sniping from the hallway, having Jarate is useful for repelling groups of enemies going for the intelligence. The chance of being backstabbed is reduced, since the hallway is usually covered by an Engineer or Demoman.
- The Huntsman can be devastating in the vents. The enclosed space combined with a good sense of judgment will earn you some easy kills. Try working with teammates while taking out Power classes and Medics in the vents. You'll clear the way for them and help them proceed to the other side.
- Due to Turbine's small size, Jarate is very effective. Throw it from the Sniper decks at potential high value targets. Don't throw the Jarate too high, otherwise it will smash on the roof.
Spy
- Wait for a teammate to open the steel door, Cloak, and head out with them. Wary opponents will be tipped off to a Spy's presence if they see the door open with no visible players around. The Spy's Cloak is sufficient enough to allow safe crossing of the turbine room.
- Traversing through the vents allows Spies to pop out and backstab any enemies running down the stairs. Also, the vents provide a good way to infiltrate the enemy base. If you see an enemy going the opposite way in the vents, back up and let him pass/backstab him. If this is unavoidable, depending on the class, you might be able to score a kill with your Revolver.
- Although the vents do provide access to vulnerable targets, navigate them with care. Bumping into an enemy disrupts a Spy's Cloak, and the narrow nature of the vents makes this a very real danger. If discovered, a Spy might survive by backpedaling and firing his Pistol as a distraction.
Team Strategy
Controlling the Turbine Room
As previously stated, the Intelligence must pass through the Turbine Room to be scored. Therefore the team that controls the main room can exert pressure onto the enemy team while simultaneously defending your own Intelligence. Engineers and Demomen are essential to this process. Demomen can set up sticky traps outside of the steel door that leads from the enemy spawn to the Turbine Room. With the spawn exit cut off, an Engineer can set up a Sentry nest outside the hallway exit, boxing the enemy team in. Be sure to set up Teleporters to keep constant pressure on the enemy team because you do not want to lose this room.
Even with adequate control of the Turbine Room it is still possible to lose a match. An enemy that makes good use of the Health kits on each side of the space can reach the safety of their own corridors despite an effective defense, so it is important to either control the area surrounding the kits or to have a plan in place if an enemy makes a dash for one. The kits are located in small indentations in the wall, so explosive weapons can be very effective in taking out healing enemies due to the concentrated splash damage caused by the close confines. If multiple Demomen are present, ask for one of them to patrol the Health kits while the other monitors the steel door.