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PanzerXiII
01-14-2010, 01:06 AM
As many of you probably know, ctf_turbine is a more difficult map in competitive TF2.

A team needs to be able to balance both offense and defense, and especially since there are only six people on a side, it can be pretty hard to manage.

What tips would you guys have for Turbine competitive gameplay?

NeoRussia
01-14-2010, 02:19 AM
"The best defense is a good offense" is very true in CTF maps especially this one. Most of your team should try to hold the enemy's hallway, and push in regularly to get take the intel and retreat to mid/hallway choke until the intel is capped and it respawns and repeat, but not letting the enemy get a foothold. It's pretty much all about the momentum since the choke points are easily held and it is hard to push out of spawn. Towards most of the other exits. have at least somebody, maybe your roamer or utility/scout peeking out of the hallway choke towards the top vent exit area and the other rightmost exit. This is the best place for your demo to lay stickies, around the doorway area. I like to use a strategy of a scout/ultility staying near the stairway area and a demo stickying that doorway while the rest of the team pushes through to the intel, although it would be best a sniper go with your team and the scout hold that area since snipers are vital to pushes since the hallway has a lot of nice sight angles. The enemy intel room can be held but it leaves you at a risk if the enemy is able to flank you from the other exits, plus that stairway up to spawn leaves you vulnerable as well. You can try running an engineer if you feel like the enemy has too much of a hold on the mid area or they are being extra devilishly sneaky. Heavies are very useful for pushes, but the openness of the map makes the sniper class even more favorable to your enemy if they play a sniper. Spy is great to counter if your enemy is running a utility class such as engineer, especially if he or his buildings are alone. Overall if played well (not common in NA matches unfortunately) it is a great map because of the variety of options that the teams have strategically.

Grimm
01-14-2010, 11:45 AM
"The best defense is a good defense"
I disagree. The best defense is a good offense. :biggrin:

wanderrful
01-14-2010, 12:22 PM
hi. i wrote the article on turbine: http://wiki.commforums.com/doku.php?id=tf2:playing_competitively:maps:turbine&s[]=turbine

djfivenine
01-14-2010, 01:01 PM
Rule #1: Cardio

Grimm
01-14-2010, 01:21 PM
Not true, Heavy can be more useful than scout on Turbine

Jeeka
01-14-2010, 04:23 PM
As we all know how turbine is scrimmed frequently in euro, I looked up turbine in etf2l.org

this is all i could really find, kind of interesting what they thought

http://etf2l.org/forum/maps/topic-5290/?recent=91035

wanderrful
01-15-2010, 02:04 PM
As we all know how turbine is scrimmed frequently in euro, I looked up turbine in etf2l.org

this is all i could really find, kind of interesting what they thought

http://etf2l.org/forum/maps/topic-5290/?recent=91035

this is pretty much what the article on commwiki says

djfivenine
01-15-2010, 02:45 PM
Rule 1: Cardio
Know that its a marathon and not a sprint. One or two strategies to get a few caps might be fun, but be ready to have a strategy for the entire 40 min match

Let It Riot
01-17-2010, 05:32 PM
From the matches/demos I have seen on turbine, I really see double scouts or 1 scout 1 sniper being more common than an engineer. I find that games are much more interesting to watch and play when both teams go away from the engineer strategy.

wanderrful
01-17-2010, 11:22 PM
to follow up on what dj59 said

its like soccer -- instead for "first to X" like the push maps, its 'score as much as you can in X minutes".