Finally bring back 2cp, rework the 2cp maps

now i know that this is a very rare take, i know many people disliked 2cp and some of the maps where basically unanimously hated by the ow1 community.

but i played the assault playlist in the arcade yesterday and im playing it right now. and its so nostalgic and fun to play on those maps. the mode isnt bad. the maps are (mostly) not bad. it just needs a bit more cover and maybe rework of some of the chokes and its gonna translate nicely into ow2. i dont think 2cp was ever justified to be outright removed from the game.

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I really would love to play Anubis, Volskaya, Hanamura, Paris, and Lunar Colony again as part of the normal rotation. I never hated 2CP or those maps like other people seemed to. You had to find a way to win like every other mode, that’s how I saw it anyways

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2cp is very binary, either you can or you can’t break a stalemate. As such, you have more tiebreaker rounds than other more granular game modes and matches that swing too easily from ults.

Its super cold take. The new “Hanaoka” map we will play “clash” on in S10 is a reworked Hanamura map.

So they work on that for a long time already to bring old maps back with a new mode it seems.

I really want to see the assets reused from Anubis/Hanamura/Volskaya

i dont see how 2cp is that much more “binary” than the rest of the games or modes. ow2 in general, indipendent of mode feels pretty snowbally. you either got something that works or you dont.

no. i hate those maps so much. a lot of ptsd.

Maybe illari will be good at them though not sure

And delete push and never ever think of bringing it back

the thing is yeah a new mode is fine. but i want the old maps back (mostly) as they were. i want 2cp as a mode back and going even further, i want new 2cp maps.

Anubis, Volskaya, and Paris had the worst choke points to break through, especially when we were dealing with 2 tanks. But with only 1, I could see them working after a few tweaks

Clash seems to be reworking 2 cp into a more mirrored map layout.

Not sure how this makes it any different then koth but that’s to be seas in a few weeks.

i agree. by far the most frustrating thing about 2cp used to be tank synergies vs no tank synergies. particularely if youd play against double shield and spam.

2CP was always about choke-point-management and almost always favored one side depending on the map. Because of its many issues, 2CP has been renamed Assault and now permanently resides in Arcade where it belongs.

Flashpoint is basically 3CP without choke points. Push is all about team-based cumulative progress instead of single point victories. Both modes are so much better than 2CP for a variety of reasons – better balanced, rewards mobility and adaptability, and a good mix of long and short lanes to allow both CQC and long ranged sniping.

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permanently? no, it drops in and out of the playlist. which is kinda sad to be honest.

You are correct since Arcade games work on rotation, but 2CP was the most hated game format back in OW1. Depending on the map, one side always had an inherent advantage.

advantages for one side dont matter though. you could argue, any asymmetrical map is always onesided. you cant build an asymmetrical mode and make it perfectly balanced. hybrid is not perfectly balanced. payload isnt. which is why theres at minimum 2 rounds being played in the actual main mode of the game called competetive.

Unlike 2CP, payload was not overly affected by choke points despite its asymmetric maps. Once the initial point was captured to start the payload, the game flowed fine. However, the same was not true with 2CP – that mode was always about breaching the choke points, and depending on the map, this always favored one side or the other. As a result, 2CP’s map imbalance was more influenced by luck of the draw rather than team skill.

If you really want to play 2CP, you can also host it via private game.

we were playing different games then it seems. sure, it could happen that a map was full held at the choke. however, just like in overwatch in general, it depends on teamplay and hero composition how well you can break the choke and if you can control the relevant space and get picks.

since ow2 has one less tank and a lot less shields in general, i really dont see the issue. in my arcade rounds today and yesterday, not a single map was full held at the choke.

there also was not a single game that was just 2 teamfights with the attacking team just rushing in and taking the point.

since quick play is the stripped down version of the game, featuring only 1 round in asymmetrical modes i dont view quick play as the default experience. so if we take competetive as a baseline, i dont think 2cp in ow2 is fundamentally flawed compared to the other modes currently in the game.

Dont rework the 2cp maps, just keep paris and horizon deleted. Then replace flashpoint with the remaining 2cp maps.

Just rework them into Flashpoint maps by making them bigger.

The Flashpoint mode itself is fine. Every map attached to that gamemode is genuinely terrible.