Anyone who has played TF2 should be familiar with this but in case you don’t.
5CP is a long map with a string of five control points, each team has two control points with the central point being neutral. The goal of the game mode is for one of the teams to capture all the control points or at least most of them before the time runs out.
In TF2 you have advancing and retreating spawn points each time your team or the enemy team captures or retakes a control point.
Think of it like Koth but your goal after taking a control point is to advance and take the next point.
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I’ve always thought OW could use a mode like that.
Multiple controls points really opens up more strategys.
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Oh, it’s linear BTW. Blu has points A and B, Red has points D and E, C is up for grabs.
You need to capture point C in order to advance into the enemy’s territory. You can’t just grab whatever point you want, whenever you want, there’s an order. Capturing points A or E will end the game, making one side the winner.
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AH my mistake. I can definitely seeing that working, along with a mode with multiple free control points.
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It’s an interesting idea. I question how it would really work. If you can capture them ‘out of order’, then it makes flankers impossibly strong. Imagine finding that Sombra just keeps ghosting into them. And if you can’t, then I don’t really see it being all that different than king of the hill.
No you have to capture them in order
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I’d totally be up to try it like that. But I do have some doubts about it being different than king of the hill normal. I could be wrong and it play entirely differently in practice of course.
It could work like Apex Legends’ Control gamemode. 2 teams of 9 race to reach 100% capture. There’s 3 points on the map, the more points you have, the faster your capture % goes up. Could get really chaotic with 5 points though.
I haven’t really played apex or tf2 so much admittedly. I wonder if there could be a workshop mode for this made.
I think this video helps to show a diagram of how 5CP works in TF2
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Wouldn’t the team who loses a teamfight first just get split spawned and then it all proceeds into a steamroll?
I guess you could avoid it by holding respawns until a point is won or lost and spawn everyone together but that doesn’t sound like much fun tbh.
Then again, I have lots of experience in waiting, learned from dps queueing!
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That’s… a very fair point
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I wonder how would " Territorial Control" would be for OW.
If only they were modding tools for OW. We would have some community created maps/modes.
Love the idea! Super fun and I’m fairly certain this will be the next game mode as it aligns with a lot of what they’ve said and the hints of the maps they’ve provided.
The one issue is it would have the same issues as push. Whoever loses the first fight would have split spawns, less ultimates and would stagger in and die resulting in a massive snowball.
Things like map size and geography would be crucial. Making the defending team have an advantage but not so much so that capping the last point would be 2CP-Esque. If they tried having an overall smaller map, only one spawn point is necessary so no staggered spawns.
If they wanted to go the larger map with seperate spawns route, maybe adding a TPmechanic where heroes could TP between the two spawn points tk avoid staggering.
TLDR: great idea, but will have similar issues to current push. If they can fix push, then they will be able to nail this gamemode!
I thought Push would be the more interesting one before playing, but thinking about it, I think 5cp is better. Less idle back and forth, individual fights felt more meaningful, and designing a map around well-defined points was better for spawns.
In push, you need like 3 fight wins in a row for anything to happen. Once the enemy gets a higher fights-in-a-row count than you, everything that doesn’t break that record feels pointless.
I guess 5cp was also prone to stalemates, but I dunno, on the well-designed maps in was fairly common to get a finish, iirc.
I love these game modes, but I feel like we really need a 12v12 mode (or more) to make it work. But devs have said the game can’t handle more than 12 players total, so I guess that’s the end of that.
So, I’m not familiar with TF2, but I don’t think it’s a bad idea, I just have one question.
What’s the maximum team size of TF2? I know the original TF was up to 16v16.
5 control points feels like a lot for a game with team sizes of 5.
12v12 when it comes to playing in servers. In casual and comp mode it’s 6v6.