What's wrong with Assault/2CP?

So as I understand it this is by far the least popular map type with many people asking for Blizzard to “fix” it and Jayne’s Tournament of Future Champions allowing teams to skip it entirely, but what exactly are the specific gripes?

Personally I always preferred it to Control/KOTH as on Control the winner of the first fight wins the round 60% of the time. Sure that might not sound like a lot but it doesn’t seem to flip often as an observer or a player. Its tough to take a point that the other team has won decisively and likely has an ult advantage from dealing more damage in previous fights. Plus, every defending player needs to be dead for you to even start capping the point and that whole time their percentage is filling up almost undeservedly, so you can’t just win the fight, you need to decisively win just to flip, then hold it for 100%.

In Assault/2CP the first point isn’t so close to the attacker spawn that its an easy cap but the defenders have a definite advantage on the second, allowing for more potential results. Control maps end in a 2-0 or a 2-1. Assault can end in a 1-0, 2-0, 2-1, 2-2, 3-2, 3-3, 4-3… With well orchestrated plays it feels like a team can come back from a stomped fight on Assault and a team that takes 1st point on maybe the 2nd or 3rd fight can use their ult charge to snowball second whilst defenders try and swap comps, and alternatively an attacking side that takes 1st point immediately might be held without a tick for 6 minutes. Pro Control maps are just mirror match-ups as failed attackers don’t want to sacrifice their ult charge.

As such a minority in this viewpoint I’m genuinely interested to see what it is that so many people dislike about Assault. Personally Hybrid/Payload maps are my favourite as they’re much more dynamic, but of the two Assault seems much more interesting to both play and watch than Control. What am I missing?

Thanks in advance for the insight! :heart:

I see no problem with 2 CP. Because teams trade sides, everyone faces the same challenge.

I appreciate the bump, and I’d agree, same as with Hybrid or Payload, but I’m very much looking for the other side’s opinions on this. All maps have their issues and strengths sure, but there does seem to be a trend of people who seem to hate Assault maps.

Matches go on forever.

Respawns are too quick.

Fights are brawls and encourage tank heavy comps.

2cp maps are mostly poor, I can’t name one which I actually enjoy.

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Ok. I find that Assault is the map where bunker comps are more likely to have a chance at working, whereas in Control the first main tank to pop primal and swap onto Reinhardt wins.

I definitely understand the length issue, though. I can’t imagine how you’d feel playing 4 rounds of Hybrid like I’ve done before :smiley: (6-3 win boiz)

Enjoyments obviously subjective so I won’t pull you up on that, but what about Anubis/Horizon/Hanamura/Volskaya do you dislike? Does it just not end up playing fun for you?

Edit: And I feel like the delay brought on by having more attackers on the point counterbalances the proximity of the spawn.
When attackers outnumber defenders on an objective map, there will be a respawn delay for the defenders, with the amount of time an attacker advantage is active being kept track of by a hidden stopwatch. If the point hasn’t been captured and the attackers have the player advantage long enough for the stopwatch to reach 10 seconds, the defender respawn timer will slowly begin to increase until it hits a maximum value at 33 seconds, where the respawn time will be increased by 5 seconds, for a total of 15 seconds (18 in overtime). The hidden stopwatch is paused when the amount of attackers equals the amount of defenders, and counts back towards 0 when the defending team has the player advantage.

I didn’t say they were unfun, I said they were poor.

I mean map design is poor.
Either heavily attacker or defender friendly.

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So you feel like its boring being given such an advantage vs having to go up against such a tough side?

EDIT: Sorry to harp on. Just never really been able to tell good vs bad map design, especially in competitive games

People like KOTH because it’s like team death match. Teams just need basic coordination to be effective.

People hate 2 CP because capping second point is quite hard. Unless your team has a lucky snowball on attack, second point of CP tests your teams coordination and especially ult coordination.

Edit: It’s probably also the closest to what OW was meant to be, if we had things like guilds/amateur ladder teams.

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How would guilds change Assault? I’ve seen people asking for guilds for a while but how is this different from just making a group of friends and playing with them?

Games take forever and will sometime end in a tie. No thanks…

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Do ties affect SR in ranked? :thinking:

Because a guild/clan/league team (can be multiple teams in one org) is formed by matching equally skilled and interested players. More importantly, each team members fill a niche needed by a team and they’re selected to do so because they’re good at it.

Not because everyone is friendly with each other.

And I don’t mean just “roles”, but things like good communication and game sense; and good understanding of counterplay. Not everyone in the team needs to have godly comms and game sense, but you need at least one person who can do it very well.

Because it’s the comms, shot calls, and counters that consistently win the second point of 2 CP.

The skills of the role everyone plays have to be taken for granted in something like a guild.

Edit: Even a person who can keep the mood light and keep things from getting toxic is important. This is what it means to have a team. It’s not just the numbers anymore, but the harder-to-quantify soft-skills.

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You make a fair point. I can see how that would make it harder to appreciate watching as well. I’ve heard similar complaints from people who appreciate the teamplay and gamesense required to play GOATS but that doesn’t mean it’s fun to watch or mechanically intricate.

2CP are hated because they are prone to be the most snowballing mode. Compared to escort, it all comes down to :

  • wait for all ults
  • unleash all ults
  • take point
  • repeat once

KOTH boils down to the same, only difference being back-and-forth captures. It’s kinda wearing on the long term tbh, turns skill and strategy into OverUltwatch

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People don’t like it, as it actually requires teamwork and people hate teamwork in a game about teamwork LUL

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I like all the modes. KotH is the one I like the least if to be honest. I like seeing the coordination/close games of 2CP. But I am often told I am a weirdo.

Nailed it*

It tests players the most which is bad?

I mean that’s still how I feel about 2CP over KOTH, but I’d never seen anyone explain why they didn’t like it. I definitely get the criticisms though.