Why is 2CP so hated?

Now, I am no comp player, I have barely touched it and mostly stick to QP or Arcade. But why is 2CP so hated in the community? Does it have something to do with the balance between offense and defense? I personally feel offense is favored in 2CP since they just have to win 2 team fights while defense has to win a lot more.

Like I said, I don’t play comp, so idk. But I always see tons of hate for this mode and I never really got it. It always just seems to be “Oh well 2CP sucks because everyone says it sucks lol :P”

So I’m just curious what the hate for 2CP is all about.

3 Likes

The short version? people think it requires too much team play/communication…and hate draws…

5 Likes

the fight is restricted to two parts of the map (cf. payload where you play over the entire map)

it’s boring to defend for 3m50s perfectly then lose in the last 10 seconds

and attack is boring for the same reason (but inverted)

34 Likes

Mode requires you to play as a team to mount a successful offense or defense. More so defense now that many defensive options have been nerfed.

If you don’t play as a team, you will get run over on defense or get nowhere on offense. It’s the ultimate teamwork mode in OW.

Unfortunately, many players don’t want to work together, and would rather run off and do their own thing. Hence why we’re getting the changes for OW2. Teamwork is being reduced for OW2, so assault mode is being jettisoned as it requires teamwork.

5 Likes

I dislike it because.

  • asymmetrical map with defender spawn bias at the end maps for annoying turtles
  • quickplay it goes so fast and feels like a waste of a dps queue. 9 minute queue for like a 2 minute game.
  • Choke points are very annoying to face. Especially when your team mates don’t know how to pass them or use techniques to make them easier to pass.
  • overtime plays feel too powerful overall
  • map design favors mobile heroes. Slow heroes have long ways to walk to get to final point unless they are on defence.
18 Likes

The first fight for attackers is easy because of spawns, and the second fight usually just sees 6 ults dumped to win a teamfight, or the defense just endlessly stalls with good spawns.

16 Likes

Except for how often people complain that chokes are too hard….

So the entire range of possible outcomes then :sweat_smile:

  1. The mode can be overly snowbally - 2CP is the only mode that can have a round end in 2 minutes, and this isn’t always because the offense is leagues better than the defense. A lucky pick on A and a decent ult on B is all it takes to win the game. When that happens, the defense never had an opportunity to adjust their heroes or play style and never had the time to build ults or try to stabilize.

  2. Fights are overly dictated by spawn advantage - Attackers get a massive advantage on A while defenders get it on B. There are no fights where the two teams are at a relatively even playing field. On hybrid and escort the change in spawn advantage is more gradual and in koth it is always even.

  3. Poor map utilization - 2CP maps make very poor use of the space they provide, with the majority of the map only existing to make your run back from spawn longer. Looking at Hanamura the vast majority of fights will take place at either the point A gate or the point B high ground entrance. Conversely on Kings Row, fights happen at A gate or A arch for the point, then at the arch, or any of the corners for B, an C will be either of the corners or the final stall attempts. 2CP maps are just less dynamic and don’t have that same build up to a climactic finish that other modes do.

  4. Offense needs overly decisive win to finish - If the attackers don’t snowball the map often stalls out as the attackers try to rebuild their ultimate economy and try to break through. This can lead to 8 minutes of smashing your face against the only viable choke point only to smash Q and win in the last minute.

16 Likes

I think control is far more of a bad mode than Assault

1 Like

I mean yeah. The first point has an impossible choke, but if you break it it’s a won fight for the attackers.

The second point is usually much harder to defend but has endless spawns if you don’t team wipe the defense.

No, only two cancer outcomes. What?

1 Like

People bought a team game and got upset when they had to play as a team.

But everyone has their own idea of a plan.

If everyone thinks they have a plan, the team has no plan.

Yep. One of the best way to describe Overwatch was that is was team game being played by selfish people.

It’s how we ended up with role queue. Not enough people wanted to play tank and support, yet everyone wanted 2 of each on their team.

2 Likes

you pretty much nailed it. it’s heavily attack favored.
which can lead to really bad snowballs and turning into 4 or 6 cp because as you satated attack only needs to win twice. imagine going to 6 cp and ends in a draw.

all the maps are the same

1st point 1choke that opens up to 3 lanes
2nd point 3 lanes to point

mostly bland expressionless map design

in QP

it bothers me that a better team on defense will lose because attackers ult spammed . the matches in those cases only last like 2 min, it’s just terrible design through and through

1 Like

not excusing it…thats just how it is…but yes…its essentially complaining that the red car you bought is red

1 Like

Exactly. 2 CP exacerbates OW’s problem. Each players will have different kind of fun/acceptable strategies.

Some Tanks will want to keep pushing and brawling, trading damage for heal till 1 side bucks. Some DPS want to hit shots, get picks to showball. Some Supports want a slow, methological approach while the rest of the team wants to dive and cause mayhem.

Then everyone ends up stacking ults to win, which is not fun for either side.

The game used to have more individual impact, it had more freedom; then after a lot of buffs and nerfs it got constricted to “teamwork” to limit good players.

2 simple reasons: prolonged contesting of 2nd point being annoying and not fun and the easy ability to snowball A into B if you cap A either in one fight or quick in a 2nd meaning you have ults and they don’t.

  • 2nd point is usually impossible to capture
  • 1st point will always be taken regardless of how flawlessly you defend it
  • Every 2CP map is bad
  • Draw galore
  • It’s just not a fun mode