Thoughts on a 5CP Game Mode?


(animatedFrog) #1

I love Dirty Bomb because the gameplay is so fast.

But I feel like a lot of that quick gameplay is wasted because of the nature of stopwatch - one team is permanently defending, and therefore that team has little incentive to push, which means the action inevitably stagnates. The most they do is forward hold.

I think that implementing a gamemode like 5CP in TF2 would allow more of Dirty Bomb’s fast gameplay to shine.

If you don’t know how 5CP works in TF2, the map is symmetrical. The capture points are arranged in a rough line, BLU last, BLU second, the mid point, RED second, RED last. At the start of the round, both teams run to the midpoint and try to cap. Capping the midpoint gives your team forward spawns and allows them to capture the next point.

The reason I think this game type fits Dirty Bomb is because it encourages pushing from both sides. Both teams have the choice of pushing or holding at any point in time, which, in TF2, leads to exciting things like backcaps (sneaking behind the enemy to cap the point and force them to turn around), wrap plays (where instead of fighting a team pushing through a choke, you go through another entrance to flank or backcap), and clutch point holds. It’s very fluid - teams can gain and lose momentum quite quickly, you can hold off a push and then cap one or two points while the enemy is waiting for spawns. I think it would reduce the amount of time spent sitting around waiting for them to push into you, which would be nice.

What do you guys think?


(reliableTortoise) #2

this would inherently lead to spawn camping choke point exits with mines and sticky bomb shenanigans by a better team… not to say this doesnt happen in objective and stopwatch but 5CP would actually promote that kind of behavior


(animatedFrog) #3

Make inaccessible spawns then, like TF2, or last point of Chapel.

I don’t see how it would worse than Objective or Stopwatch. You literally do nothing other than camp chokes on defense, because there is no incentive to do anything else. In 5CP you can’t camp forever because you ALSO have to walk through that choke eventually to win.


(Eox) #4

As a TF2 player with more than 1200 hours in game, I’d gladly welcome that. Maybe replace this with an objective to repair rather than a point to capture (just to keep the usefulness of engineers).

I also hardly see how spawncamping will occur : both team have to attack.


(LifeupOmega) #5

Played TF2 for like 3000+ hours at this point and 5CP was always a favourite of mine, would be pretty fun with good teams.


(KangaJoo) #6

I totally disagree with you about the defending team having little incentive to push. Pushing up as a defender gives you more options to play from, more intel about where the enemy is, and also gives you and your team more time to set up for a retake if some of your players go down. If you watch pretty much any high level competitive game, the defending teams always push up as far as they can based on the map. By that I mean they push up to positions that allow them to stop the attackers as soon as they get out of their spawn meaning if they pushed up any further, they would literally be shooting the attackers as soon as they spawned in which I think we can all agree is bad design.


(animatedFrog) #7

Yeah, that’s what I meant by forward holding. It’s not the same as pushing because you are ultimately still picking a spot and sitting there, letting the walk into you, instead of going forward yourself to win.