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?