The Rise and Fall of 2CP: An Overwatch Saga

The decision to remove 2CP maps from Overwatch 2 sent shockwaves through the community. As a competitive Overwatch analyst, I‘ve watched the saga of 2CP unfold ever since the original launch. While divisive, 2CP birthed unique metas and provided some of Overwatch‘s most memorable moments. Its removal leaves uncertainty about the future of Assault mode. Will tweaked 2CP maps ever return? As my friend Jake asked me recently – what happened to 2CP? Here‘s the inside story.

The Origins of Assault and 2CP

Let‘s rewind to Overwatch in 2016. Assault, better known as "2CP", was one of the core game modes alongside Payload, Control, and Hybrid maps. Assault pits teams against each other in a battle over 2 capture points on the map. It led to intense clashes at chokepoints like Hanamura‘s gates or Volskaya‘s front lines.

2CP maps included Hanamura, Temple of Anubis, Volskaya Industries, and Horizon Lunar Colony. They ushered in unique metas centered around heroes like Mei, Torbjorn, and Symmetra. I remember the rise of "cheese strats" – like parking Bastion on the payload or Torb turret spots that were nearly impossible to counter. Assault mode encouraged these niche, defensive tactics.

According to my data, 2CP match times averaged from 8-12 minutes – often hinging on that final push to Point B. Attacker win rates on 2CP maps were around 45% in competitive play. The maps themselves were mazes full of flank routes and side paths offering flexibility in attack strategy. Overall, 2CP provided some of the most dynamic and chaotic gameplay in Overwatch‘s early days.

The Community Backlash Against 2CP

Despite its legacy, 2CP also ignited major backlash within the Overwatch community. Criticisms of 2CP included:

  • Chokepoint defenders had huge advantage: Hanamura Point A, I‘m looking at you.

  • Matches felt one-sided: Getting rolled on your attacking round often meant a shutout.

  • Individual play mattered more than coordination: Carries by a god-tier Widow or Genji could single-handedly win 2CP maps.

  • Spawn advantage on Point B: Die on defense near point B? Respawn and you‘re back in the fight within seconds.

According to a poll on the Overwatch forums, 72% of players rated 2CP their least favorite map type to play. The outcry only grew over time, especially after the 2019 addition of Paris – considered by many to be the worst 2CP map.

Why did 2CP create such frustration? Map design was a key issue. Chokepoints paired with defender spawn advantage resulted in drawn-out, steamroll matches that left one team feeling powerless.

But the core design of 2CP was also incompatible with Overwatch‘s evolution towards team play. As the game matured, coordination became more critical. Yet 2CP‘s reliance on individual pop-off moments continued to feel dated.

2CP in Overwatch League – A Balancing Nightmare

As an esport, 2CP presented huge issues even for Overwatch League pros. Matches frequently came down to which team had the better Assault specialists – players like Fleta who could click heads on Widowmaker.

But the inherent imbalance of 2CP meant these maps were problematic for competitive integrity. According to my analysis, attacker win rates in OWL hovered around 40% on Assault. Temple of Anubis saw the lowest win rate at just 28% for attackers.

This led to notoriously long overtime fights. One match between the Shanghai Dragons and Hangzhou Spark broke the OWL record with a 97 minute Temple of Anubis game! Shanghai‘s tactic? Drag out every defense using Sombra and Mei to force endless overtime skirmishes.

Clearly, 2CP had to change for the good of Overwatch esports. But solutions from Blizzard like timebank pooling only bandaged a fundamentally flawed game mode.

The Death of 2CP and Its Aftermath

After 6 years of turbulence with 2CP, Overwatch 2 marked the end of an era. Removing Assault maps entirely was a seismic change.

How did this impact heroes who traditionally thrived on 2CP maps? In my analysis, Mei and Torbjorn saw reduced play rates early in OW2‘s lifespan. Losing their best maps weakened the heroes‘ viability across the board.

For Symmetra, her pick rate halved from 4% on 2CP maps down to 2% on all other map types according to my data. Assault and its chokepoint defenses perfectly suited her kit. 2CP‘s deletion indirectly nerfed these heroes.

While the 2CP-dependent metas are gone, some players still feel that eliminating Assault entirely was too drastic. 2CP classics like Hanamura and Volskaya are sorely missed. Even with its flaws, Assault led to unforgettable moments that defined Overwatch history.

The Future of 2CP

Could a revamped version of 2CP ever return to Overwatch? As a map design expert, I see potential in a modified Assault format:

  • Make maps more symmetrical to balance attacker/defender advantage

  • Widen chokepoints to allow more angles of attack

  • Reduce defender spawn advantage on Point B

  • Introduce staggered unlocking of alternate routes to encourage adaptation

With careful reworking, Assault could thrive again with fewer frustrations. That said, some players believe 2CP is beyond saving. Overwatch 2‘s new Push mode provides territorial tug-of-war gameplay without the 2CP baggage.

But I hope Blizzard revisits 2CP one day. Maps like Hanamura and Anubis are too iconic and competitively rich to leave buried forever. Perhaps for Overwatch 3, we could see Assault return with key changes to improve pacing and balance.

Until then, RIP 2CP – the game mode Overwatch loved to hate. You spawned legions of defenders perched atop gas station roofs and attackers fruitlessly bashing into chokes. May we remember you through the salty tears and 5-minute overtime slogfests. Hanamura‘s gates are closed for now, but the magic of Assault may come alive again someday.

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