>got 140 wins on cp process>got 142 wins on cp powerhouse >got 137 wins on cp foundry>not including all my stalemates and losesafter playing so much rounds of this gamemode. i think it's clear to me that 5cp might be the worst gamemode of tf2 the run and back feel awful. no class shine in 5cp outside of maybe the meta compniggers classes. a lot of maps suffer from the combo of engi nest+sniper at the other side of the map, the respawn timer and runback is awful and due to the spawn switching, you can't use teleporters punishing non mobile class such as heavy or pyro.
5cp has the same major drawback that ctf does in TF2. It completely breaks the invisible system that incidentally creates teamwork, which is the glue that holds the game together. The staggered respawn waves, linear map design, and medics/engineer dispensers acting as beacons that get players to group up are all super important to the flow of the game. All of them only work so well because everyone has the exact same objective in most game modes: push the front line. These systems fall apart when players have to split their decisions between multiple objectives. Which is why cp and ctf are both stalematey forever slogs because players have to choose to push or defend, and the game can't organically trick everyone into doing the same thing at the same time like it can in attack/defense modes. (This is also why just about every other multiplayer team shooter is AIDs)
>>730888232So what I understand is that you're very good at processing CP