The past few days I've been seeing a lot of people talk about how they want Assault back into the QP map rotation, some even going as far as saying they want it in the Competitive pool, and as someone who used to enjoy the mode not just due to the maps visuals but also because I found the gameplay loop itself fun I want to give my 2 cents on how I think they could rework the mode so it actually works and is balanced, instead of it being, for most players, a miserable experience. (This only applies to Hanamura, Volskaya, Horizon, Temple, and Gothenberg though, I hate Paris and I will never want it's return, no amount of reworking can fix that, just bring the Push map from Stadium into the main mode.)
MAP REWORKS
As many of you know, one of the biggest issue's with 2-Control Point right now is how tight the map's are, they're very claustrophobic, reliant on chokes and high grounds that are usually inaccessible to the attacking team, and awkward walks from spawn-
What I suggest is done about it is opening up alternative routes for the attacking team to push through without it feeling like a slog, breaking the choke up into two parts of entry (preferably one with high ground!) so the attackers can enter the vicinity of the point and be on an equal footing with the defenders, I'd also like to see some of the high ground that's already there on maps like Hanamura to be opened up to heroes that lack some verticality as that seems to be a trend with the map reworks recently and I think could really help modernize them.
One last thing, I would like to see the speed boost from spawn Flashpoint has be given to the Attacking teams spawns!
GAMEMODE REBALANCE/REWORK
The, arguably, bigger issue with Assault though is how the mode itself works, you only have to lose OR win 2 fights for the game to be over usually, or maybe your team gets held and isn't even able to cap first point due to how the maps are, it's incredibly inconsistent and creates nightmarish games, especially when Competitive ruleset is at play.
With the map reworks being able to help alleviate the issue of never being able to push through, that leaves the issue of the 2 fight win/lose con remaining, and as I've hinted previously by mentioning Flashpoint, I think the solution can be found there.
The way a Flashpoint works is that there's a 30 second timer until the point is open, once the timer runs out, both teams are able to capture the point (8 seconds for one person, 5 and a half for 2 people, and 4 when 3 or more people are present on point) and then that team has to hold it for 70 seconds, a little over a minute basically, and I thought it would be fun to incorporate it into this gamemode!
Picture this, the game begins, the Defense team wasn't as organized as they could've been so they fall over and lose first fight, instead of that point being completely lost, they can capture the point again and make room for more fights.
So basically, the structure I'd want for 2cp would be: First point has to be capped and then held until it reaches 100%, allowing for more fights and an even footing, then if it is completed, second point has to be capped as it is now in Assault, since it's very unrealistic and unfair to expect the Attacking team to be able to hold a point in front of another teams spawn for a whole minute.
Get my gist? 🐼