assault mode (attack/defend) rework idea of mine

I’ve been thinking a lot about why Assault (attack/defend)  tends to feel defender-sided, and I think a big part of it comes down to how attrition (attacker’s ticket drain) works in this gamemode. Attackers are constantly losing tickets both passively over time and actively through deaths, which creates a situation where defenders don’t necessarily have to win fights but to just stall the point. Even in neutral trades, attrition often favor defense because time itself is working against the attackers.

The goal of what I'm trying to do is to remove the bad teamwork punishment and replace it with a more teamwork friendly system. Instead of attackers slowly losing tickets before they even try to get on point (see those in pub pushes in tf2), the round would build toward a defined climax with controlled, finite overtime phases.

My main rework idea would no longer drain attacker tickets over time. Instead, attackers would have infinite tickets during the Timed Phase, and the round would be decided by a timer. And Overtime Phase is when players are encouraged to “GET ON THE POINT” -random teammate with limited tickets and faster reinforcements.

Once the timer expires, the Overtime Phase would begin, which would convert the timer system into a limited reinforcement phase with reduced respawn time for the attackers. I think this would make attackers more aggressive, give the defenders less time to reset -> easier time to push, and also make it less boring for dead players as well since they can respawn quicker (and to make a difference using their spectate cam for pre-scouting), etc.

The proposed changes are:

No Hard Rocks (it just makes attacking impossible)

Timed Phase, 7 minutes: Both teams have infinite respawn tickets, attackers have 25 second respawns and defenders 45s (like normal)

When the timer reaches zero and attackers are contesting, Overtime 1 begins.

Overtime 1 removes the timer, gives attackers 40 tickets (still no passive drain), and 2 Shock Trooper kits for the attacking team.

Attackers are reinforced every 10 seconds instead of 25 seconds

Defenders go from 45 second reinforcements to 25 seconds

Capping the first point in Overtime Phase returns it back to the Timed Phase with 7 minutes

Defenders get shock kits after losing the first point

Overtime 2 only triggers at the second point, if the attacking team hasn’t gotten any shock kits from Overtime 1 they will get them now (but only 1)

Overtime 2 gives only 30 tickets

Capturing the last point should be the same (giving 50 tickets to attackers and making defenders have none)

These changes should make attackers more aggressive in overtime, stop giving defenders basically a free win, and prevent people from contesting infinitely in overtime (while still allowing defenders to win through good positioning and teamwork)

Most importantly, it shifts the mode away from “defenders win if they stall long enough” and toward “defenders win if they survive the push.”

This probably sucks as changes but i’m really tired of assault and i think it should be more fast-paced rather than being the most boring gamemode ever (tug of war is peak though)

Please give any counter arguments/additions/ other suggestions for this 

Posted Feb 25, 2026, 9:06 PM UTC

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