So that pink pro I actually found at a Walmart . It ' s one of the flattest destroyers I ' ve ever seen . Super grippy , a little gummy , and the rim has the slightest amount of bubbles like you see in blizzard plastic . Still pretty new , but holds a dead straight line longer than any destroyer I ' ve thrown . <| sep |> Is Shelter anime ? <| sep |> Oh fuck really ? I ' m dumb . I thought it was just a pun based around Vanilla Ice . <| sep |> Agreed could you use a long time player with big ships including a prowler , carrack , banu mm , dragonfly and 300 i <| sep |> Send them a fake noise complaint notice <| sep |> I could see Symmetra actually helping make 2 CP more bearable for offense on second point , and defense on first point . It ' s not at all convenient to have to go deal with a shield generator outside those chokes that lead into second point , which is a pretty big deal . Her stockpiling 6 turrets would make for a really inconvenient car wash outside the enemy spawn doors once they do take point , diminishing spawn advantage if she can pull it off . The length increase to her lmb increase her brawl skirmish potential if you can keep her alive . I ' m not saying it will , don ' t get me wrong , but it ' s fun to dream . In reality , 2 CP is by design not fun . The objective for payloads is measured in seconds on the cart uncontested . It ' s a constant objective . The objective for 2 CP is win a singular objective . There are 2 extra pips , but generally if you ' ll get one you ' ll get them all . Personally , I ' d fix it by making the point itself a smaller square , with a pillar or something in the center to use as cover . Side lengths about half what they are now , centered where they ' re centered now . The cover plays a similar role as the payload acting as cover . Then make it so progress on the objective decreases much much slower , similar to payload maps as well . By making it a smaller square , you make it harder for the enemy team to contest , but easier to shove people off it . By decreasing the time it takes to uncap , you leave progress from the previous team fights , making the enemy ' s spawn advantage less unbearable . As it is right now , imagine if every time you lost a fight on a payload map , the payload fell all the way back to the start of the last checkpoint . It ' s exactly like that right now for 2 CP .