while i think the concept for the objective is a cool idea (escort object convert to dynamic koth), i think the rules rn aren't very great. rn it encourages teams to build a ton of dive explosion utility to take a point at the last second or around full holding with the highlander setup from hell, neither of which particularly encourage outgunning the other team but just drowning everyone else in util.
rn it doesn't matter who wins the cash box fight, so there's not really a point fighting over it unless you intend to set up a full hold, and it doesn't matter who starts or holds the objective until the very last second.
i'd prefer if each team had their own timer they could get time to count down on when in control of the cashout, and that there was some time bonus incentive to actually being the team to win the cash box fight and start the first cap.
the util (shields, gas, instant revive invuln frames, etc etc etc) is also just insane rn imo and needs tuning to not be so frustrating to deal with. I also don't cc options like glitch grenades are a good bandaid fix to the matter either.
other than all that i've been playing it a ton in both the quickplay and tournament modes since release because the gunplay and frenetic team fights are so much fun, but i don't really see the game lasting particularly long if the ranked tournament mode ends up looking as aids as i imagine it will
also the devs are a nexon subsidiary so i'm rather sus of their future monetization scheme and balance choices