Well, tuning down the capturing rate to significantly small (See the "CP neutrilising mechanic" thread) Can pose to a defencive state.
I raced a squid as a spire.
Point A is the hill, Squid got there anc capped it, by the time i got there he was gunning for B and only 10 seconds left until B is the hill.
This was going to go on and on if i kept chasing that squid for each point he was in. I reach it, he allready started to go to next point...
Then here is the gameplay change that made the spire quite viable to a Degree...
Point A is the hill, Squid got there and capped it. I rushed for C. Squid went for B. (Depending on allies, they block him or fight him). When C is it i allready cap it, squid comes and he blocks or is too late or dies and we capture. 2/3 chances we cap the one we are on.
Basically i was forced to Spire, as in... being a spire type spire. Not spire ship, but Spire... you know what i mean. And it worked quite well. But its still odd that the matches can still take quite a while and the capturing mechanic still needs configuring or polishing.