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And a few classes are just extremely strong with it.
therefore they will never attack the robots
Valve: "MOAR SKINS!!!11111!111"
But still,unless it's a whole different gamemode it'll be verily unbalanced until the point of not fun.
If you use the search button, both here and on tf2 Reddit, you'll see that that idea was brought up before. It's not as easy to convert a class based tower defense shooter into tower attack mode as it sounds. Most people who bring it up realise the game is a ctf of sorts and think "players carry the bomb to hatch" is really all that needed.
Here are a couple considerations people never seem to touch on:
In current mvm red team wins when all bots in the wave are killed. Under what circumstances will red team bots win in tower attack? When all players in blu team are dead? Does that mean no respawn or limited lives? Or stopwatch style? If the first - medic would be downright op and required for any team all waves and that's not something you want to do. Stopwatch is tricky to predict what effect it will have.
Another one is how to keep the game varied and interesting. Right now we have several "capping bots" which provide unique challenges to the team. Super scouts and sneaking engineers. Those will be uneeded if bots are defending as the game is more static towards their end. Right now there is a linear progression (bot path) of the game, letting players make use of the entire map (if they get pushed back). With bots defending how do you keep the game potentially moving?
Another tie in to that is that currently the game is dynamic. Teams that were pushed back can fight and retake lost ground. So there is already an element of attacking and taking it.
I am sure a creative and clever mind can come up with a good fun way to implement it, but right now its pretty complex to " turn it around" and keep it fun and balanced.