The design team needs to revisit and/or throw out the design pillars of 1) small maps to enable instant action, 2) lack of objective-based warfare, and 3) extreme terrain variation. We have maps using those pillars already, and the resulting gameplay is repetitive and highly disappointing, with little variety to the usual sequence of events, endless deathballing, and no real room for role/information warfare.
Please implement some gamemodes that use terrain tricks and strategic object placement to prevent long-range meta while including dynamic objectives that FORCE a team to split up.
You can take out Assault if you need to, in order to implement this new regular-queue mode. Its presence would probably bring back more than enough relieved former players to make up for the bucket issue anyway, so heck, leave Assault in. But please don't use buckets as an excuse. So many players leave the game because it's the same damn thing every match.
Edited by Rebas Kradd, 03 June 2015 - 08:26 PM.