But most of all, what really sets team games in an awkward position is map design. The issues with territory and map control are amplified the more players are involved, especially where CPs and resources are concerned.
Meaningful cutoff points, strat points, resource variance, etc.
Ikr,
But that's just proper map creating/balancing. It's an area where Relic still can focus on to improve the gameplay for the 3v3/4v4 players.
And how much damage does this weapon do to a bridge has the opposing faction the same tools etc ...