As a side note , I find the discussion of what vs what and how is fairly disingenuous . It focuses on a specific interactionsituation without being able to coverdiscuss its effect on a map . IE flags , caps , fobs , bleed , pressure , resupply routes , runable routes , ect . Even a skilled crow can eventually be flanked when a mistakes are made , however what flags were impacted by this efficiency or lack of ? How long did it take to deal with X ? What was the total ticket impact of X ? What tempo or positioning was gained or lost ? Are players punished for trying to play the objective instead or immediately spawning at base to execute Y tactic ? ? Are they forced to execute X skilled interaction within 2 minutes to break even or they lose ? MAAAANNNY games you see now are vehicles rushing into the 56 th flag first or second the enemy can cap and then die soon after or not depends on enemy team coordination . Yet the total impact on the tempo of the enemy usually leads to a crippling effect that is brutal to recover from .