Does anyone honestly like the overtime system? Everybody wanted one but it feels like, due to design, both teams now have to play hot potato with the objective until the defender is breaking or the attacker gets so far behind the defender gets cocky. It doesn't feel natural what happens when commanders are desperately trying to get their people to get off of the objective so they don't cap early and let the defender come roaring back in morale and get the advantage of having to be knocked to breaking and then to final push.
I don't know why this game can't just be like any normal game and have main spawns and objectives that progress through multiple objectives and change with an attack / counterattack. Certain things are great to reinvent and rethink with a project like this but it's gotten convoluted in my opinion.