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I would add to that, that the action itself isn't like PUBG; you might be surrounded by gunfire and explosions, but you won't necessarily be shooting baddies left and right, more likely you'll be doing flanking manoeuvres, laying down smokes and trying to get the good angle(s) to take the shots required to take out enemy squads/spawn points. Whereas PUBG is more like, you're in the action, you are effectively in a firefight until one side wins - sure flanking matters, but the TTK is much higher on PUBG so you can afford to duke it out face to face a bit more than you can in squad. In squad, if your enemy has got sights on your position before you are setup with sights on theirs, you have pretty much no choice but to move from the position and look for a flank, because you will get downed in 1-2 shots (and the suppression mechanic means even if you aren't hit, you become effectively useless unless you move out of suppression).
There is a lot of down time at the beginning of the matches now. Way too much imho. Plus the delayed spawn times on the vehicles are ridiculous if you ask me. So yeah, if you hold your spawn and wait for a hab on the middle contention point like the island on Mutaha you can usually expect to get into the action quite quickly and stay in it if you chose to defend the point.
The bigger problem is that there isn't any real game mechanic that forces you to actually do anything at all. That is both a blessing and a curse I guess because if you get on a team with a bunch of goofs who want to make forts way off the flags you're going to get steamrolled.
It happens often enough to make it a really good idea, particularly when you know that the only reason the next point is being held is because the team is full of people who mindlessly charge forward. You know, running from point to point without even thinking about higher concepts like "strategy", "tactics" or even "logistics" - the kind of person who'd put a radio and the hab in the middle of the street. Its too often that I've seen people be shocked that the enemy not only gets into position to take the current defensive point, but doing so by setting up on the point afterwards, aiming to capture two points at once and probably winning the game.
Your solution to this - "Stop thinking about defense and charge forward, or be charged with treason and shot" will only work when everyone on the server treats the game like its Call of Duty, which I'm fairly sure is not very reliable.
I mean, back cap and proxying the hab also happens. I agree with you for the most part, but there is stuff happening all over the place in Squad instead of just the front. The ideal time to make a fallback, is if it immediately became the active point as soon as it was finished being built, but we're only human.