So after more play - I can see the game is definitely broken. The scoring system is shi7. My win rate is now about 35% if I discount my earlier games played against experienced stompers (yeah that's still crap but I've actually got a life unlike many, especially the someone I came up against with 1700 multiplayer games player - sad no doubt pasty pencil necked dweeb).
Despite the witterings of the content winners earlier in the thread about pushing when you thin your opponents line it really is a game generally of luck as rushes win the day. Then you get people who rush and stick a vehicle behind a hedge which is difficult and very time consuming to get to clear but then claims a load of map for just a cheesy push or hide several units behind a hedge which due to the slow nature of points build up proves really hard to then dislodge. Okay, that's the game, but it just proves the point made earlier, rush to take a few fields and then camp and consolidate. Ah, that's called taking the initiative I hear you say. No it's called cheesey broken game play where you oveload and luck out by going through the right side, claim points and camp for a bit.
My premise is still correct - the so called 'good' with win rates over the 70% rates charge left or right, sometimes the middle, leaving a token blocking force that can block any force you can muster with whatever points you have left. Good gameyness. That's what GG means at the end of a game.
The percentage scoring is set too low, it should be about 55% before the points start and the final score should take account of kills as well.
Unless someone has beaten me by map points and significantly more kills then they haven't actually won - then only think they have.
Same goes for me when I beat someone.
At the core of the game is a nugget that is good - but it's been spoiled as many on these threads can testify.
Lack of a good multiplayer matching system has also done for the game.