The first, prominent one, is that Siege is inherently defender sided on most maps. They don't have to breach the building from the outside, and they do not have to move around a lot typically. It also boils down to the individual skill. Through a common twist of bad luck, the enemy can be given a side they perform particularly well on, thus giving them a 2-3 round advantage that could already determine the match.
Which maps do you think are overly defender side more than others? I did like the suggestion someone gave about making the system double-check that the defenders don't get the same spot as they did previously to prevent getting that back-to-back advantage. Although. I partially feel like players should be able to adapt to the strategy once they find out they are playing the exact same as last round, but I also know that it's not that simple and is a learning process.
My irritation stems from the fact that there are 21 maps, but we only use 12 of them in Ranked. I can understand that there are potential balance issues from the other 9, but they are just taken out and forgotten. Some of those maps I enjoy, but can't play them in the mode I enjoy more. The pain point, for me, is that the majority of the community is ignored for the minority. I admit, we don't always have the brightest ideas, but to assume that pros possess some innate ability to balance this game without being wrong is ignorant.
The team takes consideration from all members of the community, not necessarily just pro players. I do agree that pro-players are not always correct with suggestions, as they are just like any other person who enjoys the game. I do understand that a lot of people in the community feel like it panders towards competitive pro players over the general community, especially since a lot of the players have a large platform. The important thing to understand is that the team doesn't look at who specifically suggested it, but the suggestion itself.
Regarding maps not in rotation, I understand as someone who really enjoys playing Plane. It is the map I know the best and enjoy playing on it. Not having that familiar option in play can be a bit daunting, especially if I have a hankering to play on it. I think part of the reason for the rotation is to have players be able to play on lesser-played maps so they can learn them better. Maps are also removed from rotation as a chance for a rework or revisit, like how Theme Park was removed all last season.
I believe the most prominent issue right now is hit registration. I understand that it is a difficult problem to take care of as it involves a multitude of variables, however, it really just does not help when you shoot an individual in the head 5-6 times but they register as shoulder shots. Just last night, there were 3 instances where teammates put neatly placed shots on the head, but they did not pay off, and the rounds were either lost or a lot closer than they needed to be.
Hit registration has always been a topic within the community and, as you mentioned, it is a difficult problem because of the different variables involved. When reporting hit registration issues, we strongly recommend players to provide a video along with their report to support. This gives us visual feedback showing the exact issue, and possible replication steps for the team. I know a lot of people were getting really irritated with me in the Support forums when I would constantly ask for screenshots or videos. It wasn't that I didn't believe in the reports, it is because this kind of issue needs that visual support to help further the investigation. I can't quite remember, but I think there is a HUD option to toggle the network icons/ping off/on? I would suggest turning that on as well if you are going to make clips so we can have a better understanding of the environment when things like that happen.
I'd say there are other things such as character model displacement as what your screen sees can be vastly different from what your enemy sees, and that is the difference between life and death. Many times I peak a corner, but my enemy sees me well before I see them.
This is mostly a combination of peeker's advantage and camera perspective changes. These kinds of reports also really need clips or screenshots so we can have a better understanding of what you experienced and try to replicate/understand why it happened that way.
I understand that these issues do concern servers and connections, as well as hardware to an extent, and I have tried to be patient with them. But they way they are stacking up is not really making it easy.
You're absolutely correct! These kinds of issues can involve issues on both ends, which is why it can be harder to replicate and fix. I do appreciate your patience while the team continues to improve these situations and for being really thorough with your explanations. I hope at least I can provide a bit more context and hopefully understand the points you are trying to make properly.