I’ve noticed most of the balance changes to do with maps involve changing the values of ticket reinforcements and cap times. Now, we could fiddle with these all day long to match the ‘statistics’ that apparently drive game balance but this will not fix the core issue - that the maps are poorly designed. If I can shoot into the enemy spawn from the first point, that’s poor map design, and giving attackers more tickets will just prolong the farm and make people leave. If they can’t even get to the point or get to a suitable rally spot, giving extra tickets will make zero difference.
As player counts and their levels change, so will player performance on maps, resulting in an endless cycle of rebalancing cap times and ticket numbers. It shows a trend with the development style of the game that was exemplified by the rally nerf - devs don’t examine particular situations, rather apply a blanket nerf as a result of viewing everything through mathematics.
Games aren’t just mathematics. Each point should be examined on a case by case basis, and maps should be redesigned and points should be moved. Simply changing numbers may make the balance slightly better (or in some cases, worse) but you can’t fix a poorly designed map this way.