I greatly disagree. There very much is momentum in this game. Usually in the form of grenade spam, flamethrowers, or RO bomber runs. You can clear your way in usually far easier than you can hold enemies OUT as a defender. Fortifications rarely hold at all. As soon as you see any huge kill feed, you know its time to push. If you are trying to push with just BA, then yeah you are going to have problems. You need to make use of your resources to successfully push, and it seems there are usually only 2 kinds of players: rushers and support.
Rushers will always keep pushing, even when at a disadvantage and wasting tickets, while support players will only push forward when necessary, and prefer to hit from range, thin out enemies, or provide “infrastructure” such as rally points, ammo boxes, trenches, sandbags, med support, etc.
I don’t think the answer is to have a second objective ring. I think the solution is to have stronger fortifications, and a delay time in between objectives, for BOTH sides sake. It would allow defenders a chance to fortify, and get ready for that next push, while at the same time giving the attackers dedicated time to clear up stragglers from the last objective, and regroup, rearm, and get ready to push as a group to the next objective.
The biggest issue I see in the game right now is that it is entirely focused on pushing in and fighting infantry vs infantry as quickly as possible, instead of fully incorporating the other elements into it. For example:
there are dedicated AT squads and AT weapons that are used extremely rarely in many cases. Why? Because they gave the explosive pack as an option to ALL infantry. While this makes it easier for infantry, it removes a large element of tank usage from the game. So instead of tanks pushing up and helping block bullets for infantry, or breaking down thick fortifications, most of them sit in the back of the map!
Due to the tanks not pushing forward and helping with the thick fortifications, the sandbag walls, barbwire, etc was nerfed so that all INFANTRY could deal with it easier. Anyone can simply deconstruct fortifications, or start spamming frags, and it all disappears. They nerfed entire elements of the game down, just in an attempt to satisfy the rush tactics players, and now we are seeing the major issues arising. Rush tactics are so overpowered, that a lot of players don’t even want to attempt to fight that which by realism standards SHOULDN’T work but do in a game setting.
This wouldn’t even be an issue if fortifications actually held properly. Again, both offense and defense would benefit. Straight rush tactics would be less effective, and support type roles would have more place.