The comeback mechanic in Escalation is broken (and maybe in Conquest too?)
So there's this comeback mechanic in Escalation where if one team is far ahead, their bar will fill up much slower than the opposition's. On paper that's fine, but it's really wonky right now: say you're 2-2, your bar almost full and their's almost empty. The music starts, you think you're about to win, but then it lasts, it lasts, it lasts a very long time. Right now it's way too long.
But things get asinine if the opposing team manges to catch 2 objs simultaneously once in a while. Their bar starts filling up, fast. You get one obj back, you get the music, you defend and wait... And they get one back and their bar starts filling up again.
I've had matches that seemingly refused to end for very long stretches. And it's demoralizing: one side can have held more objectives for 5 minutes more than the other, yet lose the game.
The mechanic is not bad, it's at least something to prevent complete routs, it's just poorly implemented right now and needs to be toned down a tad.
I'm a bit less sure but I believe there is a similar mechanic in Conquest. Certainly I've had game going similarly to what I describe above where at the end everyone in the chat, from either team, posted question marks at the result.