Got the point that Tsuru Reef can feel slower in Conquest if players are spread too far apart. I’ll pass this feedback along to the team.
Yet, this is what battlefield is about. You should be able to traverse parts of the map in "low-adrenaline" without problems. Half the problem with most map designs were that they seemed to concentrate players in an eternal firefight. Please, remember who you are, Battlefield.
Thank you for adding more context to the discussion.
Why?
Do you think the devs didn't know that the pace would be slower on this map and that a lot of battlefield players were asking for exactly that?
The OP is spoilt for choice in BF6 for maps providing fast paced gameplay.
Slower pace doesn't mean right pace.
Tsuru rift is huge but have hard terrain to pass, that's meaning people are going to stuck every where unlike pure land battle. more players can get rid of stuck feeling.
EX. Railway to Golmud , that's huge but doesn't has to be boring.
That’s a valuable insight. I’ll include this feedback in my report, around Tsuru Reef’s terrain readability, movement flow, and whether more players could help reduce that feeling of being spread out or stuck.