TwiggyOne last question: I understand you want this game mode to reward mechanics, would you say it's only that or is there team decisions to make like in 6s?
Having decent mechanics is essential however beyond those basic skills teamwork becomes even more important than hitting every shot.
example: In the meta that has formed through tons of playtests there will be a defender soldier. If you are trying to score solo, as you throw the ball he will pencil jump up and block your goal. Pencil jumping in front of the goal is a lot more reliable than hitting your head so you don't surf his rocket or airshotting you out of the sky. However if you bait his jump by diving in with the ball, then right as he jumps pass it to your friend who came in a second later, then your friend can score. Another way to do it was to pass to your friend and then jump the defender before your ball carrier and take a 1v1. Even if you died you could hold up the defender or kill him or make him too weak to jump. As long as you have basic mechanics you will be able to hold up this defender for 1-2 seconds which should be plenty of time for your scorer to get in if you time it correctly. this basic example is further complicated when there are offensive or defensive adds, for example, 2 attackers vs 3 defenders or 3 attackers vs 2 defenders.etc.
It is to the point where main calling can be important when executing plays. Sometimes you need to make decisions like in 6's where you need to play differently. Sometimes it's better to stop being offensive and play full defense. Sometimes you notice a player or positional or health add and you get aggressive then. This game mode was developed solely by people who play 6's, so we formed the game mode with a very fast-paced advantage based coordination based mindset. We limited or banned classes/weapons that slowed the game down or were unfun to play against. We took feedback from players during playtests and changed the map or the whitelist. This is why we are confident that this is the best pass time and that people who think of passtime as a failure could play this and enjoy pass time in a more refined and competitive state.