I think you’re over-exaggerating here.
For one, all I play is CQL, and I have nearly a 70% win percentage - and on top of that my connection is absolutely terrible. Granted, for most of my play time I did have an excellent connection, but nowadays (since I moved a couple months ago) I have literally the lowest quality connection available in my region of the state because it’s all that’s available in my specific area.
But in saying that - I play CQL fine. My teams win, my teams may lose, but despite having a horrible connection and experiencing a few latency or lag issues here and there (which are mostly on my end), I still end up doing good the majority of the time, and am at least in the top 5 for most matches I play, if not top 3.
Secondly I want to bring up you claiming all CQL consists of is running back and forth between OBJs and killing one enemy the same way over and over again.
If you think that’s the case with THIS game - I suggest you go back and play BF2, where maps were SUBSTANTIALLY larger and more open than the maps we see in this game, and where jeeps scarcely respawn on objectives, forcing you to literally walk anywhere you want to go, because BF2 had incredibly limited sprint.
So what you’re complaining about has essentially always been a part of this franchise, and how it works in this game is eons better than how it worked in past games.
Then we comes to your arguments about CQL compared to TDM and “strategy”. First and foremost I want to say that TDM is nothing special. Not only do you have to deal with substantially less in terms of enemy forces - but the spawns are INCREDIBLY easy to predict. Like CoD-level easy prediction. It’s basically “wherever you and your teammates spawn, the enemy is spawning on the opposite side”.
It’s just redundant that you’d argue CQL takes no strategy, and then follow that up by saying people can spawn anywhere and come from any direction. By default, NOT knowing where your enemy is going to come from requires substantially more thought and strategy in your placement than in TDM where your enemy is basically ALWAYS going to be coming from the side of the map opposite to your team’s overall position. In CQL positioning and the lanes you take to objectives actually matter and is what sets the average players from those that know what they’re doing - whereas in TDM every single player is essentially in the same 100m by 100m square and you can spawn and just run to the opposite side of the map and end up running into enemies.
You talk about “not even seeing who killed you” - but why is it some sort of requirement to SEE the person that’s shooting and killing you? Unless they OHK’d you, for one, you could easily turn around and see them (the game shows you where you’re getting shot from ffs) - secondly you could LISTEN to where people are coming from/shooting from/look where your teammates are dying to tell where people are coming from. That’s basic FPS knowledge.
I know guys that DECIMATE at TDM who aren’t even that great at CQL (they’ll actually probably read this thread and call me out for saying this, but w/e - they were talking smack to me on Discord after playing like 5 matches where I was in 1st the majority of the time). One of those friends, HardAimedKid, can actually tell you that CQL requires better and more consistent team work in order to be the top dogs of the server. He literally plays mainly TDM because, and I quote, “you can’t carry 31 people, you can carry 10 though”.
But let’s get off the subject of TDM - now I want to bring up team balancing, since that seems to to be such an important issue to you.
Let me get this straight with you or anybody else reading this.
Apart from rented servers with active admins that do it themselves - there is and has been NO team balancing in these games apart from auto-switching people to make teams more even.
Why, you may ask?
Because tell me this:
HOW IN THE WORLD are you supposed to “balance” OPEN PUBLIC MATCHES of 64 players that literally ANYONE of any skill level, age, or demographic can join from a server browser?
What “stat” or parameter are you supposed to use to “balance” 64 COMPLETELY RANDOM players in a publicly available server?
Let’s go through them - there’s balancing by K/D, which means nothing because useless Bushwookies camp all day long and have ridiculous K/Ds. There’s SPM which would be unfair because there are some pilots with terrible SPMs that are phenomenal at what they do, they just don’t actively play objectives because they’re in the air. Then we have the “skill” stat which is COMPLETELY pointless and can literally raise or lower by dozens of points just by playing one match (seriously, in BF4 I played on CQL match, ended up winning in 1st place, and my skill still went down). You could come in 1st 5 matches in a row, but if you lose all 5 you’re still going to decrease your Skill stat.
So in saying that - HOW are you supposed to balance servers? And if they do decide to balance, WHAT are they going to “balance” people by? None of the stats logged in this game correlate to how truly “skilled” someone is at the game or not.
I’ve seen people complaining about “team balance” in terms of player skill literally since BF2142. But instead of offering a solution as to HOW IN THE WORLD DICE is supposed to achieve this “balance by skill”, they just consistently and constantly whine about it not being part of the game - like DICE can just pop a magical “balance” mechanic out of thin air and implement it into the game.
On top of all of that, you have to think of mechanics they have in the game like team-switching, or auto-switching people so they can join their party members.
I can agree that if teams become PHYSICALLY imbalanced (like a 32 v 32 match where 4 people on one team quit, making it 32 v 28), they could implement an auto-switch feature to place people on the opposite team.
But in my experience even those mechanics can get outrageously annoying. I can’t tell you HOW MANY TIMES I’ve played BF2 (even recently) and been whooping butt and capping/defending OBJs for my team like my life depended on it - only to be switched to the losing team literally 75% of the way through a match. So i’d go from decimating to being decimated because the server randomly chose ME to be the person to get switched.
Auto-switch has also switched me away from my friends in past games, which for me is a big no-no. It could work as a mechanic, but there would have to be a lot of thought put into it so it doesn’t screw people over (like only switching over the people at the bottom of the scoreboards who would be effected significantly less than if you switched somebody who was currently 15-1 with 10,000 points.
Other than all of that - I have rarely played a game of CQL that lasted literally 30 minutes - most of them end within the region of 20, unless the teams are deadlocked and the game ends 1000 to 900-something, which would force the game to be longer. Either way - it’s not so long of a time investment that you should expect it to be flawless and everything YOU want it to be.
After all - if you dislike a game mode, you can go play one you prefer.
I vehemently despise the Rush game mode - you know what I do? I don’t play it at all. Instead I play CQL, because I actually enjoy playing that gamemode, even if the vast majority of the time I only play it by myself in squads with randoms that don’t even communicate.
I mean, really - look at what you said in your OP.
It’s not worth people’s sanity to stay in games just because they’re losing and their team sucks? It’s not worth “wasting time” because of bad team balance?
Dude - I think it’s time you step back, take a deep breath, and realize that you’re playing a video game. Not only that, you’re more than likely playing that video game alongside random kids spanning from the ages of 12 to 18. Or with some random middle aged dudes that just retired and bought an Xbox and BF1 because they saw it on TV and it looked cool - having never played an FPS in their life.
What it sounds like you want is a 64 player, large-scale, combined arms game mode where only high-mid to top-tier players should be allowed to play, where all teams are equal at all times in number and skill level.
But you have to know that is an impossible task. There’s NO WAY that’s going to happen in public servers full of completely random players of all age groups and experience levels with shooters. The only place that’s going to happen is a rented server where some Badmin kicks anyone under level 100 and hand-organizes the teams himself after every match - and even that isn’t going to happen often.
What you seek is a pipedream that isn’t possible as long as Battlefield runs public servers that literally any random player can join through the browser. It’s just not possible to “balance” those players, in the true sense of the word balance.
And lastly - as for the few questions at the end of your OP.
I find many games of CQL balanced. Not all of them, but you can’t just expect every single match to be perfectly balanced. That said, I’ve had dozens of matches where the teams are fighting tooth and nail against each other for the win - literally only winning by 1 to 5 points.
I mainly play alone and my win percentage in CQL is perfectly fine and positive.
And seriously, when it comes to 30hz vs 60hz (actually 45hz on consoles I think?) servers - I really don’t even notice a substantial difference. I play CQL by myself, and at times I’ll hop on and play TDM with the Sauce Squad (my group of forum friends) - and I transfer fine from one game mode/hz to the other. Sure, TDM is a lot smoother experience latency wise, but that’s a given because the playercount is literally more than 2x smaller, as is the playable area of the map - the game has to deal with substantially less going on all at the same time, of course the experience is going to be smoother.
But that said, I don’t feel Conquest is inherently not a “smooth” experience, nor do I feel that it’s substantially worse to play it from a performance standpoint than it is to play TDM.
It feels like playing Conquest in pretty much every other BF game that has ever existed - with the main change being smaller maps and unlimited sprint in newer games.