I love the idea of Operations but it is terribly executed and needs big changes before it becomes a dead mode. Nobody wants to sign up to lose for the attacking team and whenever theres a chance its a switch to the defenders. Currently it seems that the Operations is very heavily favoured toward the defensive team for a few big reasons:
1st off the attackers get 3 attempts to win over 2 to 3 maps of around 5 sections each map. The attackers have to win all the maps while defenders just have to shut them down 3 times. That means a defending team gets around 15 attempts with unlimited lives to shut down the attacking team with limited lives 3 times. DICE do some maths when you're making your game modes, it's a clear imbalance.
When the attackers are on their 2nd or 3rd attempt but they manage to accomplish a map progression, they no longer get a behemoth/train/dreadnought in the next map. So a team completes a map and DICE punish them making it even harder in their 3-15 attempts battle. More DICE logic.
It's annoying not being able to have an operations restart at the end. Quite often when you search then you get thrown in a game half way through so don't always get to experience the operation from fresh. It's especially frustrating when it puts into a game on the attacking team on their final battalion on the 1st map with very few tickets left.
Thats just a few reasons Operations needs big changes. Ways to change it but still be close to in keeping with the core concept?
Give attackers an extra batallion if they win a map.
Increase the size of the 3 batallions by about 80-90% but dont have them replenish any tickets for each sector.
Give attackers their train/behemoth/dreadnought when they progress maps.
Just make operations 1 map long and a playlist seeing as DICE clearly seem intent on killing Rush anyway (just 24 players???). That way it wouldn't matter as much when you join near the end of the attackers guaranteed fail.