the thing is, nobody or no majority asked for a faster tick rates.
If anything I think people have indirectly asked for slower tick rates.
One complaint for Coh2 is that the window for light vehicle play is too small. So in some game modes, they are never even considered. Stretching out the game a little would give them more room to be viable.
Maybe Relics thought was making the VPs faster would force you to decide on early power spike with lights over mediums later? If you are far ahead, close out the game with lights early? This would be fine for 1v1s, but bad for 4v4s. Especially since 1v1 players dont actually like to "play" the game. They want a fast chess match and once they think they have won, they get upset it is not over already. 4v4 players want a long slog with much death and carnage.
Maybe that is the answer, different VP times for each game mode: 1v1 (fast) to 4v4 (slow).
It is really hard to say what will happen in 4v4 since we have a new resource system. Maybe 4v4 will not a be myopic fuel charge every game, so, with faster ticks the VPs may become as important as fuel is in Coh2?
Not having to push fuel early would be great. It caused faction imbalances in start times.
EXAMPLE:
OKW would swarm a fuel almost a minute before some soviet builds get there. By then it is too late because the OST MG is setting up.
Having more lower value points could spread the fighting.