Here's the thing about that. All things being equal, Rush favors defense because the attackers have a limited number of spawns. This is why attackers have to play aggressively.
If the MCOM is in a wide open space, and one team must arm while another must disarm, and the spawns are evenly spaced (all these conditions are met in China Rising maps) the team who wins is the team who gets its ass to the objective first. Assuming that your team isn't horrible at aiming and shooting, it's easy to win Attack if everybody moves up and does it together. Every Rush attack we've lost recently has been due to our failure to do one of these two things. We either have people playing deathmatch somewhere halfway to the objective or we have everyone running in different directions, usually solo.
"People just need to be aggressive" is not a tactic.
You're still going to be faced with a hard wall if your opponents are any bit decent.
my problem with the China Rising Rush maps are this:
1) Defender Field of vision: Almost all of the past BF & BC maps were designed so that m-coms were either close but not in direct line of sight (metro, arica habor, port valdez) or far but in direct line of sight of one another (Nelson bay, Isle Innocentes.) This creates breathing space for the attackers since bad teams will shift their attention to one and neglect the other and good teams will have to keep a watcher behind. Altai Range set 1 does the unthinkable where the m-coms are both close and within direct line of sight of one another once the crappy wooden houses are cleared. This makes it so that attackers must either put up a united one-time effort, time their attacks (pull back the tank till enemy tank is cleared) or hope that their opponents are really bad at team death match/king of the hill.
2) Points of entry: Usually I would be a big advocate of m-coms being closer together like they are in Bad Company 2. However, that works in BC2 & some BF3 because the playing field is much much larger and attackers were given more options in terms of flanking or ways of entry (atacama desert, firestorm.) And for those smaller and linear maps, Dice use of choke points and giant vision-blocking concrete walls at least helped in terms of luring over-aggressive defenders away from the objective. On Altai Range set 1 or even silk road set 1, the point of entry is extremely limited. ON AR, the tank can only really travel down the main road. Attackers coming down the right hill will be seen by anyone guarding the m-com/tank and attackers coming up from the left slope has a viewing disdvantage of being down slope/easy picking by a few defenders. Some later sets for AR is equally stupid. a down hill plain with no cover (unlike dpeak) and uphill climb with limited routes. The same thing with silk road 1 - the fact that the whole left side is closed off for the defender spawn means that any idiot can guess where people are coming from. With no choke points, limited points of entry for attackers - EVERYONE is now a dedicated defender! Even the idiot pubs who run to the front line knows to stay behind!
3) No breathing room: In past battlefield maps, attackers are typically given some breathing room if they're able to get pass a major choke point. You can either hide in a building till your squad spawn in or even get behind the defender's spawn zone to flank them from behind (metro). This is totally moot AR/silk road cause the first 3 sets all have buildings/covers that are completely destrutable (tents, wooden houses).
4) No Kit logic: You'll often hear me yelling at people who don't know how to place spawn beacons - don't place them in open fields/places without roofs. Cause you might as well tell everyone where you're coming from when you're going to parachute in from the sky. Dice implemented this rule cause they didn't want people to get behind enemy lines with air vehicles and place spawn beacons behind enemy lines. Fortunately they disabled the rule in BF3 on linear maps without vehicles (metro.) UNFORTUNATELY, they were too dumb to do the same for land vehicle-only maps on BF4. So combine with point 2) that defenders will stay in base and 3)there's no more decent covers. Why even bother with a spawn beacon?
Also for the 200th time, Recon-wannabe GAF - stop placing spawn beacons in open fields. Been yelling this since BF3.