Eh, reaction time is different for everyone and it's easy to make mistakes in the heat of the moment. I played a game the other day where I nearly sweeped the other team as the last man standing, but we lost the round because I hesitated to pick up revives that i didn't know were right beside me.
It's good to have a team in constant communication though. A lot of deaths can be easily avoided with more direct callouts.
I understand they're getting carried for a reason, but you'd have to see the play to fully comprehend the scrubiosity. The guy was standing 6 inches in front of his orb, with no enemies nearby. Then he just sprinted away from it into an empty field while the other team got their revives. Less reaction time and more like not understanding "behind you" vs "in front of you."
I'm being hard on the guy but the reality is people panic a lot in Trials since it's so stressful and forces people to make plays. It's not like 6v6 where everyone is hopping and bopping around willy nilly. You have to make specific plays at specific times or your team will lose, basically.
Couldn't agree more about the constant communication. It's the corner stone of Trials success, nothing bugs me more than if people aren't calling out their own plays or calling out the enemy movement when they're dead. Communication can make up for a lot of gunskill but you still need a baseline of that across the team or at least one person who can consistently win their 1v1s and get picks with their sniper.
Get a pick, camp the orb, win the round. Creating an orb is like having a Control point; orb control is to Trials what zone control is to Control. You force the enemy team into predictable movements and strategies since you know where they're trying to go. Like Control, you don't sit right on the orb but rather hang off it just enough to anticipate their approach.
Btw, let me know if you want to do some trials carries sometime.