It has nothing to do with PR. It has to do with the fact there's literally no reason to believe it's a capability constraint over a design choice.
However, considering we know Respawn was already complaining about the low memory on the Xbox One, there's a good chance the decision was resource driven and they're using balance as a cover.
Quote from Polygon:
"The higher the player count, the more uncomfortable the game gets," he said. "Unlike in most games where you can sit there and guard the two ways in, in Titanfall the guy can come in through the window right behind you, he can come from the window to your left, he can come from straight ahead, he can come in from the stairway and he can come in from the doorway, or whatever. Essentially there are five directions you can get killed from and the higher that player count, the more likely you are to get killed from behind and the more difficult it is to kind of manage your surroundings."
That's what happens when the maps are too small.
Also, I'm not going to believe that any decision from the makers behind the most broken, unbalanced AAA game to date is in the best interest of balance. History has shown that the best way to balance a game is to get it into the hands of players and let them do the balancing for you. To restrict the player count so low for balance is ludicrous, especially when the feedback they receive comes from play testers who have to be explained why the delicious controller is something they shouldn't put in their mouth.
Edited by Niterider, 10 January 2014 - 07:35 PM.