The good
- 64p focus
- Smaller map size
- Tighter movement between objectives
- C area
- Heli dominance removed
The bad
- Rough terrain as cover is bad, it hurts visibility
- No flanking opportunities, the sides of the map are too small
- Spawns are terrible, see ^
- Way too many vehicles. See #2, if you manage to get through and start capping, another vehicle spawns.
- Balance — always one sided, spawn camping. CQ plays more like breakthrough because you cant flank to cap another objective and make enemy respawn elsewhere, so it becomes a spawn camping nightmare
- “getting shot from everywhere” — related to spawning, visibility, cover options, map being anorexic & laser beam weapons, not just ARs (LMG). The spread change didn't help much.
TL;DR problems & how to fix it?
A lot of the issues are related to flanking potential between cap points. A widening of the map with extra corridors between the outer objectives would allow flanking, more space for spawns and might numb the vehicle dominance. This would allow better balance and hopefully stop spawn camping. Adding some extra proper cover, not just rough terrain, could help with the visibility issues, laser beams & “getting shot from everywhere”.
Here is a crude, potential best scenario for this map. Fattened up a bit and pushed the sides out, the objectives have migrated a little out allowing more space for spawns and better flanking capability without getting cheesed by a laser beam or a tank. Two spawn points to discourage spawn camping. The biggest obstacle is non-terrain cover where the yellow lines are. Might not be necessary with the above changes, but there are some seriously bad visibility issues with only rugged terrain to scan over.
le fin
Overall its a good map, love the new focus and design goals of it. I wish these would hit a CTE first for early feedback loop but I suppose those are days gone by.