20 Hz STR, 64 players and hybrid maps issues
The old gen consoles, 64 player version of this game are not just smaller versions of the 128 player. Some care with vehicle spawning and how battles take place are required.
Furthermore, 20 Hz is way too low for the game to feel right. This creates a drastic contrast when playing either tbs PS5 or PS4 versions. On PS4 (20 Hz) the game feels slow and it feels like the bullets are not going where you want. We are frequently killed after running for cover, after completely safe, as if the bullets went through the wall. It feels laggy. Add to that the real.lag, and it feels sluggish. 45 Hz on PS5 feels alright.
Even BF3 ran at 30 Hz on the PS3. How can this game run at 20 Hz so many years after BF3?
In short, the old gen and new gen versions of this game play completely differently. And it shouldn't.
In the gun recoil formula, 1/simrate for spread (as per sym.gg - https://sym.gg/index.html?game=bf2042&page=weapon-mechanics) will result in weapons feeling completely different on both versions. Simrate will result in different spreads. Delta time should be used, or something that is independent from server tick rate, to give the weapons the same feeling regardless of which version you are playing. The second part of the equation will result in a spread that feels more linear on the next gen consoles. Add to that a higher refresh rate, and the gun feels easier to control. The spread is lower on 20 Hz, but it does feel like the bullets are not going where you wanted them to go.
MAP issues:
The 64 player maps have some oddities. Vehicle balance and flags should be more carefully studied. Like, the new Manifest flags C1/C2 are McKay playgrounds. And they are the first flags for one of the factions. The map is way to imbalanced for factions and for classes, and it feels cluttered.
Other examples with some feedback on the new map, FLASHPOINT.
Flashpoint conquest is good on the 128 players version. A bit too crazy and we get shot from everywhere at C1. It is not good on the 64 player version. The issues is pretty much the same faced by all 128/64 player "hybrid maps" (one map design for both player count, Stranded, Spearhead, and Flashpoint). The 64 and 128 player map need some differential. You cannot fit 64 and 128 and expect no issues with vehicle and ticket balance.
The 128 players Flashpoint Conquest has Lots of battles for all types of players. The 64 players version feels empty. However, it is very open and allow an aggressive first spawn from both sides. With all recons with beacons now, it may become a nightmare if they place beacons all around the corners to "back cap". It would be impossible to weed them out.
You cannot make the same map for either 64 and 128 players and reduce tanks by half and expect it to be good.
On flashpoint, I'd suggest having a narrower path from A1 to B1, from B1 to C1/D1, as well as from G1 to F1, and F1 to E1/E2, as well as limiting the width of these lanes (remove outer lanes). That way, when your team loses the back flags, it would be easier to recover these flags and to move forward without missing beacons. The HQ zone should be larger and expand to a bit closer to the first capture area as well to limit where the enemy team can hide beacons. I was able to leave a beacon in plain side between the HQ, near the HQ line, before A1 on a small elevated area where soldiers could not climb. By having to go around, they could not hear the beacon. The area is wide too, with many brown/gray bushes, the same color as the beacon. Maybe it is time to add a stronger flashing light on the beacon. See below.
Narrowing the map on the first flags would also make the 64 player version feel fuller and more active. This is a minimal map design change. But ideally, one flag should be removed from each side to create more action.
Flashpoint BREAKTHROUGH:
The map allows huge flanks. Although it seems quite linear, the map limits are not narrow enough. The attacking vehicles won't go through mines. So it feels like this map was designed before the class system was implemented, meaning that people still won't figure how important it will be to be for defenders to be engineers for most of the time.
In short, the defenders seem to be at a huge disadvantage. It pretty much feels like the entire map is the last flag of Spearhead for defenders.