-Which maps presently provide a poor opening experience because of the location of the Base Spawn?
Basically the main issue its the Forced spawn or deploy should be optional, main reason are fighter jets and helis start to spawn camping just at the beginning of the match, i see some games solved this delaying the spawn of attack planes/helis a minute or 2 after the beginning of the match, on top of that, ALL maps don't have enough vehicles to mobilize all personnel from spawn to some capture point, making a really long walk trip JUST starting the match, this is way more frustrating in maps like Hourglass, breakaway, Kaleidoscope
-Which maps are making it harder to get back into the fight in an all cap scenario?
Kaleidoscope, The spawn point its really surrounded from all flanks
-How do you feel about the current balance between Infantry and Vehicles in Breakthrough?
there's a huge disadvantage of vehicles from the defender positions in maps like Hourglass or Orbital, where Helicopters and Tanks have a lot of terrain and buildings to hide from AA or hull down in a hill beyond the combat area for defenders infantry, and where the AT rockets from CARLGUSTAV its too slow to have a surprise factor from distance on top of the fewer amount of vehicles for the defenders and the time to make these available
-Have you played 64 player Breakthrough, and do you feel that this is the better way to experience the mode?
Yes, some points of the mode are like metro/Locker grenade spam chaos, when 128 players are in, making the combat more a matter of "luck" than from actual combat skill/coordination
-On which maps and Flags do you see the most immediate need for more line of sight blockers?
in Conquest Large
B1 in Hourglass, are really exposed from the surrounding sand dunes
C1 in Kaleidoscope
C1 in Breakaway its a meatgrinder
D1-2 building in renewal its too exposed to the Russian vehicle spawn point where can direct hit from outside US player combat area
in breakthrough mode
Discarded From C point defenders are camp festing the players coming from B point making hard for them to push due lack of cover for ground vehicles and infantry
Hourglass, overall too wide space between cap points
Do you have specific areas on maps that currently stand out to you as lacking cover?
in Conquest Large
Overall All Hourglass points except for A points conglomeration
Breakaway F1-2, A3, and D1
Renewal, all area around D1-2 building
Orbital C1
-Do you have thoughts on how we can better define traveling paths between objectives to keep combat focused?
Changing the Slots where transport vehicles are from its Attack variants, Condors/Hinds and MAVs are really important vehicles what should have priority of almost always have one or two moving though points, aswell for RECON jeeps from the start or vehicles with mayor capacity, However, there are way more individual and attack oriented vehicles like Night Birds and Boltes where they don't serve as any intent as "transport" vehicles but they shares the same "Stock" for these important vehicles making them really occasional appearances on the match
MAVs can be understandable to be in "Armored" but the firepower its mediocre at best the lack of IFVs or APCs its notorious, BF2042 twice the amount of Players but reduced the same proportion of Vehicles/infantry specially when there's need to move a lot of crew for larger maps, more logistics trucks or more chances to spawn a MAV & Condors/Hinds without these be sacrificed for tiny armored vehicles what just benefit a single player
-Do you see improvement opportunities to make it easier to understand how to get from one objective to the next?
Maybe an system what show how much each point Bleed the enemy team ticket ratio and show how something like a "front arrow" indicating the recommended point to capture or defend and giving some points different ticket bleed values rather than just positional advantage
Another thoughts.
-dont force players to Spawn at the beggining of the match, most of the time loadouts or vehicles loadouts need to be checked before deploy and the timer dont give you time to set it what you just spawn with a undesired Specialist/loadout
-attack and logistic vehicles had to be in different slots
-the game and franchise need more options to build fortifications anywhere
-weapon emplacements if in a future new vehicles will come, means need better fixed weapons to defend against them, not everyone its carrying AT rockets as everyone expected
- tornado barely gives any relevancy of the match, the danger area its too small and not represent any danger than just be annoying, also Hourglass sandstorm its on point,