1)Which maps presently provide a poor opening experience because of the location of the Base Spawn?
If you don't get a vehicle in the opening ALL maps present this issue. I definitely think Spawn should be closer to the first cap, but there should also be more unarmed or modified transports on spawn. People taking Boltes at the beginning halves the about amount of troops that can be moved via troop transports. Similar issue with the Nightbird as only squad mates can spawn in it versus the hind/condor. I think changing the Nightbird and boltes to a different spawn token would help with troop transport. I will warn moving the Spawn TOO close to the first point though or well get a similar situation that happened in BFV, tanks camping in spawn. This hasn't been an issue in 2042.
2)Which maps are making it harder to get back into the fight in an all cap scenario?
I mostly play 128 conquest and haven't seen this as a major issue currently.
3)How do you feel about the current balance between Infantry and Vehicles in Breakthrough?
4)Have you played 64 player Breakthrough, and do you feel that this is the better way to experience the mode?
No opinion due to only playing conquest
5)On which maps and Flags do you see the most immediate need for more line of sight blockers?
Breakaway: Every point outside of A/B on 128 conquest. A is a very well developed infy area and is quite a contrast to most of the rest of the map were I feel i get slaughtered most of the round.
Hourglass: The Skyscraper area is unplayable for me. Its a open sniper fest. Next would be C. While there is some cover it is mostly open. The B/D cooridor is ok until the houses buried in sand on the roads leading between them an A are destroyed leaving no cover for any infy. The stadium point A is one of the best infy xzones on the map and should be a focal point
Renewal: A point has serious lack of cover compared to its counterpart of D1/2. Snipers and aircraft have free range on the point. B is a bit better but not much. D and E on the other had provide wonderful cover and are pretty fun to play at as infy.
Orbital: the whole launch complex side is a infy players nightmare, open and flat. Compared to the A,C F corridor which provides tons of cover with trees.
Manifest: My favorite map my main recommendation would be to add more cargo containers that could be opened to hide in.
Discarded: C and B could use more trees leading to them so infy get some cover from snipers on the ships and choppers over head.
Kaleidoscope: Pretty much every point other than A and D need more cover. B isn't bad but being next to spawn is constantly rushed by vehicles
6)Do you have specific areas on maps that currently stand out to you as lacking cover?
The rocket launch complex on orbital, everything that isnt A on Hourglass, areas outside A/B on Breakaway, the desert side of renewal, the areas outside of the objectives on discarded, most of Kaleidoscope.
7)Do you have thoughts on how we can better define traveling paths between objectives to keep combat focused?
I think big issue is if you don't have a transport most maps the area between objectives is an area where infy get slaughtered on foot. points need more unarmed transports for people to move around. Fighting should fall on objectives not focused outside of them.
8)Do you see improvement opportunities to make it easier to understand how to get from one objective to the next?
Quicker movement between points, see Q7. Most people still playing know how to get to objectives with cover. Getting there faster to get into the action again is missing.