- Which maps presently provide a poor opening experience because of the location of the Base Spawn?
Discarded is #1 for me. The long wide-open fields into a base that provides all the cover for the defenders. Of all the maps, this one ends on the first sector the most. The only poor section of Orbital is the first section as well.
- Which maps are making it harder to get back into the fight in an all cap scenario?
In terms of getting back to the action, they all suffer from it a little bit but Hourglass, Breakaway and discarded are the worst in my experience. Hourglass and breakaway on breakthrough, especially the second sector can be constant back and forth between two or three points, taking ages to get across or being farmed by helicopters.
It’s the combination of the large open area and the overpowered Bolte with a 30 mm canon that makes this the most frustrating. The attacking team seems to get more vehicles and if they have good pilots, you have zero cover, can’t go from point to point and are constantly being road-killed by boltes
- How do you feel about the current balance between Infantry and Vehicles in Breakthrough?
This is easily the most frustrating part of the game on breakthrough. Boltes are still overpowered and constantly drive right into bases roadkilling players because they know they are overpowered. All transport vehicles need the 30 mm canons removed and should only have a 50 cal on them like previous titles. For some reason, attacking teams have more vehicles than defending and when you combine that with zero cover, wide open areas between points it becomes an infantry farming simulator for pilots.
I wish we could have an infantry only version of breakthrough or AOW as well
- Have you played 64 player Breakthrough, and do you feel that this is the better way to experience the mode?
64 player breakthrough is amazing, and I feel like it provides the most flexibility for zones and points to capture. My #1 wish for this mode is to take all the portal maps and add them into breakthrough AOW. I also wish we could reverse the order of the zones. Why can’t we have it start at the last zone and the team normally defending is trying to push back the other team in reverse order?
- On which maps and Flags do you see the most immediate need for more line of sight blockers?
First sector on Discarded. The points should be moved into those first ships to the right of A2 instead. - Second and fourth sectors of discarded could still use some cover in the middle of the ships
- Second sector of Hourglass is the worst offender.
- Third sector of Hourglass leading up to the buildings
- First sector of Kaleidoscope, left point for attackers.
- Breakaway second sector
- Orbital last sector
- Manifest - area between first and second sector when attackers rush
- Do you have specific areas on maps that currently stand out to you as lacking cover?
Hourglass, Breakaway, Discarded(in certain areas) Kaleidoscope(outside of the middle building)
- Do you have thoughts on how we can better define traveling paths between objectives to keep combat focused?
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Make buildings, fixtures, landscape and cover the primary route from point to point – let the open areas be the vehicle areas. If you take Caspian Border as an example, you can go from point to point using the rocks and trees as cover but also still have open speces next to them for vehicles to go through. All vertical landscape to black and route infantry.
Make the entire sectors smaller or as 64 player mode.
- Do you see improvement opportunities to make it easier to understand how to get from one objective to the next?
Feels straight forward with the UI messages and the audio callouts