Hi @Straatford87,
First of all huge thanks to you and the team(s) of keeping us up-to-date, in the loop and letting the community voice their concerns/ideas.
Major oversight that I missed in this blog post and probably matters even more than every other point. Atmosphere.
I really really missed this in the post and it made me go HUH!? The game is about the current world being on the brink of collapse, every country is fighting for the last bit of resources and climate change has gone to the worst. The problem? You don't see this in any of the maps, the story being told at round start isn't enough but also not matching up to the environment.
All maps don't feel like real warzones and are way to clean. Some things should be destroyed before you get there, some parts of the maps should have military stations that have been set up in the middle of conflict. The bases where you spawn don't really look like real bases (at least set up some fuel trucks, ammo depots, barracks & dusty helipads). Objectives also don't look like military objectives, they are buildings on a map but they haven't been 'militarised', no ammo depots, no sandbags, no fast concrete walls etc. I feel this can be done pretty quickly since this is creating 1 asset (like sandbag) and just copying them in multiple places. I think this would help Renewal and Hourglass especially.
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Which maps presently provide a poor opening experience because of the location of the Base Spawn?
Thinking of previous Battlefield games where you weren't forced to spawn, few people actually started on spawn. Everyone spawned in their teammates' vehicles or waited for the first objective to be captured. Either quads need to be spawned more in quantity and frequency OR the choppers/condors need to be closer to the first objective. Actually almost every map comes to mind, its just that some like Renewal are in particular very very bad. Discarded is maybe the best of the bunch but still feels a little long.
Which maps are making it harder to get back into the fight in an all cap scenario?
Dunno at time of writing, will update if I think of something/notice it while playing.
How do you feel about the current balance between Infantry and Vehicles in Breakthrough?
Think it's a bit much. I miss the stationary TOW weapons a lot, they enabled people that don't carry anti-tank/anti-air weapons to have a chance against vehicles. (Stationary weapons should also be in every mode.) Also feel we could have a bit of futuristic fun with this idea.
It might also not be a bad idea to go in Rush's direction and giving both teams a set of vehicles at every wave, when the defending team is losing for instance they could get more powerful vehicles.
Have you played 64 player Breakthrough, and do you feel that this is the better way to experience the mode?
Definitely less chaos, maybe actually more fun. Personally 64 player feels a bit boring, but hey why the need for perfectly round even numbers? I think say 96 players on the large maps would have less chaos and still be fun.
On which maps and Flags do you see the most immediate need for more line of sight blockers?
Pretty much every flag location is probably allright, its more the lack of buildings, cover in between flags. Hourglass and Renewal have just big wide open spaces, where as Orbital or Manifest have lots of big rocks/hills/containers etc.
Do you have specific areas on maps that currently stand out to you as lacking cover?
Renewal probably everything between the objectives/flags on the sand side, but the farm fields in between objectives has also not enough cover. With Hourglass going from the city to C1 or D1, from C1 to D1 is also an annoying bit to travel through, since you will have both objectives from the city and from the stadium/B1 looking (potentially at you). Kaleidoscope too, but those have been identified pretty well in the blog post.
Do you have thoughts on how we can better define traveling paths between objectives to keep combat focused?
This is just the issue with maps not being rectangular, though I don't mind it too much.
Do you see improvement opportunities to make it easier to understand how to get from one objective to the next?
To be honest it looks pretty clear to me, Every maps has at least 1 or 2 roads so can't see how that is confusing.
Just some overall addition for traveling.
Ziplines were a nice addition, maybe there should be one from the wall to the A sector mountain on Renewal etc.