Need cover/elevation/concealed traversal in spawn - spawn traps still happen
I mostly play Breakthrough, hence my comments are about that
The PKP laser beam and PC vs consoles are parts of the problem.
Discarded needs total redesign. Should have old ships cheek by jowl to force heavy infantry indoor combat with a few vehicle lanes. Locker + Noshahr
Manifest needs denser containers with more opportunity for non grappling/flying characters to gain medium elevation. On Breakthrough, the hill should be inaccessible in sector 1 to defenders, especially vehicles. They park there, dish misery and duck back to heal when attacked.
Hourglass is just miserable. Terrain and no cover/obstacles or even camouflage (foliage) makes it easy for vehicles to hit and run or standoff and if you run out to rocket/missile a damaged one, there's a mob of snipers and DMRs waiting across the map for you. Trying to fight in any of the objectives is an exercise in futility. Sun Tzu's description of desperate ground is too fitting.
Kaleidoscope is little better. Trees and bushes let you break line of sight (sort of) and the darker colors make you harder to pick out, but it still has a huge, desperate feel to it. Flanking is possible but pointless because you have no cover to fight from. Your proposed locations will do little to change that unless you add cover and confined spaces. If u dropped a skyscraper or two across them it would make infantry play better - maybe I feel the strongest about these but any philosophic change to the preceding is needed on Orbital and Breakaway too..
Must say that sector 1 of Renewal feels the best, especially the battery complex. Sector 2 onwards it accelerates downhill.
Bring back the squad system and silence the immature "Specialists" They grate so much harder after watching the evening news. Cannot wait for that feedback thread.