@Straatford87
Traversal:
“a side effect is that gameplay is now spread out more, resulting in an overall increase in time to combat when related to playing the objective.”
There doesn’t need to be any side effects from an increased 128 player map size. When the map size increased so should have the sheer number of objectives. The majority of them kept at a reasonable travel distance for infantry to advance to.
All 128 player maps need more capture points added to reduce the number of players fighting over a single objective at any given time. The objective layouts on the current maps, along with a lack of infantry cover at and between said objectives, paired with longer than necessary respawn timer penalties make the gameplay very frustrating. No one likes being killed upon spawning into the game directly in an enemy’s line of sight and then put on a respawn timer penalty which keeps you out of the action even longer.
The 128 player maps should also have two different starting Base spawn areas "per each opposing team". Players will be better dispersed at the beginning of the round and it will allow for easier infantry travel back into the fight should the opposing team control all the points on the map.
Breakthrough Intensity:
64 player breakthrough maps are currently too narrow and don’t have enough cover for infantry. This is what gives the gameplay a feeling of too many vehicles. Out of bound areas need to be adjusted slightly to allow for less restrictive infantry movement and more cover added instead of removing existing vehicle count.
128 player breakthrough maps could be greatly improved if the number of active capture points were doubled in each control zone with a little more infantry cover in-between. This would spread all the players out between multiple capture points, reduce the overwhelming chaos on a single objective, and allow for more manageable/controlled defense and capture fights.
Line of sight:
From your comments it sounds like you have a good grasp of the current issues.
Paths:
“a clear intended path”
Refer back to my Traversal comments above and before any changes are made to "paths" realize there're 128 players on the map and they need to have multiple “clear intended paths” for pushing and defending objectives. Current “paths” will improve with just the addition of infantry cover for all the maps.
Cover:
From your comments it sounds like you also have a good grasp on the current issues.