We have just posted an update on our current design direction for Battlefield 2042 Maps. Read the full update, here.
In this update on map design we've outlined several questions for you on ...
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Thinking about recent 128P Breakthrough gameplay experience, the mode I only played these days, I found that despite allegedly great distance between objectives and vehicle mayhem, almost every time (9 out of 10) Attackers win these days, when players are familiar to the maps and the winning strategy these days, which counters the current issue about maps and objectives, compared to releasing days where rooftop objectives were available and players were getting used to the maps.
I believe making objectives closer to each other would lock in attackers' victory, unless noob attackers vs pro defenders. I prefer current objective layouts, but with additional tweaks.
-Additional tickets must be examined further, which should correspond to general difficulty of taking the incoming objective, rather than distribute evenly according to each map.
-General difficulty trend of taking a sector should come from easy to hard. Currently, the last sector of all maps seems to be one of the easiest sector to be captured by attackers, especially for those with only one sectors.
(Some maps may works better when "flip" the combat flow in BT. Hourglass for example, attackers starts attack in the city, and capture final sector in the stadium(using the A1,A2,A3 flag in conquest as objectives for final sector). Orbital, as another one, may start from launch facility and push to the buildings on the hill, since the first sector currently in the game is the most difficult one to be taken, defenders have little chance of winning when first sector is fallen.)
-Tweak vehicle category, so players would not always stick to one that is more powerful, like M5C in light vehicle and Nightbird instead of transport heli to help the team taking the objective. I may have some of the idea of this. Also civilian vehicles should also available like CQ, and they should be able to access directly from deploy screen, not on the battlefield.