Note:
I only really play conquest. All feedback should be viewed in light of this.
Which maps presently provide a poor opening experience because of the location of the Base Spawn?
None of them are especially good. E1 on Renewal is irritating when playing on the RU team as the US team seem to able to capture it quickly. I think this is because the majority of infantry spawn close to B1 in the US team, while A1/A2 is relatively inaccessible from C1 because of the mountain. This means that vehicles tend to capture A1/A2 quickly and then move on. The entire RU team spawns close to D1/D2, which means those flags tend to be captured very quickly and the bulk of the infantry go to C1, while usually only a token force head to E1. This leaves the RU flank exposed, with more infantry on the US flank able to make the trip, as it is not a great deal further to E1 than it is to C1. The US armour are focused on the right flank, drawing an already more concentrated RU force towards them to engage.
While Manifest is one of the better maps, it's a long way from the spawn to the nearest flags for both teams on foot. There's also a small dock that you have to walk round on the RU team. The same is true for Discarded. Again, this is one of the better maps when you get to the flags, but it's a proper walk if you don't have a vehicle. Breakaway also suffers from this problem, while also suffering from there being three initial flags to capture for the RU. This delays the infantry's progress to the frontline flags C1 and D1.
Which maps are making it harder to get back into the fight in an all cap scenario?
Renewal on the RU team, for the same reason that the E1 flag often falls to the US team at the start of the round.
Generally speaking, I think all maps make it too difficult - the walk from the main spawn is too long, and ticket counts are too low, requiring players to rush their nearest objective and be farmed on the way.
How do you feel about the current balance between Infantry and Vehicles in Breakthrough?
N/A. I don't usually play breakthrough.
Have you played 64 player Breakthrough, and do you feel that this is the better way to experience the mode?
N/A.
On which maps and Flags do you see the most immediate need for more line of sight blockers?
Breakaway is the most egregious offender, particularly the C1 flag. Hourglass is also guilty of this around B1, D1 and, to a lesser extent, C1. The dunes surrounding are bowl-shaped, which gives snipers, Boltes, Tanks and Wildcats complete overwatch of the flag areas.
Do you have specific areas on maps that currently stand out to you as lacking cover?
The above-mentioned flags on Hourglass. C1 and the area surrounding D1 on Breakaway, the B1 flag on Orbital (there's no cover at all on the flag compared to its counterpart, E1). C1 is also very exposed to players on the hill surrounding it.
Do you have thoughts on how we can better define traveling paths between objectives to keep combat focused?
Do what you did with Panzerstorm. Place ditches or small embankments along routes to offer more, but not complete, soft and hard cover. Iwo Jima saw lots of trenches and tunnels that made movement much easier, as they often marked out pathways between flags.
Do you see improvement opportunities to make it easier to understand how to get from one objective to the next?
We know how to get there; there just aren't enough available means to do so that don't involve being seen by long-range weapons. I'd suggest at least doubling the number of quad bikes and drivable vehicles. The E flag on Panzerstorm is a good example - the hill down to D and sight lines from F meant it was suicidal to take to the open fields. The addition of ditches and raised banks made the routes to take much more obvious all the way from F to B, as they were just safer. You would still get into firefights, naturally, but these were progress-focussed and generally didn't involve losing the top of your head to a sniper 400m away or having to pick up your arm after a tank blew it off. Orbital is actually good for this - the mountain between C and D sectors gives you plenty of options for travel that aren't exposed: You can take the tunnel - high-risk, but much quicker - or you can go over the top. There's usually a good firefight or two on the mountain on the way betweeen the flags (and the chance to stab snipers). It also gives decent cover for moving from A1 to F1
Overall, I'd say that Orbital is the best example in 2042 - the roads make the fastest routes clear, while the number of trees, ravines, rocks and the organic verticality mean that it's possible to approach with a modicum of stealth, if not outright hard cover.