@Straatford87Which maps are making it harder to get back into the fight in an all cap scenario?
For me, Discarded and Hourglass were the worst maps in regards to open areas without cover. Although, all the maps had areas where there should be more cover in general.
One of my peeves is that when I spawn at the beginning of the match, I am often too far away to capture any objectives. I understand that it may be caused by the need to spawn players over a large area, especially with 128 players. But, it's frustrating when I can't capture an objective until well into the match when most objectives are being defended, giving me no choice but to die a few times before - possibly - capturing an objective.
Also, I would like to see more damage in the structures on the maps. For instance, on Kaleidoscope, it would be more immersive, as a war game, to see more destruction in the buildings suggesting a long running war. Maybe even some of the destruction creates paths that you can take running through a tunnel of rubble where a building used to stand. Something along those lines.
After dying, if I choose a captured objective to spawn on, I am more often than not spawned out in the open. Players should spawn behind some kind of cover after dying. A few times, I've spawned after dying right in front of an enemy tank or player. Usually getting killed instantly.
Reducing the number of vehicles per match would also give the infantry more relevance in a match. As it is now. snipers and vehicles dominate matches.
I've heard that many of the objective changes you are planning won't happen until summer time, sometime around June. That's a long ways off in game playing time. But, oh well.