- Which maps presently provide a poor opening experience because of the location of the Base Spawn?
I'd say that Hourglass and Breakaway have the worst opening sequences, They both are SO HUGE that it takes a while to get to the gimme flags, Would really like if the flags were closer or that infantry would get some sort of quad bike that is always available to spawn, Also I would like to see Hourglass but set more in the city, Hourglass is mostly a barren empty desert and most action happens in the desert, I would like it if the map was more city-focused, a bit like dawn breaker from BF4
- Which maps are making it harder to get back into the fight in an all-cap scenario?
I'd say the worst one is probably kaleidoscope because in kaleidoscope the map is SO verticular that enemies getting all-capped will have to move along all the enemy defenses due to the vertical shape of the map, more flank routes would really be appreciated
- How do you feel about the current balance between Infantry and Vehicles in Breakthrough?
I honestly can't answer this one since breakthrough is pretty much dead as a dodo in my region so what I can say is that please match breakthrough along with conquest in the quick match option, that would revive breakthrough in my region since I haven't even played a single match of breakthrough
- Have you played 64 player Breakthrough, and do you feel that this is the better way to experience the mode?
No, I haven't because even 128 breakthrough is pretty much dead in my region, hell portal, HZ and breakthrough is dead in my region, never played a round of ANYTHING except for conquest 128
- On which maps and Flags do you see the most immediate need for more line of sight blockers?
I think that D1 on kaleidoscope conquest 128 is like running into an enemy fortress, there are almost NO line of sight blockers on that map simply because of how D1 is designed, sure there are some people on top but let's be honest anyone can call in a hovercraft and spiderman your way up there (dice pls don't fix the hovercraft climbing bug)
- Do you have specific areas on maps that currently stand out to you as lacking cover?
Hourglass, Breakaway, Discarded and Renewal have barely any cover when assaulting points, these 3 maps are mostly barren and empty and while Breakaway has some ice glaciers they usually get broken really quickly, Hourglass between points is just a barren empty desert with absolutely NOTHING in it, again would love to see hourglass turn into a more city- focused map like dawn breaker, Discarded is nothing but empty soil between points, Renewal is also pretty empty with no cover in 2 areas, When assaulting C1 as the Americans on renewal you get almost NO COVER other than a few rocks, The other area where Renewal is empty with no cover is D1 and D2 spawns for the Russians, When D1/D2 is being assaulted by US Marines Command then Russian Ground Forces Command can't do much about it because the spawns for it are in the wide-open fields surrounding the building in Delta Sector
- Do you have thoughts on how we can better define traveling paths between objectives to keep combat-focused?
In my opinion, the paths to objectives don't need changing much, sure you can flip a few flags but it's not that big of a problem that everyone in the team is sniping, after all, if the snipers are too annoying just call in a supply crate or a hovercraft and get rid of the snipers
- Do you see improvement opportunities to make it easier to understand how to get from one objective to the next?
on Manifest the area between C1 and D1 is like going through a road in India, a small road full of clutter ready for boltes to farm you, also the cranes on manifest are basically sniper hotspots so make those cranes moving and when those cranes move the snipers fall off, Assaulting C1 as US Marines Command is like D-day, wide-open field, no cover, thousands of bippoded lmgs, Same goes for assaulting D1/D2 as Russian Ground Forces Command, wide-open field, no cover, and also spawning on D1/D2 when hostiles are taking it spawns you into a wide-open field outside the building