I have made an excessive post highlighting the issues with the application od the action points on Kaleidoscope here: https://answers.ea.com/t5/General-Discussion/Battlefield-Core-Feedback-Maps-Feedback-Thread/m-p/11329330#M91106
And now I am going to specifically answer the questions attached:
Which maps presently provide a poor opening experience because of the location of the Base Spawn?
- All of them, they are all 200-300m too far away, which even takes too long in a fast vehicle. Just run from Base to A in Renewal, or the worst I have seen, Manifest. Further some real evil genius decided to put about the only pieces of indestructible cover onto the base spawn with narrow gates, so tanks and jeeps will just collide and delay deployment even further, I have also blown up and been blown up in a jeep several times while en route to the first objective because of that.
Which maps are making it harder to get back into the fight in an all cap scenario?
- All, being all-capped means the round is over, travel time, flag layouts, map size, accessibility as well as the overcomplicated conquest and barebones scoring system all make sure that capturing flags and moving is something people actively try not to do. So an all-cap will end the game, whereas in BF4 it was possible to make a comeback easier, although it likely did not change the outcome of the match, but it does not have to, it is just to break up the stalemate and allow dynamic movement again.
How do you feel about the current balance between Infantry and Vehicles in Breakthrough?
- It is awful in Breakthrough, because ifnantry is more clumped up, but it is even worse in Conquest. Speaking as a guy that is T1 with the Hover and Bolte, Breakthrough is harder because more people in one spot will mean more rockets and more rockets hitting potentially killing the vehicle. In Conquest you are farming lone people and small groups that have little chance to retaliate in time. BT also has less vehicles than Conquest. Air assets are equally oppressive in both gamemodes and here clumped up infantry is tendencially better, because it equals more kills and makes it easier to flee, since the playable area is so condensed.
Vehicle balance can only be improved with added structural cover, which means indestructible cover from all sides, especially from above. Also all launcher ammo needs to be 5-7 by default so you can actually fight any vehicle.
Have you played 64 player Breakthrough, and do you feel that this is the better way to experience the mode?
- It improves the performance, which is a big plus for many people, but apart from that it changes little. In Conquest it even makes the game worse, because the flags are denser and players are less spread out, while air space remains the same. This in turn means less coverage air space, which is the only way to deter air assets.With 128 players the chance that one guy with a Stinger is under the escape route of a heli is higher. This applies to BT as well, but not as much, since it already is condensed.
On which maps and Flags do you see the most immediate need for more line of sight blockers? Do you have specific areas on maps that currently stand out to you as lacking cover?
- All maps and all flags that are not part of the infantry fighting areas. That said, flags need the least amount of sight blockers, by your map design algorithm cover can only happen on flags, so everywhere else is more in need of cover. All flags need more structural cover, meaning buildings, that come with what is commonly known as a roof. This should be the prime learning point. Roofs. Also cover that is impenetrable to ground vehicles, so that you can evade them completely.
Also LOS blockers are meaningless if it is a bush. Indestructible cover. As for specific areas: Everything outside of the flag areas on Breakaway (Ice Sheet, Gravel Hill), Discarded, Hourglass, Renewal (basically everywhere, but especially E to D, A to C, B to C), all maps really.
Flag specific, all new flags on the new version of Kaleidoscope, because you just moved every flag out into the open. Spawn areas also need to be in cover.
Do you have thoughts on how we can better define traveling paths between objectives to keep combat focused?
- To actually incentivize moving and reducing travel times. If the shortest way is devoid of cover, people will not travel. Cover means cover from all sides. Not necessarily everwhere, as vehicles need to move. Also flanking routes should not be three times longer as the direct route and expose you to everyhwere but the position you are trying to flank. Scrap 50-200m from every travel distance. If you have multiple options to move out to the next objective more people will spread out.
Change your scoring and reward system, so that capturing is actually incentivized and not just a risk. Being in a super-fight for no reason so your squad can not spawn on you up to 30s is super-crap. Spawning 150m away from the objective you are defending is super-crap. Spawning in the open with vehicles around and/or in direct sightline of enemies, is super-crap.
Do you see improvement opportunities to make it easier to understand how to get from one objective to the next?
- Cover. If I see that the route to the next objective is an open field I will not traverse. It actively prevents me from moving. A direct view of the capture point, but with clear covered lanes will more likely invite people to traverse. Short distances will invite people to traverse. This should be obvious.
TL;DR: Structural cover from all sides especially above and drastically reduced travel times, alongside a revamp of the spawning system and mechanics and a re-do of the capture and scoring system will fix many issues, but will not get rid of the huge underlying flaws of the game design. Just bandaids.