Feedback: Carrier Protection and Lower-Deck Accessibility
Summary:
Tsuru Reef and Carrier Strike are enjoyable, vehicle-rich experiences, but enemy players can reach the carrier deck too early to spawn-camp and steal vehicles, please consider stronger temporary defenses. Navigation through the lower decks could also be more accessible. Similar-looking doors should clearly indicate whether they open automatically, require interaction, or are permanently locked.
I would like to say that Tsuru Reef is a good map and Carrier Strike is an enjoyable mode. There are plenty of vehicles, the large playable area is fun to explore, and simply moving and fighting around the map creates many entertaining situations.
However, enemy players can reach the opposing carrier’s main deck very early in the match and begin spawn-killing, camping vehicle spawn locations, and stealing newly spawned vehicles. At this stage, the carrier still has most of its integrity, so its deployment area should feel better protected.
Could you consider adding stronger temporary defenses, such as additional anti-air systems or deck-defense turrets? These defenses could be disabled or destroyed once the carrier falls below approximately 50% integrity, allowing boarding and deck assaults to become progressively easier as the match advances.
Navigation through the carrier’s enclosed lower decks can also be difficult, particularly for players with low vision, color-vision deficiencies, cognitive or spatial-orientation difficulties, or discomfort in confined and visually repetitive environments. The similar-looking corridors, limited signage, and lack of clear landmarks can make it difficult to understand which deck you are on and how to reach objectives or how to get out.
I have never been aboard an aircraft carrier, so I cannot say which navigation markings would be authentic. I have always admired DICE’s attention to detail and trust the team to find a realistic solution, but providing players with clearer wayfinding than the current wall-mounted “Exit” arrows would significantly improve both accessibility and gameplay.
The metal doors are also inconsistent. Some open automatically when a player runs into them, while others do not open despite looking almost identical. They also appear to be missing an “Interact — Open/Close” prompt using the E key.
I understand that some locked or confusing passages may be intentional to slow down and disorient intruders, which could be an interesting defensive element. However, accessible, locked, and decorative doors should still be visually distinguishable, allowing players to understand whether a route is usable without repeatedly running into every door.
Overall, the map and mode are great fun. Better early carrier protection, more accessible lower-deck navigation, and clearer door behavior would make Carrier Strike even more enjoyable.