This map needs to be reworked, at its current state the map heavily favors defenders , here`s why :
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Capture points are the open topped caves with small rooms, bombers, artillery, mortar shells can easily clear the point from most of the enemies , and the infantry can easily clear the ones left alive
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the tunnels - while some points have tunnels for both attackers and defenders, the others have only 1 tunnel, which from my experience is mostly on the defenders side, not to mention out of zone, so defenders can easily build spawn points near the entrance and have easy access to the point in case they need to just rush it ( you can try to rush out of bounds in a suicide attack to destroy it or try to bomb it but most of the times the defenders have a backup spawn nearby 10-20 meters away so it doesnt get bombed and quickly rebuild the old one
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other than tunnels you can enter the point from above, the problem is that you have 0 cover when trying to enter this way meanwhile there are lots of spots from which you can just lay down your mg and not let a single soul enter.
also bots are useless because their pathing forces them to run around the point in order to reach the stairs instead of jumping down a meter which again, makes them easy to kill for the defenders
You can say that all this points affect both defenders and attackers but the defenders dont need to enter the point, thats where the problem lies : several squads watching the upper point + others having quick and easy access from the tunnel + artillery/mortar/bombers in case enemy somehow manages to get inside.
you can force the enemy to waste a lot more spawns compared to the amount they`ll gain, add the fact that this map has several of this type of points and the defenders have huge advantage compared to attackers.