Hello Guys, I will be doing a series of all High BR Battlefronts Map Change Suggestions/Point Issues.
I will be using Screenshots with drawings on them to highlight certain issues.
This will be the following Legend for the drawings:
Green - Destructible Objects
Red - Indestructible Objects
Yellow - Point of Interest
Blue - Infantry Spawn
Orange - Objective
To start off the first in the series. We have Berlin.
As you can see, the outside of the train station has no hard cover for infantry to get to the point. In most games, after a few minutes, all “Cover” is gone, making infantry unable to advance from the outside. The objects marked in green should be replaced with a bunch of indestructible objects. This is only 1 picture of the outside area near the train station, there are more with similar issues.
https://enlisted.net/en/replays/#!/replay/463885682336960689
^Proof about how terrible the condition is inside the station and how much we abuse it.
Again, same issue, there are so many destructible objects instead of indestructible objects for anyone to navigate around such an open area that is usually heavily controlled by tanks or now with Jets/planes with 500kg Bombs/6 250kg bombs. The Train Carts are not positioned in a way for people to take cover, and the windows in the train carts are head height, which still allows for enemies to kill you.
This Objective has 2 alternatives, but both have the same issue, the general lack of cover for players coming on the right side.
My suggestion is that if the flank was widened on the left highlighted in the big yellow circle. It will be an alternative then just trying to cross the street which you can get shot from the people in the buildings or crossfired from the people on the objective/riverside.
You can also position cover for this area to be facing all sorts of directions to prevent straight sightlines for enemies to kill your AI lined up.
The bridge to Konigplatz is very infamous for tanks immediately getting a 20-30 infantry kill on spawn because the Tank Spawns are in direct view over the Objective, which is a very big issue. I suggest having the Tank Spawns for this objective be moved further back away from an immediate sightline to the point. Tanks, yes, should be able to hold points, but they should be required to drive in order to be rewarded with a good position.
The Spree River Bank is only littered with Destructible Objects; again, no indestructible Objects to serve as cover. Usually, crossing the river using the Pontoons is a suicide mission as it is just too open, and AI struggle to path and follow you on the pontoons.
I suggest that pontoons can be placed under the bridge as well, which can allow players to capture. This forces tanks with no sightline under the bridge to drive perpendicular to the bridge head to kill infantry under the bridge. It also helps as an alternative to people camping in the buildings with a full sightline of the objective.
The right side of the Objective (River Bank) is just open ground for attackers to die over and over
The Attacker should get an additional optional spawn further left, which can allow attackers to have the option to flank.
The trench highlighted left of the building is too shallow for actual protection against enemies. I would like to suggest that we can change the trenches to be similar to the deeper ones in Moscow or Hurtgen Forest. Especially because there is nothing to protect you on the left side of the map.
I would also like to suggest adding a form of connection between the buildings, which is highlighted in yellow. These 2 buildings are currently a key point to capture the objective because they have an overview of the entire objective. As of now, there is no way to get your AI from one side of the building to the other. Maybe a hole in the wall between the 2 buildings can serve as a connection. Allowing AI to follow you to contest the building.
From the right side of the konigplatz to the Opera House, there are only 2 indestructible objects to serve as cover. With infantry holding the straight-lined building near B, as well as their marked-out infantry spawn. It is impossible to take Objective B. I suggest that either more indestructible cover is included on the right side, otherwise, extending the greyzone into the highlighted yellow house in order to reward the push of attacker to repel the defenders all the way to the opera house. This will also allow them to flank around to Objective A and take the buildings near it, which will allow the capture. I know it will cause issues as the next point in the opera house, Objective C, but I can’t really think of any other solutions.
There also needs to be more Indestructible Cover on Objective A so that tanks and planes/jets don’t have an easy time just spamming HE into A.
The start of Opera House is just a wave shooter. If any enemy are holding the areas highlighted in Yellow. The whole frontal push from enemies are just going to get mowed down due to the complete lack of any cover. There is no right flank for you to push so, if the enemies fortify down and defend the left and hold the highlighted areas in Yellow on the right, there is no way for you to get anywhere across the street. The only strategy to capturing this point is by sending an APC at the start of the match to the far right of the objective on the street to clear behind and flank the enemy. But 1 good counterattack by the defenders and it is over. The left needs to be looked into more for covers and not just being full straight sightlines which allows defenders to just spam bullets into.
The Objective Construction Site was very well updated with lots of indestructible cover. I commend that. But the tank spawn highlighted in Yellow (A) just has too much of an easy straight view into the objective as well as behind it. I suggest that moving the tank spawn to Yellow (C) would definitely reduce the power that tanks have to immediately counter a push from the enemy whilst staying in the greyzone.
When contesting this objective from the Konigplatz, there is a lack of area to build rallies behind the spawn. I suggest that the water area highlighted in Yellow (D) is shallower, in order to allow rallies to be built there, as well as some cover from getting shot across the river.
Otherwise, I would like to suggest having an additional spawn near highlighted Yellow (B). This would open up the battlefront farther to the right, which most players do not contest due to the lack of spawns there. This would also make up for the lack of having a battle area/flank at the bottom of the objective.
Moat East has quite a few hard cover. I can accept the fact that Moat East will always be an open objective however, steps can be taken to reduce the hard HE Spam. The current tank spawn highlighted Yellow (A) can be instead moved over to highlighted Yellow (C), which forces tank drivers to drive around before having a view of the objective, unlike the normal spawn, which only requires you to just drive forward. The same can be done for the Tank Spawn highlighted Yellow (B) can be instead moved to highlighted Yellow (D) just near the Opera House so that there is a distance between the tank spawn and the Objective, there is a berm tall enough on the highlighted Yellow trench which prevents shooting into the objective directly.
I would also like to suggest that the highlighted Yellow Trench be deeper so that infantry can actually hide and not die the moment they spawn on a rally in the trench, let alone navigate it.
Trenches highlighted Yellow for this objective again have the same issue: they are not deep enough to protect your infantry from all the flying shrapnel.
The lack of any cover on the left of the objective just makes the area unplayable. This objective really just lacks cover.
This point is super Reichstag-facing sided. Anyone controlling the buildings near the Reichstag keeps control of the point. By making the trenches highlighted in Yellow near the moat deeper, it will make building rallies closer to the point possible, and not be deathtraps. There just needs to be more indestructible cover for this point, it is way too open.
Tanks from the Reichstag spawn can also just speed down the street and shoot an HE shell into the spawn at the start of the match, killing the majority of the defenders on the point.
The American Ambassay generally would not have an issue, if it wasn’t for AI pathing and AI not knowing how to climb into windows on the Objective Building. The right side of this building is just open ground with no form of cover apart from the broken house near it. This makes flanking from the right side nearly impossible. The left side of the objective is acceptable.
One issue I have with the tank spawn highlighted Yellow (A) is that it is open to be spawncamped by tanks on highlighted Yellow (B). This can be fixed by just having a roof on the broken building on the right of the objective, highlighted in Red
The key building to hold for this objective is the building left of the point, which most of the time will be heavily defended by the defenders. Taking that building is going to be very tough due to the lack of entrances or AI not being able to climb windows. The trench highlighted in Yellow should be deeper because the area highlighted in Yellow (A) has an elevated view into the trench, making them able to see the whole upper torso of soldiers inside the trench, and sometimes even rallies built inside.
This objective tank spawn also suffers the same issue as the one mentioned above.
This objective would be better if the defender tank spawn highlighted in Yellow (A) was instead moved to highlighted Yellow (C). This would mean that defender tankers have to drive up the berms in order to get a good view over the point. Currently, the tank spawn on A can also barely view into tank spawn B and spawn kill enemy tanks as well as drive very little before having very good view into the whole objective. I suggest that tank spawn highlighted in Yellow (B) be moved into the highlighted Yellow (D) area. This would prevent getting spawn camped by tanks on (A) and also means that tanks have to take longer to drive up to the objective before they start shelling the point.
The whole area before the Ministry Garden is just a hellish nightmare for players to survive. The attackers have basically no cover apart from terribly short trenches. To make it even worse, the defender spawns on elevated areas, which allow them to overlook the trenches highlighted in Yellow (A). The defenders can very easily hold Object A because they can build rallies in the area highlighted Yellow (B), the area highlighted is a crate,r which means attackers don’t have a view into it, and defenders can poke their heads to shoot at you.
Defender tank spawn is also very close to an excellent spot that has an elevated overview of objectives A and B. I propose that the initial tank spawn highlighted Yellow (C) be moved to the area highlighted Yellow (D). This forces tankers to drive more to get into a rewarding spot. Also means that tanks have to drive longer, should they need to resupply.
Same solution as before as well. I propose to make the trenches deeper in this map to protect attackers and force defenders out of their already really good positions in order to clear rallies in trenches.
When fighting for the Objective in the garage highlighted in Orange (A), attackers should be given more play area so that they can push out the defenders completely from the underground garage.
I propose moving the defender’s spawn for the garage to Highlighted Yellow (D) and (E) and expanding the play area to the Box highlighted Yellow (F).
The Tank Spawn for the Objective highlighted in Orange(A) is also very messed up. The defender tank has a spot highlighted in Yellow (G) that has full view into the enemy tank spawn highlighted in Yellow(H), allowing for spawn camping of tanks. I know this is possible because I abuse this very often.
When fighting for Objective Ministry Garden highlighted in Orange (B), tanks spawn in the area highlighted in Yellow(A), this immediately gives view as the defender to shell the whole entire point, shutting down attackers and having the safety of the greyzone, forcing the attacker to kill the tank with a plane.
I propose either moving the tank spawn to the area highlighted in Yellow (B) or (C) which forces the enemy tanker to drive more to get a view of the point.
I also propose the trenches near the point highlighted in Yellow also be deepened. All theses trenches in Berlin are really terrible because they are supposed to be the only cover in the area, but instead they are actually mostly just a trap.
When fighting for the objective Hitler’s Bunker highlighted in Orange(C) or the alternative objective highlighted in Orange(D), the greyzone for attackers is atrocious, the building next to it highlighted in Orange (E) is considered as greyzone for attackers, this restriction allows for defenders to comfortably build a rally 50 meters away from the Objective without fear of it dying. They also have many areas/windows for them to peek out and kill any bots that are out in the open because these objectives lack any cover nearby, or even on it.
The tank spawn for objective highlighted in Orange(D) which is highlighted in Yellow(A) has immediately view into both behind and the point itself, it even has view of the trench making is useless. I propose moving the tank spawn to the area highlighted in Yellow(C).
General Comment:
There are way too many destructible objects in this game, which do not even classify as cover. Cover can only be defined as the indestructible objects, but even when they are placed, they should be placed with consideration of stopping crossfire, or firing into the objective from the outside.