In my deep conviction, the main problem with existing maps is not their design (well in part some, especially in the Tunis campaign), but the problem with the layout of existing capture points.
I read today that someone in the forum is offering larger maps, when in reality they are big enough - but some places just never get used, due to the fact that, the whole action sometimes takes a full 20/30 minutes ect. at several key capture points and it creates some major problems:
1.- The rest of the map, with all the vegetation, modeling, just remains unused.
2.- In the long run, players discover some of the same style of play at those capture points, and everything happens all according to the same scenario. Eventually can become even boring too.
3.- Thus, for many, it is starting to feel like the map is just too small.
I would suggest to found a solution of ​​how to make better use of the existing map area, say by adding additional tasks, or changing the logistics of the capture point every time, and so on.
so often i discovered so many new places outside the one or two capture points.
one thing that i keep saying from the beginnin, one " major " issue that i find is, it’s always around capture points.
there are no real goals outside rush it and clear the defenders / attackers. and that’s an endless loop up until the attackers capture all the flags or defenders manage to wipe out all the attackers tickets.
the maps are small though in my opinion, because vehicles reach the enemy spawn in less than 30 seconds ( in majority of maps i’d say ) and for how many people likes halftracks ( just an example ) there is no real use of it outside use it as a mobile mg, but for then… spawn trap the opponent until they spawn a tank or use at?
although, now that i think of it, they did tried to change things with the introduction of destruction and assaults.
but it’s always the same thing.
i can’t see personally a " way out " when it comes to maps.
even if you use the new parts of the maps things would still remain the same.
mh, perhaps someone else will manage to come up with some solutions that could be discussed
And it also creates some kind of nonsense, in the sense that, oddly enough, tankers are the main campers in the game right now. By blocking one and the same path of the attacking artery, it simply creates the same game pattern every time you connect to the map.
I think as far as vehicles are concerned, one should think about individual maps for only tanks, or only Infantry? But its not good solution either.
So maybe same maps, but reworked so that everything depends on your level and it responds to matchmaking. Smaller tanks connect to smaller maps, while reaching more powerful tanks, they are automatically connected to much larger maps and so on.
Same thoughts here, I’ve always been against the idea of “make the map bigger and add way more players” because it’ll just be twice the number of players all rushing 1 house anyway with how gameplay currently flows.
Being more or less limited to vehicles depending on each map would be a nice idea, but I have my doubts darkflow wants to upset the whales who live in vehicles and just rotate between 3 vehicle squads all game.
By adding extra squad slots they really did screw balance in the long term.
Vehicles are definitely a problem but I don’t see any ideas that stick either.
Once we get some more infantry transports and AFVs, I can see opening up the existing maps (no grey zone) and having game modes similar to Advance and Secure from Post Scriptum/Squad, where each team starts at their farthest spawns for the available objectives, captures through them until they meet the enemy and a front line is established, with the goal of one side capturing all of them or bleeding the enemy’s tickets to win. They’re longer games, but on a much larger scale, and tend to use way more of the maps as each team tries to find a flank to push instead of constantly bashing themselves against each other on the line of assault.
So far, this is one of the main problems with all the beauty of the maps, all the hard earned equipment you put out over all your troops, and all your attempts to play at least a little tactically - still relying on the same spot where the k / d ratio race going.
I see this as a huge problem that will ruin the whole immersion in the long run if nothing is done.
I’ve actually seen more of this in tunisia than anywhere else, particularly on the map I can’t remember the name of with the river and bridges. I’ve seen people make good use of the boats to put rally points behind the objective and change the entire dynamic of the fight, at least for a little while. Would be nice if there were more opportunities like that.