The problem isn't the greyzones, it's the size of the maps

Take a look at Lehrter Banhof destruction for example.
You literally can’t move 10 meters infront of the objective because of the greyzone, but the real problem is that it can’t be put further back as that would result in spawnkilling, because the spawnpoint are so close together.
Besides that, there is really no way of defending/fortifying the objective as there is just no room.
One grenade on the objective and half the team is wiped.

IMO these 200x200 meter maps with zero mobility like Lehrter Banhof should not exist.
Make bigger maps like Ardennes and maybe consider remastering old campaigns.

Praying that Manchuria is not gonna be like Berlin, though I doubt it will.

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You can see how map design changed into “bigger maps” in later campaigns, Tunisia, Pacific and Stalingrad are rather big maps.

Those 3 campaigns have their own issues, but in general play different to the older campaigns.

Still, usually they are nonetheless meatgrinders.

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It’s the gray zones too, though - and especially the way they shift.

Confrontation: you take up a strong position that is able to both provide direct fire support on the point currently in contention and the previous one. If the team is pushed back, you can still effectively interdict enemy movement to the point to which your team is falling back.

No sane NCO would abandon that position only to likely have to come back and retake it (“pay for the same real estate twice”) - to say nothing of the lost opportunity to engage the enemy rather than retreat.

Yet you are forced to move, not by enemy action but by some magical force field. It’s just fake and gay.

Any game mode: you’re close enough to hear an enemy rally point (or mortar team), on the other side of a building, etc., but can’t actually locate and destroy it, because magic force field. Fake and gay.

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I think it’s at least part of the problem, but larger maps also introduce their own sets of problems. It’s difficult to get a proper balance of open and closed spaces. For me specifically, I think the tiny capture points in some places are the worst culprit. On Bahnhof they’re all tiny, and half of them are open air with soft cover. Maps with bigger/better covered capture locations, even some of the smaller ones, play a lot better imo.

I mean, it’s still a problem. Being in an area that’s exclusively protected from infantry, while you’re able to sling HE is problematic game design.

Map design is a major issue. The small distances between points and the one-objective design make almost every non-conquest map a kill funnel where you have to endure HE Spam because there’s no way to clear it and there is no way to win unless you play the objective. Killing a greyzone tank (usually requiring a plane)
does nothing because they’ll just cycle another one and that means you’re sitting in a plane or tank all game and thus can’t hold the objective (because 6/10 members of every team are bot levels of quality and can’t hold ground).

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This is what i have been talking about for 2 damn years