The maps, all 8 of them, should be usable for all different game modes
It is amazing that there are only 3 Operations maps, and certain maps are Guerrilla Warfare and some are WarZone only, also it doesn't help the Fucking retro map pack fractures the community Day Fucking 1
I get tired with-in 1-2 map rotations, it's feels like the Same Old Shit but only a few days have passed since release, and nothing stands (burned out on it already)
Other FPS's have good rotations, or good choices in what to vote for, or give you options
(Using COD for example, but you see people play for months before getting tired/burned out, but for me personally, 3+ days in, I'm like that's it WTF!?)
Lets take a look @ what I can do
Here I'll make the maps better:
CORINTH HIGHWAY
Key Features: Warzone 24 players, Exos, WASPS, Mortar Beacons
1 Exo per team (respawn every 3-5 minutes, so if teammates are careless, you are at a disadvantage, if other team still has there Exo take it out, or getting owned with it)
WASPS should only lock onto Exos/Other WASPS Turrets/Gun Turret/Sentry Turrets|Droids|Medic Bot (only giving medic splash damage, if below a certain health, Medic dies, only the respawn ability can help him out. No Human kills with WASPS, they shouldn't register unless if they are in proximity to certain turret, and only through splash damage)
Mortars can be handy, but 1 every 10 minutes you hold the TSA, if taken by another team, and re-taken, 5 minutes, if used, 10 minutes again (1 location. the Building with Balcony TSA)
4 TSA's: 1 each in the area after spawn point, "the plaza areas" (2), the 1 that's located inside the building with turrets > should be moved underneath the bridge right in the central area (add 2-3 bridge columns from snipe camping either side), leave the one that's on the balcony on the opposite side
PYRRHUS CRATER
Key Features: Warzone 24 Players, Guerrilla Warfare 16 Player, Miniguns, Mortar Beacons
The tilting effect given from the map is a huge hindrance. It adds nothing of value, just makes the gameplay more frustrating. As one GAFfer said it best "It's like being on the Titanic".
Need to add 2 more TSA's, either the area right near the S&D locations for each team, the middle TSA stays where it is, but just having 1 is atrocious
(I know this sounds stupid but what the hell)
If they want that tilt effect, use it as an event trigger (like the EMP from Turbine), that an aftershock (mini-quake), shakes your perception like that, for 1-2 minutes, but it goes back to normal after that
The pipes should be interlinked, it could be a map with-in a map, creating either for a more tactical approach, or 1 that GG really loves creating Bottlenecks, but at least you can't have 5+ bottlenecks going on at the same time, an area would be clear to traverse (hopefully)
Same thing with Mortars again
BILGARSK BOULEVARD
Key Feature: Warzone 24 Players, Guerrilla Warfare 16 Players, Miniguns, Mortar Beacons
This map feels like someone took a Golf Course Hole from Tiger Woods Golf (hello dogwood & out of bounds/water hazards), then added destruction/buildings to make it feel interesting
This map is pure Alleyways, and going by the map name I understand it, but the buildings aren't recognizable, there is no "connectedness". If someone says come help me I'm in the building, I'll be going which fucking one? that brown destructed one or that other brown destructed one. No visual cues, like oh the "library", or oh the "lofts".
(Nothing stands out)
This map reminds me of COD4's Bloc, each side grabs a TSA and camps the buildings, and just does it things, the middle being no man's land
Add more connectivity through the buildings, passage ways that lead into or out of them. Basements that lead to the subterranean level for more a dark/glowy feel, and lead you out into the devastated Boulevard
TURBINE CONCOURSE SE-6
Key Features: Warzone 24 Players, Jetpacks, Miniguns
There's only 2 ways to reach the other side, through the middle or through the tunnel that's to the left of the map (the map shows it as south)
There should be a tunnel directly built from the ISA and HGH spawn area and should cross in the middle underneath the EMP leading to that TSA, it gives better options to the players
The TSA's are fine, 3 of them work perfectly, either grab them or be dominated
The EMP event is a cool twist, and really adds something nice into all that chaos
The spawn camping in this is to easy, to many ways to get camped from mid range to far way, if you lock down the 2-3 areas that lead out, you have closed in the the enemy
(No hidden paths or ways to leave, all areas leading out can be camped)
FROZEN DAM
Key Features: Warzone 24 Players, Guerrilla Warfare 16 Players, Operations 16 Players, Mortar Beacons
Ugh this MAP is super unbalanced, it favors the ISA outright
The Spawn locations for the ISA are to close, and the one for HGH is to far from the others, they need to move the second from the gate into the snow area by broken dam tunnel area near the rocks
1/3rd of the Map is useless and barren, they need to move some of the objective towards it
C&H favors the team with middle TSA (mostly ISA, due to there spawn area being so close by, while HGH are far away from it)
Same goes for Propaganda speaker, the ISA get a huge advantage of placing the speaker almost 2 buildings away from HGH spawn, yet HGH speaker location isn't even 100 feet from ISA spawn location
(These need to be either moved or rebalanced and given a moving target, explain more at the fix overall feature)
AKMIR SNOWDRIFT
Key Features: Warzone 24 Players, Guerrilla Warfare 16 Players, Operations 16 Players, Snowstorm
Once again ISA have a huge advantage, they have so many ways to maneuver and reach the rig, while HGH from the get go are blocked by taking narrow alleyways and steps down and are sitting ducks for the awaiting ISA, no blocking to give ISA any hindrance.
The Snowstorm feature should again be used an event (EMP), where there's light flurries, but the winds kick up and bring the storm for 5 minutes but then dissipate for 10-15 minutes and reappears again
The TSA favor the ISA, the HGH have to leave the rig to grab 2 of the 3 TSA's, while the ISA comfortably get to grab both and just push up
MAWLR GRAVEYARD
Key Features: Warzone 24 Players, Operations 16 Players, Mortar Beacons, Crusher
Once again the Crusher should be an event that's triggered by itself in a timely manner, it should be a risk/reward scenario, not go press a button and hope someone is there (which if you guessed is not a whole lot, people just run in the side tunnels, so the thing is never used, no point to when there are better options available, than running straight down the area and be a sitting duck)
Mortars here can really be a nuisance, due to huge open areas, and chucking them in open spaces nets you kills, no blockage, strike is close to direct hits possible
KAZNAN JUNGLE
Key Features: Guerrilla Warfare 16 Players
Ugh.... just endless loops of tunnels, the trying to get the feeling of a "Labyrinth Jungle" is not a map. Multiple times invisible walls have stopped me, which could be great jump to points (shortcuts), and it just 1 endless circular map
You can literally get lost in there, and the spawn location don't help, multiple times I have spawned and with-in 2 seconds of spawning being Brutal Melee'd from the back by the enemy
Overall Features:
Capture & Hold on maps should be placed 1 closest to each base and one right in the middle of the map
(Turbine = good job, but ISA one has no cover, yet HGH get advantage with there's being blocked by walls and debris in the way)
(Frozen Dam = bad job, the locations aren't to far apart, and the openess given to the ISA from their viewpoint is easier than it is for the HGH)
Propaganda speaker should start out @ the location of the middle C&H point
When the team scores, the speaker will be placed 200-300 feet from 1st location towards the team who hasn't scored, then if said team scores again the placement will be only 50 feet from the location placement
For example: ISA get speaker and score, now the speaker location is more closer to the HGH spawn area, and have better chance to grab and score, while the ISA have to fight to get it back, if ISA scores, the spawn location is now close to the HGH & Propaganda location, if ISA are good enough they can take it, but HGH will have spawn area location advantage to deal with
(If both teams start scoring the speaker keeps getting pushed back, making it tougher to get point #2, and point #3 look easier (but can get trapped in it)
Time for all objectives should be extended by 1+ minute from assassinations taking longer to complete, or more kills for Bodycount
Add MORE FUCKING STUFF!, by that I mean, more modes maybe 1 or 2, something more
More weapons, 3 primary and 3 secondary is not enough and almost 1-2 are directly shareable with other classes, so it's still the same thing
Where is the nail gun, flamethrower, electric gun, fuck, you have this whole fucking universe and each side has only <5 weapons available to themselves
Sorry for the ranting, trying to make it better essay
Thanks for reading though (^_^)b