Key flaw: the high ground is around the outside of the map. The best places to be are on the walkways around the edges, where you can see literally the entire map. And when you have the sniper rifle,
you can do this.
The event that took place in that video clip is an event that can only take place on a fundamentally broken map. If a team can be killed from the other side of the map with no warning simply by getting on a vehicle, the map is broken. Full stop.
The perch that I was sniped from is the single best place to stand on the entire map. From that vantage point, you can see not only your side, but the middle of the map and cover the opposing team's base - as my untimely demise demonstrated. From his position, it takes less than one second to step back into full cover around the corner of the path. And another second forward to kill anyone, anywhere.
The basic flaw is, there is absolutely no cover on 80%+ of the map. The undulating terrain provides line of sight breaks and a feeling of compartmentalization only to the extent that no one is on the elevated cave/paths on the side. But because those are the dominate places to be, that 80% of the map is a death pit. The basic design is, open, unsheltered center with high ground looking down on it from the edges. It's a terrible, horrible, no good very bad design. Valhalla was a recognition of this problem, and broke the center of the map up with the hill, and provided enough cover in the middle that it was a viable play space.
That Hemorrhage is a big part of BTB right now is why I am not playing BTB. It's a miserable experience every time I'm on it.