We need maps that are twice as large with long sight lines, with contestable areas that are way more spread apart, like this maybe. ** adjusted cap points and time to win and number of players on each team**
Enimey tanks cant pass the Purple zone without being forced to J out with a 15-30 second grace time,
or they can have emplaced ATGM troops guarding the purple zone and will damage your tank like the Air fields have SPAA on them.
This will give SPAA somewhere to hide, Caps to rearm at,
Tanks can have Mid-Long range combat,
CQB/CQC in town,
Flanks matter.
Air power has actually to look for targets for ATG.
Large enough for Helicopters to have something to do.
lets say you die now i have to drive another 15 minutes, and its not like air rb where you only get one life. So having to drive back multiple times and by then the match will end.
So you think that driving 1-2 minutes into a match and dying, having the same 3 lanes every time to drive down, after 5-10 minutes then it’s being spawn camped is any better?
There definitely are, but they can be more accurately described as routes instead. Some maps have much less variation in the routes you can take compared to others.
On sun city, there aren’t that many routes you can take to get to a capture point or other location. On Fulda there is much more variation in the routes you can take.
Big isn’t better, choice is better. Many cqc maps fail at giving players more choice.
Let’s say you prefer to play a vehicle that is dependent on flanking and/or ambushing, but are forced to play in a “knifefight-in-a-phone-booth” style, artificially constricted corridor with zero tactical opportunities…
OP’s proposal is probably quite a bit too stretched, but a trend to keep or even slightly increas map sizes, instead of constantly making them smaller, would be welcome especially for higher tiers, but even at lower tiers the small maps sizes affect at least my playstyle so negatively that I really thought about dropping ground battles alltogether…
the whole game revolves around breaking one of the 3 paths, and then it spawns camping from that point onwards. The larger the map the more options the better the gameplay.
Those are personal choice paths, not lanes.
And it’s obvious you’ve never played Carpathians, and the other two are missing over half of their flanks in your drawing along with including… inefficient tactics.
I miss Port Novo because it was the only no-flanks map in the game that was a nice change of pace from the maps we have now which all have dozens of flanking opportunities each.