While I do not have all of the answers I believe having some feedback on the subject will help PGI with potential solutions.
The biggest issue I see on this map is everything is too close together. The gates, the generators, the base and the defense drop zones. If we can spread these things out a little more it will serve to create an experience that will result in more mech on mech fighting. Here are some ideas still retaining the current gen format
- Start by moving the north and south gates out further. These currently neutral areas have long sight lines and decent cover so would make fun and intense areas to fight in.
- Then move the Generators closer to the gates in a position where they cannot be seen by someone outside the gates. These would spread them out more and make attackers hit different points rather than rush a single location.
- Place the large number of turrets guarding the base over watching these areas between the gates and the generators. This should serve to slow attackers and give defenders time to mount a defense.
Will these fix the issue? Likely not. But it should help create a more combative environment that doesn't revolve around running past people.
Even with the current setup both maps still leaves a rush as the most ideal way of winning. I know that PGI wants to discourage it and not remove it completely but that's just silly. Rushing removes any semblance of a fight which makes the game boring with no give and take. Completely counter to what they want
I think adding capture points that have tonnage based capture rates would be a good way of ensuring some heavy fighting happens. After all even if you lose, and there was a good fight its a fun match. But if you lose (or even win) to a straight up rush you just feel cheated. Not out of a win, but out of a game.
Thanks for your time.