This map is really problematic for attackers - in my dozens of BV pug vs pug games I don't think I've been on a winning attacking team. As we know, uncoordinated pug teams generally gravitate towards midrange/long range builds - brawlers are much less effective when you can't rely on your team committing to the brawl with you.
And with that being the case, you end up seeing the pug meta as it is today - poptarts, laser boats, and such - generally some combination of LL, LPL, Gauss, and PPC. Any glance at Meta Mech's tier list or in game experience can confirm this.
Now there are two key issues on BV that come into play when this meta exists. The first is that the gates are two close- there is very little repositioning required by the defensive team regardless of strategy used by the offense. Regardless of entry that the offense makes, a firing line sheltered by the ridges makes it a low risk defense regardless of any strategy employed.
Additionally, there is a walled-off bowl in between both gates in which the defenders can readily hide a flank that can respond to either gate's offensive.
In general, the game mode on this map just ends up with un-fun failured attempts at sieges which are easily repressed by a general, non-tactical defensive strategy.
It can be won, and is probably more balanced in 12v12 unit vs unit play, but it is a nightmare for pugs.
Edited by Absoh, 27 March 2017 - 02:03 PM.