yeah, I don't really look at things as who's right and who's wrong, so I wanna be clear that I dont have a 'butting heads' attitude toward this. Really we want what is best for the map, and I've even said to Flash that I think it's great he is trying out smoke nades in his map.. because you should always try lots of combinations of all the available options given in order to have an idea of what works best.
I'm getting too wordy now but paralleling what I was saying earlier, here he has gone and created all these wonderful defensive positions, support tanks, juicy medium to long range engagements, and so on, only to be shrouded in smoke and turned into a close up affair. Smoke, out in a field or between two covering objects or in an open plaza, is one thing (for movements sake), but then use those two smokes in a tight closed street and now you've just got STG's and PaPa's meeting head-on in a hail of bullets only a couple of feet apart. We have Lyes Krovy for that stuff.
How can he add smoke sparingly? Is there a way to give the Squad Leader only one smoke nade, and then somehow adjust only his class's spawn time... elongate it so he doesnt just come back and throw another right away. (Thats what I meant about 4 smokes.. you throw out your two, overlap them a little... get yourself killed, and then come back and throw two more just a bit behind those overlapping as well, and now you've got a huge volume of smoke)
Or, is it possible to have a single spawning smoke nade in a crate that has a really long respawn timer? Place it out in the open part of the map, or near the one objective that seems to be hard for the Russians to overcome, and have only one of these in the map. Something like that might work if it's possible.
..though, I still prefer it when a subtle balance is achieved through the physical shape of the map, loadouts, reinforcements, clock etc.. as opposed to smoke