I had a bunch of good matches today with a mostly full to full server.
As with most maps, players are starting to figure it out with movement and fighting starting to mature, if that makes sense. The allies are getting more efficient at capping A&B and then making it to C. They lost once out of four attempts in lockdown at C. If the bunker is suppressed and SL's flank right, it's a battle, but doable.
Frankly, capping A & B right now seems pointless since it's impossible to advance from them. It unfolds the same each time, smoke, dive in the crater, cap, run around for a few seconds and get mowed down. Then flank and get on to the business of getting across. For me anyway, there isn't much tension, where you're running through a hail of gunfire and smoke, diving for cover, scrambling to make it across. It pretty much comes down to, if you're seen, you're dead within a second or two. Flanking on the right side, you either die immediately, or never come under fire.
I still think that there needs to be another radio, a bit more clutter on the beach and access to smokes. Adding a significant shingle ledge would be great too. Mainly for replayability so the Allies can have the option of attacking different locations instead of only the right side being viable. To balance more tools for the Allies, some sandbags up along the high ridge would allow cover for the Axis and give them a wider field of fire. Right now, if a mg sets up outside the bunker along the wire, they are very visible and die quickly. Inside the bunker, they can't see that right (their left) side. There's more fighting at D now after C falls, the sandbags would prolong it.
Maybe make C & D active at the same time? C falls quickly and having D active would increase the pressure to attack that left side. Or add an objective in the ruins at the base of the bunker? C never feels like a battle, more like you just sweep into an empty cap. Maybe how the axis defends it will change, they could really make it tough if everyone except snipers and mg's headed down there.
The battle for the church is becoming tougher, a smaller cap should make it more intense.
Great map, I really enjoy the freedom to move and minimal RSOD.
Also, the damn random arty just nukes you in spawn on the beach, super annoying.