Rakowice is a textbook example of how to make a completely one sided map. It is terribly easy for the defenders to defend because of some poorly thought out aspects of the design.
Sure, the map layout itself makes it hard to attack - lots of open ground - but the map flow is badly designed to exacerbate the layout making it very biased towards the defenders.
Since meat grinders are bad for player retention I suggest the following obvious changes be made to Rakowice immediately:
1) All objectives should lock when captured. This is mind-numbingly obvious. It is shocking it hasn't been done already. Too frequently do the attackers get massacred trying to take B or C and then switch to attacking the other objective only to lose the first one. This is flawed map design and there is no excuse for it not to be rectified. Recapturable objectives is a flawed map concept on maps already significantly biased towards the defenders
2) Defender fixed MG overlooking attackers left spawn should be removed immediately. I don't know what the map designer was thinking when they put that in.
3) Defender spawn protection around C objective is too much and should be removed. Defenders can shoot the attackers from inside a spawn protected area. That is just poor map design.
4) Defender artillery should be replaced with Mortars only. Just like Station. Artillery is too strong when called on the terribly designed D chokepoint
5) The attackers' spawn for D is badly designed. It funnels them into the middle crossfire and prevents flanking options because there is no cover going to the flanks. The attackers actually lose out by spawning in the middle once C and B are captured. Therefore, the attackers should get the choice of three spawns: one in the middle, and one on each flank near B and C. The three spawn approach works for Mamayev because it naturally creates flanking.
Too many times I see the attackers bogged down at A as well. I'm not sure how best to fix this and I welcome suggestions.
Maps should be designed for all objectives to be played and not be just a meat grinder at a handful of objectives near the start.
Sure, the map layout itself makes it hard to attack - lots of open ground - but the map flow is badly designed to exacerbate the layout making it very biased towards the defenders.
Since meat grinders are bad for player retention I suggest the following obvious changes be made to Rakowice immediately:
1) All objectives should lock when captured. This is mind-numbingly obvious. It is shocking it hasn't been done already. Too frequently do the attackers get massacred trying to take B or C and then switch to attacking the other objective only to lose the first one. This is flawed map design and there is no excuse for it not to be rectified. Recapturable objectives is a flawed map concept on maps already significantly biased towards the defenders
2) Defender fixed MG overlooking attackers left spawn should be removed immediately. I don't know what the map designer was thinking when they put that in.
3) Defender spawn protection around C objective is too much and should be removed. Defenders can shoot the attackers from inside a spawn protected area. That is just poor map design.
4) Defender artillery should be replaced with Mortars only. Just like Station. Artillery is too strong when called on the terribly designed D chokepoint
5) The attackers' spawn for D is badly designed. It funnels them into the middle crossfire and prevents flanking options because there is no cover going to the flanks. The attackers actually lose out by spawning in the middle once C and B are captured. Therefore, the attackers should get the choice of three spawns: one in the middle, and one on each flank near B and C. The three spawn approach works for Mamayev because it naturally creates flanking.
Too many times I see the attackers bogged down at A as well. I'm not sure how best to fix this and I welcome suggestions.
Maps should be designed for all objectives to be played and not be just a meat grinder at a handful of objectives near the start.