The center point is already generally the hottest spot in a conq map for obv reasons. Plenty of maps have good defending points in the center, outskirts, salhan, tensa, Azagor, without them being 360 degree 10 story fortresses with sightlines over all the flank paths. Turn it into a tall warehouse(s) like its an amazon fulfilment center. Ppl that want the high ground can do so from the roof and bear the risk of a heli gunning them.
#Hello, everyone!
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I voted for River.
After many hours on Waki i've found that it has some really great places to have fights in, they just aren't at any of the objectives. The forest behind D, the buildings near the exit of the tunnels near A, etc. Wakistan has nice places, it's just everyone wants to be on the bridge.
Valley is similar. Valley has some amazing terrain and pathways between the objectives, but the objectives themselves (mostly around the central tower) are a pain to fight over. The little construction site. The fence area with rocks that's great to fight with tanks. The forests before the solar fields. The military camp on the way to a windmill. The shipping crate loading area. Really fun places to fight over that just sometimes you can't just sprint through.
River might be a big map, but it feels really small. It's only got two (and a half) 'locations'; the building, the crates, (and the loading cranes). Their size is good for the player counts, but they're the same everywhere and it doesn't feel like one part of them is any different to another. River has so much potential to be a great map, while the others are already good.
we dont need discord making any more decisions. push the update. bring the game back to life.
Where's the revert basra option
Will any of these reworks delay the update further?
"2 years later"
Mid December problably
The big building in the middle of River is basically a giant CQB bloodbath with great sniping opportunities offset by the even bigger sniper sight lines.
River Night is an epic only surpassed by Lonovo Night.
Logical answer, however this is the battlebit devs we are talking about
I hate to break it down to you, but you are not here sitting on a cooking plate. This game is not yours to decide how to play it and you basically payed 15 bucks roughly to be a better Beta tester. So be a bit more humble, sit down and accompany the development progress no matter how long it takes.
Bro these copypastes are getting better by the day 
River needs it most.
There are only a few locations that allow you to get to main building with relative safety. DMR's/ Snipers will sit in any random floor and window and pop you at the containers or attempting to run towards the building.
There's no incentive to leaving the middle area once you've gotten there. There's no threat once you're in the main building. Assaulting it plays like crap cause the only way to cimb floors is to build or rope since stairs are always blown up. There's too many floors to clear & its a vertical audio nightmare. The parking lots dont make sense to be on that side of the building, cause they're super open & the back side of the building has cover, but never is used. Half of the map does not see any player traffic due to the attraction of the main building & cranes.
Map plays in a 'half moon' style where the main building control wins you the game no matter what objects you're taking. Outside objectives mean nothing. One side of the map has clear sights while the other has none because of trees. Subconscious/consciously forcing players of that side to push either to container area or main objective, creating more spawn points, and making that side win more often.
As soon as river is picked you more than half the lobby change to dmr/sniper. Which is not a bad thing, there just needs to have:
- Main building assault routes with great vertical cover from the building (Parking garage)
- Removal of most of the floors, non-destructible stairs
- Main building needs to be rotated 180 degrees or at least put its assets in the proper location
- remove some of the trees from one side of the map to give better sightlines
- add trees to the other side of the map to reduce sightlines
- Add more to the partially completed bridge to allow cars to use it as a ramp to jump across, opening a path to the main building
Accuses me of writing copypastas, cant understand that this is a valid and important opinion in this community and that people can express a differing opinion here
Bro they even have responses 
AGREE river needs it, waki if fun in that way with the chaos
i think river is in the most need of a rework, although spicing up the fan favorite map also sounds like fun
generally the idea of making the cargo ships a part of an objective would be like having a little nuketown in the middle and i'm all for it
i like the basra ships but the roomy and sniper-friendly ones on river are too good to pass up imo
I somehow really dislike Wakistan, because its too bridge centered and the rest is just dead Space where no one is or you simply cant find a way to enemies. Would be great to see a slight rework
Most of the maps simply suffer from really wide open spaces that only serve as space to snipe or flank, or kind of boring texture work imo (flat greys for buildings). Just focus on upgrading current maps imo
vote wakistan; me and my homies hate wakistan
My honest reaction when waki gets triple rivers votes
would not be surprised if the people who voted for waki proceed to hate what the devs do to it
That's my job
I genuinely hope Waki's update would just be mirroring the map to add a second bridge
that'd be so fucking funny
good idea actually, i'm thinking like bridge from f/c2 to c/c1 or other way around
Prolly been said already but Wakistan desperately needs a rework
It's the most memed-about map in the community for a reason
It comes with no surprise that wakistan makes it to 1000+ votes on the third day .
🐴
I think all maps we need rework it!!!
RIP old Namak :(
River punching air rn
Oh river definitely does lmao
The center building is awesome to fight over and is a great power position for a team to hold but having the entire map center around who controls one building kinda sucks
Both teams have an advantage in holding the point nearest to their spawn, and if one team holds the building, it's much easier for them to hold the point with all the containers
I think some feedback about the maps in battlebit is the way objective zones are currently drawn on the map. Right now they are only circles of varying sizes and don't really take into account how the map is acutely build. Some times you are in a building and move two steps over an imaginary line and you are not holding the objective anymore. There is also very little feedback beyond the small emblem on the middle of the screen. I would like the objectives to be handled more individually, taking into account the area they are actually meant to represent (like buildings and other structures like trenches). It can be unsatisfying to not be able to hold a certain spot and not be allowed to either block the spawning of new enemies or not being able to hold the objective.
This is a good point. The capture points should have a strategical purpose reflected on the map. Like a Plaza being relally inside the plaze and the surrounding buildings are excluded for example.
funny to see how Rivers and Valley on the same line
even more interesting to see, how this poll is almost 1:1 reflect a players feedback on map rating, jsut at 10x smaller scale
I think people agree that both have roughly issues, it’s just that Waki is much more obvious and infamous for them
the thing is, for people changing the hot maps is more important, bc maps like river just usually dont get selected
so people dont even care to vote for it
time will come for River in any case, so its question of time
battlebit with no old namak just like cod with no nuketown and shipment