I've recently been playing a couple of 2v2s on Bocage, and i had this feeling about this map which i could not understand: games seemed to be positively different on this map, tho i could not understand why.
Fortunately other players' comments made me realize what this was: low res sectors.
This map has in fact only 1 medium ammo point "per half" while all the others are low for both fuel and ammo. That made my ammo income of approximately +27, while fuel was probably lower.
Every other map played on pvp has usually medium and high resources points, with consequent insanely high income and spam of so called "OP" stuff.
What happens on Bocage is that very expansive units and abilities/off-maps can't really be used without thinking: on pretty much all other maps, on a 50:50 situation, both factions have a high res income (maybe even just one between ammo and fuel), and this always allows player to use the "easiest way" to fight, which always mean using some kind of ability or unit that does the job quick and without risk/effort, but usually becoming overused and making the game quite frustrating for both sides.
An example: I love RAF doctrine, and very often it happens to me that my ammo income is high enough to use bombing run whenever its cooldown allows me to do it (making the ammo cost just useless), and often being the same even when you add rocket airstrike which takes down very expansive units with an endlessly repeatable click. Of course you'll cause huge damage very easily, but 90% of the times opponents will start complaining about how OP such an "easy click" thing is.
Same example can be done for those games where in late game Axis side pops out one panther after the other (just look at what nami does here viewtopic.php?f=16&t=2066 with terror doctrine, i know he does not anything else but panthers come out one after the other, whith even a koenig) combined with stuka: just a combination of high ammo ability spam and high fuel units spam.
And what about 210mm nebels spam? Their price has been increased, but they're still used a lot in every kind of situation, allowing SE players to count pretty much only on that for every purpose as we can see here viewtopic.php?f=16&t=2014 (except for AA and scouting).
On Bocage instead, i saw luft player using straffing run on my sapper squad and he's not been able to use that for a while on more important targets: other maps just allow you to do that since you can use that whenever you want, even when it's just a "lazy" (very lazy in this case) choice whithout any strategy behind it. I myself was spamming rifle nades to deal with fallshirm, and i suddently found myself out of ammo because i was carelessly spending ammo as i'm used to do on every other map. At the end i found that game very enjoyable, having more flanking and units manouvering than just microing very well 1 of them.
What theese abilities and units do is in my opinion, as i probably said many times, killing any kind of strategic play and giving this game a very "arcadish" shade that for many people generates "EPIC GAMES" just because of the number of "cats" and veterancies on arty pieces and mortar halftracks, but for others, like me, might not be that fun.
I hope the solution i thought will even make arty partys less frequent, allowing only cheaper arty docs pieces to shoot more often, while requiring it to really be necessary to use other arty pieces on other doctrines.
This is why i came up with the idea of suggesting to rework already existent maps to give them low/medium res points instead of medium/high: this has already been partially made with map pack 2, but i think this could go further with great results, allowing players to choose what kind of game to have. I have no experience in "map" matter, and i'd like to know if someone could do it without much effort, or, if someone else likes this idea, I might work on it in my free time if other people will tell me they like this idea.
Thanks for reading and let me know what you think
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