For the sake of easy readability, I will be focusing on Attack Point A on several maps. The goal of this post is to demonstrate the lack of pathing options in this game from a tank’s perspective, and where specifically maps could be improved.
Color Guide
Red - Indicates possible paths that the entire team can follow (will not include mobility specific paths that split the team.
Green - Paths that I would like to be added to the game
Purple - Indicates a choke point
Hanamura
Let’s start with a particularly egregious example of a poorly map map. Numbered below are several pathing options labeled #1 - #4. Right off the bat we are presented with our first issue. #1 and #2 lead directly into the same choke point. There is no way to avoid it, and you must eat the damage, usually by just throwing yourself into their tanks that are awaiting at point blank range. This is slow and tedious, as it often just boils down to which team has the better spam damage and who loses their main tank first. Not much more to say about this section, just simple bad map design.
If you do manage to break choke, you are presented with three more options.
1.) Going mid, to an open field with no cover (not ideal for a tank unless there are some early picks).
2.) Going right flank, but ending up in another choke that happens to lead back to that same open danger zone (The only benefit this yields is temporary reprieve while resources recharge)
3.) Going left. Unfortunately you have to expend more resources to reach stairwell than the right path would require, as well as having to contend with high ground.
Most of the Problems with this map come from the initial hard choke with no pathing options, and long flanks that take too many resources post choke to reach or extend from.
Fix - By adding two paths on either flank, suddenly the entire left and right field of the map open up to the attacker. Fights can now operate in close range on those flanks allowing heroes like reaper and junkrat to shine. The left path may require an added highground option for defenders to make it fair.
Right path will basically cut out the middleman fight at choke, allowing for resources to be employed during the fight on right of point as opposed to be expended before even getting close.
https://imgur.com/UZS5Ng9
If anyone with a higher trust level wants to post, feel free.