I wanted to give some time to see how gameplay settled out in some of the maps before voting, but my favorite so far is Ihantala.
Feedback:
Ihantala - I really like the combined arms aspect of this map, and the infantry combat is excellent. My only suggestion is that I think the tickets need to be reduced slightly or the bleed increased, since the map tends to drag on too long, especially if the Soviets are winning.
Lenino - I also really like this map overall, it just needs slightly improved defenses for the Germans particularly at the forward flags.
Ogledow - The first line of flags is fun, and the push towards the second line an interesting mechanic similar to the Ramelle where the Germans need to carefully protect their tanks. I like the idea, but this map is so damned frustrating to play as German. The KTs inevitably get taken out eventually, and this means restarting from the previous line and waiting around for the next wave of KTs. The biggest problem though is even once the Germans do take one of the second line flags, those flags are extremely difficult for the Germans to defend. Armor spawns in the main are very far away, meaning that reinforcements take ages to arrive, and the infantry spawns aren't ideal for defending the flags. Every time I've seen the Germans manage to cap a flag in the second line it falls again within a couple of minutes.
This map needs some balance tweaks to avoid it getting bogged down at the second line of flags, but once those get fixed I think it will be a fun map.
Studienka - This is the only map in the patch that I'm not much of a fan of. The map is pretty and reasonably balanced, and I like the very open fighting around the central bridge. However, the rest of the map feels kind of like one of the CMP maps, specifically in that it seems like players don't put much effort into defending the outer flags and instead just run around in a circle capping flags without enough fighting. I assume the bridge chokepoints were put in to try to control this, but it's kind of hard to make use of those chokepoints with the limited vision range and the few AT guns on the map. Some people clearly like the slower gameplay style of these more spread out maps, but personally I feel like this map is just too big for a conquest map.
I can throw in my 2 cents.
-Supercharge: Increase the flag capture at Sidi Abd el Rahman. Too many effort to take it,
and half of the map is not playable because of this (the brits rarely reach the 2 final flags).
This map actually gets a bit of balancing love in the next patch. Not exactly increasing the cap radius, but tweaking assets to give the Brits an advantage in the early stages. Also some better spawning I believe. We'll see how it does, since I think this map is a ton of fun if it actually progresses like it's supposed to.
That's great! I've always really liked the core design of Supercharge, and even if the map is basically impossible to win for the Brits at the moment, they usually still advance at a consistent pace so the map doesn't get bogged down at one line of flags. Furthermore, I think the map could be balanced somewhat easily by reworking the spawns at Ghazal Stn (specifically moving them further behind the flag so Germans aren't constantly spawning in bunkers directly in the path of the Brits), and doing something like adding a flag at the railyard south of the last city flags to give the brits a forward spawn point that can be capped with armor.