Now these are prevailing issues in FH2 that I really think need special attention - Even before navmeshing new maps.
Most are of maps from 2.0, which practically all had outstanding commander AI issues. Other issues discussed are spawn issues in some maps, issues with the new bot handling of tanks, which, although it allws tanks to stop and fire, also has the issue of causing tanks to stop indefintely, camping somewhere and being lost to the main fight - Effectively killing gameplay in some maps. Also discussed is the issue of double-cap flags - Specific issues are discussed based on the maps they can be found in
Supercharge
Allied commnader begins telling troops to defend rear bases including uncap main-base once the allies have capped all but the last 2 or 3 flags, killing the momentum of the offensive
Axis commander tells troops to defend town rather than attempting a breakout once all flags but those 2 are in Allied hands
New Tank motion causes alot of German tanks to remain in the space outside the town rather than spearheading the counter-attack
Seige of Tobruk
Allied commander from get-go tells troops to defend random bases including the uncap-main base until one of the frontline bases is in danger.
Recommend: Allied commander telling troops to attack enemy uncap to spur foward spawns and avoid early-stage idling
Some tanks remain in the area infront of the frontline bunkers rather than attacking due to tank motion
Other: Axis PzIII tank at German main base gets stuck against flag pole, needs re-navmeshing
Fall of Tobruk
Bots don't see rear base as potential spawn after any single Allied base is capped so tanks are abondoned after initial assault.
Recommend: Some small ratio allowed to spawn from rear base throughout, irrespective of how many flags the axis have.
Slight change in German commander AI to attack church flag before, or simulataneously with final flag
Other: Allies don't 'see' Stuart tank to use it
El Alamein
Some amount of silly commands from the commander, telling troops to attack axis uncap, changing and then doing it again, slowing down allied advance and sometimes grinding it to a total halt.
Tank motion helps create a perimeter of tanks but dwindles the attack force drastically - The Germans get the worst with very few tanks making it up to Kidney Ridge
Suggest: With strong main-base defenses and a mirror image of the map, commanders on both sides should tell their forces the exact same thing - Attack the outpost closest to them, attack Meteriya and kidney simultaneously and then converge of opposite outpost - Finally, attack enemy uncap to keep the main force moving up to the front. The strong main-base defenses will prevent a total route.
Other: Axis don't 'see' PzIII tank in German outpost to use it
Vehicle pathmap change near the British outpost - Matilda 80% of time gets stuck against an AT gun.
Mersa matru
Worst of the maps due to commander AI. Allied commander spams radio to get bots to defend uncap until one base is under threat - And he might still give other commands instead.
Axis commander tells team to defend and spams radio with it once most of the baases are in axis' hands
ALOT of German tanks stop overlooking the town rather than going in, leaving a trickle to face allied defenses due to tank motion.
Suggest: A bit tricky, since the allies do have a cap-pable German flag they can take and yet, the axis flags will cause an unnecesary slaughter if they were to take attack axis bases - Also weakens defenders strength. However, telling them attack the one axis flag will pull them away from the town...
Other: Axis PzIII gets stuck against flagpole in coastal German-uncap base. May need re-navmeshing of that area
Luttich
Have both sides attack uncappable enemy base to cause them to fan out and create a perimeter around cap-bases and avoid narrow street fighting being the only option. The map is large with various environments which can be used for gameplay if bots would move to such areas.
Suggest:
Changing mg42 town defenses to static vikers mgs
Creating a cap-pable spawn flag point in the area right between the town and either main-base i.e. in the field on either side so that the battle is not restricted to those streets - In order to have open field combat and optimize tank combat.
*Outstanding double-cap issue found in Sidi-Rezegh's apartment base, beta Bardia base, Beta Alam Halfa frontline base
Extra
I recommend moving the cap-area for Sidi Rezegh's apartment base underground to prevent the collision-cap of British Tanks and entrenched Axis troops in that base causing the double-cap - Also, to give axis a defensive chance by being able to avoid a cap from tanks they can almost not stop, in place of infantry that they can - Also makes for interesting use of existing navmeshes within the bunker
Navmesh area around flakvierling on Point-du Hoc to allow bots to use the gun defensively or offensively. Prevent bots spawning atop the hill until after the player caps it i.e a very short cap time with a cap area from end to end at the top of the cliffs.
Move spawn point in Supercharge's 88 base to within the bunkers to increase the chance of bots using defensive mgs. Put spawn back at 88 as per 2.0 patch to allow bots use the defensive mg there too - Alternatively make bots able to spawn on those vehicles
Let German commander have German bots defend first three bases of Purple Heart lane and spawn at the 88 as well as the bridge
Navmesh area around second (more entrenched) 88 on Sidi-Rezegh to allow bots to use that gun also and somehow allow bots to use mg defending apartment building
Change Matildas and Valentines on Sidi Rezegh to smaller tanks to balance gameplay in SP/COOP
Change Panther in Goodwood to pale camouflage variant instead of Luttich-style darker variant whichdoesn't camouphlage with anything
Add more pathmaps in buildings used in Luttich to match the amount of pathmapped buildings in all North African maps - Also to create a 'no-escape' for humans and create some interesting combat scenarios
* Move spawn points from outside to inside buildings to give a more natural sense of spawning and increase the chance of fights taking place there - Especially buildings within flag zone, but not in cap area