mb2_scarif2
I enjoyed the map. I think the objective and the doors needs some clarification. I'm also not sure the second to last hack, the panel K2-SO dies at in Rogue One is necessary. Also, which doors are scenery, which are currently locked, which are currently unlocked, and which were always open should be clearer. Other then the graphical glitches, I didn't see any major issues. It seemed fairly balanced, a more sophisticated alternative to Smuggler for high intensity fast action. I enjoyed the fine line the map treads between limited the power of snipers without empowering Jedi, Sith, and melee wookies too much.
mb2_ps_korriban
I love this map but there are a few issues. I realize there is a very real possibility this will be a FA or class limited map only. So in the perhaps vain hope it will get a full Open release, I make the following suggestions.
The first stage forces the Rebels through two narrow access points that the Imperials can secure far too quickly. I think that could be solved easily by adding a third way, enlarging the existing corridors, or pushing Imperial spawns into a side room or two that opens into their current spawns. Neatly that would address my second point which if Rebels push through the two corridors, they are directly overlooking the Imperial spawns.
Another idea would be to reverse the spawns. It would make defending the altar easier for the Imperials and give the mapper more freedom in making the crystals easier to access if the real challenge was for Rebels to hold the Imperials in their spawn while contemplating how many team members to spare to go after the crystals.
This leads to the unfortunate crystals, I get that some people like the theme and the puzzles but all I can see is some great camping spots, especially for the blue crystal. To start with, I wonder if the breakable doors should be either pushed further down the hallway or removed entirely. The hallways to the crystals tend to have narrow checkpoints that open into bigger areas full over cover and high ground the Imperials can easily camp or turn into charnel houses with grenades. Leaving the breakable doors where they are to allow the Rebels to set the pace of the round and prevent Imperial camping sounds like a good idea but you just know noobs or trolls will give Imperials access on occasion.
Having three crystal so far apart with force powers being necessary to get away with the crystals kind of means the Rebels best tactic is to kill all the Imperials. Which is a shame considering how cool this set of objectives it. Is it ok to have a death match in the middle of progressive siege? I don't know, but I enjoyed it despite the short comings.
I didn't really get enough time in the second stage to make any real calls. I enjoyed it and Rebels seemed to have a good chance at winning if they played the objective and suppressed the Tower of Fairness. The distances involved are so long that projectile rifles are of limited use so normal blasters were just as good for sniper suppression. Perhaps again moving Imperial spawns into room that has corridors leading to the center altar with the sarcophagus, so Rebels and Imperials both get our of their spawns at the same time and are shooting at each other right away in the center would be better then the current approach giving the Imperials so much time to run for cover.
The Tower of Fairness would be a lot more fair if bounty hunters had to run up it while the Rebels have a clear shot at them the whole way. While mandos might appear OP, there are few sniping spots that don't leave the sniper exposed and are close enough to the action that even soldiers can't just dodge incoming snipes.
mb2_ps_desert
I thought this was the big surprise of the beta. It appears almost ready for release. I'll go into my concerns later but frankly I had a blast playing both sides. While it took a bit for both sides to realize what they were supposed to be doing, the objectives seem viable ways to win all but the final stage. I thought I would hate the turrets but it helped slow down attacking Jedi and made them more dependent on gunner support to easily rush the objective they defended. The buildings provide a lot of cover to approach the objectives and had enough routes to get on top of to make it a level playing field. Maybe add a few ladders or spots ARC can jump up just to mix it up.
The first stage feels almost perfect. It definitely favors Rebels but that's to be expected considering it's the first stage and Rebels are the attacker. Rebels could use a more protected spawn though. The other suggestion I have, and I hate myself for saying it, perhaps make the lifts work for both Rebels and Imperials. Maybe slow the assent of the lifts too so Imperials have a change to run if a bunch of Rebel Jedi are attacking up one. It's not game changing but its all I got.
The second stage feels like it favors Imperials a bit too much. Not because of snipers or anything, it's just because the Imperials can camp the left most station from their perspective fairly easily due too it's large size and double turrets. Unlike other two which are nade bate and lack cover. Perhaps lowering the requirement for the Rebels having to destroy seven out of nine control panels rather then all nine. That way they have to breach all the stations but don't have to clear all of them.
The third feels like it favor Rebels a bit too much. The Imperials kind of have a hard time defending the main set of bars if the Rebels are smart about taking a few shots and backing off behind cover. Once it's down, Imperials have to scramble to prevent a Jedi getting in while not over-committing lest the Rebels trap them in and take potshots or throw nades from the entrance. Maybe make the first grate's health dependent on the number of players. As an Imperial I always felt like I was losing if the Rebels had a lot of people but it was easy if the Rebels had too few.
I like both the third and fourth stages, in particular how they are complete opposites of each other. One wide open, the other small and centralized. One objectives spread around, the other with only one path to the objective.
The final stage is where I have a bit of a issue though I don't see an easy fix. For the Imperials it's hard to defend the tower from Jedi and the Rebels have the advantage for sniping with all the cover and the high ground behind their spawn. It's also extremely hard to defend the Falcon inside the hanger because of how short the distance is between the doors and the Falcon not to mention the alternate path. However the Rebels have to accomplish so much, getting all those parts to the Falcon is a pain, especially when the Imperial can track you on the map. The objective just seems like too much trouble for both teams. If the Rebels do the objective, they are splitting up their team for a very time consuming objective and open the possibility for the Imperials to defeat them in detail. On the other hand if the Imperial try to defend the Falcon, it's not a good defense unless they can hold the control tower and keep the shields up. Which is very difficult if a Jedi get's close due to the multiple entry ways and the fact they only need to press use, not hack.
Final suggestion
Changing the time limit for some stages is already been discussed, going off of that, what about a life multiplier? For instance a x2 multiplier meaning a Sith gets a total of two lives and a Clone with a reinforcement get's a total of 4 lives. Just an idea for the more complex stages. Also it would mitigate issues on needing a particular force power for a puzzle or a grenade to take a position if you didn't have to make sure a person with the relevant skill or resource stays safe the entire round, therefore reducing the teams total firepower in the crucial early stages of a round. Rather then can play aggressively for at least a life before being forced to consider whether it's better to go aggressive again or play for the objective.
All and all I had a blast and will try to attend the next beta.