Feedback for the lobby of 04/10/16. Sorry it took Me so long to get around to posting this, this week.
Traffic Jam - I lagged out part way through the match, so I lack a complete opinion on this map.
Echoes - I like the new direction of the mancannons in either base, they still don't go very far, but they feel much more relevant and useful now. At this point, I don't really have any complaints about this map. I'd call it complete unless I saw it in the next lobby. I need to bookmark it when I get the chance.
Fracture - I didn't notice any spawn issues this time around, but I don't know if that's because the spawns were changed, or just that specific game not involving spawn camping, so to avoid either repeating Myself or talking nonsense, I'll just say I learned I can't return a flag in a Mantis.
Scavenger - Legitimate question: What were the changes again? I know something was said about it during the lobby, but it's been almost a week since then, and I barely remember yesterday. Seriously if someone remembers, please tell Me and I will edit this.
Hard Light - The general opinion is this map is too big, but I think that's only a problem vertically. If you need mancannons and an elevator to get to the top of the map, what's the point of the side ramp? I think lowering the top of the main area would solve this (and also make it harder to break that elevator). Speaking of the top of the map, I think it needs a bit more infantry cover, and less Pheaton cover, the Pheaton would be a lot less powerful if you could actually shoot it from somewhere that isn't an open field. As for the horizontal aspect of this map, I don't think it's as bad as everyone says, it's just clearly meant for longer range weapons, not pistols. Just move the ball spawn from the cliff to the nearby bridge, and change that big block in the middle of it so it's an actual bridge.
Amendment - There's four Mantises on this map. That's, uh... Something. I think you should get rid of a couple of those. Then there's the ninja-like rooftop gameplay, while it's a neat concept, it feels more like it was meant for a minigame or Infection map, rather than standard Slayer. I'd also like to note that the lightrays over the center building make it hard to tell which gap between the support pillars is an exit or a glass wall.
Helios - This map has a lot of wide open areas that make vehicles completely dominant, while leaving players on foot with little to nowhere to go, and once they get to an area safe from vehicles, it's stay there or die (which generally isn't good). I suggest making the infantry routes between each structure either shorter, or quicker.
And that was the end of the lobby. I'd like to apologize again, to everyone for being so late with feedback this week, and to Squally specifically, for the weird lag-out-ghost-account issue I've been causing lately.