Firstly are the "land bridges". Al basrah features a city on the opposite side of a river relative to the blufor base. The opfor's objective is to defend caches within the city. The Blufor team has many armored vehicles that are powerful game changers that need to cross the bridges. Knowing this it would be logical for the opfor to destroy any means of getting across the river. This strategy would be great on Al Basrah if it were not for one problem. Many parts of the river are very easy to cross by simply driving through them. I see this as a problem because it renders bridge blowing tactics a waste of time. If the land bridges are eliminated it makes it so that the map promotes teamwork, and specialized tactics such as bridge destruction, bridge trapping, CSB deployment, and bridge defending.
The first ford that needs to be addressed is this one pictured below. On the far east side of the map, east of the biggest bridge is a section that a warrior, rover, challenger or scimitar can easily drive through. If made a few meters deeper it would be impossible. With this landbridge it's rather pointless to blow away the big bridge. The second landbridge is the entire far west section of the river. The small shallow rivers make it pointless to set CSBs. The section is so wide, that setting mines or ieds in the water is almost pointless.


The second problem is very similar to the first and that the bridges are indestructible. This again, undermines the tactics of "cut off their armor to the city and we gain advantage" There are bridges picture below that can not be damaged by any means. This needs to be changed so they can be blown up.


The next issue I have is easily destroyable caches. Especially with armor. The caches that spawn in the areas pictured below are easily destroyable from long ranges with armor. Essentially, when youre defending a cache, youre defending an area. if there is a cache at palace, youre defending palace, not just the cache. If there is a cache at refinery, then youre defending refinery. But when armor kills caches from beyond the area the cache is in it becomes indefensible. The below images outline "bad caches" that can be destroyed from long ranges by armor. I dont suggest all of the caches of the caches in the black box area to be gone, but to appear less frequently. I do want the refinery cache pictured to be removed. If a warrior or scimitar gets to the area where I am in the image for 3-5 seconds without being killed the cache goes down.


The final issue, which is mostly just my opinion is asset layout. I feel as if the std layout which includes the challenger has one too many bombcars. Four bombcars is a bit overwhelming, and the other layout only has three, along with about the same amount of armor (2 scimis for a challenger). This undermines the idea of blufor. Blufor in insurgency is supposed to be better equipped and outgunning the opponent. With 4 bombcars the challenger is always super defensive, never being used to attack caches that arent outside the city.
TL;DR all ways of crossing the river should be stoppable, some caches are indefensible, and the STD layout has one too many bombcars

