I believe the problem is to be seen in the Militia Fortress flag, which is just too close to their mainbase. Other maps suffered from the same problem in past versions, like Kokan. The issue was solved by moving the mainbase away from the main objectives (caches or flags) and I have to say, that I like the new main on kokan.
In my opinion fools roads need a similar fix at least regarding area around the militia mainbase, since militia is usually forced to delay the assault of the overpowered british assets, trying to reduce their tickets while not really being able to push them back.
The asymetry of militia having to withstand the british armored vehicles while neither possessing good handheld AT weapons (all unguided) nor vehicles with decent AT capability (with the exception of the TOW Spandrel, but it's more like a mobile AT emplacement due to the huge warmup time after moving) usually leads to a constant rollback towards the militia main in the course of the round since Fortress is the last flag.
Creating a bigger distance between the mainbase and the last flag would really reduce the issue mentioned in the OP but sincethe former is very close to the map's boundaries, changing the position of the last flag seems more realizable.
[R-MOD]IINoddyII wrote:
My personal thoughts is that if you are pushed back to your perma spawn then your team deserves the rape that follows.
No team at all deserves to be baseraped, especially if it has to face an opponent who is given better weapons, better recon (UAV) and a huge ammount of vehicles while you are left with only one TOW-Spandrel as the only real longrange at weapon. (AT-guns of militia fortress do not count, since they are so easy to destroy by mortar or area attack)
And if that vehicles is destroyed because it is attacked at it's spawn, then that's a gamechanging move but an unfair one.
But I guess we will rather see BMP-1's being implemented on Fools Road than big changes of the map layout.