@bontsa Thanks for the Answer.
I called them exploits because I don’t know what name to call those flaws in map design.
I also enjoy the mobility of the game and the wall and long jumps. But this should be used to reach points in the maps faster by skipping the standar and slower way to get to the same point by other means. For example a higher place that you could access by a stair, but if you use a wall jump you can get there faster. Like in train yard when in the first stage of the map the attackers can go to left and enter the turret room from the window by wall jumping and risking that time if they missed the jump or can take more time and go trough the door.
I have to disagree with your explination about chapel. You are right in the fact that my statement is oriented to the pubs games I normally play just in pubs. That doesn’t mean it’s not something that shouldn’t be fixed.
In that point in chapel if in a competitive game 4 players on that team go through the fence they are atomaticly in the respawn area of the other team and that is really unfair. I also forgot to mention that in the last stage the defending team has only one exit that or route wich is really easy to spawn with any merc whether it’s an airstrike especiallist or sniper or Nader or fragger or stoker even fletcher and proxy can abuse the other team respawn ( place that IMO should be sacred to the other team ) and on top of that you are able to reach beyond the ramp ( the only exit point ) by jumping on the bus, so basically the developers applaude spawn camping when the rule should be to avoid that in the first place.
The underground is I think a really flaw in desing because it would be at least a little bit more fair if the atack team could also reach that spot by jumping somewhere but no, you have to take the elevator wich takes for ever you are not fighting for that spot in equal terms you could even go two against one and loose because the other player is waiting for you with so much time to prepare its just really unfair at least it doesn’t alow you to get to the other teams respawn.
The terminal spot it’s one of those I can excuse in some degree but they also lead to one team to the 2 only exist the other team is allow to have, two places that by the way are really easy for the atacking team to camp safely from a distance so it’s not really necessary for the game to give an extra advantage in that part.
I agree with you that in terminal in that stage of the map the importance rellays on who gets the forward spawn and that should be the goal, to hold that forward spawn not to be able to spawncamp the other team. Imagine if in the last part of the stage you could get to the tunnel that is near the defense spawn point and the other team is not able to see you. It would be an unfair advantage.
Also are there more player playing rank or are there more players playing pubs ?
I think it’s the later so I think the game has also got to figure out a way to make the correction that affect public games. In order for the mayority of the player to enjoy the game.
I think it demotivates a new player who is trying to play a nice defense to get killed from behind right from his spawn point just because the atacking team hasn’t been able to stop the defense and are given a place where they can easily get a advantage point.
Also really glad for your response and in any way I think the long jumps should be eliminated but they shouldn’t give this unfair advantage