perhaps it’s just my dumb luck, but every large server i go on tends toward the axis or the allies in a very imbalanced way, don’t get me wrong, i’ve had some great EVEN fights, but lately it’s been one side with all the XP and mine with all the coverts and mortars. This is more of a newb issue so i won’t digress…
my topic for discussion here is twofold, first: how can we balance our maps in a way that gives a team with a little less skill a chance to succeed? For example, we all know what it feels like to be axis on battery and tell people not to go on the beach, or not to open the door, but they always do, that’s a good thing IMHO
this gives the other team a chance to make it out of the slaughterhouse, but what gets me is when you’re a decent player on axis who KNOWS that your team is going to do this, your completely powerless to stop it! But enough about that map, i feel it’s nearly perfectly balanced, while also giving the allies a real sense of fear, it’s SEEMS like an impossible task to make it up the beach against a million panzers and airstrikes 
The addition of a covert ops is great! battery really gives this class a chance to directly help the objective. In fact, even the mere harrasing of the command centers and the satchel help to slow the allied / axis offensives, so the class can be helpful on many different levels. One thing I’m trying to plan for is giving ALL classes at least 3 seperate roles they can play on a map. Mainly i’m thinking about fun factor, but more importantly i’m trying to make it fun EVEN if your team is getting beat to a bloody pulp.
Which brings me to my second question: is it worth it to spend tons (and i mean tons!) of time trying to theorize and plan a map to be balanced in all these subtle ways? Or is it better to just let the two sides have at it and disregard things like multiple pathways to objectives, protected spawns, covert objectives, etc…OR as i figure, maybe it’s better to just focus on fun factor, and let teams balance themselves (XP shuffle works well b.t.w) it’s always more fun to have an all-out battle on even ground! (and win of course 
Things like multiple paths to the objective are necessary, while at the same time you need choke points to concentrate the action. Setting up the travel time between various points is important as well. Don’t get TOO caught up in it though, because playtesting will always show you things you didn’t expect.