Intermediate covers have been added at the intersection of squares F9–F0 and E9–E0 which will allow vehicles to advance to the lowermost base capture circle more safely. The shoreline position in the E0 square, which facilitated control over the entire entrance area to the lowermost base, has been removed.
Balcones and covers have been added to square E9 to allow for firing from medium and long distances.
Balconies and covers have been added to square E9 to allow for firing from medium and long distances.
In squares C7, D7, and D8, the collision zone for heavy tanks has undergone a complete overhaul. The terrain has been changed, new covers have been created, and finally, the play area has been expanded.
In squares H6–H7, part of the mountain has been removed and cleared of vegetation to open a small chamber for those holding the anti-tank position (the balcony in square H8). Through this chamber one can attack enemy vehicles in squares J3–J4, just like in the uppermost base.
In squares G5-H6, the balcony and its surrounding areas have been redesigned. This helped reduce the zone of engagement with vehicles coming from the lowermost base and allowed new medium-range firing positions to be added.
In squares D2-E3, the balcony and its surrounding areas have been redesigned. This helped reduce the zone of engagement with vehicles coming from the uppermost base and allowed new medium-range firing positions to be added.
In squares E2-G1, the play area has been expanded: a balcony and intermediate covers have been added, enabling players from the lowermost team to attack more efficiently.
New covers have been added in the F4 square.
In square D4, a rock has been added to block the attacks along the bridge from the anti-tank firing position in square C3.
In squares E6–F7, the bridge approach area has been redesigned for the lowermost team: the play area has been expanded and better positions have been added for firing along the bridge from medium and long distances.
In squares H1-K4, the collision zone has been revamped. The balcony in squares H3–H4 has shifted toward the uppermost team. In squares F3–G3, part of the mountain was removed for broader firing options from the balcony. Both teams have been given new positions and shelters for medium-range combat. The time of approach to the collision zone has been rebalanced.
At the junction of squares A1 and A2, vegetation has been added for players from the uppermost team. Their positions for base defense have been improved to mirror those of the lowermost team.
I think WG missed the point of rebalancing Mountain Pass by a HUGE margin – I agree with some of the changes (expanding HT area (so it’s of any use), blocking shots towards the bridge from the northern TD camp spot, etc.). But the elephant in the room, that’s known to absolutely everyone, who has played a single game on this map with tier 6 or higher – is the godlike crossfire around the southern base. Remove the bushes from both spawns and now only the hill can defend, which will be quite a lot more fair!