Ok so.
I am posting this to show that, while the IDEA of Trijent Dam is good, the EXECUTION of Trijent Dam as a map is extremely poor as it exposes what holds Marines back; Logistics.
Logistics is an important factor in warfare and is also why the most effective way to currently win the round is through metarushing; because our logistics is dogshit.
Let me explain in detail.
Requisitions: Req does NOT get enough materials to properly cade. It allows maybe LZ-2 to be caded decently, but the rest of the map usually goes uncaded because there are too many places to cade and lots of flank points. To reasonably cade outside of the FOB costs 100's of metal, as well as 20-40 plastisteel. And thats just ONE FOB with maybe ONE layer of cades.
Medevacs: Medevacs can be done 2-3 times; 4-6 times if there is two medivac pads on one CAS and its done rapidly by two PO's. This is every FIVE minutes. In a normal engagement, you get a lot of rapidly wounded. Some that have to be medevaced now, others later. This brings in the next issue.
Movement: There is no easy way to and from on the map. You can only run; there is no APC, no ability to switch LZ's to another part of the map after clearing certain conditions, no elevators, no trains, nothing. This is absolutely terrible because it enforces a "rush or die" or a "turtle till one side gets bored" mentaility; an issue that persists on Ice Colony but is even WORSE on this map.
Checkpoints: This is mostly about map control and ties in with my Requisitions point, but there are TOO MANY CHECKPOINTS. Maps like LV, Big Red are well liked because they have well established checkpoints. If you hold them, you have a safe base to push out from and only have to deal with harassers occasionally. Hydro on LV, Lambda Podlocks on Big Red, North Containers on LV, ETA Filteration Caves on Big Red. These are well known for a reason; they are GOOD CHECKPOINTS to hold. Trijent Dam violates this rule by having 3-4 checkpoints that are unreliable to hold and takes 100's of metal to reinforce properly, as well as one or two turrets to reliably secure due to MULTIPLE flanking positions (river, backside alleyways, tunnels).
Barricades: Another issue is that most barricades must be made again because of a lack of ease in transporting barricades. Transporation of cades requires a slow grab + an engi to screwdriver + wrench, then wrench in place for you once you place it. This is unreliable and a death trap on a map as big as Trijent. Marines need to be able to pickup unwired cades like deployable cades and be able to hoof it then place it rapidly down in a new position so that FOB's can slowly be moved up.
Ill update this list as I go but these aren't new or unique issues; Trijent Dam just amplifies these issues by x10 due to its large size. Until these issues are addressed, Trijent Dam will be the new "Vote Dam and Leave" meme map much like Ice Colony is.