turn the fog down- i get the point is to limit the capabilities of vorts and snipers but at this point it's ridiculous. there hasn't been single clear day in weeks. you shouldn't make sub-classes of weapons inherently by turning up the fog- instead limit the use of these weapons by building an environment where fights take place that naturally limits their abilities instead of just using the fog as a crutch. make players think about snipers when they cross, large, open areas.
Yeah, add more cover to areas and have wide open spaces. If a sniper/vort is killing too many, start drawing up plans to kill them etc
Yes, I think gunplay should play out naturally rather than be artificially influenced with stuff like stormfox fog. If you have a sniper, grab yourself a couple of piss jars and camp on a vantage point over a nice open area. If you have an SMG, better stay away from open areas and try to limit the fight to urban CQC. If you have a rifle, do whatever pleases you.
Combat is best enjoyed raw.
The fog exists as it does right now because it perfectly matches the draw distance of the map, down to the exact unit.
You would not be able to shoot beyond it regardless if the fog were completely removed or not as other players, props and map elements wouldn't render past it anyway.
One of the reasons why this map works so well despite its size and attention to detail is that it severely limits your draw distance, which includes the rendering of players, so the fog /exactly/ stops people quite literally popping in and out of existence on your screen as you walk towards them.
There is no way to scout players from a long range, they will only be drawn when incredibly close to you, which for example means snipers would never be able to hold a chokepoint or gather intel ahead.
This map cannot provide a good experience for snipers, Combine or Vort, that isn't incredibly jarring, thus sometimes I do bring fog in to the rendering edges to make the adjustment more seamless.