Siege is best suited for STR builds. Strategus battles/siege as well. DTV is also designed for STR builds, because these invisible walls made sure you can't utilize high ATH. Rageball is dead. What is left is battle, and imho should be best suited for AGI builds.
Should be... but isn't. While battle definitely gives an agi build room to stretch his legs, cav bumps and ranged spam will decimate your health by the time you even reach enemy lines.
just have a proper team balance system that takes "class" into account. Right now class isn't even taken into account as far as I know. It just balances by banner and "skill" (if one side starts winning more rounds than the other team).
^ This. This is what we need. Class balance should take precedence over banner balance so that you don't have an all-ranged clan destroying the poor other team, only problem is which the massive amount of hybrids coding something like this would be a massive undertaking. Granted, you could just group people by their weapon proficiencies, it is not always the best way to go about sorting people. Anyone can use an xbow, and where do you draw the line between a nearly 1 - 1 melee / ranged hybrid?
Only thing that I think should be done is to lower the amount of time you can "hold" a bow pulled back and still be accurate. After 1 full second it should be very inaccurate. I think that would help a lot with the ranged "problem".
Agreed. Granted, as of now bows do lose accuracy the longer they hold, it just isn't quite enough as of now. If you shorten the hold time, then it makes it easier to get into the rhythm and doge the arrows, and therefore the archer needs to anticipate where his target is going... thus the skill required to be an effective archer is raised. The only problem is that throwers and crossbows, which are in my opinion the 2 most annoying ranged classes, have no holding drawbacks at all, as far as i know. And this is not without reason, of course... in real life holding back the 60, 70, or 80+ lb draw weight on a bow and keeping your arm steady is nearly impossible. With an xbow or throwing weapon you need only hold up the weight of the weapon itself, like it were a modern day rifle. This is really advantageous since you can hold for eternity, and there is no indication for the poor lad on the receiving end, making it harder to dodge. Sure, throwing weapons may have slower missile speeds, but that doesn't help much when the infantry on the receiving end has to anticipate it in order to dodge, but simply can't. No matter your athletics, you can't sidestep a throwing weapon from a decent range without at least some anticipation. Even the slowest ones are too fast. It is for this reason that archers are by far the easiest to dodge for me as a shield-less infantry.
Also, what is in my opinion the absolute worst thing with all ranged is that there is no penalty for swiftly jerking your mouse to one side and firing... if your reticule was already pinpoint accurate, swiftly turning will leave it so. This isn't just unrealistic, but it is also the most frustrating tactic that all ranged employ. If it was changed such that the targeting reticule enlarged a little bit the more you move the mouse in the up/down or left/right directions, this would help solve many issues. xbows could no longer 180 no scope you, throwers would have a harder time kiting and jump-180-headshotting.
If the reticule enlarged for each movement, and only became pinpoint accurate when held steady, I think ranged would be much less of an issue.
Warning minor nerd raging below:
For those of you who insist throwing isn't at all OP because of slow missile speed, keep this in mind: it has an insanely rapid rate of fire, gives no warning when about to release from a held attack, seemingly homes in on targets, and obliterates shields in 3 - 4 hits tops, regardless of the type of shield and shield skill (within reason, not accounting for 13 shield skill nerds). I hopped on my stf yesterday in na2 since there was an insane amount of throwers... decided to join in on the party. This was my second time ever playing throwing, the last time was for one day as a 4 PT throwing hammer shielder. I went with a 21-21 build and used the stereotypical jarids. I didn't know what I was doing, or what build to go with since it was my first time picking my own thrower build. I had a positive KDR (very positive, in fact... 1.5 - 2) on my first few maps. The fact that with no looms or anything, it was that easy to just pick up and obliterate is insane, and half the reason is because even when my reticule was super wide, my shots would land. I just don't know how to explain it other than the fact that throwing is literally homing... it just ain't fair and I felt bad for each and every person I killed since there is just nothing they can do to counter it.
*End QQ*