I had some experience with 1wpf and crossbow. It's pretty difficult for some shots at light crossbow and below, but a +3 arbalest with +3 steel bolts feels very accurate and fast for no wpf investment. When there are few players left, finding an xbow on the ground seems like the most optimal strategy.
I like these ideas:
Couldn't the necessity of wpf be increased? Lower base accuracy and reload speed on the crossbows but increase the effectiveness of wpf on them. It would make weapon master -the- stat sink required for crossbows, especially if they want to melee as well.
This would make it harder for random 1wpf guys like me to find an xbow on the ground near the end of a round and dominate the field. It should still be an option to help out against easier targets such as cav, but it shouldn't give you an absolute advantage over everything imo.
I think crossbows should have the accuracy penalty of being held to long like a bow does. It seems like it might get tiring holding something like a crossbow up for awhile especially after pulling the string back. I dunno, screw realism, first bring in game balance.
I think instead of a skill requirement maybe give them a higher strength requirement. Arbalest has a 21 str requirement and Heavy Crossbow gets something like a 19 str requirement. Making the crossbowmen who want to be hard hitters less accurate, have little kiting capabilities, but are also hard hitting in melee with very low melee wpf.
I think limiting a crossbowmens ability to turn while reloading is a good idea. They have way to much safety while reloading, they should be weakest while reloading, not most aware. But of course if this is added you must also remove the "view outfit" feature.
Above 15 for an arbalest makes sense and gives some breathing room to the underused crossbow and light crossbow without having to nerf stats.
I like the other choices, too, but they would need to be tested extensively to get a good feeling for what's fair. I don't particularly feel that turning while reloading is much of a problem, but it does make sense that they should be most vulnerable at that time. Some xbows may hate me for this, but maybe restricting movement until the whole reload animation is over might be an alternative? (would need a dedicated xbow to tell me why it's a bad idea). I think indefinite hold with perfect accuracy is a little breaking with hardly any risks, too.
Remove shield piercing entirely. If there is one single most important thing to do about crossbows, it's that.
After that, reduce the number of bolts per quiver and/or increase the slot count of heavy crossbows and arbalests to 3. Xbow/1h/shield builds take much too long to die once cornered if they turtle up. If you need something else, decrease missile speed.
I definitely agree with the first. I think steel bolts should be better balanced against normal bolts and slightly decreasing the ammo for steel bolts does make sense, too. I think I heard this first from Pentecost, but I like the idea of extra penalties for carrying multiple stacks of ammo for archers/xbows, just like we have with shields.
Also, fixing shield coverage against projectiles would help un-fucking population balance. When you stand on top of the walls looking down on a ladder and some archer on that ladder can headshot you through your shield, what is the use of that shield ?
Shield coverage is good IMO. The shields with good coverage/ high HP+low resistance just shouldn't get pierced by everything, especially since they are clunky in melee and slow you down even more.