2.) How do repairs actually work? Are they the "upkeep" cost per item? So when it breaks that's how much you have to pay? Why do they only repair sometimes? Why do weapons that can not "break" have to be repaired? Like smoke bombs in example and sidearms you NEVER use?
Everything you spawn could break due to a random-%-chance, even if you do not use it. The longer the rounds, the higher the chance it breaks. Spawning the same item multiple times, e.g. 2 stacks of arrows or 2 shields, also multiplies the chance that it breaks. But it never gets higher than 100%, so you never repair the same item twice, even if you have two in your spawn inventory.
3.) How can I test the high tier weaponry and especially and most importantly the armour if the upkeep costs are absolutely massive?
Prioritize. There is a Balde shielder (sorry, forgot his name) who is using a Short Falchion, medium armor and a Huscarl's Round Shield. His armor/shield upkeep is relatively high, but the weapon saves him a lot of money.
Looms can also help you a lot. For example, check out the
Iberian Mace:
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390 gold upkeep
Now look at the
Mighty Spiked Mace:
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129 gold upkeep
I think you get the point
4.) When my team, most importantly in Battle but can also apply for Siege doesn't work together what can I do? Usually I tell them to work together, go certain flank in groups, stick together. And they start with personal insults calling me a complainer etc. Then we lose that round and stay at x1 for the next 10 rounds or so. It's very frustrating especailly as support shielder. People split off from me leaving me to die, or don't let me help them because they're too busy chambering for 90 hours
People call you a complainer cuz you play this since a week and already cry more than GTX, Rufio and Jarlek together. Safe your tears for the Strategus diplomacy section in the forum, but leave the game chat clean. Also, beginners in cRPG are bad. Even if you are perfect at the combat mechanics because you had a lot of practice in other mods or native, some important cRPG features are so different from other mods that you will need at least 5 gens to get rid of your "noob aura". As an experienced player, you can see who is new and who is not based on their movement, their equipment (style and looms), what they write in the chat, which banner they use, what build and level they have, whether they behave according to their build (backpedal as STR dude against AGI dude is not a good idea, having 9 athletics, a short weapon and crappy footwork is a waste, etc.), and so on.
tl;dr: Whenever you use the chat, keep in mind that you are not the most important person in this mod, and even if you were, you wouldn't deserve permanent attention from 60 players on the server.
5.) What type of a gameplay would be most welcoming to new player? I find that 1h mace/axe/hammer/sword and shield work fine, but the shield is a massive downside. So would a 2h polearm or any 2h weapon be recommended for a new player, because the damage is absurd however you must manually block which I suffer with a lot.
Play dos handres (twohand). There is a shitload of insanely fast polearm players out there, and since the last speed buff you can spam polearms unlike anything else. Spam is a bad mean to improve your skills, so better play twohand first (it is still strong, despite the polearm buff).
6.) All the big clans, Greys, Druzhina etc never communicate with rest of the team. Only inside of their stacks, they usually don't even bother to help in team situations.
That's not true. I get help from both even when I am playing with my dagger thrower on a random banner. A Druzhina polearmer yesterday even sacrificed himself twice to safe me, and you can imagine that dagger throwers don't usually carry the team