I don't have a problem with cav in "Phase 1" of a siege match (A/B flags), with things such as defender cav making sorties against the attackers or attacker cav capping the preliminary flags in advance of their infantry.
That said, I think cav should have diminishing returns as the match goes on. Nothing is worse than when the "Final Phase" of a siege match (i.e. the fight for G flag) becomes a veritable cav stomping grounds, with scores of cav on both sides trampling the area flat. At that point, it's not about a desperate intense inf fight for the final flag, just simply whichever team spawns as more cav.
This can be achieved by raising the price for cav exponentially as each flag is captured, or simply a net increase in cav price for siege mode.
Additionally, choke points, stairs, elevation changes, and a smaller square area around important flags also encourages less cav spam.
I also noticed that many times players will go cav simply because they are tired of running long distances before finally joining the fight. This is especially true for the new maps (Ayzar Stronghold and Domogtul Castle), where some of the mid-match spawns place the attackers really far away (>30 seconds) from the nearest point of contention.
That said, I think cav should have diminishing returns as the match goes on. Nothing is worse than when the "Final Phase" of a siege match (i.e. the fight for G flag) becomes a veritable cav stomping grounds, with scores of cav on both sides trampling the area flat. At that point, it's not about a desperate intense inf fight for the final flag, just simply whichever team spawns as more cav.
This can be achieved by raising the price for cav exponentially as each flag is captured, or simply a net increase in cav price for siege mode.
Additionally, choke points, stairs, elevation changes, and a smaller square area around important flags also encourages less cav spam.
I also noticed that many times players will go cav simply because they are tired of running long distances before finally joining the fight. This is especially true for the new maps (Ayzar Stronghold and Domogtul Castle), where some of the mid-match spawns place the attackers really far away (>30 seconds) from the nearest point of contention.