Seems like reflective team damage actually had the opposite effect of what I was hoping for, since less melee units on your team = reduced chance of eating reflective team damage.
I still think they should have a light lance to compensate for a lack of heavy cav. Could do less damage than heavy cavalry lances but would have the upside of being couchable
I'm pretty sure more backcaps happen than not because a group of players are in a private Discord DM and have one person playing defenders while everyone else in the group is attacking. The "defender" in that Discord group would tell his friends on the attacking team about openings that can be exploited
Considering that it's impossible to queue up (especially in North America), Siege and TDM may as well be the only modes in the game. Captain is being kept alive by community servers tho
If the enemy team has a disproportionate number of archers, you are either an archer yourself in which case, click heads better or if insist on playing a melee unit, enjoy being a free kill. If you lose the ability to spawn as an archer if that unit type is being spammed, you're effectively removed from play due to your inability to do anything beyond "die to arrow spam"
I mean, the most optimal way to play the melee game is to play it like a cover shooter. Main reason I suggested class limits in the past is so that it can't.
More often than not, there's more than one archer shooting at the horse. Try at least ten of them, and the need to aim will often dissipate since the sheer volume of arrows is such that not getting hit is impossible.
When your team has a disproportionate number of archers, aiming becomes optional when the opponent has too many melee units, and cavalry's a melee unit.
Recruit is still the worst light infantry in the game, having a dull butter knife for a base weapon and 10 armor.