nononono leave it. especially with the way axes now absolutely decimate shields now as they should.I think now at 1.5.7 it is good that recruits have a shield as default option but it think they have overdone it a bit.
I would make the current normal shield the upgraded shield and use the old shield as the normal shield.
this class right now is quite broken imo and a stronger melee weapon is in my opinion absolutely not needed.Bring back the 1h axe please, the swords the recruit gets are so god damn trashy, the only redeeming quality this class has is the pilum. Give him either a half decent weapon or improved armor perk.
Except for the Pilum what is strong on the class exactly ?this class right now is quite broken imo and a stronger melee weapon is in my opinion absolutely not needed.
Pugio can out-slash some shock troops and the upgraded shield is the same shield used by the Legionary heavy infantry.Except for the Pilum what is strong on the class exactly ?
I agree with most all this except I think rapid fire is the better perk so it turns into one loadout for me, long sword and rapid fire, im unsure if stronger shield covers more area because it looks bigger, I think it would work better as a perk like the aserai skirmisher shield on the second perk pool. Still, a viable unit usually best as one on team in my opinion.[CAPTAIN MODE]
I think Recruits are finally solid.
There are 3 non-option perks in Captain Mode, though.
The AI doesn't know the Pugio is fast and this doesn't seem to affect its decision to attack with it, so its fairly useless. AI in this game really struggles in general to hit with short weapons.
Shields already have a HP multiplier in captain mode so there's no real motivation to use the improved shield.
The Pilum is now fairly useless, dealing reliably less damage than the Improved Javelin and the AI seems to have an extremely difficult time hitting with it.
The new glancing mechanics seem to affect short polearms very disfavorably and it can be hard for AI to even flinch an infantryman with it, let alone a horse. Somehow the Improved Javelin acts as a better short spear than the Pilum in all ways but reach.
In every scenario in captain, you should take the Spatha over the other two options.
So the only real decision to be made is whether you take the 10-quiver javelins or the 5-stack better javelins which is largely determined by which map you are on.
I think this is honestly why the RECRUITS AER BAD meme still exists. People don't grok there's only really 2 usable loadouts for Recruits
edit: Also TW pls replace the "More Javelins" perk with a "Sling" perk thank you have a nice day.
Definitely agree. Skirmishers are a 1-per-team pick mostly, the exception being Wildlings I think.I agree with most all this except I think rapid fire is the better perk so it turns into one loadout for me, long sword and rapid fire, im unsure if stronger shield covers more area because it looks bigger, I think it would work better as a perk like the aserai skirmisher shield on the second perk pool. Still, a viable unit usually best as one on team in my opinion.
Thing with the recruit is that TaleWorlds insists on the Recruit being as pathetic as they are due to adhere to the lore that the Calradian Empire has such a massive army that they have more soldiers than they have the resources to adequately train and equip them.I would kill for an Ai in some sort of, in multi sieges, they could make a game a little more static in a differ for what is now, where all run around the castle, and you must chase them more than hold a line.
Yea, "reinforcements" in Capitan mode would a make a good change for them, but they would still be weak,
light/skirmish inf need some bufs for Capitan (excluding aserai and khuzaits, they got good light inf already)