Tested it with IPv6 off, doesn't seem to work.
As for Azyar Stronghold my experience is that Defenders can win and do quite regularly. The problem is that the Attackers will always and only win if they backcap E and F before the forward flags because the spawnpoints when EFG are still on are much better for defenders than attackers. This creates an ugly dynamic where the players who know about this only concentrate on the back flags while knowing that the players who try to capture/defend the intuitive way are actually hurting their team in the early stages of the game. I think in this case the map really needs to be tweaked.
Exactly, enable players to shout the commands that they would usually give to the AI. I think some of these could be quite nice situationally and I don't see any decrement to it.
I think kicking is necessary from a game machanical standpoint to deal with shield turteling. The problem is that in contrast to warband it takes some exercise to hit in time after a kick making it feel more cheesy when it happens to you.
Because block+kick=bash
Why easy if you could make it comlpicated? I think kick was fine and balanced in Warband, no need to change it, at least not if you want to stay true to the "easy to learn, hard to master" approach.
We don't want everything to be like in Warband, just the things that were better in Warband. I think it's ok to expect a sequel to be a straight improvement mechanically. Given, we might disagree on which changes are improvements or disimprovements.
1. Yes
I feel like the faction pick diversity has gotten better since the last period I played but I can't put my finger on why. Any balance update that I missed?