So, currently, I have played captain mode from just-about launch until right now. More than single player by a mile and a good couple dozen hours. I've compiled a whole
bunch of thoughts on the matter, and I'm going to be listing them as well as can be made sense of.
Note that I enjoy captain a great deal, and that it's my favorite gamemode by far. It's a great addition - I really hope not to contribute to the salt some people opened with on this thread right away.
So!
- Infantry -
Commanding infantry probably works the best out of any troop type in captain mode. The formations you get make sense, and it is generally quite doable to hold chokepoints, tank arrow fire, and flank people if you have shock rather than shielded infantry. Even so, there's a number of issues that I've run into by now:
- Battanian Oathsworn and Sturgian Varyags don't get to pick maces or equivalent armor piercing weapons. I dread facing well-armored factions such as Vlandia or Empire with them because the units you'll be facing really can't be dealt with by heavy infantry that should, by all rights, do more than get some grazing hits off.
- Axes are a meme. A silly meme. I genuinely appreciate that shields don't break after they get hit by six arrows the way they did in Warband, but axes are currently just worse swords. I've seen maybe two shields break in all of my time playing Captain, and I've never once voluntarily picked an axe rather than any of the other options, since breaking shields just isn't a viable option to go for.
- The infantry AI is very bad at dealing with cavalry. You can use mechanics like circle formation to avoid being easily charged down, but your units are extremely passive about oncoming horsemen. I have seen spear-wielding legionnaires and oathsworn completely neglect to even try and stab cavalry charging right at their front, reading their weapons only after they had gotten stabbed at a bunch. The best way to deal with cavalry that I've seen is mostly to either rear their horses and let your unit murder them, or to hope to God your archer friends are competent and don't mind being protected while they take potshots at the horses.
- NO BUT REALLY DEALING WITH CAVALRY IS DUMB. This is something I don't really know to stress enough. Sixteen varyags are watching a cavalryman charge in. One player rears the horse. Does the cavalryman get swamped? Do they poke at him with spears and absolutely murder him? Does his horse just get turned into kebab? Nope, the cavalryman presses WW and rides off into the sunset like it's no big deal because stabbing a stationary guy off his horse or murdering the animal is hard, somehow. Cavalry has issues of his own, but I really don't think being reared by heavy infantry should be so hilariously easy to survive as it is now - infantry and archers are much more punishing if you **** up your position.
- There is no way to retreat your unit in order. It is very well doable to tank arrows from a direction, and holding the line while watching your enemy try to get kills is a great experience, standing shoulder to shoulder with your legionaries, varyags, oathsworn, what have you. What isn't doable is blocking arrows from a direction you're not walking towards. If the face direction command could be something that persisted during movement, we'd be able to walk backwards with our shields up and see our units hold the line similarly, rather than get themselves shot to pieces like absolute idiots.
- Similarly, it'd be really nice if Gab's point could be heeded, and we had a 'charge in X direction' type of command. Infantry in shield wall formation and the like is a little slow to actually attack nearby enemies, and the charge command is a crapshoot more than a boon. Something to make them storm places more easily really would be very nice.
- Archers -
Archers are strong, very strong. They also rely on having teammates around to not get slaughtered more than others, but such is life in captain mode. Only a couple issues I have with these guys, really.
- Same as with infantry, archers are a bit hard to direct a certain way if you want them to fire at specific enemies. It's a bit easy for soft targets to hide behind shielded infantry, and it'd be nice if there were a way to target the directions or units you want your guys to fire on.
- It's a little difficult to have your guys, you know, run the **** away from the varyags charging you down. For some reason your archers prefer hobbling backwards rather than turning and running, and I've seen many of my guys die because they drew their weapons to stand and fight rather than getting the **** behind our friend
- This is where I was going to mention crossbows being a bit overtuned, but you literally nerfed those today so I've got nothing. Keep up the good work
- Skirmishers -
Not technically a unit type, but still something that warrants mentioning imo. My issue is too broad to really sum up into easy to list points, so here goes:
Nobody picks skirmishers basically ever. Battanian wildlings are the only exception, and then only because Oathsworn aren't themselves the greatest heavy infantry unit. Thrown weapons are quite strong, but ranged units are very unresponsive and it's hard to bring the full potential of your guys to bear. Skirmishers are THE unit who are supposed to, well, skirmish, to throw some weapons and run the **** away. It's the making them run away properly that's really hard, and shields tank thrown weapons as well as they do arrows. In the end, it's really not worth it to pick skirmishers when you can either give your infantrymen thrown stuff or just pick archers imo. A possible fix would be for thrown weapons to damage shields more and for arrows to stay useless against shields, but I did want to make clear just how difficult it really is to have your Aserai skirmishers or Sturgian brigands flank, skirmish, and be swift given the AI's propensity for indecision.
- Cavalry -
Cavalry is in a weird spot. They're much too strong in the other multiplayer gamemodes for sure, and I'd even argue they would be too strong in captain as well if not for some weirdness. I could go on about it as I did with skirmishers, but I'll just get listing instead.
- The cavalry AI is bad. Really, really, really ****ing bad. I have never ever ever ever ever seen the AI been able to get off a couched lance charge. Not once. I get that this isn't Warband, but how absolutely terrible horses are at drive by charges is a damn disgrace. I've seen archers outfight horsemen on numerous occasions, simply because the AI just... Chooses not to fight back somehow. I can't really express just how silly these things are so I do rather recommend you take a look at the AI's behavior because it is downright bizarre to the point that any proper description or anecdote is going to sound like hyperbole no matter what.
- The infantry AI is bad at dealing with cavalry. Really, really, really ****ing bad. None of them get that the guy charging them on a horse is someone they ought to rear up to attack. None of them ready spears or try to halt their charges. This is a problem because it ties in to my third point...
- ... It is entirely too damn easy to play cavalry for the PC. This is the crux of my argument: cavalry is too strong, but only for the PC - the rest of your unit is absolute ****ing trash. Playing cavalry has me rack up more kills by myself than my entire unit routinely, and I don't main cav by any sense of the word. Because infantry doesn't know to deal with you, there is legitimately nothing to keep you from doing drive by spear thrusts or the dreaded OP glaive swings beyond either a player doing well or archers shooting you to pieces.
- Cavalry archers work fine. Neat stuff, I guess.
It leaves my thoughts on cavalry very disjointed: as it is, cavalry feels too weak, because the AI is pants on head retarded and can't make it work. If it were any good, though, I don't think I'd play anything else - you can spend three years circling the enemy god damn spear-wielding legionaries or sergeants if you feel like it, because lord knows the infantry AI is terrible too. Buff the infantry AI, and cavalry becomes very bad. Buff the cavalry AI, and it becomes OP. I really think that both issues need to be simultaneously fixed, or at least attempted to, because doing it either way is going to make a certain unit type rather impossible to use.
I do welcome input! I'd like to think I'm
decent at the least, but if I'm entirely wrong about some stuff I welcome constructive criticism on everything that I've lined out here.