Lead your own detachment of troops into battle in this team-based PvP game mode. Control the battlefield to demoralize the enemy team or annihilate their forces to emerge victorious.
Players: | 6 vs 6 |
Avg. Playtime: | 20 minutes |
Rounds: | Best of 5 |
Round Time: | 5 minutes |
Objectives: | Kill all enemies or deplete the enemy team's morale or have the most morale when the round time expires. |
Troops: | Select your troops wisely according to your team's needs. Troops counts are determined by troop strength. |
Please leave all feedback relating to the
Captain game mode in this thread.
Hi
@Callum !
The situation in captain mode is pretty bad right now. Because of rambo tactics. But Rambo tactics is not the disease, it is just a symptom. And to fight rambo directly with restrictions to the mode, will not cure the problems. It will just make the mode even less enjoyable. I have made a list of suggestions to fight the decease. And I think those changes I am talking about, will open up the gameplay to a wide range of new and old tactics and also make rambo tactics obsolete. It's really just a "general" list of suggestions, with no specific factions in mind. I know it is more or less impossible to balance all factions in this mode. But, I think if more unit classes in each faction will become stronger and more viable, the balance will come though the many unit combinations available.
1: Cav AI need to be fixed. When you use the charge command very close to the target you want to charge, then the AI does a really good job actually. They will use couch, kill and do a lot of bump damage. Used correctly and in the right situations you will not even lose any cav. The problem is after the charge. They scatter and you need to collect them again with the "follow me" command, then line them up again and lead them back to the target you want to charge, and again use the charge command in the last second to get good hits. It's a lot of work, and it takes time. And I don't see many cav players doing this. It could be really cool if your cav units could regroup, line up and then attack the same target on their own after the initial charge, until you give other orders.
2: Archer AI and perks really really need a super fix. Their accuracy needs to be much better, like 25-35%% better. The "faster bow" perk needs to be removed and made the permanent fire rate of archers. Instead of the "faster bow" perk we need a "spears" perk! If the enemy cav attacks archers in their line of sight, they should change to spars fast on their own also. If the cav attacks from the flanks or from behind, the captain needs to hit "F4" and turn them to counter the attack. Their movement speed needs to be higher. Pre 1.5.0 you would get a speed buff if you used the "hold fire" command, we need that back. When archers are in melee mode they should have the same speed as non range classes. Also their visual field view needs to be much more narrower. They should ignore what happens around them. And what targets they should engage, should be 100% up to the archer captain to decide. If they are getting ambushed or flanked, and the captain don't notice, they will be "caught" and it will have consequences.
3: Infantry ranged attacks, both 1h and 2h classes, needs to have better accuracy and make more damage too. This will make non shielded classes to think twice and stay behind their own shield units, and not just rush through and charge on their own. The "square" formation command need to be fixed. It's ok that the "shield wall" command will limit inf movement speed, but why does the "square" command make all classes, even units with no shield, move slower too ? There should only be a speed reduction after you use the "shield wall" command. Unit classes with shields, should only go into "shield wall" if you use the command, and not automatically if you use any other formation. Another thing is the damage output when inf is in a shield wall. I think that need a small buff.
4: Skirmish classes need to be extremely good at range. They should have more javs, way better accuracy, damage and range, than normal infantry. So they will be a great support for archers in their range play. This will force the enemy into tight formations if they want to rush. And also open up for many "pre engagement" tactics. I also think a melee damage buff will be a good idea. In a melee engagement they make no kills vs any other class besides archers.
5: 2h unit classes need to be the overall masters and the real damage dealers in certain melee situations. Because they don't have any shields, and they have low armor. There will be no point in taking them if shield units make more or lees the same damage. I don't believe a 2h buff will make teams go full 2h rush. The range units will simply kill them. Pikes need a couch command, or some other mechanic so they can punish frontal cav attacks.
I know many players will think, that these changes will be a range hell on earth. BUT, there is a really really good counter to it all. Something that will force a certain class into the support role it is suppose to have. FULL CAV ATTACKS!!! With these changes, the range units cannot attack and fire 360 degrees around them. They will have to choose what direction they will engage in. When cav attacks enemy range units, it will force an opening to move closer to the enemy. The cav captain can also decide to send his squad to attack one group of range, and go rambo on another to disrupt and help his team. I don't even think there is a great need of class restrictions in tournaments, like they use in skirmish, with these changes