I can only talk about captain mode as I did not play a game of skirmish mode yet and a castle game did not happen to me yet but the OP is about position of INF in the game. In my experienced games the most problems came from CAV and this troop type survived until the end of match. From my perspective it is archers that die quickest with less kills than deaths, but I have no access to other numbers. Spear INF with shields survives longest in games I have perceived unless they are doing a zerg rush with all light INF (no fun either).
- In my opinion, there should be a difference in capping/uncapping time for flags. It should be worst for CAV which reaches them very quickly forcing them to be a sitting duck for a longer time. If you want an objective taken, send in the footsloggers with shields (and if you want it held, then give them spears)
So for cap time I suggest INF>>ARC>CAV
They should be able to cap a flag from a bit farther away. Being on the flag is right on a silver platter most times. Give INF the possibility to use surrounding terrain while defending an objective. (give class inherent area of influence)
- the weapon type spear should be reworked. A spear is used for thrusting offensively, but this takes practice and the spear is mostly underrun (facehugging problem). A speartip pointed at your direction should be a damaging obstacle. Maybe the couching mechanism should work automatically on spears even if on foot? So the job of a spear formation is take ground and point the pointy end at the threat and if it runs into the spear it will get piercing damage in relation of relative speed and knocked back. You could now make a "pikewall" to defend versus charging horses or run through other troop types slowly (shield wall formation speed). So it will result in 'ouch' damage for INF trying to break through the wall and deadly for horses charging into a spear wall (by their own speed). In my opinion, the spear should be 2-handed for this kind of maneuver or we limit it to long spears only, but not all polearms. Generally, more spear damage versus horses (all spear types)
- Javelins/Throwing Axes are sidearms for some skirmishing Infantry or even main weapon for light troops like Imperial Recruits. This kind of infantry is nearly useless currently. The damage output is far too low and the forcefield of shields too big. I suggest in that regard a higher damage output of a thrown weapon and a granular forcefield blocking the damage where the shield is and doing damage reduction where it is not becoming weaker towards the borders of the force field.
- Shield infantry works well in regards of aligning the shields. Cav should be shielded on one side, but open on the weapon's side thus having the need to maneuver when attacked with projectiles. CAV should not be able to do with a shield, what INF can do (unless it is a small one like a targe) and should also not have a forcefield. High speed + extra HP from horse AND a shield should be enough protection. So INF could have the distinct advantage of having a forcefield versus projectiles at all (class inherent bonus). Any other class could pick up a shield but get no forcefield that extends over the shields measures.
- Horses should more react to damage even to the point of throwing off the rider and running away. Same for collision with map objects like trees. I find it rather disturbing that ANY kind of INF including archers can walk in a wood and CAV still being able to couch-lance or spear the footmen at slow to medium speed and if they hit a tree, then nothing really happens like rearing once maybe, but that is all. Ride recklessly and fall from the horse it should be. Some places should be no-go-areas for mounted troops.
- Heavy archers (Guards/Sharpshooters/Fianns) should be a bit slower - at least to the point that light to medium INF can outrun them and catch them, if they get too close and mismaneuver themselves.
- limit the 'whirling death' troop types i.e. anything with a 2H-axe or polearm a bit. They should not be able to do, what they do now and even are frustrating even IF you have a shield as one swing of a bardike or glaive or menavliaton one-shots you. If they miss, they should continue rotating (impulse) and taking counter-direction after a swing with one of these should come with less speed (-50%?). That way, INF would not be dismantled in such kind of living food processor like guards, berserkers or menaviliatons. IMO, their main use is "smash and destroy shields" and then have range advantage over unguarded foe. Reducing the damage is the wrong way in my book, as I would like to reward precision, but spamming swing attacks with two-handed weapons versus everything feels wrong and not wanted.
- set friendly fire to 100% and make it 125% versus horses so hurling stuff into own CAV fighting things is dangerous.
Well...this is most, what I can think about now in short - hope it is constructive enough.