One thing to consider is that shielded infantry doesn't need to be able to catch up to ranged. They can sit on point and take the fire.
Hard disagree.
If a team simply passively turtles point, then any opponent with two or more brain cells will outmaneuver them and set up a crossfire. Any inf the turtle team has sitting on flag are doing nothing, and therefore removing themselves from the engagement, while the other team still has all the available resources (see: players) to work toward their goal: the elimination of their opponents.
This is called a
comparative advantage, and it's why the strategy of sitting on point and taking fire doesn't work (I've personally seen it fail many times in tournament play).
It fails because every member of your team
needs to be
actively affecting a member of the opposing side, or else your team will be suffocated by superior angles (crossfires) or defeated-in-detail through cherry-picked favorable mismatches (2v1) for your opponent. Nothing allows these mistakes to manifest faster than passively sitting on point while your opponent outhustles you.
The proper counter-play once you have final point control is to interpose yourself
between the flag and the opponent, and then
put the pressure on them. Push into your opponent and then force them to divert resources away from the fight and over to the flag -which they must retake or they will lose.
And this finally brings us to the main topic of this thread:
The unbalanced infantry and archer speed.
How can one apply the proper counter play -that is, pushing into the enemy and putting pressure on them, when the infantry on your team (the guys with shields) can't put adequate pressure on the other team's archers?
The archers can kite forever. They can run and run and run and the inf can't catch them. The inf can maybe catch up over a long period of time, but only if they unequip their shields (whose main purpose is protect against ranged attacks). This is perfect example of a Catch-22, and such inane and backwards logic doesn't belong in an (ideally balanced) competitive game. Additionally, constantly having to chase after an enemy archer puts the inf player out of position, allowing the archer's other ranged teammates to pick him, or friendly cav to swoop in and get the inf.
In terms of game balance, archers already have very nice dps and, obviously, the ability to kill from long range (in a game where 33%-66% of most team comps are melee units with the movement speed of slugs). I feel like infantry needs to be able to close the gap quicker, be it through the tweaking of acceleration speed or top speed to inf classes, archers, or some combination of both.