Mordhau

The Souls franchise is easily the most overrated franchise in the last decade. Games are horrible. Really not much RPG about it, it's super linear and repetetive. The fighting system is clunky and unresponsive, and it is not hard in a way that the game ac

Count 2706 3783
  • 30 Dec '16
 TheDankestMeme

@SirZombiethe3rd said:
Please let this thread die.

:^

Count 1186 2459
Conscript 4081 4219
  • 30 Dec '16
 Sir Zombie

@TheDankestMeme said:

@SirZombiethe3rd said:
Please let this thread die.

:^

Banned imho

Baroness 5302 5808
1048 1240
  • 5 Apr
 Maci

The Souls franchise is easily the most overrated franchise in the last decade. Games are horrible. Really not much RPG about it, it's super linear and repetetive. The fighting system is clunky and unresponsive, and it is not hard in a way that the game actually has intelligent AI or requires planning in any way. What makes it "hard" is again, the clunky combat. All Bosses are pretty much the same, you just roll arround until they are in their "vulnurable" phase, and then attack the shit out of them until they start swinging again. Repeat that for some minutes and you've got all your bossfights in a nutshell. Normal enemies are really just boring trash that are just there for the sake of being there. They serve no purpose other than keeping the player busy between the bosses. Infact, all Souls games are exactly the same. Merely a reskin of one another, with somewhat updated graphics. They play the same otherwise. The whole franchise really is targetet towards children that heard stories about "hard games" from their older siblings / parents. They want to be part of that aswell but fail to realize that games back then weren't hard in a frustrating way, but in a challenging one.

Count 2706 3783

The Souls franchise is easily the most overrated franchise in the last decade. Games are horrible. Really not much RPG about it, it's super linear and repetetive. The fighting system is clunky and unresponsive, and it is not hard in a way that the game actually has intelligent AI or requires planning in any way. What makes it "hard" is again, the clunky combat. All Bosses are pretty much the same, you just roll arround until they are in their "vulnurable" phase, and then attack the shit out of them until they start swinging again. Repeat that for some minutes and you've got all your bossfights in a nutshell. Normal enemies are really just boring trash that are just there for the sake of being there. They serve no purpose other than keeping the player busy between the bosses. Infact, all Souls games are exactly the same. Merely a reskin of one another, with somewhat updated graphics. They play the same otherwise. The whole franchise really is targetet towards children that heard stories about "hard games" from their older siblings / parents. They want to be part of that aswell but fail to realize that games back then weren't hard in a frustrating way, but in a challenging one.

Baron 354 566
  • 5 Apr
 PJ_Ammas

The 🅱oul🅱 franchi🅱e is ea🅱ily the 🅱ost over🅱ated franchi🅱e in the last 🅱ecade. 🅱ames are horri🅱le. Really no🅱 🅱uch R🅱G abou🅱 it, it's 🅱uper 🅱inear and 🅱e🅱e🅱e🅱ive. The 🅱ighting 🅱ys🅱em is 🅱unky and unres🅱onsive, and it is not har🅱 in a 🅱ay 🅱at the 🅱a🅱e actually has inte🅱igent AI or 🅱equires 🅱lanning in any 🅱ay. What 🅱akes it "🅱ar🅱" is a🅱ain, the 🅱lunky 🅱lombat. All 🅱osse🅱 are 🅱retty 🅱uch the 🅱a🅱e, you just 🅱oll 🅱a🅱ound un🅱il 🅱ey are in their "🅱ulnura🅱le" phase, and then a🅱🅱ack the shi🅱 out of them un🅱il 🅱ey s🅱ar🅱t s🅱inging again. Re🅱eat that for some 🅱inutes and you'🅱e got all your 🅱ossfigh🅱s in a 🅱utshell. Normal e🅱e🅱ies are really just bo🅱ing trash 🅱at are ju🅱t there for the sa🅱e of 🅱eing 🅱ere. They serve no 🅱ur🅱ose o🅱er than 🅱eeping the 🅱layer 🅱usy 🅱etween the 🅱osses. In🅱act, all 🅱oul🅱 ga🅱es are ex🅱actly the sa🅱e. Merely a 🅱es🅱in of one a🅱other, with so🅱ewhat u🅱date🅱 🅱raphics. They 🅱lay the 🅱ame o🅱erwi🅱e. The 🅱ole 🅱ranchise 🅱eally is targete🅱 🅱owar🅱s 🅱hil🅱ren that 🅱eard s🅱ories a🅱out🅱 "🅱ard games" from their ol🅱er 🅱i🅱lings / 🅱arents. They 🅱ant to 🅱e 🅱art of tha🅱 as🅱ell but fai🅱 to 🅱ealize tha🅱 🅱a🅱es 🅱ack 🅱en weren'🅱 🅱ard in a 🅱rustrating way, but in a 🅱allen🅱ing one.

115 82

The Traps franchise is easily the most overrated franchise in the last decade. Traps are horrible. Really not much RPG about them, they're super linear and repetetive. The trap system is clunky and unresponsive, and it is not hard in a way that the game actually has intelligent AI or requires planning in any way. What makes it "hard" is again, the trappy combat. All Traps are pretty much the same, you just roll arround until they are in their "vulnurable" phase, and then attack the shit out of them until they start swinging again. Repeat that for some minutes and you've got all your Trapfights in a nutshell. Normal enemies are really just boring trash that are just there for the sake of being there. They serve no purpose other than keeping the player busy between the Traps. Infact, all Traps are exactly the same. Merely a reskin of one another, with somewhat updated graphics. They play the same otherwise. The whole franchise really is targeted towards children that heard stories about "Hard Traps" from their older siblings / parents. They want to be part of that aswell but fail to realize that Traps back then weren't hard in a frustrating way, but in a challenging one.

Knight 24 18

What the fuck kind of forum did I just create an account for?

115 82

@RiotPolizei said:
What the fuck kind of forum did I just create an account for?

Leave before it's too late.

Count 2341 4278
  • 6 Apr
 DerFurst

@RiotPolizei said:
What the fuck kind of forum did I just create an account for?

the number 1 pewdiepie fansite

Knight 3287 3002

Request to Mr. Mark Zuckerberg

I am Ratul Ahmed from Dhaka, Bangladesh , the strongest follower of #HazratMuhammad صل اللہ علیہ وآلہ وسلم, and I am demanding facebook and you #MarkZuckerberg to block all the pages that are using insulting language about our beloved prophet (Peace be Upon Him) ﷺ and also about any religion.

Closing these pages will increase your respect in muslim and to all religious people as an excellent leader and a good human being.

(You may think what difference can a single post do, where Facebook authority has not been paying heed to this kind of abuse against Mohammad(SAW). But it really doesn't matter if it achieves the goal or not. It matters if I stood against it or not.)

Knight 861 723
  • 6 Apr
 Void

The Souls franchise is easily the most overrated franchise in the last decade. Games are horrible. Really not much RPG about it, it's super linear and repetetive. The fighting system is clunky and unresponsive, and it is not hard in a way that the game actually has intelligent AI or requires planning in any way. What makes it "hard" is again, the clunky combat. All Bosses are pretty much the same, you just roll arround until they are in their "vulnurable" phase, and then attack the shit out of them until they start swinging again. Repeat that for some minutes and you've got all your bossfights in a nutshell. Normal enemies are really just boring trash that are just there for the sake of being there. They serve no purpose other than keeping the player busy between the bosses. Infact, all Souls games are exactly the same. Merely a reskin of one another, with somewhat updated graphics. They play the same otherwise. The whole franchise really is targetet towards children that heard stories about "hard games" from their older siblings / parents. They want to be part of that aswell but fail to realize that games back then weren't hard in a frustrating way, but in a challenging one imho

Baroness 390 984
Conscript 4081 4219
  • 6 Apr
 Sir Zombie

Maci how dare you revive this thread?

1048 1240
  • 6 Apr
 Maci

@Sir Zombie said:
Maci how dare you revive this thread?

'am rebel xd

Sellsword 2782 2239

is the thread dedicated to his meme, leave the man be.

666 735
  • 7 Apr
 Trevz

The Mordhau Forums franchise is easily the most overrated franchise in the last decade. Threads are horrible. Really not much topic about it, it's super memed and repetetive. The fighting system is too good that it doesn't exist, and it is not hard in a way that the forums actually have intelligent users or require conversation in any way. What makes it "hard" is again, the clunky shitposts. All game devs are pretty much the same, you just shitpost arround until they are in their "Moderator" phase, and then like the shit out of them until they start shitposting themselves. Repeat that for some minutes and you've got all of mordhau in a nutshell. Normal forum users are really just boring trash that are just there for the sake of being there. They serve no purpose other than keeping the layman busy between the kickstarter updates. Infact, all Mordhau threads are exactly the same. Merely a reskin of one another, with somewhat updated memes. They play the same otherwise. The whole franchise really is targetet towards children that heard stories about "Forums" from their older siblings / parents. They want to be part of that aswell but fail to realize that forums back then weren't hard in a frustrating way, but in a thought provoking one.

1048 1240
  • 4 Jun
 Maci

Updated it

The Souls franchise is easily the most overrated franchise in the last decade. Games are horrible. Really not much RPG about it, it's super linear and repetetive. The fighting system is clunky and unresponsive, and while still better than Skyrim, it is laughable when compared to titles like Mordhau or Chivalry. It is not hard in a way that the game actually has intelligent Ai or requires planning in any way, what makes it "hard" is again, the clunky combat and the bosses that rely on pattern learning instead of reaction time. Despite this cheesy approach, bosses are still pretty much the same across the board. You just roll arround until they are in their "vulnurable" phase, and then attack the shit out of them until they start swinging again. Repeat that for some minutes and you've got all your bossfights in a nutshell. And that's it, that's the game. Normal enemies are really just boring trash that are just there for the sake of being there. They serve no purpose other than giving the player the illusion of an actual game that doesn't just consist of repetetive bosses. Aside of that, the franchise milking is real. All Souls games are pretty much the same. Merely a reskin of one another, with somewhat updated graphics and new bosses that still behave exactly like in the part before that. They play the same otherwise. The whole franchise really is targetet towards children that heard stories about "hard games" from their older siblings / parents. They want to be part of that aswell but fail to realize that games back then weren't hard for the sake of being hard while relying on cheesy tactics to achieve that, instead they were hard because they required planning, thinking, had smart Ai and required reaction time and timing instead of solely relying on pattern learning.

Enjoy

Knight 270 261

This thread contains many statistics of the gameplay of Mordhau.
Most of them will be listed as TBA right now.
This means that they are unknown to either myself or even the developers.
Any details or statistics that are listed are subject to change.

Each mechanic will not have an in-depth use explained for it, as it is up to you to figure out how to put the pieces of the puzzle together.

To follow suit in historical setting. All applicable measurements (so not gravity) will be presented first and prominantly in the english units standard circa 1414-1495. The metric equivalent will be listed second.
In the late 13th century, the modern 12 inch/304.8 mm foot was standardized.
This equals exactly 10/11ths of the Anglo-Saxon foot of 13.2 inches/335 mm.

If you have trouble with visualizing these measurments. I have provided a concise table.
1 inch (1in,1") = 25.4 mm
1 foot (1ft,1') = 12in = 304.8 mm
1 yard (1yd) = 3ft = 36in = 914.4 mm
To retain what little sanity will remain, decimals will be capped to 4 figures.

Mordhau is developed in UE4 which uses metric for measurements by default.
However, Mordhau is also based in a historical setting that has documented units of measurement.
Lets give them the honor of using those units for things they once used them for, yeah?
TABLE OF CONTENTS
Movement
Player Status
Combat
Customization
Weapon Stats
Appendix of Questions
movement

Speed
Movement speed reduction by armor tier and location
Sprinting
Chasing
Climbing
Jumping
Falling
Crouching
Matrixing
Back to Table of Contents
speed

slow-fast (how slow, how fast?)
Players quickly accelerate to their max speed.
Currently all players accelerate at the same rate of TBA, meaning lightweight players will take longer to reach max speed.
A player's movement speed is determined by the general weight of their armor. Heavier armor slowing them down more than lighter armor.
It is unknown at this time if the change in movement speed is relative to the size of the armor. (Heavy helmets slowing you down less than heavy chest pieces because helmets are smaller for example)
Weapons do not impact movement speed.
movement speed reduction by armor tier and location
X Head Torso Legs
Cloth 0 0 0
Light TBA TBA TBA
Medium TBA TBA TBA
Heavy TBA TBA TBA
sprinting

Sprinting increases your speed by TBA. (Based off your max speed, or static speed increase across the board?)
chasing

When a sprinting player is following a sprinting enemy player, he (the one chasing the runner) gets a speed boost of TBA. (percentage of total speed or static speedboost?)
climbing

Players climb ladders at TBA. (Affected by armor weight?)
One handed weapons can be used while on a ladder.
(Does this include throwing items?)
(What about alt modes on 1 handed weapons?)
jumping

Players jump exactly TBA high over a period of TBA
Players can attack normally while jumping, however they do not have the ability to kick.
There is a cooldown of TBA after each jump before you can jump again, this prevents jump spam.
Aside from the jump cooldown, jumping also consumes TBA stamina.
falling

Gravity in Mordhau is 9.8m/s² (not the more accurate measurement of 9.807m/s²?).
It is unkown at this time what model of fall damage Mordhau will use. (fall damage in Mordhau?)
crouching

Crouching reduces movement speed by TBA.
Crouching reduces player height by TBA.
Crouching takes TBA to fully crouch and TBA to fully uncrouch.
matrixing

Matrixing is the act of manipulating the position of your body to dodge weapon attacks. This can be done by looking up or down, this can also be combined with crouching.
player status

Health
Stamina
Back to Table of Contents

Players are 78.7402in or 6'6.7402" tall. (200cm)
The camera is at TBA.
health

0-100
When a player reaches 0 health, they are killed.
A visual/aural effect can be noticed while at low health.
Health will regenerate at a rate of TBA after TBA seconds of not taking damage, sprinting, or peforming other actions.
stamina

0-100
When a player reaches 0 stamina, they can no longer perform actions that require stamina.
An exception is parrying. Parrying while at 0 stamina will result in a successful parry, however your weapon will be knocked out of your hands.
Alternatively, if you are hit while at 0% stamina, you will gain TBA stamina back.
Getting kills may restore stamina (do they?) (how much?).
Stamina will regenerate at a rate of TBA as long as you are not sprinting or performing other actions.
Multiple actions that consume stamina do not actually require stamina to be performed. (attacks for example)
combat

Offensive
Defensive
Combat Effects
Alternate Grips
Thrown Weapons
Archery
Siege Weapons and Cavalry
Back to Table of Contents
offensive

Phases
Windup
Early Release
Release
Recovery
Committing an Attack
Attacks
Swing/Slash/Chop/Cut
Thrust/Stab
Combo
Morph
Kick
Back to Combat
phases

Attacks go through 3 main phases and 3 minor phases.
windup

This is when you are pulling your weapon back.
Early Windup
A window of time within the former part of the Windup phase where feints and morphs can be performed.
Early Windup is described as, but is not, its own phase.
early release

During the early release phase, your attack cannot strike enemies yet can be parried/chambered.
It is a dynamically timed phase based on your vertical orientation designed to remove the ability to hit people behind you by looking up.
release

This is when you are swinging/thrusting your weapon forwards and can do damage to an enemy.
Late Release
A window of time within the latter part of the Release phase where clashes can occur.
Late Release is described as, but is not, its own phase.
recovery

This is when you are recovering back into an idle position after an attack. If your attack has not struck an enemy by the time it reaches the release phase, it will consume TBA stamina (Different per weapon?).
Strike Recovery
After striking an enemy, your recovery phase will be TBA shorter (Is it based on the weapon?).
Comboing clears the strike recovery and you must strike another enemy to gain it again.
Stun recovery
If you strike the ground or terrain with a melee attack, it will punish you with TBA longer recovery phase. (Is it based on the weapon?)
Stun recovery overrides strike recovery.
Striking the ground is currently the only way to get a stun recovery.
commiting an attack

Allowing an attack to proceed past the windup phase.
attacks

Attacks can be angled anywhere within 240 degrees, 120 degrees left, 120 degrees right, and do the same damage from any angle.
Attacks do not consume stamina if they strike an enemy.
Attacks can be performed without any stamina.
swing/slash/chop/cut

Commonly referred to as an LMB in first person slasher games. This is a basic side to side attack that a majority of weapons utilize as their main form of attack. (axes, maces, hammers, swords)
Generally covering a decent area in front of the user, swings require less accuracy and have the capability of easily hitting multiple targets.
thrust/stab

This is a forwards attack that some weapons utilize as their main form of attack. (Spears, some would say other polearms as well.)
While not covering an arc like a swing, thrusts usually have more reach. Spear thrusts have the longest reach of any melee attack for example.
combo

A combo is an attack performed during the release phase of another attack. This results in a second attack that is faster than waiting for the recovery of the first attack to end.
You can only combo from a different direction than the previous attack, but comboing the same type of attack is not restricted (thrusts to thrusts for example).
There is no limit to how many attack combos you can perform, and they can be done without stamina.
morph

A morph is when you perform an attack during early windup of another attack, to change a stab into a swing for example.
You can only perform 1 morph before needing to commit or feint an attack to do another.
Morphs cannot be done on combo swings.
You cannot morph into the same type of attack. (cannot morph a thrust into thrust from a different direction)
Morphs do not require stamina.
You can morph into and out of kicks.
kick

A kick will do TBA damage to an enemy and will stagger them for TBA for you to usually get a free hit in on them.
A kick can be countered by physically moving out of the way of it, kicking at the same time, or striking the enemy with your weapon before their kick hits you.
Kicks can be aimed, and you are unable to move or jump during them. (how long do kicks take?)
defensive

Active Parry Attack/Active Parry Window
Cancel
Chamber
Clash
Deflect
Feint
Parry
Riposte
Archery
Shields
Back to Combat
active parry attack/active parry window

An attack that parries any attack you are looking at during windup.
Ripostes and chambers are active parry attacks.
cancel

Parrying during the release phase of an attack that has already hit an enemy results in the attack being cancelled instantly into a parry.
This does not consume stamina.
chamber

A chamber is an attack performed in such a way that its angle matches an incoming attack's angle, and causes the incoming attack to strike the user extremely early during its windup.
This results in the incoming attack being parried and the chamber attack proceeding quickly through the rest of windup and into the release phase.
This does not consume stamina.
Thrusts do not require you to match their angle for a chamber.
A chamber is an active parry attack.
You can chamber multiple attacks at once.
clash

When 2 attacks collide with each other in the late release phase, it results in a clash.
A clash stops both attacks without taking stamina or damage. This provides a platform to quickly combo an attack off of.
You can clash multiple attacks at once.
deflect

Ranged projectiles and thrown weapons can be "deflected" by parrying them. Hitting them out of the air with a well timed weapon attack is also possible.
Parrying a projectile counts as a successful parry, thus you can riposte off of it.
A rare possibility, is that of deflecting an enemy projectile or thrown weapon with one of your own projectiles or thrown weapons.
Siege projectiles cannot be deflected.
feint

A feint is the act of cancelling an attack during early windup.
This consumes TBA stamina (Different for each weapon?) and can be used to trick an enemy into parrying, which will leave them open for you to attack.
Feints can be done on attack morphs.
Feints during the early windup of a successful chamber do not consume stamina.
parry

Actively deflecting an enemy attack with your weapon.
Stamina is consumed if a weapon is successfully parried, parrying heavier weapons consumes more stamina.
Parrying an enemy attack will only work if you look at the weapon itself.
You can parry multiple attacks at once.
riposte

A fast attack performed quickly after a parry.
A riposte is an active parry attack.
shields

Not much has been revealed about shields at this time.
combat effects

Flinch
Team Hit
Team Kill
Back to Combat
flinch

Getting hit by any thrown weapon or melee attack will always stop any action you are taking.
Flinches last for TBA.
team hit

The act of attacking an ally.
A team hit will stop your attack and deal (between half or full?) damage to the target.
Team hits that deal enough damage to kill the target will instead be a team kill.
team kill

The act of killing an ally.
A team kill will not stop your attack, but will incur some other penalty that is unknown at this time. (score loss, respawn time increase, etc) (what are the penalties?)
alternate grips

Most weapons have an alternate grip to provide a different use to the weapon during combat.
Some weapons are flipped around to utilize a separate striking head during attacks.
Other weapons are gripped closer to the head to increase speed and usability in close range.
Certain one handed weapons have an alternate grip that allows them to be thrown.
thrown weapons

Defending against these attacks is covered in the deflection section of the defensive combat topic.
This section covers thrown 1 handed weapons, and utility throwing items. (Such as smoke pots or throwing axes.)
Certain weapons and items are able to be thrown in Mordhau. Examples include throwing axes and short spears.
Once thrown, most of these can be picked back up again.
Some, such as the firepot or smokepot, break upon impact and thus cannot be reused.
Throwing weapons are usually used to finish off a fleeing enemy, or to sneak in extra damage before distance is closed in a melee.
archery

Defending against these attacks is covered in the deflection section of the defensive combat topic.
This section covers the use of bows and crossbows in Mordhau.
Using a bow or crossbow usually means you are a short distance behind your allies, and aim to provide supporting damage output. Well aimed shots that score a headshot can, however, do very large amounts of damage.
siege weapons and cavalry

Siege weapons and Cavalry are Mordhau's equivalent of vehicles for players to use.
They generally provide more power or speed for a player to utilize against their enemies or objectives.

Certain game modes will have assorted siege weapons placed around the map for players to use. Some will be stationary, others will be able to be pushed around.
Siege weapons almost always instantly kill players, however, objectives such as a gate or castle wall are generally the target of siege weapons such as a trebuchet, catapult, or battering ram.
The catapult is frequently used to kill players, however other siege weapons such as the ballista are designed entirely around killing players.
Siege weapons can be destroyed by dealing enough melee damage to them. (how much for each siege weapon?)
After being destroyed, siege weapons will respawn after TBA.

Certain game modes will also have horses placed around the map for players to mount as cavalry.
Lances are usually found near these horses for players to pick up.
The lance cannot be used while unmounted and also cannot be holstered. This means that you cannot use it without a horse.
The entire melee combat system is available while on horseback, the lance however cannot swing.
To use the lance you enter a "couched" mode which requires you to be going fast enough (how fast?).
In this mode, any enemy hit with the tip of the lance while moving fast enough instantly kills them.
Currently, a short cooldown is applied to this to prevent rapid fire lance kills from charging into a group of enemies.
Running people over with the horse itself is also a possibility (how much damage? Different based on horse speed?).
Horses are killed when enough damage is dealt to them. (how much?)
After being killed, horses will respawn after TBA.

You cannot spawn with a horse.
Armored horses will be slower than unarmored horses (how much slower?) but more resistant to damage (how much more resistant?).
(does armor affect acceleration?)
(what is the normal acceleration?)