Mordhau

FIX THE CATA ALREADY

24 10
  • 29 Nov '19
 The_Hero_of_Ages

Yeah... NOPE! Fix it. Catapult is useless now. Do something about it. HOWWWWW are you gonna make the catapult only shoot 20 feeet with 4 clicks??? No... FIX THAT CRAP AND STOP MESSING WITH THINGS. IF YOU ARE GOING TO CHANGE THEM, maaaybe do it slightly, and not cut the power out of the thing 75%...

SMH

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Sellsword 792 2352
  • 3 Dec '19
 Goof

I THOUGHT the catapult range seemed MUCH shorter. Maybe I missed that in the patch notes.

56 28
  • 3 Dec '19
 MachinePlayer

Yeah absolutely retarded change. They obviously like trebuchets better.

Duke 5552 13281
  • 3 Dec '19
 Jax — Community Manager

it's being fixed don't worry

1430 2175

yeah lol got TKed 3 times in the first few minutes of Feitoria because it couldn't shoot far enough

201 403
  • 4 Dec '19
 serbish

the point of the reduction was to stop king getting hurt right?... why not make the king resistant to cata rocks then 🤔🍔

1697 1292
  • 4 Dec '19
 esturias

Because that would make sense and require more effort than changing a line of code.

2017 2105
  • 4 Dec '19
 SWSeriousMike

@Jax said:
it's being fixed don't worry

You can fix it by making the position of the catapult fixed and revert the range changes. There is no need for a mobile catapult anyway.

So much time wasted on pointless features without purpose... The dev team started with the intention of making a competitive melee slasher. Now the game has become bloatware that you can't manage with your small team size.

1697 1292
  • 1
  • 4 Dec '19
 esturias

The catapult as an idea is fine, even though it missed the actual purpose. Just the balance with its massive instakills was just beyond stupid from the very start. Balance-wise, it is like artillery, not like a catapult.
And their attempt to "fix" it... no comment.

42 56
  • 4 Dec '19
 kiwi12

I dont see any problem with the cata. Works just fine.

MordhauCataRange.gif

2017 2105
  • 4 Dec '19
 SWSeriousMike

That was just an earthquake and merely a coincidence!

874 375
  • 2
  • 4 Dec '19
 PC_Principal

@serbish said:
the point of the reduction was to stop king getting hurt right?... why not make the king resistant to cata rocks then 🤔🍔

While you're at it, reduce fire bomb damage to king and villagers, aswell as catapult. 2 Fire bombs for 1 villager. Or just make king immune to cata and villager immune to fire or make the idle villagers move out of the fire and survive.

1 1
  • 4 Dec '19
 SpeedWeed

The catapult sucked back before the patch and it will always suck

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The catapult did not need any changes as it should be considered a secondary objective. It already has solid counters from the ballistas, archers, fire pots, smoke pots, and of course just break it with weapons. It is also the only thing that can prevents the commander/builder camping and waiting out the clock. If a team fails to deal with a catapult then that is the fault of that team. Dumbing down a game by nerfing tactics is never a good thing.

1430 2175

I'm totally fine with the catapult killing commanders/nobles hiding in the same predictable corner. Not sure what the purpose would be if it didn't contribute to the objective. There's no excuse for dying to the catapult as noble on Feitoria this patch or last. It's the defense's fault for:

A. Hiding in the same tower when it often takes several shots for the catapult to accurately hit the VIP's hiding spot.

B. Not leading a sorty to go destroy the catapult or to shoot at the crew or throw firepots.

It is 100% the dev's fault that the catapult sits inside a protected area in the final objective of Grad Invasion. Protection zone should force the catapult to sit farther back from the castle. The best position for killing the commander should be susceptible to a blue team sorty. Range nerf completely missed the mark.

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Not to mention that the Catapult shot well placed can also take out a defensive ballistas on Grad as well as Fetoria. That is map balance. Without that offensive option, the defensive ballistas can attack with little to no risk.