Mordhau
 MemeTurtle
Baron
  • Likes received 30
  • Date joined 3 Jun '16
  • Last seen 25 May

Private Message

Baron 15 30

I know devs are quite busy with the upcoming release and a lot of things I am going to say have already been mentioned. Yet I hope this feedback can be used to improve game after release.

Armory.

  1. Weapon unlocks. Weapons should not have an unlock system as it creates an even greater disparity between new and existing players which have access to meta weapons. Furthermore, as a new player you want to experiment with new loadouts freely and any kind of unlock system limits that. Cosmetics on the other hand are totally fine being locked with progression system. I would not mind if the costs are increased to make weapon unlocks free.
  2. Armor customization. When trying to mix-and-match different armor pieces it is not possible to do so without unlocking them all. It would be nice to have a system which allows you to create complete loadouts without investing gold. For example, I want to be able to test if locked armor chest is going to look good with locked legs or helmet.
  3. Default loadouts. Once a player has unlocked some(or all) weapons and created his own loadouts it should be possible to remove or hide default loadouts as they clutter character selection screen.

Combat.

  1. Accelerated attacks. This is not a new problem and was repeatedly reported in the past:
    https://mordhau.com/forum/topic/12628/distinguishing-between-drags-and-accels/
    https://mordhau.com/forum/topic/14196/instas-are-back/
    I have asked a few players and all confirm that reading accels is a problem. It is possible to detect instant accels and parry them in a fashion similar to how chivalry players have to deal with reverse attacks. Similarly this creates a situation where hard reading enemy attacks becomes impossible and game combat devolves into wild guessing. I would suggest increasing the amount of time attack in release does not deal damage by 25ms across all weapons.
  2. 1vX. As I see it there are two main problems:
    a) Flinchable parry. In a 1vX scenario it is already hard to keep track of all enemy attacks. And it makes sense if a player focuses his attention on enemies with the most damaging weapons like maul. Currently there are two scenarios: either a player footworks/parries every single attack or gets flinched once and insta dies. Don't punish players for the same mistake twice. Remove flinch on parry.
    b) Active parry. Or rather lack of it. Without proper ability to use chambers/feints and reduced parry lockout X can keep attacking 1 without any opening for counterattack. Active parry adds necessary defensive mechanism without resorting to caveman strats(hyper armor).
  3. Footwork vs hard-reading. This is my subjective opinion but I feel that footwork should not be a required defense mechanism and it should be possible to stand still at face hug and read all enemy attacks provided you have good reaction and low system latency. It does not mean that footwork is not important but it should not be the only possibility to deal with drags/accels. Footwork should serve as an extra layer of defense to buy you some time if your reaction is not good or trick your opponent into missing an attack. Not to mention that footwork is difficult to evaluate and balance out while testing weapon timings and swing manipulation is possible in a controlled environment.
  4. Horses. To put it short: horses are completely imbalanced. They require little skill and have limited counterplay from foot soldiers. To balance things out:
    a) Remove horse flinching players. A player on horse not only can disengage quickly but also avoid most damage due to horses flinching every attack(and parries). Mindlessly charging into a group of enemies should not be a viable option unless you are ready to die in the process.
    b) Remove knockdown on parrying lance. Whenever a player charges you with lance you have two options: get insta gibed by lance or get knocked down and killed by his teammates.

Performance and visuals

  1. FOV. The problem with limited fov is not just less awareness in team fights and necessity to use 3p. It also affects attacks(i.e. off-screen drags) and defense as parrying attacks requires more precision in comparison to chivalry. For example, I find it hard to keep track of enemy as whenever I have to parry a drag I have to look to the side and lose track of enemy movement. Same goes for my attacks as using accels/drags requires you to lose track of enemy movement. Can we have more FOV, please?
    9 Optimization. I have a rather low-end machine yet I can normally get ~100 fps on all maps except camp. Central area(especially when there are a lot of people fighting) causes sever frame drop down to 40 with everything on low except for textures.
Baron 15 30
  • 19 Apr
 MemeTurtle

bik alpha bois already have advantage cause everyone at this point have hundreds of hours in this game. Imagine a new guy trying to play some duels over matchmaking only to be repeatedly humiliated by a naked peasant with a carving knife.

Baron 15 30
  • 19 Apr
 MemeTurtle

new meta - crouch warfare

Baron 15 30
  • 18 Apr
 MemeTurtle

so just found out that progression in this game (mordhau) is gonna be reset... Wow. so i guess you want another grind infested game like chiv? ok... thats fine, because im going to downvote it. you're game is going to be dead on first day because everyone who played morhdau will see their progression reset... i see 1 weapon or armor skin disappear and the game is dead. did you really think you could just release your game and reset people's progress and nobody would know? im sad i did go kickstarter and im sad the game is dead because devs are just ripping people off and making another grindy game.

People tested your game for two years. Please, let us keep our shiny helmets.

Baron 15 30
  • 12 Apr
 MemeTurtle

@Naleaus said:

@MemeTurtle said:
Speaking of customization I would like to have the ability to have a hybrid system for slashes. Use mouse direction to determine from which side a slash is coming(similar to how stabs work) instead of using a separate attack button or modifier button.

Isn't that already a thing? Settings > Controls > Mouse X-Axis Flips Attack Side?

Thanks. I didn't know that. But what I had in mind is to have this functionality on a separate hotkey. When chambering I generally follow enemies weapon so this system is beneficial but when executing an attack I might want the attack to come from the opposite to my mouse movement.

Baron 15 30
  • 12 Apr
 MemeTurtle

Speaking of customization I would like to have the ability to have a hybrid system for slashes. Use mouse direction to determine from which side a slash is coming(similar to how stabs work) instead of using a separate attack button or modifier button.

Baron 15 30
  • 28 Feb '18
 MemeTurtle

I would very much like to use this as a weapon:
629760_screenshots_20180227234645_1.jpg

Baron 15 30
  • 14 Oct '17
 MemeTurtle

@JasonBourne said:
I dont understand what u mean with combo parry ? Is it the same as cftp ?

In the similar manner you can combo an attack, you can combo a parry by pressing parry at the end of the current attack. In essence, it is a cftp corner case: you feint the comboed attack immediately to parry without any delays.

Baron 15 30
  • 12 Oct '17
 MemeTurtle

While the game is in alpha state the primary focus of the developers should be on fixing bugs, improving game mechanics and adding new content. However, it does not mean that no effort should be made to balance the game. Achieving good balance in complex games such as Mordhau may take years, as such it is better to start tweaking 'numbers' early on to have the best possible result on release day.

With that in mind I suggest that light modding capabilities are implemented within one of the next major updates. While a lot of players are trying to git gud^W^W test the game and report bugs, the potential for them to alter game balance is limited. With modding enabled, server owners could run mods that affect game balance such as animation timings and weapon damage, and developers could use these mods as a baseline for tweaking balance in the next release.

Basically, I am suggesting devs to implement modding asap so that interested community members could create light version of Mercs mod in Mordhau. On one hand this should help devs to accelerate the process of balancing out the game. On the other it gives players extra incentive to play the game and actually affect the balance of individual weapons, instead of spamming meta weapons on duel servers.

Baron 15 30
  • 10 Oct '17
 MemeTurtle

@Jax said:
double parry is present

Really? I have not noticed any differences in parry recovery time, whether a player is running or standing still.

Baron 15 30
  • 10 Oct '17
 MemeTurtle

I have noticed that two parry mechanics, that are present in Chivalry, are missing in Mordhau:

  • Combo parry. Ability to queue parry in a combo chain, similar to how attacks and kicks can be queued. In essence, it is a corner case of a CFTP, when parry is executed immediately after the end of the release of the previous action.

  • Double parry. Pressing parry again at the end of the first parry will result in a shorter recovery window between parries, provided the player was not sprinting.

Personally, I want combo parries to be implemented in the game. Ability to combo parries does not affect game balance(stamina cost should be equal to CFTP) and is more of a convenience issue as it reduces the number of buttons needed to be pressed(1 button vs 2-3 buttons using CFTP). Also, it might help new players, who do not have the knowledge and muscle memory to execute CFTP, in parrying on missed attacks.

Baron 15 30
  • 9 Oct '17
 MemeTurtle

@Frise said:
@MemeTurtle:
Kicks need to stun you. The other points you mentioned I 100% agree with, but if the only advantage of landing a kick is locking the other guy into place, then the risk is not worth it at all.

Kicks need to be able to punish aggresive face-huggers, which they don't do because they're slow. Kicks need to be a real threat to anyone who facehugs, so you can't remove the stun.

Ideally, at a high-level, kicks would be rarely used, as good players would know not to facehug unless they wanna risk a free hit on them.

At a high level locking your opponent in one place and preventing him from attacking is as good as giving you a free hit. He can not run away from drag. He can not chamber an attack. Or feint to force a parry. However, successful kick should not equate to free damage, as it gives people more reasons to try and abuse kicks. Kicks should put your opponent in a bad spot, but not make him completely defenseless. At any point in a fight there should be a comeback mechanism for the losing side: low on stam - chambers, disarmed - footwork, kicked - parry.

Baron 15 30
  • 9 Oct '17
 MemeTurtle

The idea of having offensive kicks bears the same level of retardness as non-flinchable release state or feintable ripostes. Kicks should be a purely defensive mechanism to get initiative in a fight or create space, not a cheesy way to stun your opponent for 10 years and win a duel. With that in mind:

  • Remove damage from kicks. If a weapon is supposed to have 3 HTK it must have 3 HTK not 2 hits+kick. This was super annoying in chivalry to get hit by messer two times and then die to a kick, and this is being annoying in mordhau as well. Even though now we can defend from kicks, having kicks deal damage gives incentive to use them on offensive.
  • Reduce kick range. Regardless of current problems with hitboxes, a kick should not reach a knight in heavy armor if he is constantly backpedaling.
  • Replace stun with stagger. Stagger locks player in place, preventing him from moving or attacking. But does not prevent rotating body or parrying. On successful parry stagger state is removed. Again, kicks stunning your opponent gives extra incentive to use them to score free hits instead of using them defensively only.
Baron 15 30
  • 6 Oct '17
 MemeTurtle

Is it possible to bind automatic FTP to other button than parry? I am trying to reproduce my chiv control scheme, where rmb was used for parrying and feinting and one of mouse thumb buttons for ftp.

Baron 15 30
  • 3 Jun '16
 MemeTurtle

How about instead of having two separate block modes for shields(which complicates balancing) have one similar to that of chivalry. Shields can hold parry until stam runs out similar to chiv, however riposte with shield is only possible in the small window(similar to 1h/2h parry window) at the start of parry. To avoid quick double taps a long recovery window between raising and lowering shield should be implemented. Additionally, shields should have a stamina disadvantage when parrying for providing bigger parry box.

This way shields can work indirectly in two modes: attack mode, when you have to time your parries in order to deliver attacks at a fast rate, and defence mode, when you raise and hold shield to protect against missiles and deny access to choke points at the cost of stamina and inability to riposte.

To further balance out shields it might be possible to increase windup/recovery timing on shields to make 1h/2h setups faster in delivering attacks.