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 Lord Commander Guts
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  • Likes received 824
  • Date joined 27 Oct '15
  • Last seen 14 Oct

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For dank memes

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@TheDankestMeme said:

@MyDudeximus said:

@Smokingbobs said:
There will be no dodge roll in Mordhau.

Perhaps an overly technical somersault could work as an emote, though. Would love to athletically roll off a cliff.

PS:
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.

-TheDankestMeme

Lol they're pretty trash but's it's fucked up to just straight up tell the dude that what he likes sucks xD

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.

Oh yeah? Fight me irl

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@Knight Nicholas said:

@DailyMilkman said:

@BEACHES said:
First tourney should just be a 3v3 LTS/Skirmish CONTRABAND ONLY with NO FUCKING THROWABLES. For the love of god disallow throwables. No other map is really good for teamplay except Contraband. The rest have throneroom tier chokes that will lead to boring engagements.

Ye, fuck throwables

HUE ARCHER OP

If people use throwables, we can just use the double-kite-shield tank-armor meta and ignore all projectiles.

Sounds legit.

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notmyking, #didn'tvoteforyou

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How did I never know? Damn dude. Grandpa Mordhau approves.

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I just want clashes to actually work, if the swords touch shouldn't matter what stage in windup or release. But thats just me.

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@Carlo_Mano said:
The high level players I fought (high as in 20k/0d) don't rely alot on feints, and more on drags, accels, and body movements

Can't double bind, and fient is the only thing I don't have binded.

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@YOLANDIVISSER said:

@Lord Commander Guts said:

@YOLANDIVISSER said:
I'm sure. My friend and I practiced chambering and clashes. If he doesn't accelerate his attack and isn't too close, I can just stab his incoming overheads out of the air to block.

Vid please?

You don't have to believe me but I don't really want to retest, record, trim, and upload this for you. Just grab a friend and tell him to swing slow overheads at you. Just stab at the weapon and it will clash.

I did. Didn't work.

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@Bang said:

@Lord Commander Guts said:
Fient should be increased in its duration slightly rewarding an accelerated fient. So normal fients won't over power a gamble/chamber attempt.

Do you mean increase windup phase?

Drags should be reduced damage as if you pull away to much you should lose momentum.

Skeptical about this. Drags are fun. I think animations/legibility could be improved though.

Kicking shouldnt feel like I'm trying to kick a bowling ball.

Kicks are pure cancer to a slasher game and shouldn't be buffed further. They really aren't that hard to land if you combo/feint/morph/riposte into them.

Understrikes shouldn't be faster or stronger than upper strikes. In terms of release not wind ups.

So shorter release phase for understrikes?

Combo attacks should be much faster than a Fiented attack.

?

1- yes
2- drags are fun.
3 the kicks are so sluggish. The wind up and recover take too long. The recover time for both kicker and receiver should be reduced from 5 seconds to 2.5

4 longer release shorter wind up for understrikes,
Longer wind up and shorter release for upper.

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@YOLANDIVISSER said:
I'm sure. My friend and I practiced chambering and clashes. If he doesn't accelerate his attack and isn't too close, I can just stab his incoming overheads out of the air to block.

Vid please?

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You know I've noticed this with a lot of weapons, I think I big issue is your frame of reference you see your hand which makes it look like you are closer than you really are, perhaps show arms a little more forward?

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It was 3 am. But I still agree. No matter how much nonsense grandpa spewed.

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Hasn't worked for me monsteri................................. are you sure?

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@Jax said:

@Lord Commander Guts said:

I wouldn't mind feints if we could double key bind and it worked. Then I could fient. But half the time people feinting is faster than my gambles. Greatsword/zwei user.

bind feint to rmb

m.autoftp 0 in console every time you start up (it remembers your last console commands so just ~ + up arrow + enter and you're set)

Grandpa Mordhau doesn't understand nerd jargon.

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@Sir Zombie said:
I think it would be stupid to stab at his weapon when you could stab him instead.

Not if he will hit first with faster weapon with accel.

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Fient should be increased in its duration slightly rewarding an accelerated fient. So normal fients won't over power a gamble/chamber attempt.

Drags should be reduced damage as if you pull away to much you should lose momentum.

Kicking shouldnt feel like I'm trying to kick a bowling ball.

Understrikes shouldn't be faster or stronger than upper strikes. In terms of release not wind ups.

Combo attacks should be much faster than a Fiented attack.

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so will there be a time if my opponent slashes at me, and I stab the attack that it will bounce his attack. Seems kinda silly that I can press stab and my opponent can accelerate a slash and the weapons go through each other because they aren't mirrored.

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@Lincs said:
I figured this was gonna happen. Months on months of devs explaining all the things that counter feints, and days after the alpha launch the filthy peasants are all "feints are overused, 2gud, can't beat 'em, nerf feints, buff parry recovery time, blow me"

Stop.

You can CHAMBER that shit. Chambering makes reading feints easier, as you're supposed to wait for the opposing player to grunt (indicating weapon release) to chamber, and feints never make sound. If you're not good, you can still fucking DODGE that shit. Hitboxes are fuckin' TIGHT as shit, man. You can sidestep that shit, duck, lean, roshawn your smarmy face right into their tiny ballsack. Hit. Avoided.

If you're such a half-cocked cockring that you can't even dodge, then get in close as your miserable whiff of a parry turns into a flaccid mess, and kick them in their smug fucking face.

Fuck.

I wouldn't mind feints if we could double key bind and it worked. Then I could fient. But half the time people feinting is faster than my gambles. Greatsword/zwei user.

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Repost... in summary

they are coming, but not soon. Balance first.

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@Sverth said:

@Lord Commander Guts said:

@crushed said:
I play with preset binds and have no issues, even with chambers. However you do need the muscle memory for them. The game was designed so you can play with both and not be limited by mechanics.

LMB = Right strike
Mouse wheel down = Right upper strike
Thumb button = Undercut

ALT for the alt swings.

LMB = right strike
E = stab
Q = overhead right
R = use
F = kick
Thumb 1 = overhead left
Thumb 2 = understike left
Wheel up = primary weapon
Wheel down = secondary

No feint button :( not enough buttons on mouse or keys on keyboard...

I used to play with E for stab in chiv too until i realized i cant stab while strafing right then i changed back to scroll wheel and got used to it.

Strafe left.

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@Echonian said:

@das said:

@Spook said:
An idea I had to help remedy this (won't completely fix it) is to add "Enemy"/"Friendly" above someone's name at the bottom of the screen when you look at them, like this:

enemy.png

In the future we'll probably have small icons that hover over friendlies in close proximity, as well as changing the crosshair color when looking at enemies/friendlies.

I'd go with the green/red crosshair and signifier you made, minimal and effective. I don't know about floating chevrons.

If a person is having trouble telling what color is what and which team they are on after checking at the start of the game, having a red crosshair certainly isn't going to help them. I could see a lot of players confusing a red crosshair for a sign that the person in question is on the red team, after all.

Coloring a person's name red or blue when you look at them would be better, since it would match the already-existing colors. Having a slight tint (that is optional) around your screen or part of the UI would also be neat, but again, it needs to be optional if it's going to be a visual distraction.

The problem isn't know what team is what color when you look at them, the problem is know what color you are before engaging.