Mordhau
 cain
  • Likes received 52
  • Date joined 2 Apr '18
  • Last seen 19 Jul

Private Message

41 52
  • 8 Jul
 cain

I suspect we'll be getting a flail simply because a model for one already exists and has been added to the game in the funland map. It'd certainly be an interesting weapon, I think it would be a great anti-shield weapon.

41 52
  • 24 Jun
 cain

I have my graphics settings for cloth set to "All Cloth" but the cloth physics only seem to work for one character at a time and they turn on and off randomly. Why is this?

41 52
  • 1
  • 20 May
 cain

I remember being on a frontline server with like 4 people and we ran an expirement: instead of playing normally, we just hung out at the middle cap point and traded the point back and forth, deliberately dragging the game out for as long as possible. No killing (aside from a few duels), points coming mostly from capping so most players were pretty equal.

We kept the game going for almost an hour if I recall, and by the end of it we all got around 1500 gold. I think the lowest amount (a guy who joined a bit late) was still like 900.

Fast forward to a normal frontline game, goes for the usual length, my team wins, I was like... Second or third on the scoreboard? Had a pretty high score. But end of the game I only got 520 gold.

Makes unlocking things tedious and annoying to tell the truth.

41 52
  • 20 May
 cain

I'm also confused about the targe and buckler, historically they were some of the most useful and widely used shield around, with multiple fighting styles based on them. But in game they're literally a waste of equip points.

Dark Souls had bucklers figured out literally 8 years ago: bigger parry window at the cost of overall shield defense. Just give the targe and buckler some proper parry frames and make them worth using.

41 52
  • 19 May
 cain

This thread is a train wreck that somehow keeps getting more and more disastrous.

41 52
  • 17 May
 cain

Weak bait.

41 52
  • 2
  • 17 May
 cain

@Antoniokontos said:

id love the idea of blades doing hardly anything to plate/ Heavy armor outside of stab and same with mail/Medium armor being resistant to slashes light armor could be more resilient to stabs but not slashes that would be kinda neat

and we shoud have more realistic injuries that would be sweet to beable to use a severed arm as a bat

As interesting as it would be to have "realistic" armour mechanics, I don't think it'd go down very well in terms of balance. Same with injuries, they'd essentially render anything that wasnt plate armour entirely worthless, and injuries might be "immersive" when you're playing a survival game, but in Mordhau? They'd likely just be annoying.

I mean, don't get me wrong, I'd love to see medieval-era firearms added to the game. But whenever that discussion comes up you always get people shooting it down (hah!) For whatever reason.

Which makes me wonder how many of the people saying women/POC shouldn't be in Mordhau for "historical accuracy" are also saying we shouldn't have firearms even though they would be historically accurate.

41 52
  • 17 May
 cain

I find it funny that so many people are using the "its not realistic!" Or "its not historically accurate!" Argument in this thread. Let's play a fun game and apply that logic everywhere else, shall we?

  • 11th century crusaders and 16th century knights in gothic armour together? I don't think so, pick a time period and stay there if you want historical accuracy!
  • swords, crossbows and spears getting through plate armour? Unrealistic. Plate armour should be pretty much unbreakable by those weapons. Lets fix that, I'm sure making 3-3-3 builds nigh-invincible will be super fun!
  • can you take an arrow to the throat and keep breathing? No, you can't. Nor can you keep walking after you get your legs broken by a mace, or fight after dislocating your shoulders being yanked off a horse at high speed. We need realistic injuries!
  • where are all the guns? The game has 16th century armour and weapons, right? There should be plenty of guns on the battlefield, then. If we're keeping women and POC out of the game for "realism" and "historical accuracy" then we should be rights have period-accurate firearms in the game, too! After all, those are always such a popular suggestion.
  • weapon durability! That's always such a fun and engaging mechanic, isn't it? Lets make it so that smacking a tempered steel breastplate with your nice shiny sword does what is realistic and blunts, dents, and chips, also, make it so you have to spend money at a blacksmith to fix it!

I could go on. The point is? Mordhau is not a realistic game, and it honestly shouldn't be.

41 52
  • 16 May
 cain

Rapier is certainly good against beginners. But once you get the hang of stab chambering, feints and timing, it's a joke unless the person using it knows what they're doing. A lot of people here seem to be saying that it can't be used for high level play - it can, it's just a tricky weapon to use in that circumstance. Other weapons lend themselves to high level play a lot better, but the rapier has its place.

A bit annoying in the early game? Sure. But there are plenty of weapons like that. Mauls, Zweihanders, Halberds, Eveningstars, Longbows, they're all major killers. In fact, for a weapon that constantly gets called "op" I barely ever see rapiers on the battlefield. Rapier is far from overpowered.

41 52
  • 16 May
 cain

I changed my sound settings to 7.1 Surround and checked to see if there were any drivers that weren't being used (there weren't) and I noticed a very slight improvement. Still getting the audio stutter, though. It wasn't nearly this bad at launch or at the previous patch. It's only since the latest update that it's been practically every game. Definitely seems to be based on the amount of players present, too. A 20 player game of deathmatch is generally fine, but a 64 man Frontline match sounds like I'm listening through half a broken radio from the 40s.

Worth mentioning that I'm not seeing much/any frame skips or freezes, though. For me the issue seems entirely audio based, framerate seems fairly stable, even on pretty packed servers.

41 52
  • 16 May
 cain

Let's be careful where we throw the term "realistic".

If crossbows were really "realistic" in this game, then they'd bounce off plate armour. So would swords, axes, daggers, spears, and pretty much anything that isn't a hammer or a weighted spike. One of the main reasons guns started to replace bows and crossbows as their technology evolved was because they were one of the very few things that could reliably get through plate armour.

Personally? While I wouldn't be opposed to crossbows getting a bit of love, I don't really feel like they're underpowered. They offer something that the other two bows don't: Easy aiming and instant firing. Crossbows can actually be used to reliably hit people who are charging right for you, and still deal some decent damage in the process. With the recurve and longbows, you have to pull them back and center their aim before you can fire. Crossbows are always on target and fire the moment you click, which is a good tradeoff for the slower reload, in my opinion. I tend to prefer using the crossbow over the other two bows, in fact.

41 52
  • 16 May
 cain

@Pred said:
Taiga is just so bad it's actually funny.

It's a cakewalk for Red, while Blue have to go to objective getting split on chokepoints that are constantly shot at and firebombed...

BUT

...if Blue get a hold of camp, it's actually much better for them to defend themselves there forever rather than push to the next objective, because getting overrun on the next objective (which is right at Red spawn) means they will also lose Camp.

I was on Blue yesterday and pretty much the only reason we won was that two retards on Red kept firepotting the camp entrances, which ended up blocking Red from establishing any foothold in Camp, while also preventing Blue from overextending and getting rolled over outside. So Blue just spent 20 minutes in camp finishing off a random Red dude, who survived going through the entrance and won lmao.

Regarding Camp, I actually see stalemates fighting over mid point far more often than I ever see the secondary objectives being pushed. Even though red have it easier, with a simple cart to push up to the stables, the dominant strategy seems to just be to fortify the river and hold it for as long as possible, bombarding it with catapults and firebombs. And in that case, red have the upper hand as it seems to be much easier for them to both reach and hold the river capture point than it does for blue.

Taiga is just a mess, though. I don't think anybody's in argument that it's so heavily skewed against blue that it's kind of ridiculous. In all my games on that map, I think the blue team has only ever gotten past the first dynamic objective once, and I've never seen blue cap the final point by burning the camp. They won, sure, but it was because they just held the middle point for long enough to drain all of red's points. And that's only happened about two or three times for my memory. Most of the time, red captures mid fort, and either just sits there, acting like a stone wall for blue, or rushes in and destroys the cave entrance capture point within minutes.

Mountain peak does seem to favour blue a little, but compared to the other maps I'd say I've seen the most even split between team wins on that map. The advantages for blue aren't that big, although pushing the ram does seem to be a little too easy compared to burning the tents, most games don't actually get that far and tend to be more like team deathmatches, with the team that kills the best and most frequently getting the win.

41 52
  • 1
  • 16 May
 cain

So, I've been playing since launch, and now with 77 solid hours under my belt and nearing level 30 on my account, I feel pretty confident in talking about my opinions on the maps in the game, specifically their balance in regards to Frontlines mode.

Overall, appearance wise the maps look and feel great. Even though there are only 4 maps to pick from, there's a lot of variety in how they look and how they play. Out of the four, though, 2 of them feel very unbalanced in favour of the red team (Camp and Taiga) while one feels slightly biased towards blue team (Grad) and only one feels like it's got good balance for both sides (Mountain Peak). I'll go into detail about each and what issues I have with them, balance wise.

Taiga:
To me, this is the most unbalanced map in Mordhau when it comes to Frontlines mode, heavily favouring the red team over the blue. I've played this map a lot, and I think I've only seen the blue team win about 2 or 3 times, total. The layout simply doesn't allow the blue team to get to the mid point quickly or efficiently enough. Some bullet points for this map:

  • Middle point is way too close to the red team spawn point, and also far too easy to access. Blue team are forced across two narrow bridges over a river, while the red team have a straight run down a hill behind good cover.
  • Blue spawn points when spawning at the Cave Entrance are far too far back in the mines. This makes keeping a steady offensive on the middle point almost impossible (especially compared to the red team's spawn points) and makes it difficult to defend the supplies at the cave entrance.
  • The dynamic objectives feel very unbalanced: Red team have a bunch of very easy to destroy supply wagons followed by a really fast minecart with plenty of angles for attack on both points, while blue team have two very beefy barricades to destroy which are constantly defended by red players who swarm over them, followed by needing to push up through a single choke point to burn the red camp.
  • The layout of the fort in the middle point seems to vastly favour the red team, with the majority of its sniper towers and defensive points pointed directly at the blue's spawn. Meanwhile, visual range on the red spawn area from the fort is limited, making it hard to dig in.

Camp:
While not as bad as Taiga in terms of being unbalanced, this map still seems weighted in favour of the red team over the blue. It's hard to exactly say why (except for the first dynamic objective for the blue team, blowing up siege towers, being far too difficult.) but there are a few points worth mentioning.

  • It could just be my imagination, but it seems to take longer to attack the middle point from the blue spawn than it does to reach it from the red spawn. I haven't timed it in game, but the fact that red team seems to capture the middle point before blue far more often than not is evidence of this.
  • Red team have access to a ballista and a catapult that overlook a wide range on the battlefield, giving them a lot more firepower to cover an attack and also to defend with. The blue team, meanwhile, don't have any sort of on-map offensive options that allow for the same versatility.
  • The first dynamic objective for the blue team - destroying the siege towers with powder kegs - is far too punishing compared to the red team's dynamic objective. Carrying the powder kegs slows your movement to a crawl, removes your ability to attack or defend, and if you take any sort of damage you drop the powder keg and it breaks instantly. Trying to destroy all the towers - especially the one furthest away from the point that encroaches on the red spawn area - is a massive task and basically requires an entire squad to move up with coordination. And even then, it's very easy for the red team to stop the blue keg carriers with a single hit. Meanwhile, the red team just need to push a cart up to the next point by standing near it, fully able to attack and defend and moving at full speed the whole time.

Grad:
The only map that feels slightly skewed in favour of blue team, but even then, it's fairly minor, and this map overall feels quite balanced. The main difference seems to again be the dynamic objectives at the middle point - Blue team have a lot of very small, easy to access objectives that can be completed fairly quickly (freeing peasants) meanwhile the red team have to break two very tough barricades that are very close to the blue team spawn points. While they're not as difficult to attack as the ones on Taiga, they're still a much tougher dynamic objective than freeing peasants.

  • Red spawn area, especially around the farm feels far too exposed compared to the blue team's smithy point. Attacking the farm is easy, attacking the smithy is not.
  • The underground tunnels areas rely too heavily on ladders, which leave players exposed, and as a result these areas seem to go mostly ignored when it comes to attacking the blue castle.
  • The final dynamic objectives for Grad are again pretty mismatched: Blue team have a pretty tough NPC who can actively defend himself while red team just have a bunch of easy to attack carts. It's not as egregious as the first dynamic objective, but still worth mentioning.

Mountain Peak:
As I mentioned, this map feels like the most balanced for Frontlines mode out of the 4, and I think I know why: It only has 4 points, while all the other maps have 5. The lack of a middle point means that both teams tend to stay on fairly equal footing for most of the match, and actually pushing forward to capture an enemy point feels more like an aggressive tug-of-war rather than a kind of "kind-of-the-hill" style match. In addition, the two dynamic objectives - Burning tents and pushing the siege ram - both feel quite fair to both play as and against. All in all, not much to say about this map, feels like the most well rounded of the lot.

There, hopefully that wasn't too long in terms of feedback, just my thoughts on the current maps and their balance for Frontlines mode.

41 52
  • 16 May
 cain

Rapier range is already tiny compared to other stab-centric weapons. And it really isn't that hard to defend against. Stab chambering and timing is your friend. Sure, rapier is fast, but that's really the only thing it has going for it. Its damage isn't crazy, either, especially on swings.

Practice stab chambering and feinting and you'll quickly discover that the rapier is no better than most other weapons.

41 52
  • 15 May
 cain

So I've been noticing this issue across my game time but it seems especially prevalent after the last patch. Basically as the title says, I'm experience weird crackly/stuttery audio, as if my speakers are dying or something. I don't experience this issue anywhere else on my computer, just with Mordhau.

The issue seems to be at its worst in the Frontline gamemode, especially when there are a lot of players on screen at once. The more people on screen, it seems, the worse it is. Interestingly, though, I don't seem to get the issue much, if at all on Horde mode. Not sure what it is about Frontline specifically that makes the game's audio want to die.

Here's a short video where you can see (or rather hear) what I'm experiencing:

video

Any help would be appreciated!

41 52
  • 14 May
 cain

I say give all weapons a 50k "legendary" skin. The Warden's Mace looks badass, would love to see some more stuff like it.

41 52
  • 1
  • 14 May
 cain

@Earraigh said:
You know what do we need.
1e4c930ba5b3067ae38df735eacac627.jpeg

We have to add in the Lawful Good version of this, too:
Db54N98V0AA0xWJ.jpg

41 52
  • 14 May
 cain

@Deadmode said:
I never denied their existence at all. However I would imagine the reason the game is set in the period they say is so that it can encapsulate many of the popular weapons up to that point. The thing is that this is supposed to be a melee game, and whilst guns did exist IRL, they are not a weapon this game was designed to include. Even archery is heavily nerfed in this game to make it more of a minimal role.

As I said earlier, there's enough games with guns out there. We have very few decent melee-based games at all. I'd rather see this game stay gun-free. I also don't understand why someone would buy a melee-based game and then call for the addition of firearms.

There are plenty of games out there with guns, this is true.

However, there are very few of them that feature medieval era firearms. Most games with guns are set somewhere from the early 20th century onwards, where all the guns are generally cartridge based, rifled firearms, "modern" guns, for lack of a better term.

Off the top of my head, I can think of only about 4 or so games that include early firearms, and only 2 of them are first-person games (PVK:II and a very old Source mod game that took place during the War of Independence, neither of which have big playerbases) And while it's all well and good to say "just go play those games!", the fact of the matter is - those games aren't Mordhau, and I really enjoy Mordhau.

I enjoy the combat it offers, both the melee and ranged combat, I enjoy the setting, I enjoy the customisation and the game modes and the maps. And I'd personally think including a few period-appropriate firearms could, potentially, be very fun and interesting.

It seems to me that many people in the "no guns in Mordhau!" camp seem to assume that any guns added to the game will function the same way they would in any other "conventional" FPS game, becoming the dominant weapon on the battlefield. But I doubt that would happen, because any guns added to Mordhau would be single-shot, long-reload weapons. They'd have a high damage output, sure. But not enough to one-shot an armoured opponent. (Longbows can already one-shot unarmoured opponents, and they don't exactly "ruin the game").

Guns, in short, would be niche weapons. They wouldn't become "the only thing people use", far from it! They'd likely only be used by specific builds in specific circumstances. I mean, if ranged weapons were so popular, how come most people in the game favour melee weapons? The logic of "if we add guns nobody will use anything else" falls flat because we already have ranged weapons and they aren't the only thing used. In fact they're only used by a small fraction of the playerbase on a regular basis.

Guns would likely fit into that same category; at most you'd likely see two or three of them per team and having one would likely turn you into a priority target, especially since they'd make you super vulnerable while reloading.

Sorry, but every argument I've seen against having them in Mordhau seems to be based on the same assumption and I just can't see that assumption coming true in practice.

41 52
  • 2
  • 14 May
 cain

@Deadmode said:

@cain said:
This gets suggested all the time, and personally I'm all for it. I love matchlocks and old, medieval era firearms. I'd love to make a Musketeer build, for instance. Sadly a lot of people seem to think that guns will automatically be un-fun or unbalanced simply because they're guns, and apparently the devs aren't too fond of the idea, either.

Guns didn't really exist much in the medieval period. Guns in the medieval period (read - very late in the period) were basic at best and not prevalent at all. Muskets etc are not set in the same era at all. When added to a game like this, they would appear in a match far too commonly and completely break immersion.

There's a reason many see the inclusion of guns as un-fun; it's because this is supposed to be a medieval melee-focused game. There are more than enough games out there with guns - go play those. Can't we just keep this melee?

Guns have existed since the late 14th century, and their use was increasingly prevalent through the 15th and 16th centuries. Seeing as Mordhau takes place in a "somewhere around the 15th century", then guns would actually be quite common on the battlefield. Especially considering we have late 16th century era gear and armour available to us. The fact that guns aren't in the game, not even as background cannon props that don't fire, is actually pretty weird.

Sure, they were simple. A 15th or 16th century gun would be a matchlock arquebus, which were very slow and remarkably unreliable (earlier, cheaper ones had a tendency to either not work at all or straight up blow up in people's faces if they were used wrong, and most of them were utterly useless in the rain or in damp environments) but in the 16th century we saw the much more expensive, but more reliable (provided the mechanism stayed intact) wheel-locks, which ran on clockwork.

Sure, they weren't as common as bows, crossbows, swords, or spears. But to say they "didn't really exist" during Mordhau's time period is simply incorrect.

Some sources:

15th century painting, depicting guns being used in a siege:
castle seige.jpg

Image of an Ottoman Janissary from the 16th century with an arquebus:
501px-Houghton_Typ_530.77.606_-_Le_navigationi_et_viaggi_nella_Turchia,_Giannizzero_andando_alla_guerra.jpg

Late 15th century painting of a man-at-arms, also with an arquebus:
5c0bc58d59e5a289ca83d16ae7edc0a5.jpg

It really isn't hard to find this stuff out. Guns existed and were used frequently generally around the same time periods that full plate armour existed. In fact, the term "bullet proof" actually comes from back when blacksmiths would test armour by shooting at it with a firearm, and the dent in the armour from it being shot was called the "proof", evidence that it could stop gunfire.

Guns would not be out of place in Mordhau. If anything, not having them is a pretty noticeable omission.

41 52
  • 14 May
 cain

Am I missing something? I just checked the maul to see what this skin is but I don't see a "skin" option.