Mordhau
 Sarevok
  • Likes received 4
  • Date joined 27 Jun '18
  • Last seen 16 Aug

Private Message

25 4
  • 11 Aug
 Sarevok

Dye Window cuts off at the bottom. Full Screen Resolution 2560x1440. Changing resolution or going into Windowed Mode fixes it.
20190811041927_1.jpg

25 4
  • 24 Jun
 Sarevok

I'm honestly shocked no one has responded with a "gitgud" yet. You know, you could also do less feinting, chambering, morphing and parrying with better footwork or tactical retreat. Make your target miss more and you focus on missing less. Try to bait a swing and counter during the release/recovery of their attack.

25 4
  • 1
  • 21 Jun
 Sarevok

@smellycathawk said:
Stab drags need a buff badly.

Without the threat of a drag, there is literally zero skill ceiling above cambering all stabs at all times.

With highly precise drags the skill ceiling is raised offensively, as these drags take lots of practice and awareness, and defensively, because reading every frame of animation becomes super important.

don't get mad and try to dumb down the game.

I don't think anyone is wanting to dumb down the game. The problem is how can you drag a thrust away from your body that doesn't defy the laws of physics and not look absolutely ridiculous? With how a drag works now with a stab attack it may as well be a downward swing. You stab away from the target and pull it in towards the target at the last second and somehow if it manages to hit. Do you count it as a stab attack or more of a swing attack? I guess that just depends on where and when the weapon lands. If you weapon lines up with the target prior to reaching the target then that's a good drag stab. If it passes the target but you pull the attack in does it count as a miss or a swing attack?

Chambering, riposte, feint, morph and straight up dodging the attack would be your skill ceiling. Based on the video how does stabbing into the sky then dragging your crosshair down to the target considered "skill" ?

25 4
  • 21 Jun
 Sarevok

I thought it was just left and right stabs...

25 4
  • 1
  • 21 Jun
 Sarevok

-Active stab releases reduced slightly on the following weapons: Halberd, Spear, Billhook, Bardiche alt mode, Poleaxe, Eveningstar, Zweihander main mode.

-Spear main mode stab now deals 3 more damage to plate torso, but 3 less to plate head
SpearStab.PNG

-Spear alt mode stab damage vs plate helmet reduced to 45, reduced vs medium helmet to 65
-Spear alt mode stamina negation increased to 13!SpearStabAlt.PNG

I think just a slight increase to the Recovery Time on a Spear since it is the longest reaching weapon in the game is not uncalled for. I also don't really understand how a spear can be so potent vs plate.

25 4
  • 21 Jun
 Sarevok

@BLOUKFACEAURT said:

@Sarevok said:
1h Flail
2h Flail
Katanna
Nodachi
Kama
War Scythe
Glaive
Naginata
Ranseur/Spetum
Dao
Qiang
Jao
Ji (halberd skin)
Gladius
Pilum (javelin or shortspear skin)
Scutum (Tower shield)
Scimitar

Missle:
Arquebus
Kunai

No, god no !
Please, never add japanese stuff... Katanna/anime lovers dont understand anything of European/MidEuropean médiéval warfare...

Not a katanna or anime lover but was just looking for ideas on other weapons of other cultures during the times. Some could probably just be skins over current weapons.

25 4
  • 21 Jun
 Sarevok

I would opt for stab dragging/accel to be remove and just rely on a riposte giving the accel a stab needs.

25 4
  • 21 Jun
 Sarevok

As a main shield user that isn't as skilled with parrying while using a 2h weapon and prefers to be on the frontline, I agree the hitbox should be a little more accurate and require the shield user to aim his blocks a little more than what the OP shows in the gif. This probably only goes for the kite shield as I still have players get around my heater shield by dragging longer reaching weapons, mainly spears, either high or low and then towards my head or legs fully bypassing my shield even though I am looking in the direction of the stab.

25 4
  • 21 Jun
 Sarevok

Something needs to be changed for Spear. The damage, reach and deceptively quick speed this weapon has is really frustrating. It has double the reach of a rapier and much more damage while also remaining fairly fast. Please look in to reworking the damage of the stab attacks or make this spear attack slower for stabs. You can slightly boost Spear Swing (non-alt) in exchange.

SpearOverall.PNGSpearStab.PNGSpearStabAlt.PNG

25 4
  • 21 Jun
 Sarevok

I find shields in a good place right now. The only thing I don't understand is the stam regen when your shield is dropped. Doesn't seem right to get stamina after constantly blocking attacks until your shield gets blown off your arm. I would say a user with a certain amount of low or no armor can hold S to back out of most kick attempts while players with 3/3/3 armor are obviously slower and more susceptible to kicks.I have noticed spear users able to drag stabs from high or low position that somehow bypasses my shield even if I am looking in the direction of their stab. Could be latency or maybe I really just missed it but it has been more common since the patch.

25 4
  • 2
  • 21 Jun
 Sarevok

@Sarevok said:
Some of the simple game types you can add to Official servers:

-FFA (small arena with traps and the like)
-TDM (32, 64, and 100 player maps)
-Kill of the Hill (similar to Crossroads minus the horses and ballista cancer) 32-64 player maps
-CTF (64-100 player maps without horses or catapults - Flag bearer movement speed slowed by 50% of their current speed but faster passive regen when not in combat)
-Conquest - similar to Frontline but not requiring you to capture point A to get to point B then C etc...(Similar to Battlefield V's Conquest)
-Weapon Game (Similar to CSGO's gun game as it takes you from using a fixed order of weapons from peasant weapons to the stronger weapons and then the final weapon is a training sword or carving knife. All perks are disabled and all players start with 0/0/0 and gradually get more armor after every 15 kills. First to 50 wins. Health and stamina regen on kill is increased.
-Frontline Flag Capture - Similar to current Frontline but instead of slaying Lord or pushing Battering Ram to objective it is capture the flag. (Flag bearer movement speed reduced by 50% of their current speed but has Tenacious and Fury activated)

Some more complex game types which may require larger servers and map design:

-Siege - 100-128 player cap where one team defends a castle/keep and the other sieges from a palisade fort . Both teams have a Lord that remains in the center keep or bailey and is invulnerable until the final point is taken unlocking the Lord to take damage. The castle has three main entries: Lighthouse or Lookout Tower reached by multiple ladders or a crumbling wall that players shooting from a catapult can cause, the main gate house in which the attackers must push the battering ram into position to bust down door or the dock entrance which is a smaller outer gate but has a smaller choke. Once one of these points is taken then the Courtyard point(s) are available to be taken and unlock the Lord(s) to take damage. 2000 ticket count with horses disabled.

-Battlefield (Horses/Siege disabled) - 100-128 player map on a mostly open ground with small rolling hills and few trees with some rocks surrounding small ammo crates which have barricades that can be built by players. Horses are disabled and there are no siege weapons besides whatever is built by players. 1500 ticket count.

-Battlefield (Horses/Siege active) - 100 player map like Crossroads before it had a center keep. With scattered hills, trees and rock formations that protect ammo crates and a fixed spawn locations for infantry on both teams.

25 4
  • 21 Jun
 Sarevok

Some of the simple game types you can add to Official servers:

-FFA (small arena with traps and the like)
-TDM (32, 64, and 100 player maps)
-Kill of the Hill (similar to Crossroads minus the horses and ballista cancer) 32-64 player maps
-CTF (64-100 player maps without horses or catapults - Flag bearer movement speed slowed by 50% of their current speed but faster passive regen when not in combat)
-Conquest similar to Frontline but not requiring you to capture point A to get to point B then C etc...(Similar to Battlefield V's Conquest)
-Weapon Game (Similar to CSGO's gun game as it takes you from using a fixed order of weapons from peasant weapons to the stronger weapons and then the final weapon is a training sword or carving knife. All perks are disabled and all players start with 0/0/0 and gradually get more armor after every 15 kills. First to 50 wins. Health and stamina regen on kill is increased.

-Frontline Flag Capture - Similar to current Frontline but instead of slaying Lord or pushing Battering Ram to objective it is capture the flag. (Flag bearer movement speed reduced by 50% of their current speed but has Tenacious and Fury activated)

Some more complex game types which may require larger servers and map design:

-Siege - 100-128 player cap where one team defends a castle/keep and the other sieges from a palisade fort . Both teams have a Lord that remains in the center keep or bailey and is invulnerable until the final point is taken unlocking the Lord to take damage. The castle has three main entries: Lighthouse or Lookout Tower reached by multiple ladders or a crumbling wall that players shooting from a catapult can cause, the main gate house in which the attackers must push the battering ram into position to bust down door or the dock entrance which is a smaller outer gate but has a smaller choke. Once one of these points is taken then the Courtyard point(s) are available to be taken and unlock the Lord(s) to take damage. 2000 ticket count with horses disabled.

-Battlefield (Horses/Siege disabled) - 100-128 player map on a mostly open ground with small rolling hills and few trees with some rocks surrounding small ammo crates which have barricades that can be built by players. Horses are disabled and there are no siege weapons besides whatever is built by players. 1500 ticket count.

-Battlefield (Horses/Siege active) - 100 player map like Crossroads before it had a center keep. With scattered hills, trees and rock formations that protect ammo crates and a fixed spawn locations for infantry on both teams.

25 4
  • 21 Jun
 Sarevok

Should probably put this thread in the Suggestions and Feedback channel.

25 4
  • 1
  • 21 Jun
 Sarevok

Can we say, "press End in IRL?"

25 4
  • 20 Jun
 Sarevok

1h Flail
2h Flail
Katanna
Nodachi
Kama
War Scythe
Glaive
Naginata
Ranseur/Spetum
Dao
Qiang
Jao
Ji (halberd skin)
Gladius
Pilum (javelin or shortspear skin)
Scutum (Tower shield)
Scimitar

Missle:
Arquebus
Kunai
Shuriken

25 4
  • 20 Jun
 Sarevok

Mordhau as an MMO?

Only in our dreams...

25 4
  • 1
  • 20 Jun
 Sarevok

@recurf said:
What makes the rapier so bad in duels is that they are so predictable, the slash does so little damage to tier 3 armour that you can pretty much expect the guy to morph into a stab, and if you gamble and get hit by the slash it doesnt really punish anyway due to its low damage. The spears have this issue also, they are just so predictable in duels.

I agree in theory the rapier should be a top tier dueling weapon, maybe a unique feature could be to make the rapier chamber for free. I dont know if that would be over powered though

Chambering with a rapier that does not cost stamina would be very OP mainly due to the fact your highest damage comes from thrusts so you would assume most players would stab more often than slash. Most rapier players can chamber any weapon and go back in with another thrust to connect before the defender can attempt to chamber again. In most cases you want to chamber into either a parry/block to a riposte or hope the guy misses.

25 4
  • 2
  • 20 Jun
 Sarevok

TLDR ~ rapier isn't supposed to be this ridiculous fast weapon because it still weighed a good amount in comparison to the arming sword, it could still slash decent but it never was expected to cleave a limb in half. It was more known for its thrust and reach. This would lead one to assume the thrust of the weapon is the deadliest part.

Now, the damage of the rapier's slash shown in the game stats looks fairly accurate. I would drop the slash damage on chest and legs on medium by about 10 points and 5 points on head. Change heavy helm slash dmg to 20. Rapier just lacked force behind the slash to inflict major damage.

The thrusting dmg table could use a tweak as well. The thrust damage against the heavy head needs to drop by 15 points, chest by 5 and the legs by 5. Piercing plate with a rapier wasn't efficient unless you stabbed in a fold or exposed place in comparison to splint or leather (studded otherwise).

The blade length of the weapon doesn't seem right as it should be closer to 40 inches vs what it is now at 35 inches (89cm). The rapier should probably Stop on Hit for the thrust portion but allow the slash to still work. The thrust release should probably be bumped to 375 or as high as 400 ms as your body doesn't carry as much force with a thrust as you would with a slash unless you're performing a full lunge. If that's the case the recovery from a thrust should be higher, at 750 or 800ms.

Youtube videos for more educated opinions expressed more clearly but not stated as facts.RapierSlash.pngRapierStab.png

25 4
  • 20 Jun
 Sarevok

@Lionheart Chevalier said:
There's a reason we don't see rapiers in the duelyard but we see them often in FL and paired with a shield. Can we get rapier to be a valid dueling option but a poor FL option and, more specifically, a bad shield option? Rapier should be very good at dueling in the right hands.

I think it should gain really high stamina negation and lose the ability to flinch.

Not flinching makes it less annoying in team fights/ganks and raises the skill ceiling of the weapon. Who doesn't want to play with a hunting knife that's actually viable? A high stamina negation makes it viable at high level duels where it would get out stammed and gives it more stamina for feint/morphing and parry-after-hit since it doesn't flinch.

Rapier/kite builds look hideous on the battlefield and are only played by bad players... It would be refreshing to see it require more skill and become a viable weapon by duelists.

Why are rapiers only for bad players? What makes any other weapon, like spear, only for bad players as well? Rapiers are fast and mainly used for thrusting attacks so going in to a fight with them you're going to be able to anticipate what they do. Chamber and counter them. Hell, I die to spear in group ganks more often than rapiers. You have to balance the weapon's speed and reach to their TTK (time to kill) their target. A slight nerf to rapier damage vs Heavy armor is all I would suggest. Medium and light armor would be the prime targets for rapier builds. It's these builds that typically use farther reaching weapons so a rapier user would still need to get close enough to attack putting themselves as risk.

25 4
  • 20 Jun
 Sarevok

I'm fine with female models as long as they stay true to how armor fit them back then. No metal thongs and that shit. Most armor made for females still looked like it was for a smaller man. The voice acting is probably going to be the cringiest thing as we experienced female voiced soldiers in Battlefield V. I was fine with it. Surely there were females in war back then as there is now.