Mordhau
 Kashi
  • Likes received 118
  • Date joined 9 Oct '18
  • Last seen 8 Jun

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113 118
  • 15 Apr
 Kashi

I like alot of these ideas in theory but the pits wouldn't really be possible

We could instead have tripwire instead

Maybe have a ramp (like how spikes can be used but taller not offensive and fairly thin to not outshine baricaides )

113 118
  • 15 Apr
 Kashi

Hot damn why cant I get archer boys like you on my team
Most of em I seen have been passive little shits that are allergic to melee

113 118
  • 15 Apr
 Kashi

Dude shields didnt counter maul users , they almost countered any playstyle in the release version of them

It was simply too easy to use because it negated almost every playstyle except stamina battles

The issue lies purely with its massive magical parry box and the ability to ignore all mixups including drags and accels on top of kicks being kindof a bad counter to them

What these guys are talking about is the specific version that had a skilled parry box where you could be hit around your guard with well placed hits the release version you basically couldn't do that
Release version of shields where unfun to deal with on all fronts basically

And no the one weakness of old shields being slightly less stamina efficient is not the way to balance something that let you ignore most of the games fight mechanics

Imo I would have loved to play the alpha 14 version because having to aim your block would be a great way to play shields , none of that block while staring at your opponent and holding S nonsense , that had no timing and no aiming required

113 118
  • 15 Apr
 Kashi

@ZugZugNeverEnds said:
you're all here saying he jumps to conclusions even though he is spot on

  1. 2 handers ARE superior
  2. 1handers ARE inferior
  3. ranged weapons ARE slow to use, they ARE low damage and their projectiles DO travel slowly.
  4. shields ARE useless.
  5. 99% of players DO use 2 handers.
  6. having only one weapon type (2 handers) being viable IS extremely bad game design.

these are things people who have many hundreds or even thousands of hours in the game have been saying for a long time now, and you're sitting here saying he has no clue what he is talking about, like could you guys be any more blatantly obviously biased?

While 2 hander's are good they are not innately superior to all 1 handers

In fact some of the top tier weapons are 1 handed weapons

Arming sword bastard sword messer in 1h mode

Rapier can do work when paired with bucklers or targe but I'll admit it's not as good as the bastard sword

Falcion Warhammer and mace are also considered very strong

mace in particular because it performs like a 2 hander while being inexpensive aswell as twoshoting any class with its swings (1 shot vs t0 and t1 head)

The reason people mostly play 2 handers though is because of reach and there isnt all that much we can do to fix that preference

It just happens there are more 2 handers than 1 handers in the game

Let's consider more specific weapons being strong or bad in their own right

I.e longsword is pretty broken but that's because it got too good at everything over time

But bastard sword is also pretty broken in 1h mode because it's good speed mixed with it's hard to read mixups while being inexpensive

Of course this is in a duel perspective since you can focus one person instead of dealing with any number of opponents

When we shift to frontline and invasion longer reach becomes more important because of all kinds of factors you gotta deal with

On the subject of large shields , I'll admit they are a touch weak for duels and shield wall mode could be activated faster but what it offers is extremely strong in group fights

If you are in a riposte (shield wall or parry) your entire shield becomes active for block allowing you to cover an entire line of defense while attacking , especially good if you time it right you can land a hit the exact time you block a hit

On the subject of bows IMO the speed isnt all that bad the arrow speed also follows a realistic speed compared to reality it also encourages archers to get close to the fight so they dont camp so far back and be useless

Also ranged has the massive advantage of being able to throw damage while practically uncontested outside of other archers although I do think huntsman is a bullshit perk

So the low damage vs armor (not even that low because it's a support role anyway) is justified

Of course even if you have thousand of hours it doesnt automatically make your opinion right

I've seen guys who have over 1k hours in games be absolutely horrible at them and have arguably stupid opinions (like in fighting games wanting to remove all 50/50s despite it being a staple of the genre)

113 118
  • 14 Apr
 Kashi

Drop kicking a horseman on mountain peak

Somthing is just so cathartic about sitting up a hill and introducing my boot to a cavalrymans face when he comes up

113 118
  • 14 Apr
 Kashi

It does make a little bit of sense because those tiny knives also take a crapload of stamina to block with

Also please stay on topic about maul changes specifically, just to keep it from derailing the subject of the topic

113 118
  • 13 Apr
 Kashi

if you hold R you go into shield wall mode during this mode you have massive stamina drain negation meaning you can block alot of hits if you attack while in shieldwall mode you go into a riposte animation, this is both faster and the shield itself has passive block during it

large shields also offer passive block on parry into ripostes, this can be really good if timed right to get your attack and smack another guy at the same time while his attack is blocked, although this is fairly hard to do

another thing large shields have is a longer parry window making it more forgiving than smallshiels/ no shield at the cost of taking more stamina damage for some weapons

113 118
  • 12 Apr
 Kashi

Depends on if you have a hard drive or solid drive

The updates are small in size however that's because it's an installer basically , its rewriting your game files manually instead of outright replacing them

This has a big pro of saving data and is quick to download

The downside is if you are using g HHD it can take longer to finish the rewrite of the games files

If it's too slow you can try validating the games files and steam should get the updates files directly and replace them instead of rewriting old files

113 118
  • 12 Apr
 Kashi

For the estoc its the same length as the great sword

For the rest , it's a video game and has to abandon alot of realism for the sake of balance

Especially for the genre

113 118
  • 12 Apr
 Kashi

@xXLuxXx said:

@SWSeriousMike said:
You see, guys? Now you only need to say the same and we all can be friends again!

I was generally just very pissed. It wasnt specifically targeted at anyone.

Except Stouty. Lol.

its ok my dude you have a right to be pissed , even if we disagree on the subject we still love the game lol

113 118
  • 1
  • 12 Apr
 Kashi

first person is superior because of more precise controls

but there are aspects of third person that cannot be delt with and it leads to people using it as a crutch for a core skill in the game ,that being spacial awareness

when a camera angle basically lets you ignore learning a core part of the game it is considered a crutch... especially when the game is balanced with first person in mind anyway

113 118
  • 12 Apr
 Kashi

It was always a thing of debate , there are inherit advantages of third person that leads to very goofy playstyles that are akin to chiv back in the day

To even fix these issues would require screwing up base game mechanics so it's better to simply disable it in ranked as it's supposed to kindof follow a competitive format anyway

Last I checked third person is banned in comp play anyway because of the degenerate stuff it could pull

Let alone it's also a crutch for new players to never learn special awareness as it did it for them

113 118
  • 11 Apr
 Kashi

@Lionheart Chevalier said:

@Humble Staff said:

@Lionheart Chevalier said:
They would also make great map pickups on certain siege maps for the defense side... assuming the load out limit was one per player.

your plea has been answered in today's hotfix lol

Oh really? Are they one per player? or now map pick ups? Or both lol

one per loadout now

113 118
  • 10 Apr
 Kashi

In general play yes first person is better

But the removal was to address an extremely toxic an unfun playstyle to deal with that cannot be fixed without fucking the game mechanics

Removing third person is the best way to equal it out and address this problem

113 118
  • 10 Apr
 Kashi

The big things with third person are as follows

1.) It enabled you to peak around corners and can camp them with no risk to your self, while contraband is the only map atm there will be a 3v3 ranked and more maps added so take that what you will

2.) It enabled a playstyle that should be high risk

That playstyle being mostly casino drags and toe sniffing since they required you to face away from your opponent to do going third person eliminates that and has very little downsides since you still have full view of your opponent

3.) Its downsides aren't that huge for the extra vision you get

Yeah the usual stated dow side is having your character block your body this downside was totally negated simply by looking slightly down and at an angle meaning you had full fight ability while enabling point number 2

The core issue with all 3 combined is there isnt much they can do without messing up the core combat to such a large degree

The inherit advantages of third person are simply too great for a competitive scene

The devs have also stated they are looking to fix the extra wide resolution exploit to cap max fov

The goal here is to make the game a level playing field for ranked and also trying to fix a very toxic style of play

Yes its unfortunate but there isnt much you can realistically do with third person because its inherit problems that enable some full blown jank

113 118
  • 8 Apr
 Kashi

@ǀǁǂÐƦ₳ƓƟƝƁƟƦƝǂǁǀ said:

@Vermillion_Hawk said:
In respect to the realism comment, Mordhau's clearly leaning towards a late medieval/early Renaissance battlefield. Shields and archery both were becoming less effective as widespread and well-crafted plate armour invalidated the former and made the latter less effective.

You do realize that this argument is moot for 1) historical reasons, because in the same vein, crossbows should be able to do more damage on plate-armored opponents - one of the main reasons those well-crafted plate armors went out of style. And 2) because it has already been stated that the game is not about historical realism.

While the game isnt supposed to represent history please dont spout ba about it aswell

The crossbow while strong a point blank had trouble penetrating plate , even more so when used at range it could happen at point blank to close range but it would have to be a square hit on a very thin part of the armor

What made plate armor die down was the advent of effective firearms

While early firearms did struggle to penetrate plate it advanced rapidly enough that armor could not keep up with the ever growing power of firearms

To reiterate crossbows did not have the raw power to penetrate plate that easy and required alot of unrealistic specific situations for it to do so

113 118
  • 7 Apr
 Kashi

@Quenquent said:

@esturias said:
No need for another thread. Everything that needs to be said has been said. More than once.
The rest is up to the devs.

No, that's the problem. Every Maul discussions, especially on this forum, had been reduced to content for a video about babies crying on Youtube. It's either "Maul OP plz remove" or "Just move away/dodge LOL" and no actual discussions/suggestions has been done.

I think @Kashi here have, not only the good approach, but also some good suggestion. A swing damage nerf to prevent "tag and go" tactics that I do see a lot in FL/Inv, a nerf to two-shotting which was my main concern, while still keeping the main point of the weapon : aim for headshots. And, in bonus, more viability in duels while keeping the main counters to it.

Pretty much my aim tbh

As much as I personally dislike the maul I do think it fills a niche in the game and should have adjustments to keep its identity while making it more viable yet less toxic

113 118
  • 6 Apr
 Kashi

@Pred said:

@Kashi said:
the swing damage change is mostly to shift that to assists so it doesn't inflate their score and they would have to
1.) aim for the head more as you should with the maul
2) commit to fights more to finish the opponent

Dunno bruh, you actually want to be committed to big fights as Maul user, because that's what lets you maximize your kills - the more you are riposting (during which you will be taking less damage due to hyperarmor) and the more there are people nearby to switch to and regenerate health, the longer you can stay alive and rack up kills (obviously works best with bloodlust).

Getting a "fake kill" when you have hit a dude and he dies to someone else is not really THAT much of a problem.

On the subject of hyperarmor you dont take less damage you just dont get flinched and cause weapons to hitstop on ya

And for the kill credit issue it's more of a problem of the mauls raw 75 + chest damage

its amplified because the sheer amount of naked maul builds, every match there is at minimum 3 In a lobby somtimes more . Alot of the time these guys dont commit to fights as I've stated and I stead run around with a hit and run style.

I wouldn't really be mentioning it if it wasnt for the number of rounds that got thrown because said builds getting a commander role from it

The adjustment is mostly targeted at this specific playstyle so players that earn those kills more directly become the commander instead of the level 50 or below meme man that got more kill credit than they rightfully deserve

I've seen perhaps 6 or 7 rounds in the last 30 games that end in such players getting commander only to die in the first 3 minuites.

While yes they are helping the team secure kills before the commander step and keeping enemy numbers thin the reward is abit too high for the effort put in . Considering how shit it feels for the commander to die off because a guy doesnt have a solid grasp of the mechanics

113 118
  • 6 Apr
 Kashi

@Pred said:
I don't think your changes would make any difference, Maul is so broken and so much "outside" the framework of this game, it can't be fixed with cosmetic changes. Yeah, random drive-by bonky boys might now get 85 kills and 15 assists instead of 90 and 10, but does it change anything?

Consider this excellent, hard, skill-based, focused gameplay and tell me 10 less damage on torso hit are going to fix it:

https://streamable.com/244n5k

10 less damage to t3 doesn't sound like much it is enough to push the majority of kill credit away from the maul user that doesn't stick in fights mind you this is mostly targeted towards the more toxic hit and run style that is overly rewarding,

For example ive seen a naked maul man run around and secure 60+ kills and zero assists at level 20 withot really dedicating to a fight and barely landed finishing blows himself, instead he was running around body shoting anyone he got close too and ran off for his team to finish. if i would wager a guess based on how poorly he fought in a 1v1 he only landed maybe 25-30 finishing blows himself while the rest was done in by his team,

While its not a Bad play style in and of itself ,it does overly reward them with kill credit causing them to get higher ranking and potentially getting even a commander role where their inexperience causes them to basically throw the match for their team

the swing damage change is mostly to shift that to assists so it doesn't inflate their score and they would have to
1.) aim for the head more as you should with the maul
2) commit to fights more to finish the opponent

The real meat of the changes comes with the stab adjustments, moving it from raw damage to more utility it still keeps a good chunk of damage but requires either more hits or land a head shot with the thrust to confirm the two shot followup on swing

I'm hoping this makes abit more sense on my train of thought here

while your video does show the raw power of the maul you also commit to fights instead of running off to land single hits on as many people as possible on unaware enemies

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  • 6 Apr
 Kashi

@SWSeriousMike said:
The maul will never be changed because it is the ultimate manifestation of the hypocrisy of the devs and the community.

Shields were attributed with exactly the same problems. But while shields were shunned the maul is cool. Even if you could somehow lead a civilized and objective discussion based on arguments in this forum, it most likely would still be just ignored.

The maul also escapes all the other balancing guidelines that were followed at least loosely with the other weapons. It's an outlier in almost every regard for purely romantic reasons. You are fighting a hopeless fight here.

cant blame me for tying my dude ,im just hoping it does spark a civil discussion really .