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

Private Message

113 118
  • 18 Mar
 Kashi

@Aodlop said:
Leg armor increases the damage of kicks?

Only t3 does

40 damage to zero armor

To 20 vs t3 armor

113 118
  • 17 Mar
 Kashi

I tend to run 233 because them kicks provide some juicy damage to those pesky panmen

I just wish we could have a open bevor for the neck slot so I can run an open sallet

113 118
  • 17 Mar
 Kashi

E star is arguably the best weapon for all round play because it has high damage good reach (the 1h thrust reaches farther than people think it does)

Excellent mixup game

And has strong stamina game

There isnt much wrong with the weapon with it's only real "weakness" being hitstop for group fights but that honestly is debatable because hitstop allows for it's insane mixups

113 118
  • 16 Mar
 Kashi

@Xanith said:

@PC_Principal said:

@Xanith said:
never seen anyone complain about the maul except all the time

Get a proper weapon you sore loser. Everyone playing frontline just hates maul. It's the wannabe elite 1v1 players that act like maul isn't a problem, and it might not be a problem in 1v1. In Frontline it's annoying as fuck. Be quiet stupid monkey. Be quiet stupid Lux maultards everywhere. Like I said: All the other players who hate maul already quit the game. Dead game no good.

This Community won't help balance anything, since they heavily rely on their cheap stomp weapons in FL.

i don't even like the maul in this game bc you cant combo and hitstop sucks the fun out of any blunt weapons, i literally only use it in meme builds

i've also never played a single ranked duel or any duel servers so you can't use the "you're just a 1v1 tryhard" on me, i pretty much only use shitty weapons because it makes the game more fun to me. i mained the fucking bearded axe in chivalry, and in this game i probably have the most playtime with the mace or falchion

i genuinely don't understand how people can complain about the maul with all of the other bullshit in this game, half of the good weapons in this game have nearly unreadable accels like the messer or alt grip battleaxe - 3/4 of the sword stab windups in this game feel like they're 0.1sec, messer still has 50 feet of phantom range, and you complain about the meme weapon that's slow as fuck and has no range

a big problem with the maul is that it leaves zero room for mistakes it does massive damage and if you happen to make a single mistake its basically over its also fairly annoying because of maul ninjas

however if it wasnt for that oneshot to t2 and t3 helms the e star would out perform it in every aspect (and does in all aspects minus damage)

113 118
  • 13 Mar
 Kashi

The peasant perk is mostly for fun and meme loadouts lowering the cost could result in legitimately broken combos

Look at the sledge arguably a top tier weapon and is king of the stamina game

Its held back because of said pointcost of the peasant perk , sledge dodge would , well be absolutely broken if dodge is used in an offensive way (i.e extending the swing hitbox)

113 118
  • 13 Mar
 Kashi

@Lionheart Chevalier said:

@Kashi said:
2 major problems I have with the maul personally

1.) It lacks good utility for it to be viable in most situations, this leads to meme builds running around for one shots and cheap shots in duel servers (a common problem)

2.) Its thrust damage is abit extreme considering it setups a swing kill without needing a headshot

My idea to fix the second issues is to lower its thrust damage so it requires a headshot so you can followup with the swing finisher

And speed up its thrust to like 600 ms so it's not god awfully slow and has some utility for a partial fix for the first

Finally someone comes into one of these maul debates with some sense.

I already find the stab too fast but the damage of the stab currently is really obnoxious. I could live with it being faster if stab damage is brought down.

I do feel like its thrust is too slow for the weapons short reach that's kindof why I think it needs sped up , would give the weapon abit more life without really taking away the core idea of the MEATY WACK .

That and I draw from the sledge whose stab is 600 ms and is surprisingly decent combined with its swings being so slow

113 118
  • 13 Mar
 Kashi

@PC_Principal said:
@esturias: Where? I didn't see it. Link please.

@Grapeday: I think it shouldn't be neccessarily tied to kills, what if the king had his own objective, like "Leave the castle on grad through red spawn" or something similar? Reach his carriage to escape?
The Kills Idea isn't too bad in itself but I'd really love some IMMERSIUN

To expand on this maybe some side objectives aswell , atm it might be too easy to just yeet himself to the objective (unless he is slow and tanky like how our boi the town guard was)

113 118
  • 1
  • 13 Mar
 Kashi

2 major problems I have with the maul personally

1.) It lacks good utility for it to be viable in most situations, this leads to meme builds running around for one shots and cheap shots in duel servers (a common problem)

2.) Its thrust damage is abit extreme considering it setups a swing kill without needing a headshot

My idea to fix the second issues is to lower its thrust damage so it requires a headshot so you can followup with the swing finisher

And speed up its thrust to like 600 ms so it's not god awfully slow and has some utility for a partial fix for the first

113 118
  • 13 Mar
 Kashi

Spawn areas need a redesign to both obscure where the spawning party are coming from
But also give them options to leave spawn without fear of getting farmed before they can do anything

It can also go the other way too , you work your way down one lane on mountain peak and BOOM a horde of angry respawns out of thin air by that tower on red second point come to ruin your flank.

113 118
  • 21 Jan
 Kashi

@Bluhman said:
If it's gonna get nerfed, it'll need to be in a way that makes its half-swording stance actually have a use case. Right now that's the only thing I can think is wrong with it.

halfswording is amazing in frontline because it boosts the stab speed to 600 ms and lets you fight in close quarters better but thats its only real use atm

113 118
  • 9 Jan
 Kashi

dude the halberd is one of the best weapons in the entire game, its held back with the 11 point cost for a reason

113 118
  • 7 Jan
 Kashi

Shields where reworked because it was unhealthy to the games balance

And the way they where before it would be impossible to balance them for this games system

Now they have a base they can work with that can be balanced

113 118
  • 30 Dec '19
 Kashi

I want this because the maximilian armor has a gorget built in and I wanna have good pauldrons on top of a medalion/chain

113 118
  • 1
  • 29 Dec '19
 Kashi

I want this because the maximilian armor has a forget built in and I wanna have good pauldrons on top of a medalion/chain

113 118
  • 29 Dec '19
 Kashi

I have immense respect for you mate

It takes a thick skin to push through alot of the game let alone strive to improve

On the subject of range there is two things messing with it

1 is you can sprint and attack a d 2 the shorter weapons have an additional lunge to then

Moving backwards when it's not your turn is a good idea because it gives you more room.to watch the opponents animations

just dont loose your cool and learn each weapons benefits and cons to get a solid grasp of what you can get away with

A big bit of advice , if they are using fast weapons learn its windup timing and the. Walk towards the hit and parry so you can negate some drags while you learn the limits of the game

113 118
  • 29 Dec '19
 Kashi

@Lionheart Chevalier said:
It's actually, all in all, a shield nerf. I think we'll see some shield buffs next patch to compensate them.

Shield nerf because it took away the crutch some people relied on and gave it no benefits except the ability to block kicks and block all incoming projectiles from the front when in the alt mode. These aren't really buffs because everything can block kicks now and no one really uses the alt mode... it's very situational and hasn't come in handy at least for me anyways.

Also, I'm told they give a parry extension but it's hardly noticeable and certainly wouldn't be of any use to noobs, only pros cheesing with BS and using it to negate what few microseconds of high level dragging they had to worry about anyways.

ALSO, I am yet to see active parry occur with shield this patch. Was active parry (accidentally or intentionally) removed from shields? I just know I get hit alot when I felt I should be protected by active parry... and I don't find this to be the case when I'm using my longsword or whatever.

Shields should get a stamina buff next patch and hopefully some kinda main mode buff for 1vX.... as you're better off using two hander anyways.

Jax mentioned on stream the other day that shields will get a buff next patch iirc

A quote from him "they will become a 1vx monster"

113 118
  • 29 Dec '19
 Kashi

@scienceisgod said:

@SWSeriousMike said:
Why do you call it a nerf?

ok , lets call it buff then

It's more of a rework really

113 118
  • 29 Dec '19
 Kashi

@✵ Legate Lanius ✵ said:

@Kashi said:
This is more an issue of poorly designed spawns , ideally the opposite team should not be able to get INTO the other teams spawn

And of course another thing is the area exiting spawn should also provide an advantage for people spawning In to push the enemy back

The problem in maps such as Camp is that if you make it so the spawn location gives a clear advantage to the spawning team, it would mean much less chances for the blue team to push the cart and win the battle.

It’s like Taiga being often won by the reds and Mountains by the blues. It sucks.

I was thinking giving them an advantage to push the enemy away from spawn exits to help minimize spawncamping
Atm there are too damn many spawns that are in an open field or in some cases a ballista pointed right at your back IE blue on camp

113 118
  • 29 Dec '19
 Kashi

This is more an issue of poorly designed spawns , ideally the opposite team should not be able to get INTO the other teams spawn

And of course another thing is the area exiting spawn should also provide an advantage for people spawning In to push the enemy back

113 118
  • 22 Dec '19
 Kashi

Bandage friendly is a good setup atm especially with the new player rush we have