I would like to be able to sort my loadouts into folders. i really dislike having to scroll through a long list just to find the loadout i need for that specific time. I want to seperate my role playing loadouts from my duel/skirmish loadouts in a more convenient way than just placing them in a specific order.
There were once talk about a loadout gallery on the web page where people could upload/download eachothers loadouts. I'm curious if you still have plans for it.
Also, an improvement to the main menu UI would be a queuing system for the server browser. You should be able to see how many people are trying to connect to a full server. The "Server is full, retrying." window should be minimizable so people in the queue can either browse for other servers, or look through armory.
I understand if you consider these low priorities pre-release, but hopefully we'll see them in the future. Small features, but they make the game more convenient.
Great work once again! Both clean and informational. Keep it up!
"-Your effort should be rewarded"
Ah you are right, didnt really consider that. My bad.
Messer has the best horizontal turncap of all weapons iirc. It deals good damage to medium/light armor and decent to heavy. You can pull off some nasty drags with it. The problem with it is the stab and reach. Those factors are weighing it down too much for people to play with it regularly.
Once you have proper good footwork and morphing skills, the messer is as deadly as most.
And you need to have a good defence since you have to get close to your opponent.
You arent supposed to be able to get there. The patch notes explains this. It will be fixed.
Non-melee weapons are dropped when getting hit by projectiles when flesh-wound perk is triggered.
The knockback from parries pushes you into spikes and insta kills you.
Not 100% sure about this one, but there seem to be a knockback when your attack gets parried. This has killed me a couple of times when im fighting on a high ledge.
-Chase mechanic now only works with a melee weapon in hands, and chase mechanic from the front is now enabled if opponent doesn’t have a melee weapon
You took my advice. Im thrilled! <3
Oh... now im feeling rather dumb. Well a quick google search and i found many with the similar size and shape as the picture.
Im no expert on the subject so cant say how widely used they actually were.
@Rattsknecht The gorget were used as chest/neck protection i the medieval period. Later on in the 18th century it became more of an symbolic ornament on uniforms
Unbind ''strike" from the keybinds to remove the 240 angle system. Then bind each key individually the way you want it.
I agree with Giru on this one. We dont need to restrict archers, we need to give counters and/or disincentivize projectiles.
First i would reduce the maximum allowed throwables per loadout. 1 slot/loadout.
Second, decrease damage done early in flight path and late giving a 'sweet spot' for damage aswell as sway. (Can add a Marksman perk to increase this sweet spot.)
An alternative to this is to decrease damage when loosing the arrow during the draw-state.
Slow down crossbow reload time.
These are the changes i personally would like to see.
As for giving counters, that is alot harder to accomplish without adding more projectiles... How do you catch something that is faster than you?
I dont have any thought-out solutions for this. Maybe extend the chase mechanics 'aim box' to every side if the target that has a quiver. So you can sprint towards an archer thats aiming at you and not just one thats running away.
I feel like these changes could overall increase the skillcap of archering without plainly nerfing it, making timing and positioning more important.
Great video! We need more of these for the community! :)
I've noticed that sometimes accelerated ripostes can go through your parry. I don't have a video of it, but it just happened twice in a row against the bardishe.
I think this is the new parry box acting up abit. When an attack enters release-state and is inside an opponent it deals dmg wether he parries or not.
Hi and welcome to the community!
We've had similar discussions like this one previously and there are several reasons why what you suggested isnt going to work.
Inconsistency. In a game like this, which aims at being competetive, too much RNG isnt good. You need precise number that people can calcuate from (to some extent)
You need to be able to dispatch opponents fast. A fight takes (with a very rough estimate) 7 seconds, thats about the time it takes to respawn, Then there is a paus for the victor to focus the objective/other opponents before the loser catches up to the battle again.
Now imagine a duel takes 20 seconds (which will be the result by your suggestion) in a server with 64 players, then there will be no time left for the objective before the fallen players can join the fight again.
Drags are good because they increase the skill cap. No top-tier player falls for an attack that lands in the middle of the release time (maybe with the exception of a feint). I almost only see people lose to heavy delays or accels.
Teamfights would become a mess when you try to fight multiple opponents at once. Mind games are a big part of Mordhau, and fooling / outwitting the enemy is vital. Being able to suddenly and subtly switch target is of great importance.
There might be some points that im missing, but i hope you get the drift.
I would like to propose a compromise for all of this that hopefully will make the most people satisfied.
Keep the ban on Lazy on VAC servers - he had it coming. + Since he said he didnt care if he was banned for the remains of the alpha, let him have this timeout til the devs sort this out.
Set up concrete rules about toxicism, threatening devs/the game, or whatever you seem to be a banable offense. - So people know what they are allowed to do and not without the feeling of being at risk of a ban.
Let server owners white-list people from VAC on their servers. Allowing (in this case lazy) to play on their server without opening it up for cheaters. - Hopefully this will lead to a slightly less toxic behavior in general, since his friends would have to play with him on a certain, contained server. (Cant imagine those who wants to play with him not being toxic themselves.)
Add votemute. + just a regular mute for specific players. - I would suggest votekick aswell, but if feel that it would be abused rather fast by salty players.
Chances are slim anyone has a key. I wouldn't trust anyone who claims to have one either. Wait until release so you don't get scammed for +$200.
These helmets dont work with selected facial hair: Chain coif, Mailled hood lowered, Mailled hood spiked lowered, Padded coif and Burgonet no buffet. Instead you just get a stubble.
Plague mask could be neat. tho i think they should reduce the vision impairment smokes give on the outer edges overall.
And there is a big risk this perk just gives more people incentive to make a 'smoke throwing' loadout, which i would strongly abhor.
As for sleight of hands, its a rather useless perk. You dont, and should never need, to place bear traps faster. And as for weapon switching- next patch (if i remember correctly) will nerf the quick swap between bows and secondaries. And personally, nothing would make me happier than to see the archers being nerfed. Giving them a new perk that allows them to be in close proximity without great risk, isn't something i would like to see.
This is just my narrow-minded, archer hating opinion though.
And mute removes a vital part of feint / morph reading and even footwork. Remove it and you have even less chance to react to a feint. And as for footwork: running away from your opponent to face him at the last second before his attacks land will be extremely hard to pull off if you cant hear his attack coming.
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