Mordhau
 Duckalot
Knight
  • Likes received 505
  • Date joined 17 Jul '16
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Knight 210 505
  • 1
  • 27 Nov '18
 Duckalot

And nerf greatsword while you are at it. Its such a broken weapon. 550ms release time is too much. 500ms should be maximum imo.

Knight 210 505
  • 26 Nov '18
 Duckalot

@marox said:

You can use m.DebugNetworkParry 1 to see if the netcode is to blame, although that doesn't work on kills, but should give a clear indication if it's a problem with the game or a problem of git gud. Clientside parry would incur hitreg delay and generally feel awful for the attacker. For comparison, Chivalry's parry is attacker client-side (what you're asking for is defender client-side), so actually twice as bad in terms of delay compared to what Mordhau uses.

Ima go ahead and necro this abit. Dont know if im the only one experiencing this, probably not. But here is how a regular Duel session goes for me. These pictures are taken from a single match, and i played like +20 duels in total. I missed several screenshots but these are at least half of them i manage to take.

20181126161124_1.jpg20181126161339_1.jpg20181126163615_1.jpg20181126163704_1.jpg20181126163712_1.jpg20181126163928_1.jpg20181126164146_1.jpg

If it helps, i had around 50 ping and my opponent had 80-90. But from what i've seen the ping difference doesnt make any difference for me.
And its almost exclusively accelerated attacks and ripostes that can get through my parry like this.

Knight 210 505
  • 26 Nov '18
 Duckalot

Found a texture blending issue on Tourney. You can build spikes between the textures, under the ground on the middle path.
20181126111732_1.jpg

You can put 6 spikes on the same spot since they are placed underground.
20181126111801_1.jpg

Then they build up like usual and you get 6 spikes that looks like one.
20181126111741_1.jpg

This can be done all around the path where the textures are blending.
20181126112404_1.jpg

Knight 210 505
  • 23 Nov '18
 Duckalot

@Humble Staff said:
UI
The new thingy that shows info about your enemy when you get killed has the HP and Stamina values switched. Like, i was fighting someone and dealt 95 damage before dying and this window said he had 5 stamina left and 45 HP. Happened several times with different values so i'm pretty sure it's a bug.

and to expand on that, the kill panel sometimes shows the wrong players profile pic. Seemingly at random.

Knight 210 505
  • 23 Nov '18
 Duckalot

Blacksmith hammer and wooden mallet cant reach the ground. You cant repair the first stage of the wooden spikes with them unless the spikes are on an incline.

Knight 210 505
  • 1
  • 18 Nov '18
 Duckalot

@Neo (webmaster) said:

My idea was to create a public browsable list of loadouts users could share. Kind of like the "Post your knigga" thread, but with a download button. The .bat file would contain the loadout code, so you could just one-click install another person's loadout without fiddling with config files.

No in-game solution for it just yet though.

Knight 210 505
  • 1
  • 18 Nov '18
 Duckalot

https://mordhau.com/forum/topic/13221/mordhau-loadout-manager-thread/

The seperate code can be found C:\Users\Username\AppData\Local\Mordhau\Saved\Config\WindowsClient\Game.ini

Knight 210 505
  • 2
  • 15 Nov '18
 Duckalot

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.

Knight 210 505
  • 15 Nov '18
 Duckalot

Great work once again! Both clean and informational. Keep it up!

"-Your effort should be rewarded"

Knight 210 505
  • 12 Nov '18
 Duckalot

Ah you are right, didnt really consider that. My bad.

Knight 210 505
  • 2
  • 12 Nov '18
 Duckalot

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.

Knight 210 505
  • 12 Nov '18
 Duckalot

You arent supposed to be able to get there. The patch notes explains this. It will be fixed.

Knight 210 505
  • 11 Nov '18
 Duckalot

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.

Knight 210 505
  • 11 Nov '18
 Duckalot

-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

Knight 210 505
  • 7 Nov '18
 Duckalot

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.

Knight 210 505
  • 7 Nov '18
 Duckalot

@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
index.jpg

Knight 210 505
  • 1
  • 6 Nov '18
 Duckalot

Unbind ''strike" from the keybinds to remove the 240 angle system. Then bind each key individually the way you want it.

Knight 210 505
  • 1
  • 4 Nov '18
 Duckalot

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.

Knight 210 505
  • 3 Nov '18
 Duckalot

Great video! We need more of these for the community! :)

Knight 210 505
  • 1 Nov '18
 Duckalot

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.