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Scavenger might be a meme but I had fun with it on my trapper. 2 bear traps, hope to catch someone, kill them and see what goodies you get. Rat was also nice to have on this loadout.
Not super useful but I like it.
shooters are very different from melee games. just because you can see a guy around a corner in mordhau doesn't mean it gives you a huge advantage, although it still is one. and that is why I think it should be disabled when you have a ranged weapon and in comp mode altogether (where most people will use 1pp anyways)
believe me, I don't like 3pp all the time. it's one of the reasons I have little interest in fortnite
it's the worst when you have a long weapon like a zwei indoors and keep smacking the walls on early release so this change sounds nice. but on the other hand, it gives me a reason to halfsword
It's for balance reasons. Ranged already has a massive inherent advantage over melee. I don't want to see Mordhau end up like Chivalry where archer caps were needed on public servers because archery was so inherently asymmetrically powerful.
of course things could always change and archery is nowhere near done afaik
3pp is fine, not sure why some people hate it so much. It has some minor advantages but also disadvantages, just disable it in comp and make it a toggle for private server owners.
AP was weird and unintuitive. I miss it sometimes but I'm happy to test trades for awhile
I am not a fan of the current kick. I liked older kick, a fast attack to take some hp and stam away from people who got too close. Current kick encourages fishing for free hits and the follow up accel, while useful and removes the need for a longer stun, is a bit weird and unintuitive. There is already a lot to keep track of in the game regarding attack speeds between normal attacks, ripostes, chambers, and now kicks. But that's just me
Indifferent on jump kick, I think devs are or were going to keep it because it's a cute little accidental mechanic but I wouldn't be upset if it was gone
From my light research, I believe Windows installs your monitors and simply plugging the monitors back in in a different order will not work. You will have to uninstall your monitors and then plug them back in in a specific order, but that's a heavy-handed workaround to play one game.
What's frustrating is that this used to not be an issue, the game would open on your main monitor and not monitor #1. It happened around the time the game updated its UE4 version but maybe that's just a coincidence. I've reported this a few times and it's not listed as a known bug so I'm not sure what's going on.
ranged flinch is super annoying on top of receiving ranged damage you can't reciprocate as a melee fighter. if you want more powerful ranged and the possibility of flinch, wait for archery. maybe they will add flinch for throwables against t0 and t1 like Jax has mentioned they may do for arch
part of the problem is there are numerous factors affecting when you get hit and think you should get hit.
-fov
-camera distance
-ping extrapolation or w/e it's called
-latency
-quality of connection in general
-animations (big buzzword)
-possibly bugs
I do genuinely think this has gotten better over time and next patch will supposedly, maybe, have further swing arc changes
waterfalls should stay, they are a cool result of the swing system and raise the skill ceiling. they can generally be avoided with footwork, too
How are the 1P hitboxes different on local play?
hello reithur, good luck
I feel drags and aimed strikes aren't nearly as powerful as morphs, feints, and general fakeouts this patch. I don't really like it so far - but the game also feels less cheesy
This has been reported on Discord before but it's not listed as a known bug in the patch notes.
UI / System
Workaround: change Mordhau to windowed, move window to main monitor, then make fullscreen again. Must be done on every startup
I liked kicks as a zoning tool, a fast interrupt to give you space or punish a facehugging feint spammer or long drag.
Drags got nerfed and the bubble got buffed, and kick windup is slower and can't be combo'd. They are still useful and I have been using them, but I'm not using them the way I thought I would. Undecided if that's good or bad
stun needs its own animation if this stays
or you're a scrub like me and ftp is muscle memory so it takes extraordinary concentration to begin a ftp but not parry
;(
you have a number of tools to deal with feints:
People have complained about feints since Chivalry. You're right, it's not fun to lose and it's even less fun to feel like you lost because you were tricked. Feints trick me a lot, too, especially if I'm rusty.
The solution is to buckle down and git gud, be okay with blaming yourself for your weaknesses instead of the game. Feints may be tweaked slightly but they will never go away.
This is advanced shitposting
it's more noticeable with heavy weapons, both when swinging and when you get a ragdoll on kill
Giru is right. Dragging is supposed to counter chambers and you're not supposed to chamber every attack or else it should be very difficult.
That said, the blending and transitions are being changed and will make it easier to read windup>release transitions. Then we can see how chambers and everything else are affected.
How much do you expect animation changes to make it easier to react to accels, though? It will always be challenging to react to certain strikes in a free form swing manipulation game. I don't see any way to prevent that without adding lock-on and canned animations and swing directions.
I don't think animations will be a magic fix-all though it should help with reading release transitions.
Frise I don't think you always properly communicate your ideas: what does it mean to be "readable"? To me, making drags more readable = easier defense. This is also why Crush tells you to stop trying to chamber everything, you have to be more specific with what you want or people will make assumptions.
It is always going to be hard to read certain strikes. How should that be changed, exactly? When we say we want them more readable, that's like telling a web designer you want your site to "pop" more.