Mordhau
 Zexis
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  • Likes received 1131
  • Date joined 23 Jul '16
  • Last seen 28 May '19

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  • 27 Aug '18
 Zexis

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.

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  • 24 May '18
 Zexis

@ÐMontyleGueux said:

@Zexis said:
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.

Because 3pp ruined a lot of first person games already. Arma 3 is a good example, why the fuck would you add a 3rd person in a milsim ? Then it end up being allowed on most servers even in pvp because "it's part of the game". Please don't let mordhau be one of those FIRST PERSON GAME that actually has 3rd person.

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

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  • 22 May '18
 Zexis

@crushed said:
Next patch will include a change that disables the wall hits from early release, which will fix these shown in the OP. I agree it feels clunky and random when it happens to you, but it might lead to too many tracers going trough walls so we'll have to see.

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

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  • 22 May '18
 Zexis

@Lionheart Chevalier said:
No flinch on archery seems rather... overzealous. Crossbows, bows and throwing spears should definitely be able to flinch enemy players, especially at close range. Flinch removal on such hard hitting weapons is an artificial and arbitrary nerf.

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

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  • 19 May '18
 Zexis

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

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  • 18 May '18
 Zexis

@Jax said:
i think i figured it out

mordhau doesn't care about which monitor is set to #1, but will open on whichever monitor you plug into your gpu's first.
so unplug your monitors and plug your main monitor in first, followed by your 2nd/3rd/etc and of course set the 1st as your main monitor.

let me know if this works!

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.

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  • 18 May '18
 Zexis

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

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  • 16 May '18
 Zexis

@vanguard said:
What I think its worse here then in Chiv is what seems to be insta-hits, or hits landing on you earlier then it looks like they should.

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

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  • 30 Apr '18
 Zexis

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

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  • 23 Apr '18
 Zexis

as the hitboxes there in 1P are different (3p is OK though)

How are the 1P hitboxes different on local play?

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  • 19 Apr '18
 Zexis

hello reithur, good luck

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  • 19 Apr '18
 Zexis

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

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  • 18 Apr '18
 Zexis

This has been reported on Discord before but it's not listed as a known bug in the patch notes.

UI / System

  • In a multi-monitor setup, MORDHAU starts on monitor 1 instead of the primary monitor (Windows 7). I think this happened around patch 13 or 14, I suspect when you updated your UE4 version. It is difficult to re-number your monitors as Windows seems to do this on monitor driver installation, I'm not sure. See image for more info

mordhau-mons.jpg

Workaround: change Mordhau to windowed, move window to main monitor, then make fullscreen again. Must be done on every startup

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  • 18 Apr '18
 Zexis

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

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  • 5 Apr '18
 Zexis

@das said:
double rmb ftp was inferior for the exact same reason in Chivalry. Manual FtP is best cause, say in Zwei vs Arming Sword for instance, you start a stab but so does the enemy and you know his weapon will hit you first, so you feint but then you notice he feinted too, so you DON'T FtP because you don't crutch on auto FtP but rather recognize that manual FtP still has its merit and autoFtP is simply for making the input more responsive

or you're a scrub like me and ftp is muscle memory so it takes extraordinary concentration to begin a ftp but not parry
;(

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  • 27 Mar '18
 Zexis

@Underainy said:
The thing im not new to this genre i have about 600 hours in Chiv so i do get the feinting thing but its not fun to play the game when all you do is feint and not actually combat it goes like this

me: Engage a guy
him: attacks
me: blocks and attack's back
him:blocks feints hits me one time in the head with a maul and thats it im dead.

see that isnt fun right?
so thats why i dont really enjoy playing this game

you have a number of tools to deal with feints:

  • read (i.e. don't fall for) them. Remember that feints can't be performed in release, only windup. Chamber and riposte feints are admittedly tougher to read because of the fast releases. Keeping your distance can help you read your enemy and stay calm
  • read them and then punish the enemy by attacking back
  • gamble with a chamber - you didn't read the feint, but you tried to chamber the attack you thought would come. Risky
  • gamble with any attack - you didn't read the feint and didn't plan to, instead attacking out of turn. Very risky
  • fail to read them, but try to run away from or dodge the next attack
  • fail to read them, but try to double parry (not sure how easy this is on current patch)
  • equip a shield - a shield's held block is a good counter to feints, though feints can still be used against you if you aren't careful

see that isnt fun right?
so thats why i dont really enjoy playing this game

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.

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  • 21 Mar '18
 Zexis

This is advanced shitposting

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  • 5 Mar '18
 Zexis

@Elder said:
The gameplay seems kind of weightless. Might just be the attack animations.

it's more noticeable with heavy weapons, both when swinging and when you get a ragdoll on kill

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  • 5 Feb '18
 Zexis

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.

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  • 1 Feb '18
 Zexis

I don't think animations will be a magic fix-all though it should help with reading release transitions.

It's not about making drags easier to defend, it's about making them readable and consistent

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.