Mordhau
 Frise
Knight
  • Likes received 3668
  • Date joined 16 Aug '16
  • Last seen 11h

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Knight 1236 3668
  • 31 Jul
 Frise

PEOPLE MUST NO HAVE FUN. FRONTLINE SERIOUS MODE.

Knight 1236 3668
  • 24 Jul
 Frise

Can you really blame this dude for not knowing that ripostes are unflinchable? None of the 1vX mechanics are explained anywhere in the game.

Knight 1236 3668
  • 20 Jul
 Frise

Even if you hit the opponent at the very last millisecond of release, you should be able to tell whether or not it's gonna be a hit or parry by simply paying attention to the opponent and your weapon. There is no good reason to allow combo queuing after release, it would only most likely bring out exploits and issues and would require time to develop and time to test and fine-tune, with, again, minimal to no benefit to combat.

Knight 1236 3668
  • 18 Jul
 Frise

@Finlandiaperkele said:
make the shaft collide with the environment

Already happens

Knight 1236 3668
  • 18 Jul
 Frise

@Cence said:

@Frise said:
You can input your combo during release, after you hit an enemy. You just need to learn the timing.

What if you drag? I don't think you can trigger a combo after you hit there.

You can queue your combo anytime during the release phase.

Knight 1236 3668
  • 17 Jul
 Frise

You can input your combo during release, after you hit an enemy. You just need to learn the timing.

Knight 1236 3668
  • 14 Jul
 Frise

No, you can't. If you want to do that, you will have to use some software to make custom macros.

Knight 1236 3668
  • 11 Jul
 Frise

@Carlsbef said:
Turn speed limiter makes it litterally unplayable to defend/attack without the mouse falling off a 100x100 cm mousepad. Launch combat was better. atleast nobody looked at the ground while spamming.

You're probably moving the mouse way past the turncap resulting in excessive space useage. Just don't move your mouse so much, you just to move it enough to reach the turncap. Also that's not a bug report, don't spam the thread please.

Knight 1236 3668
  • 9 May
 Frise

And here comes another idiot that read nome of the previous comments and repeated what all the other idiots before him said because they didn't understand the issue at hand, because they didn't fucking read

Knight 1236 3668
  • 9 May
 Frise

I'm sure you're right despite being objectively wrong.

Knight 1236 3668
  • 9 May
 Frise

There are 5 frontline servers in SA I think, all of them always full. Plenty of horde servers. And there's a lot of community hosted servers too. There is always people and servers to play with/in.

Knight 1236 3668
  • 9 May
 Frise

Most likely you've not played enough or don't realise when hits aren't registered. Everyone gets them because it's an issue with the servers not being able to handle that many players. Devs need to be aware of this. OP stated it very clearly. If you can't understand what he said because it wasn't written in a literal way then you need to learn how to talk with humans.

Knight 1236 3668
  • 9 May
 Frise

You know exactly what he meant and yet choose to act like you don't, and be pedantic about how he expressed it. Why? For the sake of conflict? And to then claim that network issues have to with my computer's performance is so idiotic. Full frontline servers have problems with parry and hit registration, it has nothing to do with anyone's computer. Honestly it just seems like you're not understanding what OP said nor what the issue is.

Knight 1236 3668
  • 9 May
 Frise

@yeahnil said:
(Which is also something that should be adressed. Stamina drain on light vs heavy weapons, but that's an entirely new topic)

It already is a thing. Get a buddy to hit you with a maul and parry him with a dagger. See how many times you can do that before you run out of stamina. If you couldn't parry maul with dagger ever it would terrible game design. Gameplay > realism. (Plus you can defend with a dagger against a big maul IRL, but to make it 'realistic' they would have to make specific animations for it which would be a stupid waste of time and money)

Knight 1236 3668
  • 9 May
 Frise

@AngelEyes said:
What do you mean team damage doesn’t show?

In Chivalry when you votekicked someone, their percentage of team damage would show in the votekick box.

Knight 1236 3668
  • 9 May
 Frise

I think it'd be nice, first of all, if clan tags could be set in-game so that you don't need to change your steam name. CSGO does this via steam groups (unless they changed it, I haven't played in years)

Second, it would be really nice if you could set clan colours so that each team could have their respective custom colours in scrims; it would be just two colours you select that would be applied automatically to players the same way it works in team modes. Also emblems. It can be done via the 'no team colours' option and custom loadouts but it's a real pain in the ass and some people just don't want to go through such effort for that.

Knight 1236 3668
  • 9 May
 Frise

What you said about holding the middle point being the most effective strategy is absolutely true. I feel like there's 0 reason to ever go for objectives past the middle unless you're already stomping the enemy team.

Knight 1236 3668
  • 9 May
 Frise

@Xedrik said:
You're trying to argue with people who have several hundred+ hours in the alpha and understand the weapons/balancing more than anyone.

Pretty much every alpha player agrees that rapier is cancer and needs a redesign, even if it's not good in duels. Random stab spam should not be an encouraged strategy, and it will make a lot of players crutch on it and never learn the fundamentals of the game properly.

Knight 1236 3668
  • 9 May
 Frise

Dude 1: The game just doesn't work with 48+ players

Dude 2: lol stupid game is same!1

Dude 3: lol u used words in a way I refuse to understand simply so I can argue about nothing

Nothing that the OP said is wrong and there's still people willing to find the most idiotic excuse to argue.