Mordhau
 Frise
Knight
  • Likes received 3613
  • Date joined 16 Aug '16
  • Last seen 17 May

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Knight 1227 3613
  • 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 1227 3613
  • 9 May
 Frise

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

Knight 1227 3613
  • 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 1227 3613
  • 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 1227 3613
  • 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 1227 3613
  • 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 1227 3613
  • 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 1227 3613
  • 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 1227 3613
  • 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 1227 3613
  • 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 1227 3613
  • 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.

Knight 1227 3613
  • 9 May
 Frise

Hi developers! I play your game with pleasure, I played 25 minutes at the moment, but the ATTACK system is already terribly annoying, here, as in Chivalry: Medieval Warfare is beginning to play toxic, there are no penalties for permanent toxic ATTACK, they simply abuse this function and play because of this, you simply don’t want your game, there is no desire, the players are already simply spinning, God understand how ... Constantly using ATTACK ... At first everything was fine, they used 1-2 ATTACK methods by force, but more .. God, you would just see what kind of nonsense ... A two-handed ax makes a swing in time 5 sides, maybe even more, and without any penalties for speed blows me away ... This is not normal! Not normal! Where have you seen that with such a large weapon, someone could just swing in all directions and then strike a sword, like a dagger in weight, and after such fake moves, he would eat on his feet ... something, just everything is TOXIC, almost everything .. Give the players an honest normal fight, worthy ...

Knight 1227 3613
  • 9 May
 Frise

@Crumly said:
If you're claiming shields are anything but WEAK in chivalry, then I'm afraid I have to question your qualifications for even having an opinion on ANYTHING

When did I do that? Cancer != weak. They were cancer because they allowed a player to completely forget about the main mechanics in the game except for sidestabs, which were easily countered by pressing CTRL. On the other side, the other player had to read feints, delays, reverses, etc. And kickstun was useless against any shield player with half a brain. You could still out-stam them and beat them consistently. But they were cancer because they were annoying to fight against, boring to play with, and were completely OP below high-level play.

Knight 1227 3613
  • 8 May
 Frise

@Redeaux said:
Please read this thread: https://mordhau.com/forum/topic/15172/how-do-you-guys-fight-against-shields-is-shield-to/#c10

Basically shields are really easy to counter, work on your footwork and suddenly shields become an easy kill.

hahaha ye just try to hit a shield user on the back when you're in a 1vX situation without getting violated by his teammate OR your hit going through his head but registering as a block. Also just kick them while his teammate gets a free hit on you while you're kicking a backpedalling shield user that completely denied you just by pressing right click!!1

Even if you find a shield in a 1v1 situation, where it's a very easy kill, it will take you at least twice as long to kill than any other shitter because you have to either go for unreliable sidehits or waste your time kicking and hoping they don't have the mental capacity to press S.

Knight 1227 3613
 Frise

@SerLhuxe said:
Suggestion: Since you're so full of research link me the duel mode announcement

https://mordhau.com/forum/topic/15228/first-week-recap/?page=1

literally didn't even have to scroll to find it

Knight 1227 3613
  • 8 May
 Frise

Not only blue takes more time to get to mid on Taiga, but the way the map is designed, newer players aren't encouraged to go to mid because there is no obvious path to it. In red it's right in front of you. In blue you either have to go the complete opposite way of the second point through some shady path and go through some logs, jump through some tiny spot that no more than 1 person can go through at once, or go all around to the main bridge, to then either climb, or have to go all around the camp to the entrance. Even if the spawn is adjusted to match the time red takes to get to mid, noobs in the blue team will still almost never go to mid.

Knight 1227 3613
  • 8 May
 Frise

For ease of understanding, you should know that the attack phases are Windup (when the attack is getting ready) and Release (when the attack is dealing damage).

I don't know specific numbers, but i can answer some of your doubts:

Feints are considered readable, except for stab feints. Of course there are techniques you can use to make something more readable, or to avoid reading it altogether (that's what chambers accomplish), which keeps stab feints from being too powerful.

Morphs are quite readable.

After feinting, your next attack isn't affected; it will be a regular attack.

The parry window starts as soon as you press the parry button, no delay (apart from network latency). Chambers work the same way. Parry window is 400ms (unless they changed it), chamber window is a bit more than 300ms I think, and less than that for stabs.

Riposte is the same regardless of the weapon that parries you. Riposte only affects windup speed, not release speed.

Knight 1227 3613
  • 8 May
 Frise

You asked for an explanation, you got one. This is a game. The parry window starts and ends instantly, there is no middle ground, unless you want the animation to instantly snap back down. You can use the shield that appears on your crosshair as a visual indication of your parry window.

Knight 1227 3613
  • 8 May
 Frise

You can see the start of the animation of the buckler going down, meaning your parry window ended before you got hit.