Mordhau
 Frise
Knight
  • Likes received 3811
  • Date joined 16 Aug '16
  • Last seen 13 Jan

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Knight 1269 3811
  • 21 Apr '18
 Frise

@Lionheart Chevalier said:
My waterfall underhands (water ups?)

Frisedrags B)

Knight 1269 3811
  • 1
  • 21 Apr '18
 Frise

so, I just did a frame by frame of these clips, and the time between my input and getting hit is on average 4 frames. That's 66ms, while I had a consistent ping of 56ms. My timing wasn't even that precise.

Is there a command to see packetloss? I wanna check that out, because I don't think it's likely since I had very good packetloss values in Chiv and don't use wifi.

Knight 1269 3811
  • 21 Apr '18
 Frise

You could have just read the FAQ to know that drags are a part of the game. Or the countless threads explaining why they're necessary.

Knight 1269 3811
  • 1
  • 21 Apr '18
 Frise

I perfectly read all those attacks though :)

so basically though, chambering is officially a matter of gambling. Good to know, that's a great mindset for a serious competitive game.

Knight 1269 3811
  • 1
  • 21 Apr '18
 Frise

Because that's how you read shit. Especially considering you can go from accel to delay in less than 10 frames. Why should I chamber earlier? If it was designed that way, then fine, that's the rules of the game. But that's not how the game is designed; The idea is that you press a button, you throw an attack, and you can chamber during the first 200ms or so. Nobody said that the first 20ms don't count.

I was told there was lag compensation for this case, and that it shouldn't happen. Yet, it happens all the time. So wassup? Did crush just lie to me? But hey it doesn't matter that there's an issue with the game I can just parry amirite

Knight 1269 3811
  • 21 Apr '18
 Frise

But then this shit happens all the fucking time on consistent 56 ping, yay!

So what is it, is there lag compensation? Do I need to chamber super early, making it impossible to chamber without gambling? Am I the only retard that this happens to? Do I need to buy a 1024hz monitor and overclock my mouse for my inputs to register?

Knight 1269 3811
  • 21 Apr '18
 Frise

but then Giru's fragile ego crew would complain that they can't win only with footdrags and tactical Q pressing

Knight 1269 3811
  • 1
  • 21 Apr '18
 Frise

With so much broken shit that hasn't been fixed since the start of the alpha, putting focus on fixing this would seem retarded to me.

Knight 1269 3811
  • 21 Apr '18
 Frise

Yes, I was sure it was gonna be a delayed attack, judging by his torso. But in less than 160ms it turned into an accel, that hit me magically without touching me. Jax you know I love you man but you're coming off as a little condescending. We chamber accels and hard delays all the time; the point of this thread is that some situations are absolute bullshit.

Knight 1269 3811
  • 20 Apr '18
 Frise

What you're saying is an oxymoron for "gamble it a bit". You can't be 100% sure of what an attack is without reading release. Look at this video. Tell me how you would know whether it was gonna be an accel or decel. You can't without reading release.

Parries are a fucking joke, leaving attacks in a cancerous state and chambers a glorified gamble just because "you can just parry" is lazy design.

Knight 1269 3811
  • 20 Apr '18
 Frise

@Jax said:
don't read release, read the late windup

That's what you did in Chivalry with stabs. That's perfectly doable in Mordhau if you're parrying.

If you're chambering, though, it's a gamble. Look at this video, pay attention to how his body was positioned during late-windup/early-release. It look like he was going to delay. But obviously, he didn't. So, if he has time to switch from a delay to an accel in 10 frames during release, how am I gonna consistently chamber shit without reading release?

Knight 1269 3811
  • 20 Apr '18
 Frise

@vanguard said:
Frise will correct me if I am wrong, but as far as I noticed, he, just like me, have to keep predicting shit when we want to chamber.
The sad thing is, idk what to suggest to make it better.

Few things contribute to chambering good players being a partial gamble:

  • Transition from windup to release is still unreadable, so you need to defend early against accels, submitting yourself to subtle delay drags.
  • Weapon speed mid-release is insanely fast, as shown in my video from this thread. Took his sword 10 frames to get from a delay position to hitting me, with barely any swing manipulation.
  • Weapons hitting you from a mile away, making reading mid-release impossible, since you can't rely on looking at where the weapon is.
  • Late-release delay drags being floaty as hell, making chambering some long drags super unintuitive, as shown in that video from Stouty that I can't find.
Knight 1269 3811
  • 20 Apr '18
 Frise

@Jax said:
as CM, what to do you all want to see from me?

More singing

Knight 1269 3811
  • 20 Apr '18
 Frise

130 fov, -15 camera distance, locked at 120fps, playing in Meph's dedicated server with consistent 30-40 ping, tho this happens on the official server too where I have around 55 ping.

Knight 1269 3811
  • 20 Apr '18
 Frise

@ÐMontyleGueux said:
Even with a decent ping of 40-50, chambering extremely fast strikes is hard, I often get hit after doing the right input on time but too late for the server to register. The same happens with parries but it's really rare now.

Crush told me over voicechat that there's already compensation and that this stuff shouldn't happen, but it happens all the fucking time.

Knight 1269 3811
  • 1
  • 20 Apr '18
 Frise

First, watch this shit:

Now consider this:

  • Even though the release audio queue starts on the first frame, the actual grunt is only heard during the frame 5 or so. So your time to react to the audio queue is half of the actual time before getting hit.
  • He started the attack looking away from me, as if he was going to drag, and he barely looked down even at the actual moment of the hit.
  • Notice how the weapon wasn't near me when it hit me. I've already uploaded a video of this happening on my side, it happens all the fucking time.
  • I was strafing slightly away from the attack (A+S)
  • If you chamber an attack with very precise timing (I'm talking 20-30ms before it hits you), the game just swallows your input and you get hit. Supposedly, there's compensation for this, but it still happens.
  • The attack actually hits me on frame 9, which is when the hit sound starts.

"Frisé ur just angry 'cause ur bad!" No, Meph is a very good player but I consistently beat him. I chamber accels and footdrags all the time, it was just this particular case that was absolute bullshit and I had to look at it frame by frame.

"lol u shitter u have bad footwork!!!!1" I was strafing away from the attack. Yes, I could have angled my camera to move even further away from it, but nobody does that all the time because it makes you predictable and the opponent will adjust for it. And if you think that the pro players do that all the time, you're just wrong (https://www.twitch.tv/videos/242119337?t=00h02m52s).

"just parry" Saying that unreadable shit is ok because you can just parry is advocating for chambers to be a glorified gamble and for parrying to be a fucking joke.

I love this game so much but this shit is infuriating and it genuinely makes me sad that it hasn't been addressed after 15 patches, because I'm starting to lose hope that all the inconsistent, dumb shit is ever gonna be fixed.

Knight 1269 3811
  • 19 Apr '18
 Frise

omg yes!!!

Knight 1269 3811
  • 18 Apr '18
 Frise

@Humble Staff said:
i would love to see quick jabbing with the butt end of weapons with this purpose.

and I would like to quickly jab your butt with the end of my weapon.

Knight 1269 3811
  • 17 Apr '18
 Frise

They're going a particular way about the kick. It doesn't work for punishing facehugs against moderately fast weapons, it never did. But it's great for punishing predictability or big delay-drags. I think stun is too much; It's annoying for the stunned person and doesn't actually feel very rewarding for the kicker. It also just looks dumb that you just stay frozen for like 2 seconds. It was perfect in patch 14 imo.

On one side, I want them to make kick short and fast so that it actually is able to punish facehugging properly; but on the other side, I really like how it works right now, it's useful, fun, and makes the combat a bit more interesting.

If they're gonna keep the kick like this, they really should add some form to punish facehugging properly. A light and heavy kick would do the job imo, but the cooler option would be to add butt-end/pommel bashes.

So you can press V, for example, and you throw a quick, short range attack that does very low damage. Quick enough to interrupt someone if they get too close, and short enough to only be useful at facehug range.

Additionally you could give different weapons different attacks instead of this, for example the billhook hooking people with this attack instead of with the normal strikes.

Knight 1269 3811
  • 13 Apr '18
 Frise

@Jax said:

@ℒℛAHTIKUURA said:
yours is minor compared to this shit:

that would be early release

if you lookdown super hard you get early release frames added, where your windup can be parried
works to prevent instahits and groundsniff meta, seems like it's working as intended

His weapon was nowhere near the other guy though, there's no reason for him to know that it would have gotten parried. It's not consistent either, it only happens sometimes.