Mordhau
 Likbjorn
  • Likes received 17
  • Date joined 23 Jan
  • Last seen 10 Aug

Private Message

12 17
  • 29 Jul
 Likbjorn

Stabs look absolutely weird when they change stab direction. Seems like you can start attacking forward, and turn your stab during release phase up to 90 degrees. It allows to perform unreadable, weird-looking moves. You expect stab to go forward, because all the force is applied forward.
Such stabs still deal same damage, although polearms hit you with polem not the tip and without the momentum in such case.
Lower turncap on release can solve it. Or lowering threashold of glancing hit, so such hits will become glancing.

12 17
  • 22 Jul
 Likbjorn

Here are my video settings:
https://i.imgur.com/yA26Y8w.png

12 17
  • 21 Jul
 Likbjorn

Hey. I have pretty similar gear and I have at least 50 FPS (Camp, Taiga) and stable 60 FPS on other maps. I only play on 48-slot servers.
i5 8300H
GTX 1050 4 GB VRAM
16 GB RAM
Samsung 970 EVO SSD

SSD makes loading extremely fast, but seems to not affect FPS.
I didn't notice any difference upgrading from 8 GB to 16 GB RAM, so I guess you have enough to run it smooth.
Frontline is hungry for your CPU, so make sure you disable "Character cloth" and set "Character quality" to low. "Texture quality" also affects FPS on my laptop, so I advise you to set it on low, considering you have only 2 GB VRAM. I didn't notice any difference between different AA settings.

During Frontline sessions my CPU used to heat up to 90 degrees, so it enabled throttling, and FPS was falling to 20-30. If you have troubles with CPU temperature, make sure your cooling system is clean and thermal grease isn't old. You can also try to undervolt your CPU, so it will consume less power, and stay cooler.

12 17
  • 10 Jul
 Likbjorn

Greatings, soldiers.

I love how voicelines and different voices are implemented now. It's a simple way to communicate with your team and opponents, to intimidate, insult or respect them. Such communication is just fun. But it takes time to push correct key combination to play desired emote, (min 2, max 4 keys to play) so you can't react in time sometimes.

So I wanted to make my character talk even while fighting. The idea was to bind strikes and voicelines on same key, so you play voiceline, making a strike. But there is not binding for every single emote.
This is why I used Logitech G Hub, and created Mordhau profile with simple macrosses for mouse keys, like bind M4+C+4 to M4 for insult & strike, M5+C+5 to M5 for intimidate and strike and so on (my keybinds differ from default, but you get the point). I even did a bind for combination of "Yelling" emote and "Friendly" voiceline, so I can rapidly blame teammates for wounds on my back. Maybe you saw a viking raider, who scolds you on each strike of his battleaxe and says "Not a chance, pal" on each parry - that was me.

I can't do the same for keyboard keys (bind "Laugh" to crouch so you laugh on successeful ducking) without using additional software like AutoHotkey. Some games would consider it as a cheating, although I would use it only for "cosmetic" purposes. Well, we have LuteBox allowed, which even spams commands to console, so I think using AutoHotkey isn't bad at all. Anyway, I can't imagine how fixed key combination can give an advantage in this game.

I just want my characte to talk more in this game. What do you think? Is it allowed to use such macrosses? Can I use Autohotkey to do so? Isn't it annoying? I would be appreciated to get answer from devs. I don't want to be banned just for playing voicelines while fighting.

12 17
  • 22 Jun
 Likbjorn

I see many comments are about that we need those stab drags to make the game challenging. Surely we need option to control timings on attacks.
However drags now look counter-intuative. It simply doesn't feel right when you hit or get hit with such drag. Animations should look realistic so player can easily understend when he can be hit, basing on realistic movements.

12 17
  • 1
  • 21 Jun
 Likbjorn

Greetings, good sirs.

I should notice first, that I like the idea of accels and drags, so you not get confused by the thread title. Drags allow us to play with timings in addition to positioning, which makes the game more varied. However, sometimes drags (mostly thrust ones) look poor. I give you my own opinion which you can debate, but please provide good reasoning.

Problem
Let me show you one thrust attack at 1x and 0.1x speed (warning: ugly slow-mo sounds).
https://youtu.be/T5-h51IwDVI
Thrust drag at 1x

Thrust drag at 0.1x

Analysis
As you can see, technically it was a thrust, which was pointed up first and then aimed to the head. The hit was made long after force was applied to this thrust, the tip stopped moving along pole axis and just changed the angle. It rather looks like a strike with a flat side of the poleaxe's head, like it was performed with a shovel (credits to the clip's autor for this phrase), and yet it makes 50 damage.

I showed one of the weirdest looking attack, but the main trouble is the same for thrusts and strikes. They are still in release phase when their velocity is too low (neglecting dragging/footworking), making full damage. I always get confused, when I receive damage from motionless weapon. It doesn' look cool at all.

Solution
I have several different suggestions to reduce such poor looking situations. These can be combined or used separately, still making overall situation better.

  • First, release phase timing and actual animation can be adjusted in order to not deal damage, when thrust is over.
  • Second, turn cap for thrust attacks should be significantly lowered during release phase. It's still ok to have decent turn cap on windup.
  • Last, the most sophisticated solution, is to actually calculate velocity of weapon relative to target, and significantly reduce damage if velocity is lower than reasonable threashold.

Sure, you can counter such drags, you can read them once you gitgut and avoid damage. But you can gitgut in everything, it's about time. The question is "Will it look cool?".

What's your opinion on current state of drags in Mordhau?
12 17
  • 9 Jun
 Likbjorn

Greetings!

Can I find somewhere text versions of all voicelines? All of them are cool, but some are so ancient / rustic / indistinct that I just can't understand what does my character say, since I'm not native speaker.
Raider's voicelines are hardest to understand for me.

12 17
  • 16 May
 Likbjorn

@Kuro1n said:

@Likbjorn said:
I agree that rapier&shield is easy to counter even with shield in duel once you get used to it.
But when it comes to 1 vs X rapiers&shields, you are fucked. At least I don't know what to do in this case. You can't do neither riposte nor chamber without being hit - and they hit fast. If you try to just parry - you lose stamina.

I think rapier shouldn't have combo and/or flinch. It appears to me, that IRL rapiers were supposed to land lone precise hits instead of spamming strikes and thrusts at opponent. Maybe I'm wrong, but such changes could make 1 vs X situations easier if X are armed with rapiers. If you can't agree with me on this, please, give me an advise about how to counter 2 mans with rapier and shield at once. Or at least how to stand against them until friendly zweihender will behead me and them at one swing.

Don't compare the game to IRL. Rapier is only good for beginners ig, yes it can be effective in packs as well but then again, imagine fighting a two decent 2H fighters or 2 bastard sword users, think you will do any better? Hardly.

Surely game can not simulate reality precisely, but it still should provide you experience, that you expect basing on reality. Moreover, it's not fantasy game, it's a "balance between realism and gameplay".

One more time: 1 vs 1 rapier isn't a trouble. Especially with buffed kicks. I agree on that absolutelly.

When I fight 2H fighters I still have possibility to perform a successful ripost, I have chance to trick one of my opponents and hit him, switching target. Even if I fight against 2 shields (but with something other than rapier) I can fight back and at least hit them before dying. When 2 players with rapier and shields attack me I don't have this chance. My weapons are too slow, their shields allow them to not care about defence timings. This is why rapier should be reworked.

Plus, the game is more about timing, not aiming. Sure, you have 3 zones, but rapier against plate armor? Please. With rapier game provides you advantage in speed, but it neglects need for accuracy, which could adjust amount of skill required to perform well. I understand, that game will not change amount of hitpoints, add small uncovered zones, add zones unpenetrable for blades etc; this would require to redesign essential parts of gameplay. But historical prototype of ingame rapier wasn't just used to stab-stab-stab. Maybe, rapier doesn't really fit here.

12 17
  • 15 May
 Likbjorn

I agree that rapier&shield is easy to counter even with shield in duel once you get used to it.
But when it comes to 1 vs X rapiers&shields, you are fucked. At least I don't know what to do in this case. You can't do neither riposte nor chamber without being hit - and they hit fast. If you try to just parry - you lose stamina.

I think rapier shouldn't have combo and/or flinch. It appears to me, that IRL rapiers were supposed to land lone precise hits instead of spamming strikes and thrusts at opponent. Maybe I'm wrong, but such changes could make 1 vs X situations easier if X are armed with rapiers. If you can't agree with me on this, please, give me an advise about how to counter 2 mans with rapier and shield at once. Or at least how to stand against them until friendly zweihender will behead me and them at one swing.

12 17
  • 8 May
 Likbjorn

Hello!

Shields now behave a bit unobvious. When you got no weapon in your right hand, but you carry a shield, you can neither kick nor strike with your fist. Why is it so? What prevents you from kicking when you got no weapon?
Same goes for throwables: you can't kick to give yourself some time to take melee weapon.
And the last thing: once you throw away last throwable (or one-handed) and you have no melee weapon left, you just holster your shield on your back instead of keeping it armed.

I suggest to allow kicks when using throwables, allow fist strikes with shield and to not auto holster shield when you throw out last weapon.

12 17
  • 1 May
 Likbjorn

Can we have an estimation when will be this fix released? Hours, days or weeks?

Combat is so awesome and I like to play even right now, but your customization system is a big part of the game as well, which doesn't actually work withouth rewards. I already have plenty of characters drawn in my mind, but I can't create them without unlocking new items.

12 17
  • 30 Apr
 Likbjorn

Hello, brawlers.

I've been playing a lot MnB Warband long ago, then For Honor for a while. Now with Mordhau live it's like a sip of fresh air.

I like game's combat system which is for me smooth major enhancement of Warband's one. So much freedom after based on combos For Honor as well, but these games are too different to compare. Customisation is cool, you have plenty of options.

Unfortunately lags and troubles with saving progress on launch gave me some bad impressions, hope it will be fixed soon.
I like to play with my friends, but here are some troubles. Game pace is fast, so we get lost on the battlefield too easy, and we don't have no UI which helps us to rally up and fight together, except close ranged nicknames. Most of players are similar due to presets which will be used for a while. Moreover, despite teams are red and blue, all players become red after very first moments of fight because of blood. It's cool, but would be nice to have optional UI which shows who is your teammate or at least member of your steam party so you actually will play in group, not alone.

I also lack duel servers or private lobbies when me and friends can learn to master without being interrupted by death match players.

Conclusion is simple: game is cool, but lacks some UI features and duel or training modes.