Mordhau
 serbish
  • Likes received 403
  • Date joined 30 Jan '19
  • Last seen 22 Feb

Private Message

201 403
  • 11 Sep '19
 serbish

sorta the same situation on camp, as blue team i got pushed off the area where the spikes are landing in the river. it gives me 5 sec to get back but i have to run the long way around. 5 seconds is way to brutal, especially when the boundaries are invisible

201 403
  • 19 Jul '19
 serbish

considering how large and detailed these maps are, in contrast to the smaller maps, could there be a way of setting graphics profiles which are easy to switch between.

for example on large 64p maps i have to go to 720p, half resolution scale, lowering settings etc.
but in a smaller map with say 16p, i can go 1080p full, high graphics.

i would like to switch without manually changing each setting every time if thats possible. also is there any information on further CPU optimisation, or are we finished with that?

201 403
  • 6 Jul '19
 serbish

hes talking about repairing the team structures when the hitbox gets larger it can teleport you to the otherside. this only happens when you stand very close to the build structures, problem is the range on wooden mallet is so short that you need to stand as close as possible

201 403
  • 5 Jul '19
 serbish

they should just allow for a ragdoll button, it solves most of these stuck spot problems.

201 403
  • 21 May '19
 serbish

not even joking, if someone is wearing ambiguous armour then hit them regardless. thats their punishment.

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  • 28 Apr '19
 serbish

i was under the impression that post processing quality is tied to how many samples for things like AO are calculated. do you have post on low or high?

201 403
  • 26 Apr '19
 serbish

you need to have under 70 ping to see the animations properly, it goes orange for a reason, it affects gameplay, animation speeds etc. do not expect to parry or chamber successfully with over 70 ping

201 403
  • 19 Apr '19
 serbish

@AngelEyes said:
I thought we were playing a hidden object game

we are playing a hidden object game

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  • 19 Apr '19
 serbish

no you cant see because theres no collision on the rubble therefor the beartraps can be placed underneath the rubble and be completely invisible from all angles

201 403
  • 19 Apr '19
 serbish

20190418213734_1.jpg

do you see

201 403
  • 12 Apr '19
 serbish

will chamber have more AP than parry or will they be the same

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  • 9 Apr '19
 serbish

i saw him a few week ago but nobody believed me

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  • 22 Mar '19
 serbish

mirage did it, it was a satisfying feature

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  • 14 Mar '19
 serbish

this is an interesting topic, i need to get all these points in to a list

 - arguments for shield usage:

they help new players defend themselves against drags
they help high ping players with blocking
they are good in team situations, for example holding lines
they are useful against archery

- arguments against shield usage:

they make duels boring (subjective) resulting in stamina wars
they limit weapon options to 1h (which arent considered viable enough, baring 3 exceptions)
it makes defending from pros harder not easier (counter intuitive mechanics)
they are looked down upon by veterans for breaking the flow of 2h combat


i agree that it should be easier to defend with shields against high level players, yes it will break their epic gameplay streak, but we cant design the whole game around one play style. But i also think hit boxes on shields should be severely tightened, in exchange for more manoeuvrability and recovery timings.

another thing for shield i think will be good is to give shields a seperate stamina bar, which regens slower than normal stamina. This means if they lose the shield they are not instantly dead from no normal stamina left. if the shield is being used for the betterment of the team, or as a utility, the player should not be punished for losing it, and should be in a position to fight without it.

this gameplay tweak would make duels certainly more frustrating. but then you still have the option of not fighting against shield users in duelyards, if that makes you happy. and with the changes coming to stab drags in patch 21, i would imagine shields would be even easier to fight against, so it will reduce complaining

201 403
  • 10 Mar '19
 serbish

@Pred said:

@SherbershLemel said:

@Pred said:

@SherbershLemel said:

@Pred said:

@SherbershLemel said:
with the current state of the game, even pre-parry is not enough to parry even some 2h attacks. so why draw the line at 1 hand weapons? make it balanced

I find the speed (0,550 - 0,650 windups) of most 2h attacks manageable (obviously except Qstaff. And Maul, which has no animations) and you have to also take into account that 2h attacks are more telegraphed and it's much easier to see what is going on with them. 0,525 second windups (Bastard Sword territory) is more or less where you start getting free hits from your weapon and there is a number of faster attacks in the game, going down to 0,450 and these happen to be on 1h weapons.

so its not the speed which is a problem, its the consistency of parry. because i actually have no problem parrying 1h weapons, i find it no more difficult than parrying 2h. so it must be an issue with parry

You play in 3rd person tho.
being in 3rd stops parry working? is this true or a meme

Things are more readable in 3rd person, also footwork / range management is better.

i really dont want to be using 1st person just so i can parry reliably ): i will get motion sick. but oh well, i dont take the game too seriously anyway. im more interested in the modding tools, whenever i can get those.

ateotd it would be nice to encounter some more variety in battles, other than the dominant usage of 2hand weapons

201 403
  • 10 Mar '19
 serbish

@Pred said:

@SherbershLemel said:

@Pred said:

@SherbershLemel said:
with the current state of the game, even pre-parry is not enough to parry even some 2h attacks. so why draw the line at 1 hand weapons? make it balanced

I find the speed (0,550 - 0,650 windups) of most 2h attacks manageable (obviously except Qstaff. And Maul, which has no animations) and you have to also take into account that 2h attacks are more telegraphed and it's much easier to see what is going on with them. 0,525 second windups (Bastard Sword territory) is more or less where you start getting free hits from your weapon and there is a number of faster attacks in the game, going down to 0,450 and these happen to be on 1h weapons.

so its not the speed which is a problem, its the consistency of parry. because i actually have no problem parrying 1h weapons, i find it no more difficult than parrying 2h. so it must be an issue with parry

You play in 3rd person tho.
being in 3rd stops parry working? is this true or a meme

201 403
  • 10 Mar '19
 serbish

@Pred said:

@SherbershLemel said:
with the current state of the game, even pre-parry is not enough to parry even some 2h attacks. so why draw the line at 1 hand weapons? make it balanced

I find the speed (0,550 - 0,650 windups) of most 2h attacks manageable (obviously except Qstaff. And Maul, which has no animations) and you have to also take into account that 2h attacks are more telegraphed and it's much easier to see what is going on with them. 0,525 second windups (Bastard Sword territory) is more or less where you start getting free hits from your weapon and there is a number of faster attacks in the game, going down to 0,450 and these happen to be on 1h weapons.

so its not the speed which is a problem, its the consistency of parry. because i actually have no problem parrying 1h weapons, i find it no more difficult than parrying 2h. so it must be an issue with parry

201 403
  • 10 Mar '19
 serbish

@Pred said:

@SherbershLemel said:

@Pred said:

@SherbershLemel said:
in general all 1 handed weapons need speeding up

lol wut

1h weapons are already way too fast and need some major re-thinking on what their role is supposed to be. Weapon balance's overall "framework" was for the most part transplanted from Chiv, but the changes made didn't compensate enough for FHF and we ended up with 1h being just 1v1 cheese that you are not using right if you are not spamming as hard as you can at avery opportunity.

Everyone keeps forgetting that the current crop of players, many of which already racked up over 1000 hours, is different than an average person who will play this game. If you just walk up to a guy who plays Mordhau every day for 3 hours, stab him in the face two times in a row and he simply fails to parry both times, something is probably not right here and you can imagine how the game will play out in general pop after release.

yes, its clear theres an issue with the core game. as it is indeed a mirror of chivalry. there should be equal incentive to use all weapons. if 1 hand weapons shouldnt have more of a speed advantage, then what should they get?

Some of them should have a speed advantage, but many of the current timings are past any reasonable reaction time. Overall, there should be good weapons (expensive) and bad weapons (cheap), 1h or 2h should not matter. Instead there is 2000 weapons, all trying to be viable and not enough attributes to make them all different, so we ended up with timings when you are guessing if you should pre-parry.

How do you excpect them to play out if you want to further speed them up - just be 100% unparriable free damage or what?

with the current state of the game, even pre-parry is not enough to parry even some 2h attacks. so why draw the line at 1 hand weapons? make it balanced

201 403
  • 10 Mar '19
 serbish

@Pred said:

@SherbershLemel said:
in general all 1 handed weapons need speeding up

lol wut

1h weapons are already way too fast and need some major re-thinking on what their role is supposed to be. Weapon balance's overall "framework" was for the most part transplanted from Chiv, but the changes made didn't compensate enough for FHF and we ended up with 1h being just 1v1 cheese that you are not using right if you are not spamming as hard as you can at avery opportunity.

Everyone keeps forgetting that the current crop of players, many of which already racked up over 1000 hours, is different than an average person who will play this game. If you just walk up to a guy who plays Mordhau every day for 3 hours, stab him in the face two times in a row and he simply fails to parry both times, something is probably not right here and you can imagine how the game will play out in general pop after release.

yes, its clear theres an issue with the core game. as it is indeed a mirror of chivalry. there should be equal incentive to use all weapons. if 1 hand weapons shouldnt have more of a speed advantage, then what should they get?

201 403
  • 10 Mar '19
 serbish

@Izıl said:
1h are already rlly fast at high tier play and really gambly

as if most 2h weapons arent already gambly, they are the same speed as 1 hands, if not faster, as described above