Mordhau
 yep
  • Likes received 20
  • Date joined 20 Mar
  • Last seen 3h

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28 20
  • 4h
 yep

Dang is vq dead?

28 20
  • 20 Apr
 yep

maybe later post release

28 20
  • 3
  • 20 Apr
 yep

a bigger hitbox pommel compared to longsword, takes a longer time to take out but has more damage? would be cool to add just for fun

28 20
  • 1
  • 20 Apr
 yep

streamers -definitely, and same goes with gaming articles/channels

28 20
  • 2
  • 20 Apr
 yep

@Jax said:
Mmmm I'd say with this build you're right in terms of at least duels, however with the next update the 180° run away strats are going to be nerfed pretty hard. Next patch, if you end up in a bad spot and your opponent decides to pressure you, you're not going to be able to disengage. The only time you'll be able to get away(or at least most of the time) is if they let you, so the decision comes down to whoever has the health/stam advantage. Of course you cover other various scenarios, but the mobility issues should be addressed at the very least.

With that being said we're still a decent ways off from having ranked in the game, so we'll make that decision when we get there. Great video though I'm glad your computer is safe.

So will this effect playstyles/ footwork? i hope not

28 20
  • 4
  • 20 Apr
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the only thing im worried is how the nerf for 180 runs work, mostly because im scared that you might nerf footwork. (usually helps long weapons to actually utilized their long range by going back)

28 20
  • 7
  • 18 Apr
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@Frise said:
have ya'll seen the EU tournament duels? Most players, and specifically Giru, who won, never even bothered to do horizontals or uppercuts. The amount of variety in the combat was sad to watch.

it was ehh but yeah it needs more variety because it kinda bored me with the back and foward with stale accels and decels.

28 20
  • 18 Apr
 yep

@Jax said:

@das said:
Also, forgot that one of the biggest difficulties in 1vX is that, with non-hitstop weapons, your attacks cleave through and are still in active release after hitting someone.

How about this: pressing feint while in release AND after hitting someone stops your release. This prevents you from comboing (it will look like a hitstop weapon halting upon hit) and you'd have to wait until strike recovery timing to queue up your next attack. However, this also removes turncap, returning you to normal sensitivity so you can aim your parry.

This would also have the double bonus of being able to halt your giant Execzweihalb LMB if you want to hit one guy but stop it before it cleaves into your teammate as well.

I've been bothering crush about this for a while, he wants it.

@Frise said:
Are you not already able to cancel your attack in release after you hit someone? I think that's already in the game

You can but it's an instant ftp. What das is referring to will help teamfights, but also being able to hit-cancel will allow you to time parries better in 1vX. Right now if you hit an enemy you can go into parry by hitting rmb, but you have to do this during the release period. If you wait and end up in recovery you'll get hit, and most times in 1vX you're not going to have good timing to do that. Being able to go into a recovery that stops your release and returns you to idle while allowing you to parry at any point after the cancel would be great. (no attacking during that though, purely defensive)

implement asap

28 20
  • 1
  • 15 Apr
 yep

german, italian, and french accents would be a really good addition

28 20
  • 1
  • 15 Apr
 yep

@Jax said:
there are references to monty python but we can't just have copyrighted emblems in the game

Oh I meant like berserk inspired my bad

28 20
  • 1
  • 15 Apr
 yep

nerd question but..
has anyone put a berserk emblem in the game yet
would be cool
also what other references have they put in the game or planning too like monty python,etc

28 20
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possibly such ideas are already in development? http://mordhau.com/forum/comment/158759/find/
i can see alot of cool moving things to fight on for verticality or be used for an environmental trap

28 20
  • 3
  • 15 Apr
 yep

colosseum map or a forest with unique traps around it
like:
burning log
crossbow repeater hidden on a log
man hole
giant rock rolling down a hill
pop up flamethrower
etc

also with a possible fog atmosphere for the forest.
might be cool to have as a free for all map. maybe include a unique verticality like broken parts of a castle, layered around, on the forest.

28 20
  • 1
  • 10 Apr
 yep

maybe increase in agility for chambers, a stat buff? and i like that cylinder hitbox idea, might improve it

28 20
  • 4
  • 10 Apr
 yep

for 1vx and shield, not sure on how to innovate a way to make it better.

28 20
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thought about making stabs have more release and slower velocity, but would be different variations for each weapon for a more unique attack for stabs. This would also give more freedom of movement with stabs in general, offering consistent z or s stabs,etc.

28 20
 yep

i like this, might want to see implementation as soon as possible

28 20
  • 5 Apr
 yep

this is a major gameplay change

28 20
28 20
 yep

movable siege towers = yes

they will go in a linear path and its push requires a builder and 10 knights to be beside it (has to be behind) kinda like bomb cart but steroids

-it will provide healing by supplies inside while also giving archers shooting

-why movable? well this will add another way to end the game,
heres why:

  • if the siege reaches the base it will end the game but is also putting the risk of your team in losing a siege tower for defeat by having enemy able to put bombs on it easier since its getting closer

  • this creates tactics to either capture points or do a suicide sacrifice of a tower