Mordhau
 Digganob
  • Likes received 17
  • Date joined 8 Apr
  • Last seen 13 Jun

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35 17
  • 30 May
 Digganob

I looked at the comments on his profile, god that place is a mess. It seems like there is definitely something up.

35 17
  • 30 May
 Digganob

Bait.png

If this isn't bait you have a serious misconception of the point of the "perk".

35 17
  • 30 May
 Digganob

@intTobey said:

Parries are hard countered by feints. Feints are countered by chambers. Chambers are countered by morphs. So what counters morphs? I'm not trying to imply a gap in the mechanics, I'm just trying to learn how to play from a logical perspective. I want a 'best' response to someone's morph. Right now I just either try to accel to hit first (gamble) or parry.

Well, following the circular relationship, it follows that morphs are countered by parries. If you predict the morph, they only succeed in losing more stamina than they should have. So eventually they will stop using it, because you keep parrying it, and revert back to other attacks. If they don't they lose the stamina battle. That extra stamina cost makes a difference. You might not be able to do some crazy thing against it, but who cares? It's essentially a delayed attack with a weird animation. And there aren't any "punishes" for normal attacks either. So it follows that there shouldn't be for morphs either. As I said, just treat it as a normal attack yet slow attack with a different animation.

35 17
  • 30 May
 Digganob

We have to get rid of 'em somehow.

35 17
  • 25 May
 Digganob

Yeah I dunno man, spamming stabs is a a strat for noobs, and by noobs, it's cheese. Once you get to a certain point in skill, it becomes exceedingly easy to counter it. You can riposte, chamber-morph, kick if they facehug, really, it's not a big problem I don't think. There are much better weapons out there too. Bastard sword is basically a much better rapier but a little less speed. At higher levels, the bastard sword is much more well-rounded and versatile than the rapier.

It's like playing csgo and saying that SMGs are a problem, because it allows noobs to more easily do things, since you don't have to sit still while shooting. But when you are playing at a higher level, and you learn how to play better, you realize that SMGs are just worse rifles but with the added benefit of being able to move while shooting it accurately. That's the best analogy I can give.

If you're having trouble, remember, ripostes are good if they just keep coming, because no doubt your weapon can do more damage than their's. You can chamber-morph. This is extremely easy against stabs, and almost catches anyone off-guard, especially someone with such little experience and skill to be spamming a rapier. And finally, you can kick them if they facehug. Some simple enough counters for you there, they work wonders against cheap tactics like this.

They'll work even better once ranked comes out, because you won't be as easily caught off-guard in a 1v1 vs a chaotic frontline match.

Rapiers may be annoying, but they are most certainly not a problem. There are no doubt many games that have easy tactics like this that destroy inexperienced players who don't know much yet. Just get better at the game though, and they'll stop being as much of a problem.

35 17
  • 23 May
 Digganob

Learn to use the various fighting mechanics in the game. Shields are a good choice as they make it harder to get dragged or feinted etc., but watch out for kicks if you do choose to use shields.

I recommend learning different skills one at a time, so that you can focus your attention to it. Once you learn a few skills, you'll be able to use them all in a fight. One of the best skills you can learn, though it's quite hard, is chamber-morphing or chamber-feinting. Using those will almost always trip up your opponent, and will even work much of the time against better players. Though I recommend starting out with chambering stabs, and then feinting/morphing.

But yeah, best thing to do is to learn each mechanic thoroughly, then, once you have learned them all, put them to use. Oh, and to counter stuff like feints and morphs, pay attention to if their weapon is coming towards you yet in a clear swing or stab, then parry. It takes a while to get used to, and you'll get tricked sometimes, but avoiding getting baited just comes with gameplay. Not really a skill you can learn by focusing on it. Just try not to panic.

35 17
  • 23 May
 Digganob

@Zherot said:

@DylanS_98 said:
I want competitive modes.

Why? Give me a good fucking reason.

A good fuckin' reason is that people want it, and it won't ruin your gameplay, because it will be a SEPARATE MODE my guy. Even if everyone wanted something utterly ridiculous like a game mode where you are given aimbot crossbows or something dumb like that, it wouldn't ruin the game because it would be a completely separate facet of the game which you DO NOT HAVE TO TAKE PART IN.

If the grand majority of people want something, that won't affect you in any way besides making you sneer in derision at the concept of it, then there's no reason that they shouldn't make it happen. It's like if there was an update that added the option of making every player shine with the colors of the rainbow, but you could just turn it off. It wouldn't affect you in anyway, so just chill and think of something constructive to argue about my guy. You can and will still be stomped by superior players constantly once they add ranked, and nothing will change that.

35 17
  • 16 May
 Digganob

@ThePickle said:
I'd love to see some Celtic armor and weaponry, would anyone else?

That'd be pretty cool honestly. I think they should add as many armors from the various cultures in Europe as possible, there are some really neat ones!

35 17
  • 6 May
 Digganob

@cain said:

@Humble Staff said:
Yea well, devs have been adamant with the no guns side of this fence, and most of the comunity agrees.
You'll have to wait for mod tools to arrive tbh.

I haven't been caught up with the dev stream of Mordhau sadly, have the dev's given a reason for not wanting to include early firearms? They seem pretty staunchly in favour of historical accuracy in pretty much every other respect that doesn't interfere with balance, which is one of the things that drew me to the game so much in the first place. So the lack of matchlocks kinda... Stands out, at least to the history nerd within me.

Might be that they don't something you can't defend yourself against. Even if you're a naked guy with a knife, you can still defend yourself against any attack. If your opponent had a gun, it'd be able to get past any of your defenses. Even if you had a shield, you'd have no time to react, so they could just shoot you in the foot or something. Whereas if they had a bow, you can still parry it. Best you can do with a gun is predict when and where they will shoot.

35 17
  • 26 Apr
 Digganob

FLAILJUTSU(1).jpg
I've made a topic on it before, but someone directed me to this page. Peasant flails! Maybe could be usable without the peasant perk, maybe not, perhaps you could find it on the battlefield. Anyways, thought it would be a neat addition if you guys don't decide to add a typical fantasy flail in because of realism reasons or something. But yeah man, a peasant flail!

It would probably be a bit less expensive than the eveningstar, but more so than whatever the cost of the big stick will be once you guys implement it. It could maybe have longer reach than the eveningstar, but with a reduction to damage and speed. Also maybe a close-to-head alt grip like the eveningstar. Other than that I don't have any ideas on what it would be like.

35 17
  • 26 Apr
 Digganob

@renaissance said:
https://mordhau.com/forum/topic/2583/stretch-goal-weapons-suggestions-megathread/

Oh wow, didn't know that this existed, neat. I suppose I'll put a comment down over there!

35 17
  • 1
  • 26 Apr
 Digganob

If not a typical unrealistic fantasy flail, this is what we need:
5ce679fca07c743377ef8382e8e38316.jpg
threshing-with-flail-ancient-cropped.jpg
forrealflail.jpg
If I don't see this within the first seek of playing, instant uninstall (/s please don't hurt me):
FLAILJUTSU(1).jpg

35 17
  • 19 Apr
 Digganob

@Peacerer said:
I know your opinion, you had it the same years ago with the rest of fake pros in Chivalry. Ofcourse coz you're a part of ignorrant prick compaign saying people will jump like frogs intentiontally into friendly swings, while its totally OK to swing right and left with your own sword like mad without taking any resposibility nor caring for consequences. You and the rest of pros miss the whole point behind the word competitive.

You wannabe competitive pros are like disgustful believers - fraudulently following the ten commandments. Bunch of hypocrites.

There is nothing competitive in your ignorance hurting your comrades.

Wait what's the point of reflective friendly damage if we have the ability to vote-kick someone? Chivalry even showed the team-damage done, and I'd say that people kicked too often. I don't get the point in damaging immersion and punishing newbs who aren't good at avoiding their teammates.

Also, 80% sure a troll, 20% sure a dick head.

35 17
  • 18 Apr
 Digganob

@Stouty said:
You haven't said why regen is good

I mean, I've made arguments against all of the reasons to not have it, but one of the reasons I think it's good to have it is if, for instance, your opponent backs off because they have low health, but you also have low health, you can both recuperate in a sort of mutual truce. This could make fights more interesting by allowing you to gauge your opponent's playstyle and maybe gain an advantage later in the fight. Also, it's annoying to be able to be one shot at any point by some archer, even if you're away from the fighting. Otherwise, there would be an over-reliance on health kits that might not be there if you're not on the high-end competitive play, where people don't communicate as much. I'm just saying that a regeneration that takes longer to start would be better than what we have right now. Also, if there was no health regen in duels, wouldn't this make health kits a must in any build? Otherwise, I suppose that you could ban them, but I think they have their place.

35 17
  • 18 Apr
 Digganob

I don't think that it should be removed completely. Maybe make it take a longer time so that you can't get your health back by backing up for a while. Because well, if they can't back up for long enough they won't regenerate, and if they run they won't regenerate, so win-win, right? Also if they run, you can catch up eventually, keeping duels from being short exchanges before one party runs away. Is there anything wrong with this idea?

35 17
  • 17 Apr
 Digganob

@Humble Staff said:
Yea that's was one of the arguments against the maul, but people cried enough for them and there you go, 1 bonk to kill anything in the head. The only historical skin for it is the one that looks like a mallet, which was hollow historically. The other skins have way too big of a head.
Two handed blunt weapons did exist though, but they basically were heads of the same size than one handed variants but in a longer pole, the polehammer is a good example and the most common too.

That's the thing, I like the eveningstar and maul, even though they aren't realistic, but some people out here're thinking that anything slightly unrealistic shouldn't be in the game.

Yeah, I like stuff like the pole hammer because in real life they wouldn't be impractical. It's still a spear, it's just that it can also be used as a hammer, and that's cool.

35 17
  • 17 Apr
 Digganob

@Humble Staff said:
i'd say it depends on how quirky they want to make it, if it has quirky strenghts, quirky weakneses seem to be the logical way to balance it. Making it very hard to use without a shield would be one way, hopefully shields are fixed by the time flails are released if they go this way.
And in this scenario i'd say that they should be able to chamber and not to parry. Flails are good at offense but suck at defense, seems logical to allow it to defend itself only by attacking, which is significantly harder than parrying. Someone with just a one handed flail in their hands would be pretty screwed, not hopeless but pretty damn screwed.

Huh, I suppose that could be it. Although, how would the chamber work exactly? Hitting the enemy's weapon with the handle of the flail? That is a good idea though.

35 17
  • 17 Apr
 Digganob

@Runagate said:
Thing is, Mordhau tries to be quite historically accurate with equipment. Big spikes jutting out of you aren't believable, and we have enough fantasy-tier armour as is.

Also horned helmets are a meme

I mean, sure, MOST of Mordhau is historically accurate with equipment, but that's the thing, MOST. Did you know that we didn't have humongous hammers and maces? That's right, eveningstars and mauls did not exist. At least not in any civilized or typical civilization. The only types of maces and hammers that were used in a normal context were ONE-handed maces and hammers, and even then they were used much more sparingly than swords and especially spears. Very occasionally would something like a maul be used, and the grand majority of the time it was just a sledge hammer being used as an improvised weapon. So pardon me, but if spikes and horned helmets shouldn't be in the game, then neither should eveningstars or mauls. Maybe keep the sledgehammer though, because that is what would actually be used sometimes as an improvised weapon. Some spikes and horns aren't going to be the least realistic things in the game. If this was a medieval simulator things would be different, but it's not. It's a competitive medieval-themed melee combat game. Chill your realism boner my man.

35 17
  • 17 Apr
 Digganob

@SWSeriousMike said:
So the flails should:
1) be hard to parry,
2) be better for feints,
3) be faster in combos,
4) have longer range than other 1h weapons,
5) constantly spin to make the attack animation less readable,
6) be energy efficient

Anything else? How about lots of stamina damage to quickly disarm opponents? How about throwing the flail and if it hits the target is knocked prone just like with a bola? And you could climb higher when you use them as a grappling hook.

Lol nice, that is a good point though. In real life the problem with flails is that they are impractical and hard to use, which is why they didn't really exist. Hmmmm, any ideas? Less damage is the obvious one, I suppose. What were the weaknesses of flails in Chivalry? That might be a good place to start.

Oh yeah, maybe make it impossible to chamber, since you can't stop a sword with a fuckin' chain, that wouldn't make sense. Now THAT would be something! Ya think it could balance out the other benefits? Oh and you couldn't parry anything with it by itself either, so you'd have to use a shield, taking up points as well. I think this is probably the best way to balance it out, because it really accentuates the difficulty and impracticality of using a flail. Watcha think?

35 17
  • 16 Apr
 Digganob

@Humble Staff said:

@Digganob said:

@Lionheart Chevalier said:
Blunt weapons colide with a player then the attack stops. So blunt weapons can only hit 1 person at a time.

Clash is where two attacks hit simultaneous and instead of trading or passing through, both players attacks stop and very quickly start a new attack. I'm suggesting that flail get the interesting feature of clashing on peoples bodies instead of stopping like other blunts.

Hmmm, I don't think that would very much sense realistically

Actually that is realistic. Irl when you hit something with a flail, the energy is imparted by the head and thus it's the head which also stops, you can keep your swing going in the same direction and as soon as the chain pulls the head it retakes the movement in that direction, that's why one of my suggestions is making flails the only blunt weapons that can hit multiple people, but the clash idea is great too tbh i kinda like it even more.

Well that makes sense to an extent I suppose, but there would be too much inertia lost after the impact to be able to hit multiple people at once. However, I think a better way to represent just the head stopping would be to allow you to combo with it, just not hit multiple people at once.

I would also like for the flail to be just spinning constantly

And this is actually unrealistic, with a one handed flail it's freaking tiring to make the head spin with just your wrist unless you grab the shaft by its end, close to the head, which is not very convenient because you reduce reach, power and the weapon becomes more of a danger to you. You can make it spin easier by griping it safely from near the butt of the shaft and engaging your entire arm, but it's very clunky and spining in just one axis becomes very predictable, ideally the flail is constantly swung in diferent directions. Like any other top heavy one handed weapon, you use it at its best by keeping the momentum going once it started.

I know that it would be tiring, but not nearly as tiring as, for instance, swinging a mace around like that. To represent this I think that it should just be less tiring to use combos and feints, because of the nature of doing things like that with a flail, it would way easier than with a typical weapon. I'm not saying that it should be able to be spun constantly, just that it can be spun a lot more than a typical weapon.