Mordhau
 Digganob
  • Likes received 5
  • Date joined 8 Apr
  • Last seen 15h

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22 5
  • 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.

22 5
  • 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.

22 5
  • 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?

22 5
  • 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.

22 5
  • 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.

22 5
  • 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.

22 5
  • 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?

22 5
  • 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.

22 5
  • 15 Apr
 Digganob

i should add that the reason for this is because it didnt really exist

Yeah I know that, and that's why it's hard lol. Really just looking for actual real life examples of armor, even if it's not historically accurate you know?

22 5
  • 15 Apr
 Digganob

@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, and I don't think it's what the developers would like. Also I think it'd feel kind of weird. But that is a pretty neat idea, and I get where you're coming from. I would also like for the flail to be just spinning constantly, but I think that would be like a pre-attack mind game sort of thing you know? Making the flail the only blunt weapon that can go straight through someone would be a pretty big deal. Although, keep in mind that if you kill someone with a blunt weapon, it goes straight through like any blade, so you can still utilize it like that sometimes, if you're smart about fighting 1vx.

22 5
  • 15 Apr
 Digganob

@renaissance said:

@Digganob said:

@renaissance said:
https://mordhau.com/forum/topic/9813/mordhau-armor-suggestions/

I'm sort of suggesting a concept rather than a specific helmet or armor design I'd think would fit in the game. Also, it's really hard to find examples of plate armor with spikes that are from real life.

a862bf6b1a08a06f9502ae9c714c28bc.jpg50254bb1bca1a6052d0ae0ad232c6637.jpg50254bb1bca1a6052d0ae0ad232c6638.jpg

Damn, that's pretty good. What method did you use to find something like this? I've tried searching up things like "spiked plate armor" and the like.

22 5
  • 15 Apr
 Digganob

@Lionheart Chevalier said:
Wow two flail threads in two days, maybe the devs should listen what the universe is trying to tell them. Obviously any talk about flails is purely theoretical and theyll just have to wait for the future but its fun to imagine what they could be like.

I imagine the light one being 3 pts, 3/4htk, short range with weak drags as the result of poor reach but good waterfalls, side hits and feints/body feints and obviously no stab/chambers. Hit stop or not is kinda negligible since it's such a short weapon and fighting multiple people will never really be it's thing, unless it has very fast combos like war axe.

Maybe instead of hit stop they get clash on hit? That would be pretty bad ass.

By chain being unblockable or lacking tracers, the OP meant that the head would have the tracers and be what does damage, opening the door to attacks hooking around parry and requiring more accuracy from the defender. NOT that it is altogether unparryable. If it's too long then this would play out really bad. If it's too short then it could miss people despite passing through them lol so it sounds iffy but maybe it could be pretty cool.

Yep, just weird mechanics like faints and waterfalling getting a buff with the flail would be cool. It'd really fit the wonky nature of using something like a flail, but also make it weird to fight against. Btw, what do you mean by "instead of hit stop they get clash on hit?"

22 5
  • 15 Apr
 Digganob

@SherbershLemel said:
they would need their own unique moveset which is a lot of work for 1 weapon subset i guess. if im correct there is 4 total movesets, fists, 1hand, 2hand and pole.
and then each weapon animation is tweaked on an individual basis.

with flails there are not many similar types of weapon to ration a supposed moveset. but they might try it after releasing the game, who knows

True. I was thinking it could just be harder to parry with the same moveset as a typical 1 hander, like a mace.

22 5
  • 15 Apr
 Digganob

@KingOfSow said:

@Digganob said:

  1. Their chains could not contact the parry hit boxes of the enemy's weapon, making it easier to get around their defences.

Unparryable weapon? What a great idea.

I'm not saying the head wouldn't contact the hit box. It just requires them to pay more attention to where they're parrying.

22 5
  • 15 Apr
 Digganob

@renaissance said:
https://mordhau.com/forum/topic/9813/mordhau-armor-suggestions/

I'm sort of suggesting a concept rather than a specific helmet or armor design I'd think would fit in the game. Also, it's really hard to find examples of plate armor with spikes that are from real life.

22 5
  • 15 Apr
 Digganob

@ĶأĻăHarbinger said:
Please no spikes, we have enough edgy bois in full black armour already.

Nah man, it'll be fine. It would at least make the edgy bois more diverese if nothing else. I'm not saying frickin' humongous spikes, just some studs on your pauldron for instance. Like, you know, the conqueror I put in the picture above.

22 5
  • 2
  • 15 Apr
 Digganob

I have a few suggestions for flails for the future, and I'm curious if they are even planned for the future. Also, I know, flails ain't realistic, but so ain't a lot of things in this game, for instance the eveningstar, or the maul.

  1. Their chains could not contact the parry hit boxes of the enemy's weapon, making it easier to get around their defences.

  2. Feinting could be special, so that when you feint you can go into an attack a lot faster and/or combos could be quicker in between attacks, being represented by you spinning the flail, allowing attacks to become less predictable.

  3. Maybe make swings wider for it, so that you have to be careful around teammates? This one of the reasons swinging weapons like nets weren't a good idea in actual wars, because you often have a lot of people around you.

  4. BALANCE: Since a lot of these ideas would make the flails really good here's an idea for balance. Make it impossible to parry and chamber with it, unless you have a shield, in which case you can parry. Or, alternatively, to allow people to use only the flail, make it only able to chamber, so that it is possible but really hard to defend yourself without a shield. Also, of course, you shouldn't be able to stab with it, unless it would be a really weak stab where you just kind of throw the head at them with a sort of stabbing motion, like you're whipping 'em. Of course, this would be super bad, but an option.

My goal with these balancing ideas is to make flails what they would be in real life: impractical, but potentially useful.

  1. Make it possible to hit after comboing, but still make their hitstop a thing sort of. As in, when you hit someone, you can still combo, but that attack can't hit multiple players, representing the ball losing its inertia, but your handle keeps on moving.

I'd like flails to be implemented somehow, because I think that they are a cool idea, but I'm not sure how they can be implemented without either being boring or unbalanced, so devs and players, your thoughts? Mechanic ideas/ways to balance them?

22 5
  • 15 Apr
 Digganob

I thought all the armor choices I've seen from the videos I've watched were really cool so far, and you guys do a real good job of allowing lots of diverse bits and pieces that allow players to make some really cool lookin' dudes. But I do have a couple of suggestions that could add a bit more flavor and diversity.

  1. Helmet ornaments. Like you know, horns or something, or spikes perhaps, kind of like a hood ornament.

  2. Optional armor bits. Something I would especially like to see are spikes, I dunno why I've always thought spiked armor looked real cool. For instance, see the for honor conqueror PqsEdpC.jpg

I'd just think some small addons could look really cool and add some diversity, and since we're a bunch of filthy mercenaries fightin' for money and booze, I'd think that it should fit right in to have some nasty spikes on our armor!

22 5
  • 10 Apr
 Digganob

@Christian2222 said:
Cosmetic unlocks are ok I guess as long as it doesn't take 400 hours to unlock them. I don't want to look like a trash can for 400 hours before I get things that look cool.

Yeah I don’t either, but I think a steady stream of new and cool cosmetic shit would be neat because then you could be slowly building your badass mercenary, instead of just having him to begin with is a cool idea. But yeah, just a total grind would be annoyoling. Maybe really cool ornate stuff kind of intermittently once you’re of a sufficiently high level, and the majority of things unlockable before then, allowing you to make cool stuff before several hundred hours, but only those who are really committing get the really cool stuff.

22 5
  • 9 Apr
 Digganob

@Christian2222 said:
I would just as soon be able to pick whatever loadout I want and go. I don't like unlocks / grinding. Not everything has to be a JRPG XD

I agree for weapons and armor and important stuff, but when it comes to aesthetic things it's completely different than just some RPG. You'd have all your options available the instant you buy the game, just not the cosmetic stuff. Kind of a bad analogy to compare it to RPGs, or are you just referring to weapon unlockables?