Mordhau
 Digganob
  • Likes received 25
  • Date joined 8 Apr
  • Last seen 1 Sep

Private Message

45 25
  • 30 Aug
 Digganob

@Punzybobo said:
What the fuck is this fucking dogshit.

All armory weapons strike and stab releases reduced 25ms - this will make attack releases slightly faster and more grounded/less floaty looking
Parry window reduced 25ms (this is mainly compensation for the new releases)
Chamber window for strike and stab reduced 50ms
Stab early release increased slightly (0.325 -> 0.35) - this will make stabs hit slightly slower out of the early release animation, making them slightly easier to read
Stabs now have 25ms smaller feint and morph windows than strikes
Combo feint window increased 100ms
Hitstop recovery is now 50ms faster (hitstop followup attacks can be started 50ms faster)
Added new dynamic feint lockout distribution based on feint time - this will make early feints slightly more punishable while making late feint followup attacks more reliable to hit and less prone to get double parried. Currently has only a very small effect, adds 25ms at the earliest feint and shaves off 25ms at the latest.
Morph to kick is now 25ms faster

They're experiencing with balance so they can improve their game ya little bitch. You can argue if it's bad or not but this is exactly the kind of stuff I'm looking for - actual changes. If they don't make big changes the game will fall into the same state as chivalry.

45 25
  • 30 Aug
 Digganob

@Punzybobo said:
What the fuck is this fucking dogshit.

All armory weapons strike and stab releases reduced 25ms - this will make attack releases slightly faster and more grounded/less floaty looking
Parry window reduced 25ms (this is mainly compensation for the new releases)
Chamber window for strike and stab reduced 50ms
Stab early release increased slightly (0.325 -> 0.35) - this will make stabs hit slightly slower out of the early release animation, making them slightly easier to read
Stabs now have 25ms smaller feint and morph windows than strikes
Combo feint window increased 100ms
Hitstop recovery is now 50ms faster (hitstop followup attacks can be started 50ms faster)
Added new dynamic feint lockout distribution based on feint time - this will make early feints slightly more punishable while making late feint followup attacks more reliable to hit and less prone to get double parried. Currently has only a very small effect, adds 25ms at the earliest feint and shaves off 25ms at the latest.
Morph to kick is now 25ms faster

They're experiencing with balance so they can improve their game ya little bitch. You can argue if it's bad or not but this is exactly the kind of stuff I'm looking for -

45 25
  • 20 Aug
 Digganob

@Odd said:
Imagine the community being so impatient they do everything themselves.

brings a tear to my eye.

Now we just have to wait for unofficial balance mods.

45 25
  • 19 Aug
 Digganob

Hey uh, every time I try to join I just go back to the main menu... is it not yet playable? Do I have to download the maps somehow?

45 25
  • 19 Aug
 Digganob

Lookin' good.

45 25
  • 16 Aug
 Digganob

@Lionheart Chevalier said:
I would love to see defense be less about timing and more about direction/chambering. Blocking where an attack is coming is far more intuitive than blocking when an attack is coming... especially when attacks can be dragged and feinted/morphed but parries cannot be extended/held or are otherwise dynamic in any way. Parry as an arcadey and static forward invincibility aura is an outdated mechanic and should have been left behind in Chivalry.

I would also like to see swing manipulation eased up on so long as the timing is also eased up on. More control.

In chivalry the mouse was your weapon. In Mordhau your feet and hips are your weapon as wasd is what primarily controls dragging/acceling. No feeling of control like what Chivalry had. No need for slow mo drags or reverses but cmon, Mord falls so short when it comes to swing manipulation.

Leg hits, shoulder drags, various waterfall types and directional morphs are what I would love to see combat based on, rather than feint button and delay drags or accels.

Shields are so annoying because they are immune to timing based offense... when that is literally 90% of the game's offense. Shields had to have location removed as a major factor because no one even knows how to use directional play when the rest of the game is timing based. Shields wouldn't be a problem at all if shields specifically were weaker to directional play and the game in general had more directinal options available and displayed directional concepts inthe tutorial.

I refuse to believe team play would greatly suffer from tightening up parry. Chivalry's parries were easier to get past via direction even when looking up blocked almost every direction of attack. And just like double parry currently gives the player a stamina free parry, double parry could be augmented so a double parry is very lax to direction; making it useful for blocking multiple attacks from multiple attackers where he meta is directional based.

Absolutely yes! You just explained every problem I have with offense in this game! Timing is everything right now and that leads to pretty basic offense, complex offense is boiled down to attacks that are simply hard to read because of how they look, not because of how they act. Manipulating your attacks just comes down to when they hit, never where, and making the parry closer to chambering would definitely make the game much more complex and interesting. Honestly, chambers are really close to useless most of the time, and are mostly an occasional thing you throw in there as a surprise attack, not as a different tool in your arsenal, because parries are just that much better. If you made parries essentially chambers but with different options after the attack is blocked, that would lead to some really interesting combat. Chambers would actually have a use, because they would no longer be a eh why not this guy sucks but rather an alternative to the parry but with different uses. I really hope that once a sort of competitive, high level scene gets up and running, the top players will bring this up, because right now, Mordhau is just looking like a better Chivalry, not a different game.

45 25
  • 1
  • 16 Aug
 Digganob

I really like: Almost everything about the combat mechanics.

I really dislike: The fact that there are very few points to chambers, with their counter to feints being at best a little less stamina for your enemy, and their lack of a counter against morphs limiting their use to troglodytes that can't use morphs. And also the humongous parry hitboxes, which make offensive options much more limited, whereas if they were smaller, they would allow for much more interesting and thoughtful defense, such as making jumping more viable (because why aim for legs when they can parry something that didn't even touch your weapon), and meaning that if you fight back against a superior opponent, you've actually got a decent chance of beating them with unpredictable attacks. Other than that the combat is pretty good with lots of nuances and strats you can pull. But for one thing... the fact that kicks don't stun OR have the range bonus while your enemy is parry! That's FUCKING RIDICULOUS like dude what the hell, why do they limit their use to countering shields? This could be an ENTIRE new dynamic to fighting, instead of going for a more easily parried morph, you could morph to a kick and get off a hit you wouldn't of if you did a regular morph. And don't anyone say "but that would be OP, their only use is to counter the omnipotent power of shields lol fuck shields amiright guys shields gay" because it would be very difficult to actually get in a situation where this would work. But yeah, combat overall, pretty damn good, but not as good as it could be. As of now, options are limited, and some options are very limited in their potential.

Edit: sorry for making this wall of text so huge.

45 25
  • 16 Aug
 Digganob

@Quadsword said:
If you're a US player, you've already seen how uncaring Triternion is. 4 months out from launch and US servers are still just as bad now as they were on day one. The fact that the US region is nearly dead and devoid of active servers speaks volumes. That tends to happen when people are forced to put up with packet loss, ghost parries and phantom hits if they want to play the game. You can only get killed by a spear that was clearly out of range so many times before you just want to play something else. 4 months and not even an acknowledgement that this is an issue. Hell, it would literally take a day to switch server providers, they just haven't done it. Sadly, any time I bring this issue up, I just get gaslighted by the poor sods on the Steam forums that have deluded themselves into believing everything is okay.

The fuck is wrong with your wifi? I've been getting pretty great connection excepting a few hiccups now and then. Only problems I've had is when my wifi is bad.

45 25
  • 10 Aug
 Digganob

@Antoniokontos said:
could you imagin how un readable a flail will be with drags lol tbh it should be movement based attacks not the typical swing animations but you have to spin and stuff for it to attack

Whaaaat? Wouldn’t that make it way harder to read and not to mention balance? Also, my point with this post is to make the mechanics for a flail as unconvoluted as possible. Also why would drags be hard to read? It should essentially just look like a mace when swung but instead of a shaft it’s a chain.

45 25
  • 5 Aug
 Digganob

So I got an idea for if the flail is gonna be added, that shouldn’t be too convoluted or nothing. The rundown is:

• It costs way more stamina to miss, considering the fact that the head keeps moving, requiring effort to not hit yourself.
• Swings for a flail keep moving, unlike other blunt weapons, allowing you to combo on hit, however, it only hits the first player in its path. It’s arguable whether or not to allow combos after the flail is parried, considering a direct counter to that would be riposte-ing.
•Finally, the trademark use for a flail: the only thing that can make contact with a parry is the head, the chain, of course, going straight through them. This would directly counter holding up a shield, as it would be too slow to bring to where the head is coming from.

Hope y’all like this idea, and maybe it’ll soothe the shield haters’ aching bum holes. Hope to see flails added one day!

45 25
  • 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.

45 25
  • 30 May
 Digganob

Bait.png

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

45 25
  • 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.

45 25
  • 30 May
 Digganob

We have to get rid of 'em somehow.

45 25
  • 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.

45 25
  • 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.

45 25
  • 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.

45 25
  • 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!

45 25
  • 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.

45 25
  • 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.