Mordhau
 Sektor
  • Likes received 169
  • Date joined 14 Apr
  • Last seen 2 Jul

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101 169
  • 25 Apr
 Sektor

Starting with archery:

The current archery system would be kept as baseline, The opinions on archery differ, some consider it extremely annoying like I do and then there are the actual archers who think that it requires too much effort. Considering that you never quite know the amount of HP your enemy has, it leads to extremely varied situations. The problem though is what happens when there are multiple archers. My personal opinion is that multiple archers are just broken if you do not have a shield and destroy the pace of the game. As an individual archer you do minimal damage and require a decent amount of calculation and aim to actually hit someone. My personal suggestion is to give archers 3 distinct perks to choose from while retaining the baseline archery as it is now. But bare in mind that I would never consider archery as a main damaging class, since the melee system is far more complex and it would be just unfair to give easy mode archery in a game that requires extreme effort in its melee system. Therefore, the 3 perks are:

a) War bodkin quiver: Deal 20% more damage to tier 3 armor. Other tiers remain the same as baseline. optional: movement penalty x%.

b) Needle bodkin quiver: Deal 15% more damage to tier 2 armor. Other tiers remain the same as baseline. optional: movement penalty x%.

c) broad-head quiver: Deal 10% more damage to tier 1 armor. Other tiers remain the same as baseline. optinal: movement penalty x%.

These 3 distinct perks should be not be allowed to co-exist together on a character, but at the same time they should allow to be used along with the current hunter perk which deals more damage to other ranged. The speed penalty is there as something that I thought that would also give a disadvantage to the extra damage that you get. I said optional because I am still skeptical about it.

With these perks, there will be multiple builds for archers, that will allow specialization as a support class, allow multiple archers to co-exist together and be strong together or individually. The multiple bows that we have in the game will also allow a rather big variety aswell, and not to imitate AWP from CSGO in a melee slasher game. The percentages I wrote are from the top of my head. They seem fair enough, testing could show different.

Lastly, regarding archers it has been bugging me a lot the fact that they get a crosshair and can shoot the bow without drawing it fully. I left this discussion for last because I am not quite sure if these things could be catastrophic for an archer if they are removed. I certainly do not like the fast shooting speed some archers do without fully drawing. Regarding crosshair, I believe a proper draw animation and arrowhead align in the screen could potentially allow for very accurate archers without making the aiming system unrealistic.


Horses:

The current problem with horses are the fact that they tanks. Literally, tanks in disguise. They do not react when they get hit, their physics go through anyone and they are just not fun to play against. Therefore, these are my suggestions:

1) Horses can maintain full speed untill they get to half their HP. They, then, suffer a 30% speed penalty, and each hit causes more slowdown, until death. Horses could heal when the rider gets off after some time, allowing the enemy team to breathe without worrying about the horse for a bit and potentially flanking to kill it while it recuperates. I think giving a perk or an item to heal it would be too much for scenarios that take place in combat but it could be a potential solution.

3) Bear traps to actually work on horses. A bear trap on a horse's leg would be obviously be extremely painful, to the point of fucking up their bone. I dont see why we don't have this. Bear trap visibility is an issue, I agree, but something could be worked out.

4) Firepots scare the horse. Self-explanatory. A firepot will halt the horse and make it turn around. I would not give loss of control as a mechanic because this game is all about control but I would definitely make the horse react to fire somehow.

5) Too much damage within a timeframe of seconds (1 or 2 seconds) would cause the horse to halt. If you have a team that is good enough to co-operate in taking down a horse, then that should be rewarded. In a scenario of a team fight with a horse charging in and being a potential game changer due to damage and staggering, if your team turns around and 2-3 players hit the horse for x amount of damage within 2 seconds, then the horse should be halted. I see horses as vehicles pretty much. They are game changers, lances are stupidly strong (naturally) and I think some kind of reward should be given to the players who can pull it off. Currently there is not really a penalty for bad horse riding to a group aka bad positioning and charging penalty, other than damage. And considering how much damage the horse can take, the result is not noticable.


Traps:

Quite honestly not much to change here. They are a bit cheesy but I dont find them so annoying. But, in skirmish I think restocking from chests should be limited to 2 per life. That little change would have a big impact on the infamous grad skirmish where playes crawl on a tower and wait till the first mistake. It reminds me a lot of competitive mount and blade. A lot of idle time. Simply not fun.


I am not a big fan of building and toolbox, as I have witnessed my team one time hitting planks for like a minute and then some naked guy from the other side with a hammer just kept fixing them. Extremely unrealistic and tedious in my opinion, but I have not thought of anything that would not ruin building in the game.

Thats all, be gentle I hope they dont suck so much. sorry for the long post. peregrine stop making archery complaint videos.

101 169
  • 23 Apr
 Sektor

Nice name, lmao. As far as I know (I am not really good myself in the game yet) you can parry right after a parry so it helps a lot when two people are trying to hit you with a small difference of milliseconds, you can block both, but it seems extremely hard. In a server yesterday some old players told that they are going to reintroduce active parry with some changes which would help 1vX a big lot.

101 169
  • 22 Apr
 Sektor

Well yeah, that is why I said optional for the most part. But deadzone sensitivity is a must. It should have been implemented already.

101 169
  • 21 Apr
 Sektor

@Sir Zombie said:
So for nr 2, you are suggesting people binding specific angles (like a horizontal strike or overhead) to a button?

No, no. As far as I know 240 has more angles than normal keybinds. I suggest to make it optional to be able to have only 6 angles like keybinds but decide direction with mouse. Just like keybinds, to be locked into six angles.

101 169
  • 21 Apr
 Sektor

I get where you're coming from and how you see the problem because I have the same but the opposite. Something in higher FOV makes me feel like the weapon of mine is a bit small or has unrealistic distortion and I cannot calculate range precisely. Might be a l2p issue currently but I feel viewmodel FOV would be a great addition for those who want either bigger or smaller models.

101 169
  • 21 Apr
 Sektor

Many people dislike the 240 system in general, others play with it but my impression from players who I play with on the servers is that they dislike it currently. Having played both For Honor and Warband I want to suggest 2 main things in order to make it more accessible and reliable.

1) Deadzone sensitivity which is pretty much how sensitive the direction change is. This is regardless of actual mouse sensitivity and DPI. A sample image from the options of For Honor:

deadzone.png

This will allow players to customize their playstyle a bit further, without having to change DPI or actual sensitivity, requiring to learn muscle memory from scratch. My personal issues with 240 at the moment might differ from someone else but my problem is that I find too sensitive. There are countless times that It has triggered an attack from the opposite direction that I initially aimed because all it requires is like 1 pixel. This totally ruins it for me as a medium to high sensitivity player. This problem is extremely noticable if you try to stab morph to lower strike, most of the times it triggers a normal swing for me. I play on 800 dpi and 0.25 sensitivity currently trying to adapt, but it still does not work. The 1 pixel problem persists on multiple hertz. I tried setting my mouse to 1000hz, 500hz and 125hz. The problem does not go away.

2) Another suggestion I would like to make is having an optional 6 swings only for 240, without the microdirections inbetween. Due to the deadzone problem above, I find myself manytimes trying to perform a normal swing but it will always go either a bit lower or higher, resulting to me missing because It is not the angle I had in mind.

Please be aware that these problems are mine, not sure how other people's mice react to the 240, but its very annoying so far. I tried playing with keybinds but I simply do not like it, at all. If these input changes could be implemented it would be greatly appreciated.

101 169
  • 21 Apr
 Sektor

IGN Hungary also covered this yesterday. Unfortunately US based IGN has not, yet.

101 169
  • 20 Apr
 Sektor

Thanks a lot for the answers. I have recorded a few matches last night but it seems like the camera is totally bugged. I cannot move it, at all. It just stays in the same spot when the demo starts. I have tried every single button from my keyboard. Nothing, nada.

101 169
  • 19 Apr
 Sektor

With release, they confirmed it on reddit

101 169
  • 19 Apr
 Sektor

The game will be too hard for new players I think. Frontline will be a good starting point and I guess it will be the most played mode but the game needs more publicity. PCGAMER, Massivelyop and other major gaming sites have not posted about Mordhau's release. So maybe its time we might start sending them the trailer.

101 169
  • 19 Apr
 Sektor

Thank you dude! Also, is there a way to gain free camera?

101 169
  • 19 Apr
 Sektor

As I understand Trix made the trailer using demo replays and certain commands. what are some useful commands? specifically, recording, replaying, stopping, free camera, slowmo or freeze. Thanks in advance <3

101 169
  • 16 Apr
 Sektor

So, technically i'm fucked. lol

101 169
  • 16 Apr
 Sektor

That is understandable but playing with 80 ping puts you into a significant disadvantage against 40-50 ping players. It would be cool if we could play with better ping, id be happy with 55-60.

101 169
  • 1
  • 16 Apr
 Sektor

@marox said:

@Sektor said:
I am on wired connection, yes. I have the best service provider of Greece

Which servers are you getting bad ping to? Just official Frankfurt ones, or are there others?

I am getting bad ping on pretty much all EU servers. I get 80+ ping on the official one, the french duel one with the tourney map, and on the berserker one that I played a few days ago. Yesterday I managed to get ping to 68 but the official server had only like 5 people on. Also, seeing this I did some further testing on other games as well. Here are my results:

Mount and Blade - Mount and Siege server located in Germany, 200 slot server. It had about 160 people on. 63 ping
Mercenaries mod server (mount and blade) central europe - 100 slot server, 50 people. 62 ping
Battlefield 1 - official Frankfurt server, 64 players slot - full server, 59 ping
Overwatch - Official EU - 54 ping
CSGO competitive matchmaking on a friend's account (EU) - 48 ping

I have tried: Replacing ethernet cable, restarting router, anti virus scan, internet optimization including LEATRIX fix, proper registry edits, reinstalling mordhau, verifying the game, deleting cache. My location is Athens, Greece. service provider is OTE, I am on a fast path connection. I really do not know what else to try, the bad ping only happens within Mordhau.

101 169
  • 15 Apr
 Sektor

Anybody?

101 169
  • 1
  • 15 Apr
 Sektor

I am on wired connection, yes. I have the best service provider of Greece and I'm also on fast path, I never get issues with ping or inconsistencies regarding ping jump downs or ups. This issue is only on Mordhau, I always play with 50 maximum 60 ping on UK servers, normally 50 on German ones, regardless of the game. If a dev or a tech support representative could help me it would be greatly appreciated. I also have various registry edits, closed firewalls, microsoft updates, have OPEN nat on router. Tried LEATRIX fix as well, no change on Mordhau, other games are normal.

101 169
  • 1
  • 14 Apr
 Sektor

I am playing on the official Frankfurt server and I always get 80+ ping. The reason I post this is because in every other game I play with maximum 50-60. In mount and blade for example, I play a on 200 man server with 60 ping when it's full, 50 when its like half. I am not a techie so I dont know what is the criteria to get a proper ping, but in every other game I get much less ping, and 80 really seems bad for a game like Mordhau. So I have tested mount and blade = 60 ping, CSGO = 54, Overwatch = 60, Chivalry = 60. Could this be because of the beta testing? In first that was my initial thought but it seems unlikely since most servers are rented servers? So its not on the game's side? I have my NAT open aswell. Help would be greatly appreciated because I feel very slow, especially on parries and kicks after an action, even weapons feel strange and can't play anything else other than fast ones and I really want to rock a 2H axe.