Mordhau
 123mop
  • Likes received 61
  • Date joined 30 Apr '19
  • Last seen 2h

Private Message

77 61

There have been ping and packet loss issues on US east for over a month now. They feel very similar to the issues we had when the game first released. I do wish they'd at least let us know that they're working on resolving it.

77 61
  • 27 Mar
 123mop

@AHighwayman said:

@Shapitizer said:
Game no longer launches on Linux. Have tried both Proton 5.0-5 and 4.11-13 but nothing happens with either.

EDIT: Also tried Proton 4.2-9 but nothing happens. With 3.16-9 the screen goes black like the game is launching, but then nothing else happens

Not good, I found this out when the game just refused to start for me, I am using a Linux operating system, and from the lack of developer response, I'm questioning how much they even care.

The expectation is that Linux users are a niche userbase that is more capable than the typical user. They shouldn't expect to have things work flawlessly 100% of the time with no thought out in.

I've already seen that someone else has solved this issue and they said the fix took 2 seconds once they figured it out, some file just needed to be deleted and remade automatically or something like that.

77 61
  • 27 Mar
 123mop

I'm a big fan of the patch so far. New maps seem good. Defended castello without passing the book burning objective, almost held the whole thing on the starting gates. The first round was a steamroll because the blue team didn't know where to go to defend, but even then a lot of the portions had good areas to fight in. Generally good map construction.

Defended mountain peak without the enemy breaching the gate, so I didn't get to see much of the new stuff.

Less toolboxing because of the bounding boxes = good change.

I like most of the combat mechanic and loadout changes. Shields are still in an awkward place even if a more flexible held shield mode is a step in the right direction, and the decision to make light swords restore very half stamina was weird. Riposte hyper armor is the one thing I can already tell I'm going to hate. I feel like I'm better off letting my newbie teammates suicide into the enemy rather than fighting alongside them, because they're going to give free ripostes and some guy with a maul will hit trade me as a result. It also just feels very gamey. There's no real rhyme or reason to my weapon acting so differently while hitting someone who's riposting.

The less slidey movement is a big deal and how it always should have been. No more getting shoved around the map as you parry 2-3 people. No more having someone get shoved out your attack when they block a teammate. Superb.

I do wish some of the perks saw more changes. Good opportunity to make huntsman thrown weapons only and cost 1 point. Rat could be reduced in cost for sure. Would be nice to see a couple 1 point perks so that there's something to take besides scavenger when your loadout leaves you exactly one spare point. Especially because scavenger tends to be useless if you have 3 filled inventory spaces already. Maybe acrobat and/or cat could be reduced to 1 point, not sure there'd be any significant problem doing so.

77 61
  • 26 Mar
 123mop

Would someone mind posting the point values for the equipment and perks that had relative cost adjustments? For example, if the bastard sword is 12 points that's 3x 4 so it's not a relative change. But bandages were 1 and are 1 now it looks like which is a third the cost relatively.

I'm not at home to get the patch and would like to theory craft and plan builds. I'd really appreciate it!

77 61
  • 19 Mar
 123mop

These could be neat weapons to have added to the game at some point. A bunch of interesting characteristics compared to bows are available.
-Can use a shield with your sling
-No holding the rock ready to fire at any moment, functioning more like a throwing weapon than a drawn bow that can be released at any moment. This makes it easier to parry.
-Alternatively, you hold to spin the sling, then release when you want to fire and the whirling continues until it gets thrown at a particular position in the arc. Also easier to parry than a bow, and harder to aim.

For the sling staff:
Two handed heavier sling, that can be used as a quarterstaff in alt mode. Super simple.

77 61
  • 18 Mar
 123mop

@Amano said:
So which is it? 50-50 innacurate one shot wonder, or undefendable hitscan? ;)

These are not mutually exclusive. It would be both.

77 61
  • 17 Mar
 123mop

@TheHamsterLord said:
So I mean... If yall aren't sure of a good outcome why not say fuck it and give it a try? I mean hell Mordhau was just a "I think I can make chivalry better" project.

I would rather the devs work on something useful. You can always make a mod for it yourself and prove to us how great it is.

77 61
  • 17 Mar
 123mop

@Amano said:

@123mop said:

@TheHamsterLord said:
high damage, low accuracy, low ammo count, slow reload early firearm.

This is bad from a gameplay perspective. Some guy spawns in, and runs up with most of his loadout points in this 1 shot wonder. He picks someone to aim at, (...) and does nothing.

So a longbow then?

No it's much better, he might hit you despite his bad aim.

77 61
  • 17 Mar
 123mop

@TheHamsterLord said:
high damage, low accuracy, low ammo count, slow reload early firearm.

This is bad from a gameplay perspective. Some guy spawns in, and runs up with most of his loadout points in this 1 shot wonder. He picks someone to aim at, crosses his fingers, and 50-50 kills them or does nothing. Any time this person picks you to shoot at and gets lucky hitting you it's a miserable death. If he misses, it stinks for him since he used most of his loadout on this thing that he has no real control over. He could spend a whole minute firing and reloading 6 times just to miss every shot through no fault of his own (besides picking such a dumb weapon).

77 61
  • 17 Mar
 123mop

1-2-1 or 2-2-1 the vast majority of the time. I don't like being slowed down by tier 3 chest armor, and I don't feel that much value from upping leg armor to match chest since there aren't that many weapons that two shot level one legs but don't two shot level 2 chest. And most frontline players won't aim for the legs with those weapons even if they happen to have one.

Basically, I play tier 1 helmet, but when the enemy team seems to have lots of weapons that one shot level one helmet I switch to tier 2. That way I don't get one tapped out of the fight.

77 61
  • 17 Mar
 123mop

@TheHamsterLord said:
I know yall will hate for this but seeing as this IS the late medieval era where are the handcannons and rifles? I dont see why we cant have a high damage output single shot low accuracy and low ammo count slow reload arqebus. After all in the medieval times Handcannons were absolutely a thing.

I don't think I want a one shot luck cannon in the game. Sure they were a real thing, that doesn't mean they'd be fun for gameplay. Some guy walking up to me point blank with a weapon he can't effectively aim, which he has one shot with, and just rolling a die on whether or not he blows my head off instantly sounds terribly unfun.

77 61
  • 16 Mar
 123mop

@esturias said:
The tiny things:

  • When I drop an objective item, why don't I automatically equip my first weapon again?

This is undesirable. You can use your fists or draw a weapon right away with the current setup. If you automatically draw a weapon and your weapon is slow to draw like a spear you might be getting screwed out of a chance to defend yourself with your fists and just die as you're forced to draw a weapon instead.

All functionality should match this. If I throw my weapon I shouldn't draw a new one automatically, and if I don't have another I shouldn't magically unequipped my shield to become unarmed. I've died countless times throwing my last throwing knife at someone close to me on my arming sword, shield, throwing knife loadout, because I'm forced to draw my arming sword when I would much prefer to block the incoming attack then draw my sword on my own terms.

77 61
  • 16 Mar
 123mop

I believe there's an increase in hitting enemy parries through their back because they increased the depth of the parry into the blocker's own character model. This was to prevent insiders where someone would put their arms past your weapon by face hugging during their swing, and hit you past your parry. Definitely something we want to reduce the occurrence of, but it has this unfortunate side effect.

77 61
  • 16 Mar
 123mop

In this video the spear attack from behind does not damage the messer wielding enemy. I believe it's parried by the teammate that it doesn't come all that close to, but it might be getting blocked by active parry. It's hard to tell exactly what happened, but I'm fairly sure it entered release and entered the body of the enemy, passing from left to right through them, before getting parried - we can be fairly sure it entered release because you can hear the grunt of the spear user.

Can anything be done to fix this problem? I know for sure that if your stab collides with a parry on the opposite side of someone the player in between will not be hit, and that's difficult to resolve due to early release being parryable before you're even capable of damaging with the release phase. This one seems a bit different though, because it passed clear through the enemy for a solid chunk of time before being parried on the other side of them.

Thoughts?

77 61
 123mop

Armor is less effective than medieval armor, melee or ranged. That's just part of the game for gameplay sake. If full plate armor was as effective as medieval full plate then you wouldn't see anyone running a loadout without it. The game would also need to heavily feature grappling so you had a way to hurt the plate armored knights.

Yes, arrows and swords deal substantial damage to people in full plate armor in this game. No that isn't realistic. It's a video game not a realism simulator. Your full plate armor can't make you virtually impervious to light bladed weapons because there is no recourse in the game for dealing with realistic full plate armor. And if there was you'd just be complaining about some archer with a dagger who beat you at grappling and instakilled your knight by stabbing you through your visor, so we'd still end up in the same place.

There's also no overheating mechanic for being in full plate and running around fighting without a break for so long.

So stop complaining that arrows damaging full plate armor is unrealistic. It's unrealistic that hundreds of soldiers are charging to their deaths over the fresh corpses of other soldiers in tiny locations. Turn around, go back to your family, and farm your land. There are 200 fresh corpses from the last 15 minutes in this narrow snowy valley your commander told you to fight for, and you don't even have a formation left. Maybe it's time to rout.

77 61
  • 3 Mar
 123mop

@Aodlop said:
No. You receive one arrow during your fight and you die instantly. The end.

I thought he was kidding but it turns out he's serious.

If you don't like getting one shot by arrows wear a level two helmet. Congratulations, you can no longer be one shot by arrows.

77 61
  • 2 Mar
 123mop

Alternative scenario:
You're fighting through a big group of enemies, and you spot an enemy archer. You adeptly maneuver to keep the enemies between you and him to make his shots difficult. You keep him on your left, where your shield blocks an arrow that makes it through. You parry one of his arrows and riposte onto an enemy in melee, catching them off guard. You've taken down all the enemies despite the archer, and now you charge him and fight against his puny dagger, killing him easily.

Pow.

77 61
  • 27 Feb
 123mop

@Humble Staff said:
Grad blue invasion also has problematic horses, as the commander at the final objective not only is very open to every kind of ranged weaponry, there is also enough room for horses to ride by, I have seen (and done it myself lol) the commander getting whacked pretty damn hard by riders many times. When people abuse them they always take at least a quarter of his health.

I've played as that commander many times and actually think the horses are really interesting. Their one real issue is that they can ride out of your spawn to skewer you in the back which is pretty dumb and difficult to defend against because you otherwise never look that direction for enemies. The best way to survive that is to have a spotter on voice chat sitting in your spawn doing archery and calling out the horse rider every time they loop through spawn.

77 61
  • 26 Feb
 123mop

Are you talking about a heavy armor rapier user, or someone more lightly armored using dodge? It make a significant difference if you're using a maul. Light armor rapier and dodge is one of the worst matchups for a maul user. They can dodge backwards repeatedly every time you wind up and combine this with stabs to retake initiative. If you whiff once you pretty much lose the stamina game because they'll punish with a hit while you can't defend and recover stamina while you lose it.

Basically this matchup is really bad for the maul. Facehug and riposte swings mixing up accels and drags, maybe riposte some stab drags in there as well.

77 61
  • 23 Feb
 123mop

@Lionheart Chevalier said:
I really did not see it happen at all.

They occur at 6 seconds, 12 seconds, and 16 seconds. The one at 6 seconds may have occurred with standard active parry if I didn't have a shield, I'm confident the others would not have.

How would that have gone any differently had you been using Bastard Sword without a shield?

I would have gotten hit 2-3 more times and died.

I'm certain you would have won that fight with a longsword.

Really would have saved me from the spear up my ass lol

I do wish our characters hadn't learned at the Hollywood school of shield usage. They throw their shield behind them when they take left side swings so it's pretty essential to use right side swings and stabs in 1vX.

@Redeaux said:
Shields need to be breakable.

This would make no sense and solve no problems. Durability would serve the same function as stamina.