Mordhau
 123mop
  • Likes received 23
  • Date joined 30 Apr
  • Last seen 10 Dec

Private Message

26 23
  • 28 Nov
 123mop

@Jax said:

@123mop said:
Any word on the dodge bug preventing you from dodging after being parried? I'm really hoping to see that resolved in a hotfix. Waiting a month or whatnot for a full patch just for dodge to be fixed would be quite annoying.

Yeah we're aware, marox is working on it.

Big love. Dodge is love, dodge is life.

26 23
  • 28 Nov
 123mop

Any word on the dodge bug preventing you from dodging after being parried? I'm really hoping to see that resolved in a hotfix. Waiting a month or whatnot for a full patch just for dodge to be fixed would be quite annoying.

26 23
  • 1
  • 27 Nov
 123mop

Agreed. It's a nonsense perk that results in constantly being one shot regardless of your armor if you're an archer. It's a bad gameplay loop. Huntsman for thrown weapons would be totally fine in my book though, as nobody is long shotting you with thrown weapons across the map. Or if they do it's just badass.

The changes they made this patch was the bare minimum of what's necessary. Nothing was more infuriating than losing your bow or running out of ammo, and being forced to enter melee as a gimped slow character that gets one shot by archers.

26 23
  • 26 Nov
 123mop

When you attack someone and are parried, you can no longer dodge during the recovery time from being parried. Noticed this as soon as I tried to play a melee loadout with dodge. Previously being parried didn't restrict you from dodging, and it's not mentioned in the patch notes, so I figure this must be a bug.

Super easy to reproduce - just attack someone, get parried, and spam dodge. You'll be unable to dodge until the recovery ends. Hopefully this can be hotfixed in short order, as it's a real bummer for dodge loadouts, which aren't generally considered particularly good to begin with.

26 23
  • 29 Oct
 123mop

@LuxCandidus said:

@esturias said:
But now I really have to assume that the full release of content in this game also counts as the first testing?

Like I have said before, with a team of this size - and decentralised as well - the largest test they could do is a 4v3 or maybe even a 4v4 if they schedules happen to align ideally. I think problems related to map balance and the like only become evident in large scale battles, like the ones the maps were designed for.

Ehh not sure this really holds up for the sorts of issues that we're seeing. Some things are just poor design. The only way to approach the mortar is a staircase that runs directly into its line of fire. This is a pretty clearly bad decision. And the stairs at the top had broken collision, which a simple walk up them should have found in testing.

Some things are no brainers. The mortar placement was one of them in this case. It's directly above blue spawn, points straight at an objective and major approach paths, and protects itself.

All of the usable map features favor the blue team on this map. This makes sense in invasion, but in frontline it's nonsense. Ballista, mortars, defensive stones to throw, pitch, and baskets of rocks to drop all are virtually useless as red and good against red. Red has a single catapult that has to fire up into the castle where you can't really see anything. Blue has horses to ride out into red's big open field. Red has... ladders that they can activate very slowly and climb up slowly and fight from at a disadvantage?

Every map feature favors blue on the equal footing frontline game mode. One team has a crapload of useful map features and the other has nothing.

Not being able to predict red as being favored in invasion is forgivable. The first and second objectives are probably quite tweakable and hard to predict flow wise. The huge peasant zone for the 3rd stage is a design problem though due to tons of small buildings and corridors and rooms to go through. It's impossible to stop the incoming attackers as blue because the things that need defending are so spread out and easy to kill, while the attackers have dozens of hidden flanking routes to zip through to find a single opening to chuck a weapon at the one hit to kill peasants.

I would also be willing to bet the whole map plays much better in 64p servers rather than the official US 48p servers.

26 23
  • 18 Oct
 123mop

I agree for some parts. It's simple to counteract toolbox spam in open areas, but in closed off areas it's miserable.

A firepot in open areas can clear many defenses at once and they can't all be repaired. In choke points like tower doorways they can simply out repair the damage and they're very safe behind the walls. Only allowing them to be built in outdoor areas would resolve the invulnerable repairman choke point issue.

I also think that weapons should do more damage to structures. With wrecker and a waraxe for max damage it still takes 3 or 4 hits to bring down a wall. That doesn't sound like a ton but the walls take about a quarter second each to start the setup for, so they take much less time to build than tear down.

Alternatively, some sort of resource for repairing. Maybe each repair hammer hit costs one toolbox charge or something like that.

26 23
 123mop

https://www.kapwing.com/videos/5d9d561270d30700137cc1d0

Stab drags are pretty obviously ridiculous with most weapons in this game. While some look kind of plausible, most just look ridiculous like the one in the clip where the player releases their stab and turns a full 45 degrees to hit me with it. The clip above shows some of the most egregious stab dragging, both because the spear is a weapon that makes no sense to be able to stab drag with because you're slowly bumping someone with a long wooden pole once the tip is past them, and because its length gives it some of the greatest speed at the tip during a stab drag of any weapon. The spear has a horizontal speed at its tip of 1.37x that of the longsword.
(Weapon A length X Weapon B turncap)/(Weapon B Length X Weapon B turncap)

The fixes for this are simple though. Reducing the release phase for stabs, or the turn cap, or both, will dramatically reduce how much stabs can be dragged. This would also reduce the complaints among newbies of stabs being overpowered / too easy to use, because now you need to be more accurate with your stabs - you either don't have the ability to move it around as much, or don't have the time to move it around as much. I think this will generally improve the play experience for the vast majority of players.

To balance these changes, other stab statistics can be adjusted. Miss cost, feint cost, morph cost, and stamina drain are all simple easy options to adjust, as well as the recovery, windup, and combo durations. Noteworthy that reducing the release phase of the stab isn't entirely a nerf as well, as it reduces the time before you can enter recovery or combo and be able to defend yourself or attack again.

26 23
  • 9 Oct
 123mop

It's not a riposte recovery bug. Tested this tonight, I believe it's being parried during early release by the player on the far side. So the player in the middle isn't getting hit because it's getting parried before the attack enters release. It's an issue with the way stabs are animated, because the spear is so far forwards in early release it doesn't actually travel outwards from you to reach the parrying player.

The result is what appears to be me stabbing through a player and getting parried by someone on the other side without hurting the player in between, despite the weapon needing to pass through their body to even reach the place it gets parried.

https://www.kapwing.com/videos/5d9d4824ce5bc40014811c40

26 23
  • 7 Oct
 123mop

@Josh said:

I also believe that the game will prioritise parrying an attack if it's intersecting both a player and their parry at the same time (otherwise there would be truly unblockable attacks).

To prevent your attacks being blocked like this, try to time/position your attacks so that the damaging part of release starts just as your weapon model intersects with their body, but before it intersects with their parry. One way to do this is to get your strike landing at the edge of your range, another decently reliable method is to stab drag, stab next to/above them and then drag into their body (doing a stab drag above them will also increase your chance of getting headshots).

If this is the case it's a huge problem, in exactly the same way that hitting an enemy who's behind their parry when you make contact with both would be a huge problem. You can't just magically reposition yourself 150cm farther back (most of the spear length) to avoid getting parried by the wrong side of the enemy parry. I'll test this tonight.

26 23
  • 7 Oct
 123mop

Yeah. Some people are big proponents of huntsman because "fuck archers" or something. But huntsman means the archers are back to shooting the foot soldiers much more quickly, and the archers tend to be further back because they're so likely to get one shot the closer they are to the fight.

I like the idea of a perk that marks enemy archers with an outline or head indicator when they're in line of sight, that sounds neat.

On a similar note, dropping ranged weapons when you get hit is pretty nonsensical too. A bow is basically a curved quarterstatf or club. Someone punching you shouldn't cause you to hurl it to the ground. Same goes for the throwing weapons. That entire functionality only serves as a big middle finger to the archer that survives the ensuing fight after getting into melee range with an enemy, because if the fight took just a few moments too long their bow vanishes due to the short timer for ground items. Then they're left as a gimped soldier with hardly any loadout points and a quiver that causes them to magically die if shot by an arrow.

26 23
  • 7 Oct
 123mop

I frequently see an issue where enemies parry me while I'm attacking them from behind, immediately after they parry one of my teammates. After a successful parry, does the parry box size increase to cover the back of the target as well?

I thought I saw that happening in the clip below, so I recorded it with shadowplay and slowed it down. But in this case it seems the enemy hasn't parried at all until long after my attack has gone through. It almost seems like I'm hitting my teammates active parry, but they're on the other side of the enemy and I think the spear is pretty clearly going through the enemy at the moment of the thrust. Does anyone know what's going on here? Maybe the tracers of the spear are in the teammate's parry at the moment that release begins, so the attack is instantly parried?

Either way it feels pretty bad when this sort of thing happens, makes flanking feel pretty terrible when the enemy will just accidentally parry you when they don't even know you're there.

https://www.kapwing.com/videos/5d9aa8c8e3a939001468483a

26 23
  • 17 Jun
 123mop

The game already features wave spawning. That's why your spawn timer is sometimes 10+ seconds and other times instant.

26 23
  • 9 May
 123mop

@Kilaen said:
Parrying should always cost stamina.
The tradeoff variable should be weapon speed. More speed=higher stamina cost to parry. This sounds backwards, I know, but it might confront the spear/rapier cheeseball complaints simultaneously. Now I'm not saying it should be much more at all, but you should also be able to tire out your target similar to shield users. A small weapon blocking a large weapon should definitely cost you, but for the sake of balance not too much more than vice versa.

You make it very hard to listen to your suggestions when you demonstrate that you don't understand how the mechanics work. This exact functionality is already in the game.

26 23
  • 9 May
 123mop

@smellycathawk said:
I have yet to see a maul or a pole axe or even a halb top the boards, but every game there is a fucking toothpick or 2 up there. This should hint that something is wrong...

I usually play with a rapier or shortspear, sometimes other fast small weapons like arming sword or dagger. Last night I was fooling around with the polaxe and topped the scoreboard several rounds, probably scoring my best k/d and most kills yet. This is coming from hundreds of hours as chivalry archer and maa. So loads of experience with small fast weapons and movement and next to none with big weapons and slow armored loadouts.

The rapier isn't some magic win button, and the larger weapons are perfectly fine.

26 23
  • 9 May
 123mop

34 damage on chesthit and 50 damage for a headshot for arrow hits on level 3 armor feels abysmal given how long it takes to tension the bowstring and aim it and how slow the arrows acutually travel.

2 headshots to kill on a level 3 helmet is as good as or better than every weapon except the maul. 3 bodyshots is a good rate as well. Longbow damage is plenty high.

Straight damage perks are uninteresting and bad design. Any perk that's decent for archers shooting at melee will be an auto-include in any dedicated archery build, and that's also bad design.

26 23
  • 9 May
 123mop

I'm really not a fan of how huntsman works. It might be okay applying to only throwing weapons, but right now it's just silly.

Using a recurve bow is terrible currently because all of the enemy archers will one shot you, you can't one shot them without headshots (and your own huntsman), and your projectile speed is slower. Making archers twice as good at fighting other archers when they're already best at fighting low armor targets like archers is silly.

Archers are the one type of build that don't need help against other archers, they're already on the same playing field! Melee has shields, more armor, throwing weapons, and smoke as options, and a perk for melee against archers could be neat, but a perk for archers against archers is silly. Imagine a perk that provides a burst of speed when an enemy archer misses you, that would be interesting!

The perk also makes archer duels terribly polar and uninteresting. The archers actually get done shooting each other faster with this perk.

26 23
  • 8 May
 123mop

@SigmariteArchLector said:
when you throw your main weapon, your shield shouldnt get unequipped automatically and put to inventory

For real. I'd much rather keep my shield out to defend myself rather than my fists.

26 23
  • 7 May
 123mop
  • Make block region smaller, accurate to their models.
  • Remove raise/lower delay (and loosen turncap? I can't remember).

I think these are really solid changes that everyone can get behind. It never feels good to effectively wrap around a shield only to have your attack bounce off of their back due to a shield hitbox that's larger than the shield. And as a shield user, being able to turn your shield faster would be particularly nice. This way you could still hold a defense against several enemies, but you'd really have to work for it by aiming your block for each individual attack. It would be more skill based on each side, allowing more options and counterplay.

At the end of the day, a shield user has a weaker weapon than a 2H player, so their defense SHOULD be stronger, and I think the 2-3 points, vision obscurement, and a hand spent on the shield should be good for more than just a little projectile defense.

The shield represents an investment in pure defense, so it should be natural for people to complain that it's hard to break through a good shield defense. If the shields are ever worse for defense than not having one (like in chivalry) that'll be a truly striking problem.

26 23
  • 7 May
 123mop

Late medieval ages (age of longswords, pollaxes and other two--handed weapons) were fought without shields. Simply because superior armor of that time rendered shields obsolete as means of personal defense and weapons that were effective against that armor required two hands to operate. So late Medieval soldiers were indeed "katana wielding Nerd warriors" from your perspective, where "katana" was some pollaxe or halberd.

The common foot soldier never had armor to obsolete shields. Walls of pikes obsoleted shields in some cases.

Your typical foot soldier never carried a longsword into battle. They usually carried a spear of some variety, and then a backup weapon like a dagger or short sword if fighting got too close for the spear. If the spear was an appropriate length to use in one hand they'd bring a shield with them.

Full plate armor that only knights and lords could afford allowed those few individuals to forego a shield if they chose. But when you enter a pitched battle, having something to stick between incoming arrows and rocks and your helmeted head is still highly desirable. Even in official knightly duels shields were common equipment for combatants to bring, so to say they were ever obsoleted by armor is nonsense.

26 23
  • 7 May
 123mop

@Vikingböi said:
So in the advanced stats for the Bastard sword, when wielding it two handedly you gain no damage whatsoever in either slicing or stabbing which doesn't really make sense. All it does it slow you down by increasing release which isn't even useful from a tactical standpoint.

There are benefits to slower swings. I would like to see it have a faster change speed between modes though, that would make the changeups mid fight more interesting.

While at the topic of advanced stats menu, why can't you compare different weapons side to side AND do it before you buy them? It's really crazily retarded as it is right now.

The advanced stats for comparisons could be better. But this is probably the first game I've played that has such detailed and accurate weapon information displayed in game. Usually the information presented is both wildly inaccurate and lacking in detail, making it useless. Crazily retarded is a bit of an exaggeration.