Mordhau
 123mop
  • Likes received 62
  • Date joined 30 Apr '19
  • Last seen 2 Apr

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78 62
  • 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.

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  • 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.

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  • 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!

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  • 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.

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  • 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?

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  • 21 Jan
 123mop

I would rather die because the enemies are intentionally hitting through each other and using their allies to hide attacks than because they're accidentally hitting each other and being interrupted because of it. That causes me to miss a parry and then take 1 or more hits from the other players attacks landing a moment later. There is also a very clear cost of health for the enemy if they're using the swing through strategy.

Intentional plays > accidental mid swing feints

78 62
  • 13 Jan
 123mop

@Slyder73 said:

Why are toolboxes being changed to build faster, with no changes to destroying the buildings or reduction to repairing? This one seems like a big mistake. A builder could already throw down constructions faster than someone could land a hit on all of them, so they could build a wall directly in front of you and you couldn't do anything about it. Same to repairing, where they can sit and repair their barricades and you need two or more people with wrecker to break them down. Sometimes that isn't even possible. Sitting around hitting wooden walls to occupy a builder and allow someone else to break a wooden wall elsewhere is not engaging or fun gameplay.

But it is strategic and encourages a team to work together. This is good.

A squad of maybe 5 engineers with smoke pots and optimal repairing loadouts could barricade the warden into the ammo room on the basement of Grad, and never allow any enemies to enter. It's strategic, it's teamwork, and it's also terrible gameplay. 5 members of a team working together making it impossible for the other team to win even if all 32 of them are working together should be an obvious problem. We already see people doing something similar with an engineer or two for the commander in the left watchtower, and it's a terribly frustrating thing to play against. You need players with loadouts specifically tailored to destroy barricades sitting and doing nothing but attacking the barricades in more locations than the defenders have repair engineers in order to break in.

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  • 11 Jan
 123mop

So far I'm in favor of disabled team hitstop. It makes 1vXing easier and is net neutral for friendlies since they won't charge in to block your attacks either.

Kicking for throwables and ranged weapons is a great no brainer change. I'd love to see the same added for bandages and health packs. In a similar vein I'd like to see fire pots and smoke pots be holdable in one hand with a shield in the other like javelins and throwing knives.

78 62
  • 11 Jan
 123mop

The shield changes are great, blocking things with the shield model in riposte feel very cool. Entering a fight, even a duel in shield wall mode feels great for using the riposte as initiative to deflect their attack.

What I'd love to see is the ability to enter held shield mode on a successful parry, and for the animation for the normal slow entry to be more clear as to when the shield wall effect starts. Obviously a separate keybind would be great as well -more customizable keyboards is always good.

Why are toolboxes being changed to build faster, with no changes to destroying the buildings or reduction to repairing? This one seems like a big mistake. A builder could already throw down constructions faster than someone could land a hit on all of them, so they could build a wall directly in front of you and you couldn't do anything about it. Same to repairing, where they can sit and repair their barricades and you need two or more people with wrecker to break them down. Sometimes that isn't even possible. Sitting around hitting wooden walls to occupy a builder and allow someone else to break a wooden wall elsewhere is not engaging or fun gameplay.

78 62
 123mop

As the title suggests, jumping and dodging facing up stairs causes you to climb. This is always undesirable behavior since you can simply walk up stairs. If it's intended functionality it's a bad choice, so I'm posting it as a bug.

Some simple temporary workarounds would be allowing jump / dodge / vault to be bound to separate keys, or only engaging vaulting when forwards is pressed. Even a hold vs tap functionality for jump/dodge vs vault could solve the problem for the time being.

Ideally of course stairs simply wouldn't meet the requirements for a vaultable object, so that the game either jumps or dodges as appropriate.

78 62
  • 16 Dec '19
 123mop

They removed this change because it broke dodge in other ways. Primarily in that you couldn't dodge while recovering from being parried, which was a pretty big deal for dodge.

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  • 28 Nov '19
 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.

78 62
  • 28 Nov '19
 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.

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  • 26 Nov '19
 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.

78 62
  • 29 Oct '19
 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.

78 62
  • 9 Oct '19
 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

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  • 7 Oct '19
 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.

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  • 7 Oct '19
 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

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  • 6 May '19
 123mop

Do you have an SSD? And if so, do you also have a normal hard drive? If so it may be that your other games are on your ssd and mordhau ended up on your standard hard drive.

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  • 6 May '19
 123mop

My game usually loads in under ~15 seconds on my two year old computer. It's likely a problem with your machine.