Mordhau
 123mop
  • Likes received 42
  • Date joined 30 Apr '19
  • Last seen 13h

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46 42
  • 22 Jan
 123mop

@esturias said:
A bit to arcady for my taste, I'd rather see frontline and invasion set up properly.
Plus, you'd need extra servers for that, because you obviously can't play that on a F/I server with that many players.

It's... nearly the same as many invasion objectives, just with the cart being pushed both ways. Why is that arcadey? And why wouldn't it work with standard player quantities? Camp invasion is literally this with a single sub objective on the way through. Grad blue attack is similar.

46 42
  • 1
  • 22 Jan
 123mop

A simple game mode idea. There is a cart in the center of the map, and both sides are trying to push it to the enemy base. If your side has more players near the cart it progresses forwards. If the other side has more players near it it moves towards your side. The cart can be a ram, bomb, diseased bodies, siege tower - whatever flavor you desire.

The cart provides a natural focal point to the battle around which battle lines will form. As you're pushed back the defending side gets an easier chance to hold their ground as the cart gets closer to their spawn and they walk to it faster. You could have checkpoints that change each team's spawn point as the cart passes them, pushing defenders back to a deeper spawn and the winning side forwards to a spawn closer to the team currently falling behind.

The rounds could have a time limit, and whoever the cart is closest to at the end loses. If the losing side is actively pushing back when the time runs out, they get overtime until the cart is halted or they push the cart across the halfway point to win. This way there is never a time when the game becomes unwinnable, such as when you're down 600-100 tickets. The ever present possibility of a comeback will keep the game exciting even when the time is running out and you're pushed back pretty far.

Map barricades can halt the cart's progress, leading to a whole group of players quickly tearing down the barricades. Toolbox constructions should probably simply be crushed by the cart since they're so spammable.

It can incorporate into some existing maps pretty easily as well. Add a wall or structure to blue side's taiga and it can be the same ram progressing across the map.

The bomb on camp can be pushed through to blue's camp the same way that it's pushed to red's.

Grad can push a cart on a path similar to red's defensive invasion with whatever nastiness fits your fancy, or it could utilize the village that's out of bounds during frontline and invasion.

A wagon of carrots pushed across crossroads to befriend the enemy horses is perfectly logical.

Taiga can be a bomb minecart with tracks laid out to red's side as well.

Feitoria is a bit tricky due to the vertical nature of the map in some regions. Maybe a human NPC that walks a predetermined path between the spawn points, and does something nasty when it gets there. Seymour or a fire midget would fit the bill. Or a wizard who hurls a fireball on arrival.

Thoughts?

46 42
  • 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

46 42
  • 15 Jan
 123mop

-Is there a way to bind emotes to a Key?

No, unless you setup a macro through your computer to do that input.

-Is there a Roadmap

Pretty sure that's a no

-Is there a Ratio for Gold Gain? Like is it only dependant on how well you Individually Perform or does Win/Lose affect it?

I believe when the game was released it was primarily influence by the amount of time you spent alive in a match. Not sure if that's still the case.

-Are Weapon Skins even worth it?

Depends how much you like the look. I'd get all the weapons you want to use before skins.

46 42
  • 14 Jan
 123mop

Separate keybind options for jump / climb / dodge.

Stats for thrown shield damage

Options for whether or not to automatically unequip your shield or draw your next weapon when you throw your last throwable or main weapon, or are disarmed of your weapon from chambering but not your shield.

Things I think would be cool to see:
Ability to hold a throwable or small weapon like a dagger in your second hand when using one handed weapons. So you could throw throwing knives or axes instead of your primary weapon, while holding both and still being able to fight as normal. Same thing for smoke and fire bombs.

Smoke and firebombs holdable with shield like throwing weapons are.

Option for smoke, firebombs, health packs, and bear traps to be immediately placed on pressing their hotkey, like a grenade in almost any shooter.

46 42
  • 1
  • 13 Jan
 123mop

Honestly I think there needs to be more ragdolling.

Oh. Move along folks nothing to see here, he's just trolling.

46 42
  • 13 Jan
 123mop

No.

Ragdolling is awful in this game, you cannot act at all. A trip effect would be equivalent to being hit 1-2 more times minimum. You could simply make the weapon do more damage to legs, or instakill legs. The effect would be the same.

Bear traps probably shouldn't ragdoll either, but instead just deal damage and root the person who walks over them.

46 42
  • 13 Jan
 123mop

Open your task manager on a second monitor if you have one and watch what your bottleneck is, CPU or GPU. Then check what programs are utilizing your resources and close them.

I get much worse framerates if I have 20 chrome tabs or so open. I also found that having discord on a secondary monitor caused it to take ~8% of my CPU, while minimized it'll take 1-2%. It makes a very big difference.

46 42
  • 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.

46 42
  • 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.

46 42
  • 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.

46 42
  • 11 Jan
 123mop

It's quite good from playing with riposte out of shield wall. You do have to manipulate the shield to catch attacks from secondary enemies - it's not just an invisible force field. These changes are actually pretty great.

Really the only thing I'd like to see changed is entering shield wall mode. I think it should be doable instantly when you successfully parry an attack. And the animation for the normal slow entry should be clearer as to when the shield wall effect has actually started.

46 42
 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.

46 42
  • 2 Jan
 123mop

And I love it. Held shields are once again usable with nimble light armor loadouts. The riot shield functionality has a unique niche of combating drags from slow weapons, incredible stamina negation, and defense against multiple attackers. I've even seen people using them effectively to hold chokepoints as one would expect. Best of all, the changes provide a learning curve to using held shields, and promote utilizing all of the game mechanics. Totally novices don't have a casually good defense due to the delay and challenges of using riot mode.

I still think the kite shield is garbage for blocking the left quarter of your screen, but the heater blocks a manageable view area. They could cost the same number of point and I'd still use the heater.

I'm still waiting to see slow weapon users work kicks into their playstyle against riot shield mode. Hopefully that proves to be effective enough as a form of counterplay.

Riot mode not having its own key is still not ideal, just like dodge / jump / climb all being on the same key is a bad thing. Hopefully more hotkey customization comes soon for these issues. I wouldn't hate seeing the ability to enter riot mode on a successful parry as well by continuing to hold the parry button, to improve its usability against multiple enemies.

46 42
  • 31 Dec '19
 123mop

I find it very fun to parry their incoming attack after I land a hit. It's just like hitting someone who's riposting.

I also think the food is a fun and interesting mini objective - send in soldiers to eat the food and deprive the nobles.

The noble objectives are overall good, if a bit overused. The real issues are barricading them in and repairing the walls infinitely, and the inane tallness that makes it hard to see anything close while playing as them.

46 42
  • 30 Dec '19
 123mop

You can parry immediately after landing a hit. So if you hit the noble first you can parry their attack and riposte back at them right away.

Feitoria nobles have pretty poor health actually. Plenty of attacks do respectable damage to them.

Increased height is a disadvantage, not an advantage. Particularly for the longsword, grad red noble, and crossroads nobles, you're so tall that your field of view is constricted around the level other players stand at. So when someone face hugs you it's very difficult to see them, especially when you're being attacked from multiple angles. Your overall hitbox is also increased, making you an easier target for archers and thrown weapons.

46 42
  • 19 Dec '19
 123mop

Defenders spawn almost directly next to the rocks attackers need to retrieve. The real issue is people don't understand what the objectives are yet because there isn't a clear explanation.

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  • 1
  • 19 Dec '19
 123mop

Currently if your swing collides with an object or the ground you lose 0 stamina. This means that it's common for larger weapons to be directed into the dirt or a wall if the target moves out of reach or avoids the attack. The end result is that for weapons long enough to hit the ground, the stamina drain on miss stat is frequently irrelevant because all misses are ground pounds. These are the weapons with some of the highest stamina drain on miss, but they end up being some of the best regarding stamina loss on a missed attack. This also often allows a faster recovery than a standard miss without comboing.

I propose that a collision with a wall or the ground should drain stamina just as if the attacker had whiffed. This causes most cases of slamming your weapon into the ground to be bad, which I think most everyone can agree should be the case.

This can cause someone to drain their stamina hitting a wall behind their head with the way windups work right now, but I think that's a separate issue that should be handled on it's own. I probably shouldn't be winding up my weapon to point directly behind my head, or even further towards my opposite shoulder, not to mention I would collide with a wall behind me while winding it up most of the time, rather than winding up through a wall and suddenly colliding when I bring it forward.

46 42
  • 19 Dec '19
 123mop

Personally I love the new held block. The one thing I'd like to see adjusted is the time it takes to drop it. It currently feels like it takes a full second to lower, and you can't do much during that second - no parrying, attacking, or kicking, and you still have terrible movement speed.

Right now you can use the held block effectively against slow dragging weapons like the maul, but will quickly run into issues if they feint into a kick, or if they even just miss you and wallop the ground, you'll be unable to counterattack.

46 42
  • 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.