Mordhau
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  • Likes received 70
  • Date joined 1 May '19
  • Last seen 19 Jan

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104 70
  • 17 May '19
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@Radix said:

@Lumi said:

In real battles, archers wore cloth armor and a helmet. Their function wasn't to replace the calvary charge but to harass the enemy and keep them from flanking the main force.

This is exactly what archers are doing in Mordhau. Mission accomplished, no changes needed.

And where did you get that information? Medieval total war? Archers wore whatever could be afforded, if there was enough money for a chainmail then they would rock chainmail all day, some source materials even depict archers wearing half plates. Funnily a lot of source material shows them actually without helmet and I can imagine why, even the most open of helmets are annoying as hell

If it is from total war, it must be from Warhammer lol. In every historical TW elite archer units have above average armor, maybe excluding monk archers from Shogun (but samurai bows wear heavy armor, obviously)

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  • 16 May '19
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@BudSpencer_vs_TheHound said:

@smellycathawk said:
ya but you can constantly shoot with a longbow at anyone from anywhere... you can constantly do damage, regardless of whether or not you are "getting kills" you are helping your team by suppressing the enemy, when half of them are at half health at the end of their charge cause you shot everyone, half will die and the other half will retreat, giving you 1 or 2 assists.

Going 15 kills and like 4 deaths and like 30 assists is a good score for an archer, what's wrong with that?

Its just not a satisfying playstyle if you have more assists then kills.Most people wouldn't like having more assists then kills for them self so they shouldn't expect others to play that way either.

And that the archer has theoretically a high damage output if he hits every shoot as head shot , is just not realistic to assume. Nobody is that perfect and certainly not the average archer player. If you like to proof me otherwise i would love to see you recording you playing as archer and then uploading it.

I do find it satisfying to play archer. It feels great to look out for fleeing low hp enemies and finish them off with a short bow shot to the leg :) Predicting someone's movement at long range and oneshotting their dumb naked head feels nice too.

104 70
  • 16 May '19
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@smellycathawk said:
ya but you can constantly shoot with a longbow at anyone from anywhere... you can constantly do damage, regardless of whether or not you are "getting kills" you are helping your team by suppressing the enemy, when half of them are at half health at the end of their charge cause you shot everyone, half will die and the other half will retreat, giving you 1 or 2 assists.

Going 15 kills and like 4 deaths and like 30 assists is a good score for an archer, what's wrong with that?

You do realize that this is an extremely different statement from your last one?
I personally never argued for an archery buff, and I play archer quite a bit. I think all of the ranged weapons are in a pretty good spot balance-wise.

104 70
  • 16 May '19
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@smellycathawk said:

@Saoirse said:
Prove me wrong.

If you hit all your shots you have higher damage output/second than any other weapon in the game.

Get better at aiming.

There is just no way. Even if you get exclusively headshots, I'm sure most melee weapon have higher dps.
As an obvious example, Maul can one hit anything, and it has speed comparable to longbow.
Even if you go with Maul bodyshots vs Longbow headshots, it comes out about even.

104 70
  • 16 May '19
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bump, I guess

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  • 16 May '19
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I'm sad to report that mounted crossbow engineer became almost unplayable lately. Your team will literally fight you to the death over using it. The concept itself is extremely enjoyable and brings the necessary objective oriented gameplay to Frontline, but I don't see anyone sane enduring this bullshit.
I'm not playing this game to argue over concepts of personal property with double digit IQ idiots in all chat. I think it's time for a mechanic that lets me prevent anyone else from using the crossbow while I'm alive, or something similar to that.
Even if I would surrender it and let whatever moron use it, there will be another one that's even worse who's gonna fight him for it, rendering the ballista essentially useless.

104 70
  • 16 May '19
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lol reacting to slashes with a stab against good players is a good way to die a quick and painful death

104 70
  • 16 May '19
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@Optimates said:
The problem with third person in mordhau isn't what you can't see, it's the additional things you can see.

When looking completely up in the air or down at the ground, you can still see your opponent, in plain sight. This encourages a lot of what i like to call 'vertical flailing' in an attempt to take Z axis stab drags to points of literal stupidity where in the first frame you're stabbing into the air and the next you're stabbing into the ground, with no risk of being chambered, kicked or gambled, since you aren't comprising your field of view. It's pretty much bordering on exploit tier.

Good luck reading right stab morphs in close range then :P

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  • 16 May '19
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@AleX said:
Reloading time is really too quick now ... (After last update).

When ballista is build you can do walls and spikes to secure the area ... That s not really funny.

I'm yet to see ballista be overpowered in any way. There are a lot of options to counter them, so them being better than other ranged weapons is necessary

104 70
  • 15 May '19
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@muNt said:
Snitching is pretty gay

If you are in 3rd grade, maybe it is

104 70
  • 15 May '19
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It's hilarious how the video starts with him failing to block a maul stab.
I can see it being a challenge to develop cheats that are actually as good as top tier players, but that's literally the most basic functionality you'd expect from them
Let me guess, he is also trying to sell this shit?

104 70
  • 15 May '19
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This is what Grator told me when I asked about issues with the russian translation: "We had some technical dificulties and coudln't get those fixed in time but will do soon, thanks for your concern"
Doesn't seem like they need any translation help, and the issues are related to actually using the translations they have.

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  • 15 May '19
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Very cool to see almost all of my balance feedback addressed in the latest patch, but I don't understand why toolbox starts with 5/6 ammo. My point about it adding nothing but annoyance still stands.

104 70
  • 14 May '19
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afaik they are almost completely useless. the only real reason to use them is to improve your stamina drain during parrying, but most weapons already have the same/better stamina drain. so pair them with a dagger, I guess, otherwise don't bother

104 70
  • 14 May '19
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@Christian2222 said:
Agreed, there is very little reason NOT to have stab be your opener 95% of the time. Swing, and you will get stabbed.

Are you aware that an accel slash is generally faster?

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  • 7
  • 14 May '19
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I felt like a more organized analysis of current map design was missing from the forums, so here it is. If you are not particularly interested in the topic, it is probably too long for your liking. Please, feel free to discuss in the comments, I would love to see a more detailed discussion of Mordhau gamemodes.

The main issue is that the Frontline gamemode is symmetric, while the maps aren't. It is inherently difficult, even impossible, to balance asymmetric maps for all skill levels and team sizes.
That is already understood by the competitive community, as they play scrims alternating the sides.
However it is an issue on public servers, where people expect to have equal chance of victory on both sides, which leads to frustration. Differentiating teams further, making matches consist of two rounds, with a team swap in between them, and having a victory condition based on both rounds is necessary. This will become mandatory for gameplay purposes if there will be an official frontline competitive/ranked mode anyway.

Such a gamemode change would also incentivize pushing the objectives more aggressively, as that usually renders larger score/token differences, while currently the most reliable way to win (especially so for Red team) is to capture the middle point and hold it, using defender advantage to have better k/d and gain score difference this way.

Another major issue is that the objectives are simply too small for the current player numbers (48/64 servers). There is rarely a reason to contest anything that's not the main point. On many maps the only threat outside of it are archers and mounted crossbows, which are not nearly strong enough to make tactics such as wide flanking mandatory. All this leads to a huge deathbowl on the point, or people giving up on playing the objective and tdming at random parts of the map.

One of the possible solutions to this problem is changing the gamemode to have multiple objectives active more of the time, such as with the current rescue/destruction objectives.
Otherwise we already have mechanics that could help with control points being an issue: horses, siege weapons and ranged weapons (bows, crossbow and mounted crossbow).

Horses allow to cut off enemy reinforcements, and make archers/mounted crossbows/siege more important by being vulnerable to them. However I feel like the current amount of horses (2-3 per team depending on map at most) doesn't make them a consistent enough factor. Especially with the respawn timer, a low skill player taking a horse leaves your horse with no access to it, meaning you can't rely on them as a necessary tool for one of the teams. I would suggest adding more stables-like locations on the map, factual control over which will allow a team to have more horses, thus adding a reason to fight over a part of the map that isn't the currently contested control point.

Catapult is overall good design, as it makes it less effective to just stack on the point, and is the most efficient tool to destroy fortifications, making other ranged options and horses more relevant. It can often become an objective on its own, making the enemy team flank to capture or destroy it. However currently if it is present on the map, it is only available for one of the teams, giving them a huge edge, furthering the asymmetric map design issue.

Ballista is very different. I would argue, the way it is currently placed on maps makes the gameplay strictly worse. It is usually too close to its team spawn, making it borderline impossible to flank and destroy, thus just adding a non-interactible advantage to that team, and nothing else. However some Blue ballistas, especially so on Camp and Grad, have firing angles that barely benefit its owners, if at all. At the same time, it is possible for the other team to sneak to the ballista and use it against their spawn. While this creates reasonably interesting gameplay for Red Camp Ballista, because it is actually useful for Red othrewise, it is simply an annoyance in case of Blue Camp and Blue Grad ballistas.
At the same time, even if the firing angles would be better, the only thing it would accomplish is making it harder to push certain objectives, which is already hard or impossible to do on larger servers, unless the match is extremely one-sided.
A better solution, if not a realistic one in terms of historical map design, would be to place Ballistas in a somewhat neutral part of the map, watching over one of the control points, making it a relevant flanking objective.

Archery promotes flanking somewhat, but at its current power level it can't solve the gamemode issues on its own, neither it should be buffed to such a degree for gameplay reasons. I think mounted crossbow is a better candidate for a buff, as currently it is not really threatening enough to be a mini-objective for the enemy team to counter. And I think there is a lot of room for it to be buffed, as it has extremely effective counters such as fire bombs, the catapult and crossbow archers, which are currently not even used against it most of the time, as it is simply overkill. It being stronger would also somewhat help with the shield spam in frontline, until it is (or if is not) going to be solved in some other way.
Edit: Mounted crossbow has been buffed since then, and I think all its capacity of being a secondary objective is being used atm. However it is probably not the way to solve things for competitive play, as current community bans its usage due to projectiles being unparriable.

Currently, the most balanced frontline map is Moutain Peak, simply because it is the least asymmetric. At the same time, it is a bit too simplistic, and I don't feel like it works that great for 64 or even 48 people Frontline. Making it somewhat wider and adding secondary objectives is just as necessary, if it is going to stay a frontline map. Otherwise I can see a smaller scale control point oriented competitive gamemode similar to TF2's 5CP being interesting, and Mountain Peak could be a good start for that.

Edit: I forgot to write about spawns. There are two problems with them. First is that forwards spawns are not forward enough to make winning by pushing the objective possible in all but the most unbalanced matches. The other is that most of them are completely open for the enemy team to walk into and spawncamp. The latter is especially problematic on separated spawns, such Blue second point on Mountain Peak, where you are spawned randomly one one of the two sides of the map, which can lead to one of them being overwhelmed and camped for quite a long amount of time. I think it is important to have only one spawn per team per point, both to avoid camping and to make it easier for the other team to avoid running into it. Especially so with current open spawns, where you can find yourself with players literally spawning behind you, which forces you to remember every single spawn spot in the game if you wish to avoid that.

104 70
  • 13 May '19
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Map/mod maker is confirmed at this point.
I doubt a PvE mode would be that much fun in this game tbh. Most of the mechanics are made with a human using them in mind. Horde exists and it kinda sucks. Even if the AI would be significantly improved, it would not make it any more fun to fight against it.

104 70
  • 13 May '19
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Halberd is one of the best weapons in the game, borderline overpowered in frontline and skirmish scrims. It's pretty decent in duels as well.
So I agree with nohbdy, if anything, it needs a nerf, not a buff.
Here's an example on the receiving end of multiple halberds.
https://www.youtube.com/watch?v=SgrsuS3Iepk&t=0s

104 70
  • 13 May '19
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@ToLazy4Name said:
Haha you know nothing Jon Snow xD

Right, maybe he's actually a resonable guy, just too deep into that role play /s

104 70
  • 13 May '19
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I play a lot with all three ranged weapons, and I think archers are mostly fine the way they are currently.
Sure, you are likely not going to topscore (although I often do), and if you have enough experience to top score as an archer, it's likely you would do "better" in melee score-wise.

However both in frontline and small scale competitive archers have their uses.
Having ranged damage forces the opponents to come to you, which can break stalemates.
It also lets you contribute small amounts of damage to multiple fights faster than through melee, and in many cases even a 20 damage shot can change the outcome of a duel. Having an archer on your team makes your opponent wary of having a lot of high cost weapons, such as halberds and zweis, as those force them to wear lighter armor, at which point archers actually become pretty scary. Finally it lets you finish off fleeing/kiting enemies in a more reliable way than throwing weapons.
Also archers are one of the more reliable ways of countering horses and greedy catapult positioning.

11 points for the longbow is a bit extreme though, as if you want to compete with other archers in FL, you are kind of forced into taking Huntsman and 0/2/1 armor leaving you with no points to spare. I think dropping it to 10 would be fine.