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

Private Message

104 70
  • 12 May '19
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@Ethan said:
Sometimes I feel like this is an issue because If someone need to be kicked, it’s hard to find their name

Usually people who need to be kicked are greifing, so the are usually at the bottom of the scoreboard.

I usually have to wait to see the exact spelling of a name in the kill feed before trying to kick because I can’t see their # on the score board because they are usually at the bottom, where you can’t see anything.

I Would like to see a scroll option if there isn’t on. I tried it could never get scrolling to work.
you can use playerlist in console to see everyone

104 70
  • 12 May '19
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Countering stab spam from a maul is trivial, git gud /thread
Anyway, most good maul players I've seen barely use stabs, mostly for chambers and morphs (or chamber morphs), but very rarely as a standalone attack. If they do, it's to punish an extremely poorly executed gamble.

104 70
  • 12 May '19
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@SWSeriousMike said:
You come here with your reinterpretation of the navy seal copypasta and expect people to worship you because of your occasional LARP sessions. No shit you are not afraid of blunt training swords. Badass!

Yeah, I'm not sure how anyone in this thread manages to take this guy seriously...

104 70
  • 11 May '19
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In this game 1st person is far superior. Playing in 3rd person covers a really important part of your screen. This is especially bad if your opponent knows you are playing in third person, which allows them to hide their weapon behind your model and attack you while you are literally incapable of reading their attacks. But even if they don't, it can happen accidentally in close range encounters.
3rd person is OP in shooters for very different reasons, mostly that you can look around corners. This is mostly irrelevant in Mordhau, and the way 3rd person is done minimizes this effect anyway.

104 70
  • 9 May '19
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I'm pretty sure the only unique quality of the ripostes is being unflinchable. Otherwise they are just like a normal attack.
What you are referring to sounds like usual chambering and/or clashing.

104 70
  • 1
  • 9 May '19
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We need to trim this down into a twitch copypasta

104 70
  • 9 May '19
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I sincerely hope this is a shitpost and not serious

104 70
  • 1
  • 9 May '19
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@Pred said:

@urm said:

@Pred said:
@nohbdy

I put together two scripts in Python where you can check how much difference there is in reaction time when you have to make a decision:

One here - https://pastebin.com/usLZb1t1. Just press enter when it says "ATTACK" and it will print out reaction time.

Another one here - https://pastebin.com/9Ru6sAAQ. It says "ATTACK" or "FEINT", only press enter when it says "ATTACK". If you pressed enter after it said "FEINT", restart the script as I was too lazy to put in a check for mistakes, and it will give wrong results from now on. Actually no, I wasn't lazy, this is an intended feature as punishment for falling for a feint.

On the basic one I'm getting ~280 when I don't screw up. On the other one getting under 400 is very hard and you will end up pressing enter when there was a feint. This will also often screw up your time in the next attack try, because you will take more time to decide.

Weird, most people have around 200ms on the basic reaction time test. 280ms is pretty damn slow (like, slowest 15% on the planet slow)

https://www.humanbenchmark.com/tests/reactiontime/statistics

*Since this site was created, it's recorded over 81 million reaction time clicks.

The median reaction time is 273 milliseconds.

The average reaction time is 284 milliseconds.*

Hmm, I guess I remembered it wrong, my bad
Edit: and I can see why, this is what they have under the test itself: "The average (median) reaction time is 215 milliseconds, according to the data collected so far."

104 70
  • 1
  • 9 May '19
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@MetallicCatheter said:

@urm said:
this game shows latency and not just network ping, so it if affected client side processing delay.
in my case, that delay is somewhere in the range of 10-20ms depending on the server
but otherwise, this has nothing to do with netcode, 100ms is very bad in most games. My suggestion would be trying to find low ping servers through the server browser

So when i check the leaderboard in-game and it shows 90-120 that is ms which is latency or is it ping? Also to answer the above post about me trying to find lower ping servers....i have and most of them that i do join show the server ping or latency in the 60-80 mostly. I can give an example of ms from another game though....my ms on that one was mostly 5ms but sometimes went to 15.

It is latency
You can test it yourself by running a local server. Your latency is going to be much larger than 0, while your ping is realistically 0, as the server is on the same exact machine

104 70
  • 9 May '19
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@Pred said:
@nohbdy

I put together two scripts in Python where you can check how much difference there is in reaction time when you have to make a decision:

One here - https://pastebin.com/usLZb1t1. Just press enter when it says "ATTACK" and it will print out reaction time.

Another one here - https://pastebin.com/9Ru6sAAQ. It says "ATTACK" or "FEINT", only press enter when it says "ATTACK". If you pressed enter after it said "FEINT", restart the script as I was too lazy to put in a check for mistakes, and it will give wrong results from now on. Actually no, I wasn't lazy, this is an intended feature as punishment for falling for a feint.

On the basic one I'm getting ~280 when I don't screw up. On the other one getting under 400 is very hard and you will end up pressing enter when there was a feint. This will also often screw up your time in the next attack try, because you will take more time to decide.

Weird, most people have around 200ms on the basic reaction time test. 280ms is pretty damn slow (like, slowest 15% on the planet slow)
Either way, while these numbers are interesting, they do not entirely represent the Mordhau case, as you also have sound, and humans react to sound much faster (100ms and below for the simple reaction test).

104 70
  • 8 May '19
 urm

this game shows latency and not just network ping, so it if affected client side processing delay.
in my case, that delay is somewhere in the range of 10-20ms depending on the server
but otherwise, this has nothing to do with netcode, 100ms is very bad in most games. My suggestion would be trying to find low ping servers through the server browser

104 70
  • 8 May '19
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The hilarious part is that even shroud wasn't actually complaining about balancing, he was praising the skill cap (you can hear him say an unfinished "... that's the skill[difference]"

104 70
  • 8 May '19
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@nohbdy said:
You should be able to tell if someone's winding up their attack relative to their body regardless of which direction they're looking, unless there literally isn't any animation playing. Tricks like that only exploit an opponent's focus on reading only a weapon's motion relative to the background, which is a mistake. You're right about latency though, although even then you'd need like 225 ping (at which point you probably shouldn't even be playing on that server) for a 475 millisecond windup to be truly unreadable by itself.

wait, that's certainly not a thing
475ms-150ms=325ms. You can realistically expect people to react in about 200ms, meaning a rapier morph is pretty much unreadable at 125 ping, and even at decent ping of 50ms you need to have almost perfect muscle memory to block it.

104 70
  • 8 May '19
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Accounts were indeed reset on release

104 70
  • 8 May '19
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@Lionheart Chevalier said:
FeiNTiNg NOoB EvEr heArD OF DrAGs?

Imagine this poor noob finding out about chamber morphs lol

104 70
  • 8 May '19
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I love it how half a million people buying this game gets called at the beginning of this thread

104 70
  • 7 May '19
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@Christian2222 said:
You weren't doing any morphs, or feints bro.

I think I saw a couple of defensive feints, but in general yeah

104 70
  • 7 May '19
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The intro needs to go tbh. The truth is that nobody cares to watch it, and even your voice isn't gonna carry it. Also it seems like your mic only goes to the left channel, you need to have it in the right one too. And since you bother with editing in your intro, you'd be much better off spending that time cutting out the breaks between the duels.

104 70
  • 5 May '19
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Either way, I think you can try backing up a copy of Steam\userdata\<user-id>\629760\remotecache.vdf for each of you and replace it depending on which player is launching the game. You could automate it with a simple .bat script

104 70
  • 5 May '19
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@Rawilow said:
Ok so me and my brother both bought the game but we each use seperate steam accounts on the same computer. Why is it that I can see the mercenaries he creates, as well as share the horde/br loadouts. We did not by the same in game items so if we try to use a mercenary from the other account all the stuff it has that I don't have bought will disappear from him. It's annoying in horde because I am stuck with his appearence but without most of his armor customisation, so why does the game do this? It's not fun or useful. Can someone help? Is anyone experiencing the same problem?

I'm assuming it stores that sort of data locally.
Are you guys using the same Windows account, or different ones?