Mordhau
 Deadmode
  • Likes received 618
  • Date joined 3 May '19
  • Last seen 24 Jun

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549 618
  • 20 Feb
 Deadmode

@TombstoneJack said:
what is understabs? an under hand swing morphed into a stab?

It's the underhand stab you perform when using 240 stab and the mouse is lower left/right of center when triggered.

549 618
  • 20 Feb
 Deadmode

@SerJaGGsaW said:
hence "Playstyle" is invalid and a stupid question since only one style is viable as it is right now.

You couldn't be more wrong.

Also, you couldn't be more pathetic and toxic on these forums if you tried. Don't take that as a challenge though.

549 618
  • 18 Feb
 Deadmode

@Aodlop said:

who's the tryhard loser?

Those who play with training wheel weapons for apes despite having thousands of hours of /played?

There is no rule about what weapons you must use at/past certain levels/time played. Don't be a child. You call it a training wheel weapon for an ape, yet you can't outplay someone wielding it.

549 618
  • 18 Feb
 Deadmode

@Aodlop said:
I'm talking about tryhard losers who are level 60+ and still using rapier builds in ranked 1v1.

lol

who's the tryhard loser?

How do you do it? What's the secret? Best weapon, best armor tiers, perks?

try harder

549 618
  • 18 Feb
 Deadmode

Many people favour 3/3/3 Bloodlust and Cleaver builds for pubs. You are fully armoured and can scavenge weapons on the ground. This is arguably the most 'efficient' build and will get you experience with lots of weapons, make you learn some footwork (as you can't rely on cheese perks like dodge and you are slow with T3) and give you the ability to 1vX easier. You'll see lots of people running this setup and it is by far the most effective, but not necessarily the most fun.

Personally, I run 3/3/0 War Axe and Bloodlust. Best balance of speed, damage and protection without running the above cheese build.

That said, I play duels and skirmish modes rather than pubs, typically.

This will all change in the next patch though, as the point system is overhauled.

549 618
  • 1
  • 16 Feb
 Deadmode

I have played absolutely fine from launch til now, with 0 bans. You have been banned several times. The difference between my account and yours is that you have been flagged as a known cheater because, you know, you've been caught cheating.

You do realise that you brought this on yourself, right?

But sure, blame other people for your own mistakes. Bye.

549 618
  • 9 Feb
 Deadmode

@Stouty said:

@Deadmode said:
I used to play netQuake/Quakeworld as early as 1997 and played through til about 2008. Back in those days the majority of competitive leagues and tournaments were entirely community ran and it was fantastic.

Fantastic yet the Quake scene is dead whereas CS (which has seen constant support from Valve) is booming.

Valve provided a game mode. The community runs the events.

Whilst I get that a lack of a better comp mode is not helping, the comp scene isn't helping itself.

Where's all the leagues and tournaments the comp scene is running? Why is it that literally every scrim I see on twitch is just VK vs FIST. Where is the information for budding comp players to get involved?

No, it's a cliquey community that isn't doing enough to help bolster its dwindling playerbase and apportioning too much blame on the developers. I'm not saying Trit are blameless - personally I think they are handling Mordhau's post-release diabolically - but I do believe the comp scene should do more to provide content for its playerbase and to attract new blood too.

549 618
 Deadmode

I used to play netQuake/Quakeworld as early as 1997 and played through til about 2008. Back in those days the majority of competitive leagues and tournaments were entirely community ran and it was fantastic.

If Trit only have interest in the more casual modes then so be it, let them cater for that playerbase. The comp scene needs to stop waiting on Trit and get on with it themselves, if they want it this badly. If there is a demand for it among clans and players, then the community needs to step up, develop the required mods and modes and start holding leagues and tournaments for that scene to enjoy. If it truly is something people want to play then you'll see the scene grow.

Players want this genre to succeed. Players want to enjoy different aspects of the genre. This cannot be solely down to Triternion to handle as they have clearly shown they cannot handle the demands on Mordhau already.

The playerbase needs to move things forward, especially if you want to attract the attention of bigger development houses and publishers by showing them that there is a market here for a more polished and well-designed product.

549 618
  • 27 Jan
 Deadmode

You only have to look at how people treat teammates in frontline but also how people are using it in comp.

Friendly perk is now a must and with it people are using swingthrough to cheese enemies.

Totally broken.

549 618
  • 26 Jan
 Deadmode

@PC_Principal said:
cata loadout

lol

549 618
  • 22 Jan
 Deadmode

@PC_Principal said:
Calling Bloodlust a meme build is beyond stupid, being unaware of the power you have. True meme builds are peasant and triple throwing weapon loadouts like blacksmith hammers, targes and frying pans. I met a funny level 147 guy who had 3 quarterstaffs and loads of perks. That's a meme build.

Just because I mentioned Bloodlust alone does not mean that I am calling any build that has this perk a meme build. Stop making assumptions.

...while the majority of players hasn't even tested the feature is just egoistic,

Just because you dropped the game for a while doesn't mean that the majority have. Many are playing it now so all have valid opinions on it. Making a false statement based solely on your approach to the game is more egotistical than anything I've said.

I think it very much is. From the scratch I can name 3 points to improve the current system:

  • The damage on the 2nd and 3rd target should decrease. Hitstop on 3rd target?
  • Certain blades might need a slight damage nerf now? (Exe & Zwei?)
  • decrease block recovery in general or make blocking 2 people possible / easier again by extending the block time.

So let's break the rest of the combat balance just to 'fix' a broken mechanic that was added as an experiment. They added this feature without considering the consequences and you want them to double down by now modifying parry times and weapon stats. Not the best of ideas at all.

Personally, I think it's better to rethink the hitstop/swingthrough feature and leave as much of the rest of the combat alone as possible.

With Zweicopter, I had no problem whatsoever in 1 vs 5, unless you wanna call that accidental teamkill a problem. (Have you seen the size of this fucking sword?) So either you're picking the wrong weapons, or you need to put in some practice before you can 1vX under the new circumstances.

Sure, in many situations you can still 1vX. That's not my point. My point is that the swingthrough feature can be exploited rendering the 1 severely disadvantaged. How can you possibly defend the idea that an attack from another enemy can pass through your focussed target and hit you and can go unseen and unable to respond (unless it happens to get caught by an active parry).

As it was, a skilled 1vXer could stay alive with perfectly timed parries and ripostes. Only if they mistimed something could they be hit and/or flinched to death. With swingthrough this is no longer possible as there is the possibility of an unseen attack passing through enemies and hitting you without you being able to parry.

That is a bad mechanic.

549 618
  • 22 Jan
 Deadmode

@PC_Principal said:
Hey noobs. I played it yesterday and still think it's better than before. Just as expected. I don't need to playtest, to tell you if it's good or bad, trust me ;) Great update for Zweicopters. 10/10 would Zweicopter again.
You'll just need to learn to adapt to necessary changes. Think about the confederacy when slavery was abolished they were all like: "lame, we need to bring back slavery" but in the long run it was good that they did it.
Halp I'm not OP enough anymore, can't "skillfully" (Bloodlust "skills" lmao) fight 4 people at the same time.
Rather than removing the nice swing-through feature, they could balance the weapons in regards to the new feature. Obviously Executioner and Zweihander are now top of the food chain pretty much.

ANOTHER TIP for everyone who doesn't know what they should do with all their leftover SKILL:
Play BRAWLER and PEASANTS you cuck.

Wow. What a bellend you are.

549 618
  • 21 Jan
 Deadmode

@Galaxy said:
All I say is give it time, this game is not dead, it's only just begun.

As i’ve said; if this last (almost) year is anything to go by, I see little evidence of them being able to push out meaningful quality content that will keep up with, and satisfy, demand.

I mean hell, they haven’t even spent a penny of their launch sale windfall on any marketing whatsoever. They rely solely on streamer and YouTube content creators and word-of-mouth. When you see those same guys burning out on the game too, you wonder what’ll happen with no marketing and nothing new in the game to entice players to join in or stay.

That’s without discussing the dubious balancing choices...

549 618
  • 21 Jan
 Deadmode

@Krtex said:

@Deadmode said:

@PC_Principal said:
I think it's a good feature, haven't seen it in action tho. I always hated hitstop and teammates running into my swing to steal a kill and get us both killed because of hitstop.

That was the problem they saw previously which, in my opinion, isn't a problem with the game but with players' ability to read situations and position themselves/choose targets correctly. They then added this feature without even thinking about the consequences.

As I said, the biggest issues with this feature come from being the 1, not the X.

I agree. Another thing is that when you are the X, a lot of the times the most optimal thing you can do is to hide your strike behind a healthy teammate and swing through him to finish off a bloodied enemy. And thats not fun for everyone involved. If they keep the swing-through, at least give it a drastic damage decrease, but i think they should just rollback to hitstop.

Yep, this is bang on.

Even though I rarely run Bloodlust builds now, on the odd occasion I do (for the memes) I have been guilty of intentionally slicing through a healthy teammate to pop my Bloodlust on the bloodied enemy behind him when I’m close to death.

As you touched on, I’m not advocating that keeping hitstop was the right answer, but that the current swing though iteration is horribly flawed and having a worse effect that hitstop itself was.

The intention is a step in the right direction, but the new mechanic is not.

549 618
  • 21 Jan
 Deadmode

@lordlemon said:
I disliked spears before the update, now they are even scarier with no hitstop

Yeah, absolutely!

549 618
  • 21 Jan
 Deadmode

@PC_Principal said:
Still sounds like a step in the right direction. You shouldn't be in the spawns fighting 1vX. What about teamwork?

Who said I was in spawns?

There are many situations where you can end up the 1 in a 1vX that do not involve you rushing in to a group of enemies. Even if someone was running into a group of enemies, if they have the skill to be able to handle it then why shouldn’t they be able to?

This mechanic prevents skilled 1vX play. The 1 is already severely disadvantaged by being outnumbered and this mechanic gives even more advantage to the X by making it even easier to strike the 1 without the 1 being able to respond. Adding to the fact that it promotes team damage instead of mitigating it, as was its intention, that in itself means the mechanic is flawed.

As you have admitted to not playing the game since the mechanic was added, I suggest you put some hours in and see for yourself how it doesn’t work at all.

549 618
  • 20 Jan
 Deadmode

@PC_Principal said:
I think it's a good feature, haven't seen it in action tho. I always hated hitstop and teammates running into my swing to steal a kill and get us both killed because of hitstop.

That was the problem they saw previously which, in my opinion, isn't a problem with the game but with players' ability to read situations and position themselves/choose targets correctly. They then added this feature without even thinking about the consequences.

As I said, the biggest issues with this feature come from being the 1, not the X.

549 618
  • 20 Jan
 Deadmode

I disagree. It's not that difficult to get employees. Only the game and art directors need to 'share the vision', the code monkeys, as it were, just need to do what they are told and are steered by those above.

This game needs lots more maps, game modes, more customisation and unlockables, fleshed out comp modes, lots of balancing issues fixed. A small team is never going to deliver what is needed quickly enough. Also, not everything they release will hit the mark immediately, some things will need to go through a few iterations before being right, adding to the workload. So again, a small team cannot get out finished content quickly enough. There current pace and pattern or release trial-and-error is all the evidence needed for this.

This game will die/be superseded before they get even a fraction of what is needed to be done finished.

549 618
  • 19 Jan
 Deadmode

@Galaxy said:

@Deadmode said:

@Boganhagen said:
I have super high hopes and feel if the developers expand and put more energy and resources into this ; it will be an absolute success .

Does anyone know what the devs plans for 2020 are for Mordhau? I do actually feel if they improved the AI and single player aspects that the game would branch out and collect a massive amount of new players to fill our battlefields up .

No extra energy invested. Plans limp for 2020, if any. Expect to be disappointed.

Not true. The developers are working hard to add more and improve the game. Also there is a ranked matchmaking service coming out later this year.

Exactly. I'm sufficiently underwhelmed. This game needs a far bigger playerbase for ranked machmaking to work well. The current state of ranked 1v1 shows that.

I'm sorry but I just don't see anything in the pipeline that is exciting or gives me hope that this game will maintain a suitable playerbase. This will be the Quake Live of slasher games.

Also, about finding out the dev's plans for the game, it would be good if there was some good community news and reports on the goings on behind the scenes but it's almost entirely radio silence with the exception of rumours from 'people that know a developer' or who plays with them every now and again. Not good enough.

549 618
  • 19 Jan
 Deadmode

@Boganhagen said:
I have super high hopes and feel if the developers expand and put more energy and resources into this ; it will be an absolute success .

Does anyone know what the devs plans for 2020 are for Mordhau? I do actually feel if they improved the AI and single player aspects that the game would branch out and collect a massive amount of new players to fill our battlefields up .

No extra energy invested. Plans limp for 2020, if any. Expect to be disappointed.