Mordhau
 Unseul
  • Likes received 19
  • Date joined 4 May '19
  • Last seen 24 May '19

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15 19
  • 19 May '19
 Unseul

Same speed i believe. I didn't use a stopwatch though.

15 19
  • 18 May '19
 Unseul

@Unseul said:
It's about -1 per 2 seconds if your team have less outposts. -1 per kill. So very hard to outpace with kills alone.

Same number of points both teams lose one per 2 seconds.

If you have more your count stops.

Guys and girls, this is it. I went and tested it. Constant countdown plus lives lost. Countdown is fast enough to make it very unlikely that a team could overcome it.

15 19
  • 15 May '19
 Unseul

My main issue with stabs is that you pretty much have to react due to the speed, so a feinted stab is a killer. Now i know you'll say just chamber it and punish the feint, but even when I've tried that half the time a feinted/morph into swing from rapier is still faster than my swing.

With the mechanics as they are it's also not possible to keep your distance without dodge perk (at least not for very long).

@sorrow go and get a pencil and a broom. Hold both at the end of the handle vertically above your head. Bring your arm to horizontal as quickly as you can and see which gets there quickest.

15 19
  • 14 May '19
 Unseul

Oh I'm aware. Just pointing out that even with additional forces he's still wrong.

Technically the tip of a long weapon is likely moving faster, but as it has further to go it still won't get to horizontal sooner.

15 19
  • 14 May '19
 Unseul

@Sorrow said:
lol your telling me a man swinging a dagger and a maul has the same drop speed when force is applied go back to college n get that 2 dollar degree returned. Not to mention if u don't think a brand-new game doesn't need work then u need mental help. and yes it is a crutch when u see people start getting destroyed what do they switch to stab spam weapons all the time. again ur opinions are cute but fact is still over used over power mechanic with little to no punish if missed or just poor aim cuz you can redirect it an a whims notice.

No, if there's additional forces applied other than gravity, then inertia comes into play and the lighter and shorter weapons would move faster.

15 19
  • 14 May '19
 Unseul

By the time you get the levels to buy what you want you'll have the gold. Unless you plan on buying everything including stuff and skins you won't use.

15 19
  • 14 May '19
 Unseul

It's about -1 per 2 seconds if your team have less outposts. -1 per kill. So very hard to outpace with kills alone.

Same number of points both teams lose one per 2 seconds.

If you have more your count stops.

15 19
  • 12 May '19
 Unseul

+1 here.

Does it matter that red can get to some points faster? Or can you just kill them.

Do completing objectives effect the scoreline?

15 19
  • 11 May '19
 Unseul

You can bring up the playerlist in the console (or is that admin only), comes with some numbers, as well as names, I presume the numbers could be steamIDs? Can you use those to kick people?

15 19
  • 11 May '19
 Unseul

Why would a heavy weapon have faster overheads? A heavy weapon is always going to have a slower windup and swing, and take longer to then control. And the quickest route from A to B is always going to be a straight line (i.e. a stab).

I would like to see more of a difference between using weapons with one or 2 hands, since recovery and windup should be faster, but doesn't seem greatly effected when I read the stats.

15 19
  • 10 May '19
 Unseul

Better against fortifications? Doesn't really warrant another point in cost though.

15 19
  • 8 May '19
 Unseul

I would have thought simply reducing the distance from spawn to next objective would generally be the easiest way to balance these things. Time how long it takes to run from A to B in medium armour, check that for both teams, make sure it's even. Same again for B to C etc.

15 19
  • 6 May '19
 Unseul

Fun is different for different people though.

I agree there should be various options for player numbers, but I quite enjoy the chaos, my one on one skills aren't good enough, but in a pitched battle I can be sneakier in getting round the back, taking advantage of the mess, using smoke, fire, range, throwing weapons etc. Even just being an engineer etc. in a 12 vs 12 environment, an engineer is probably going to be a waste of a weapon. In a 32 vs 32, suddenly a couple of engineers can make objectives near impenetrable for opposition forces (when combined with defenders of course), making larger numbers of opponents far easier to deal with for fewer defenders etc.

15 19
  • 4 May '19
 Unseul

I understand what you are saying, but surely the point of frontline is that it is messy. You try not to end up in a 1vX situation. It's a teamwork situation, where the skill ceiling is lower, but good players are still clearly good players, and top the charts. Yes ping is a little higher, but I've not seen it +50 (at least not since they fixed the high ping issues from before).

I've no idea if you've a group to play with, and can only speak for myself (as a relatively poor player), but 8 people working together (range of ability and loadouts) absolutely made a huge difference to the games, because of that cooperation, easily winning each map (even the ones typically balanced against one team).

15 19
  • 4 May '19
 Unseul

Surely if you don't enjoy a game mode, don't play it? There's plenty of smaller skirmishes/deathmatches/duels etc to play.

Frontline (at least for me) is the opportunity to play more as a unit, where an organised group of 8+ can make a huge difference by working together and teaming up on players etc.

1v2, 1v3 etc are skills all of their own, and can still be equally as deep.