Mordhau
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  • Likes received 165
  • Date joined 6 May
  • Last seen 1 Aug

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109 165
  • 12 May
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@Thorun said:
And we have our first pissbaby! Congratulations.

hey man my comment has 3 hearts, so between me and my 3 fans, I'm pretty sure this is actually your first four pissbabies.

incidentally, your post only has 1 heart. I'm winning! :D

109 165
  • 12 May
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jawohl mein fuhrer

109 165
  • 5
  • 12 May
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but I could kick the ass of every toon

stopped reading here and promptly offed myself

(I hate that word as a replacement for "character". It sounds like a cartoon character, and cartoon characters, for me, are very different from video game characters.)

Anyway the main obvious problem is that realism is not necessarily conducive to good gameplay.

I mean for fuck's sake you suggest making spears both longer and "MUCH faster."

I mean, that could happen if various other gameplay mechanics were completely overhauled to somehow make that not ridiculous and unfun, sure. Why bother?

Another obvious immediate issue is that if you made the armors more dramatically effective, people would have to carry multiple weapons (or a poleaxe haha) to be effective, which would necessitate an overhaul of the points system in order to make it easier for everyone to carry multiple weapons while still having lots of customization freedom.

Point being that you're talking about huge, fundamental changes, and what you're NOT doing is explaining how it would lead to good GAMEPLAY. You're leaving that to the devs to figure out.

Because, and let me re-emphasize this; I do this for real, and I'm better than you.

Get this, Mordhau is not a realistic medieval combat simulation. It's a video game themed around fun medieval combat. You are not an authority in this field.

109 165
  • 1
  • 12 May
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I saw a guy on a horse jump across that spot on Taiga where you jump from one rock on one side of the river to another rock on the other side of the river. When he should have landed on the far side of the river, he instead clipped through the ground and landed on some lower geometry further down, with his head sticking up above the ground.

629760_20190511204406_1.png

629760_20190511204414_1.png

109 165
  • 11 May
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One issue with Taiga right now is that Blue's first spawn is actually closer to mid/camp than their second spawn, but you can't actually tell unless you try each spawn (or actually pay attention and remember where they are). People just go to the second spawn because it seems like it should be closer to mid.

(Another problem with Taiga is that this shortest-route-to-camp, as far as I can tell, involves dropping off a cliff. Which is ridiculous.)

Anyway, when you select a point to spawn at, there should be an indicator (like a glowing colored region) that shows where the actual spawnpoint for that control point is, so you're more informed about where you're actually going.

109 165
  • 1
  • 11 May
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idk if this'll help but hey it might

edit: there's also an older tutorial on this forum from 2017 that mentions installing the MORDHAU Dedicated Server through the Tools section of Steam, and i just checked and that's still there available to be installed. Maybe the guy in the video installs that in a sort of convoluted way. I didn't really watch the video. :p

109 165
  • 1
  • 11 May
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This is a good goatee:

askeladd.jpg

This is a weird goatee:

questionable goatee.png

We need (need!) goatee options with less runaway stubble and more mustache.

Basically the in-game "Horseshoe Mustache 2" option but melded together.

i need it

109 165
  • 1
  • 11 May
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@Propell they actually already did (after this thread was made)

You can hit H to toggle them, I think, or you can go to Game options and scroll to the bottom. Can set it to icons-above-steam-friends or icons-above-all-allies.

I haven't played with friends yet so I'm not sure if the friend icons display different from the ally/team icons. (edit: OK I just tried it. The icons are the same color but friends' names are displayed under the icon, at any range.)

Playing with these icons turned on is an overall gameplay advantage because it lets you locate teammates through walls and therefore much more easily grasp where your team is clustered and where they aren't.

109 165
  • 11 May
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yes

109 165
  • 1
  • 11 May
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Helfdan this isn't how you use a forum at all

(Make a new thread. Your post had nothing to do with this thread.)

109 165
  • 11 May
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@Speak said:
I feel like I'm supposed to feel bad if I use third person?

@Bear264 said:
1st person all the way. 3rd person is for ninnies!

See? 👀

109 165
  • 3
  • 11 May
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Third's non-centered cam is annoying in a mostly theoretical way (you have more view to the right than to the left, especially for looking around corners). Third's view of your own character is fun if you've put effort into your customization. Third makes accels comfier imo (since you can see your weapon through the whole swing). Third, of course, gives you a clearer view of what people next to you are doing.

First gives you a more immediate view of what the person in front of you is doing so it's probably(?) easier to read what the-person-you're-dueling is doing in first person. Except when you're acceling and therefore facing away from them...

It may also be easier to aim for headshots in first person, although it doesn't feel bad in third that I've been able to tell.

(Third's also clearly better for catapult, and I'd say first is clearly better for archery. Both seem alright for horse?)

I'm not sure which I prefer in general. I've been kind of switching between them (with the camera switch bound to a mouse button for ease of use). From some rancor I've seen on these forums and, uh, 4chan (rancor city), I feel like I'm supposed to feel bad if I use third person? I like the better accel control of third person. It's like better "full-body awareness", which seems important in a game where you're flailing a weapon around and not just shooting bullets out of your eyes.

I wonder if first or third is better for matrixing. Neither camera feels like it gives me a clear sense of how far I'm leaning (which I think is just sort of a limitation of viewing 3D graphics on single 2D screen...)

Note: With the FOV slider at max, first and third seem like they have pretty much the same edges of view to the left and right, but of course third also has better view of what's right next to you. Although just as a situational note, first person is better if you're going through a door (since third person's camera will be behind the door while you're already through the door, so you'll actually have less view of what's around you on the other side of the door.)

109 165
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  • 10 May
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But @Schwarzchild , janat08's post literally reads "you hit him with the tip of weapon that is behind the shield," so I'm pretty sure he's talking about having the shaft/blade of your weapon going straight through their shield, and hitting with the tip (by aiming elsewhere and then dragging it behind the shield once it's past the shield).

At least, can't you do that with stabs? I was pretty sure I saw someone saying that was possible, although now I'm not sure since I thought pretty much the whole weapon was an active hitbox such that your weapon would bounce off the shield if you tried to just drag the tip behind the shield (unless during stabs it's just the tip, in which case that kind of janky-ass exploitation would be possible).

edit: Although I guess there's a separate issue if the whole blade is a hitbox when stabbing: You can do stab timing mixups by stabbing elsewhere and then just kind of sliding the side of the weapon into the enemy slowly to kinda whack them with it, which registers as a late stab, which is weird. If true. I mean, you can already delay stabs by dragging in some way that I don't entirely understand, but as long as it's just the tip that's the hitbox, you at least have to hit them with the tip.

But the rest of the weapon should count as "hitbox" for the purposes of not being able to noclip your weapon through a shield. Assuming I'm understanding all these explanations correctly. This game really needs some official mechanics explanation guides i swear

109 165
  • 10 May
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@janat08 said:
there's a guide in Russian for dealing with shields, it's very demonstrative. The gist of it is that if guy traded away 2h weapon for a shield, u use your noble 2h weapon to overhead strike aiming way from him, and when the weapon is level with his body you turn it into him, thus you hit him with the tip of weapon that is behind the shield.

If that kind of thing works (and it sounds similar to a kind of stab dragging that I heard worked against shields too) then that's janky / counter-intuitive as shit. Glitch-level mechanics. Dragging your weapon through someone's active block should not work. (Even if it's a counter to shields. It's not good design.)

109 165
  • 1
  • 10 May
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The blocking angles on shields, on the Advanced stats screen, are less than the blocking angles for regular weapons. I'm confused by that.

The only reason I can see from the Advanced Stats screen to use the buckler is that it has 13 (iirc) stamina drain negation, which means it pairs well with weapons that don't have good stamina drain negation (rapier has 10, so 13 is a nice boost, but lots of weapons have 12 or 13.)

(Incidentally, a number of Peasant weapons actually have 16 drain negation, which is higher than any non-peasant weapons. Some also have really high stamina drain.)

If buckler/targe have some secret functionality that makes them more worth using, I have yet to see devs explain it. I think I've seen some people say that the implementation of those shields is basically unfinished.

109 165
  • 10 May
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I don't understand what it does

can you explain better

109 165
  • 10 May
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@marox said:
It's only around 150ms, so super brief, but enough to be helpful in some edge cases.

full advanced mechanics list when

(one "advanced mechanic": the damage stats of the lute.)

(but also other stuff like this and riposte's no-flinch armor. stuff that isn't explained and isn't obvious.)

109 165
  • 10 May
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For reference, as of patch 4 you can already turn off team colors and then turn on icons-over-allied-heads.

For reference, it's still a bit confusing. I find myself having to mentally tally "who's my enemy and who's not" in a group fight before I start swinging. Although the icons over allied heads are actually overall a gameplay advantage because they let you see where your allies are even through walls.

Although I think the icons are a little.. ugly? Like they should be more minimalist, maybe, but maybe also higher contrast. As in little team-colored dots instead of a yellow cross thing. But idk maybe that would look worse.

109 165
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Yeah you can literally already do this, turning off team colors and turning on overhead ally indicators.

(One thing I'm not clear on yet is whether the ally indicators and Steam Friend indicators are different colors or not.)

It's unnecessary and a bad idea to put a dot above enemy's heads. Ruins the concept of stealth (not that that's a major element in this game, but it's possible), and again: it's unnecessary. If you see someone without an indicator above their head, they're a bad guy.

109 165
  • 9 May
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@ToLazy4Name said:
You can already do this if you use a blunt weapon. It's one of their advantages to make up for a lack of cleave.

devs pls we need a list of all the advanced/hidden mechanics like these :^[