Mordhau
 daggial
  • Likes received 2
  • Date joined 11 May '19
  • Last seen 30 May '19

Private Message

7 2
  • 14 May '19
 daggial

in my configuration i have the drop weapon action set to "H" but every time i launch the game pressing H turns UI markers on/off instead (i suppose it's the default button). this happens even if my settings are telling me the buttons are set like i want to.

if i rebind H to drop weapon i regain the control on that action, but lose the control on toggling UI markers completely: i tried setting the UI marker command to another button ("J"), but it doesn't work.

7 2
  • 14 May '19
 daggial

same thing with the shop bug. every time i buy something i need to restart the game because it get stuck on the loading screen

i heard that this is related to the level 35 banner problems, but i'm level 34 so that bullshit
but what i can say for sure it was working properly until two days ago

so i don't know exactly when happened, but it's definitely related to the progression of the account

7 2
  • 13 May '19
 daggial

i dont think i would like a defuse gamemode on chivalry, tbh

it's the same old story, and doesn't fit the medieval environment very well

7 2
  • 13 May '19
 daggial

simple and effective nerfs to fire bombs:
-can't use a fire bomb in the next X seconds if u just used one
-cant pick up ammo from the ammo box if i just used a fire bomb
-increase ammo box timer between uses

i hate abusers that camp ammo boxes with 2-3 fire bombs and keeps spamming them
they effectively have 4-6 of them active at the same time basically

7 2
  • 2
  • 13 May '19
 daggial

GRAD siege version would be dope!!!

and yes, maps are kinda small for 64 players, but to be honest i don't mind them being a bit overcrowded on public servers

all i wish is we get to the point where the maps can be played competitively in tournaments, with teams that have big numbers (compared to other competitive games), but not huge: something like 12v12 / 16v16 / 20v20 would be super cool for my tastes

fixing spawns and walking times on the maps would balance both public servers and smaller competitive scenarios at the same time

7 2
  • 11
  • 12 May '19
 daggial

I have been enjoying the game a lot so far, i've always been a competitive gamer: the mechanics are hard and the skill cap is insanely high, and i love it.
One thing that annoys me a lot tho, being a competitive person, is that frontline gamemode is really unbalanced and map dependant.
I would like to give some feedback on the maps and also give suggestions to improve them :)

About frontline maps:

  • TUNDRA: the worst balanced map, where red team has a straight path to the middle, linear objectives and a entrance to the fortress in the middle right away, while blue side of the map is a maze of tunnels, tricky gaps and dangerous pathways. I've basically never seen blue team get the middle point first OR winning the map at all, expect in one or two cases.
    Not to consider spawns are horribly placed, if you are on the blue team you spawn closer to the middle using the first spawn than using the second one. And if you have to defend the mines, you actually get spawned outside instead of where you have to defend, and have to chase down the attackers from behind while they are pushing the cart. The first spawn should be deep inside, at the start of the mine track, while the second closer to the exit instead.
    Also i really hate the left flanking route (where the ballista is), it's basically just another thing for red team to annoy blue with while defending and distract them from pushing the fort.
  • CAMP: A similar situation happens in Camp too, in a less effective way, but still red is getting to middle first most of the times. Basically almost every game ends up being a stalemate between 2nd blue point and middle
  • GRAD: Grad seems to be more balanced in this way, and it's my favorite map so far. It could get better too, but in general it's the best 5-points map, even considering how differently designed the various locations are, and i love it because of it. I ended up winning / losing on both teams on different occasions on this map and i like it.
  • MOUNTAIN PEAK: I like Mountain Peak simply because it does have 4 points and not 5, which makes it balanced since it doesn't give an advantage right away at the start of the match. I hope devs are going to use this format more in the future for frontline for this reason.

In any case i really hope devs will do the appropriate changes to make frontline a fair gamemode, and not look like a random TDM:

  • WALKING TIMES: make sure they are the same for both teams (from spawn to second point, from second point to middle, and straight from spawn to middle)
  • SPAWNS: make sure distance from defenders spawn and defended point is not too short, also spawns should be put BEHIND the defended point (looking from the attackers perspective) and not on the side
  • OPPORTUNITIES: give equal opportunities to both teams (flanking routes, shortcuts, balistas / catapults / horses, etc.)

My personal suggestion is to remove secondary objectives and turn frontline into a gamemode where controlling the points is the only objective and the game revolves around teams pushing back and forward between them, while keeping the extra objectives (burn tents / save villagers / break structures / payload push / etc) for new gamemodes to be created.
I don't necessarily mean secondary objectives are bad, i just think that removing them would make frontline more simple and easier to balance, so devs could focus more on balancing distances / pathing / spawns.

7 2
  • 12 May '19
 daggial

@Wowzers said:
I'm really hoping they add an attack and defend game type similar to Team Objective from Chivalry. TO is what held my interest in Chivalry for so long and I think it would be a great addition to the game. Frontline is a lot of fun but having another large-scale game mode would keep it fresh when you get tired of playing one or the other.

I'm not a chivalry veteran but i have some hours in that game and i remember enjoying a lot objective-based maps there, and I really wish we'll see in the future more similar maps, a siege / assault gamemode with dedicated attackers and defenders only teams.

A great example would be on Grad: i imagine being red and having to push through all the map against the defending blue team, everytime a different and more challenging objective, everytime getting extra time / lives (tickets) for taking an objective: free villagers and conquer the farm, then get control of the stables, then break the gates and get the blacksmith, and at last push in the castle and kill the king