Mordhau
 ColonelMustache
Count
  • Likes received 303
  • Date joined 2 Jan '17
  • Last seen 17 Jul

Private Message

Count 164 303
  • 17 Mar '18
 ColonelMustache

I see a lot of Knights posting emblems. Just to clarify, it was like the $400 tier or whatever that get to submit their own design, right? Is everyone else just making up designs for fun, or am I missing something?

Count 164 303
  • 1
  • 15 Mar '18
 ColonelMustache

From his perspective, we're being very ungrateful for something he's made for us - asking for more after we've already received plenty.

I feel as though constructive criticism is valid when it's a matter of one hundred dollars for a virtual sword. True, not all of the criticism Grator has been offered has been constructive, but then neither have his responses. Artistic integrity is important, sure, but when it's specifically being made for a group of people who paid for it, their input should also be considered important.

If voting on this actually matters, then I vote Dark. Personally, I think the black looks waaay better, the blue version is frankly ugly. I frankly don't give a shit whether it's historically accurate to the "age" the sword is supposed to be. That strikes me as a needlessly anal instance of historical accuracy compared to the rest of the game, where historical accuracy is taken into account, but still allows for customization when it'd be reasonable without breaking immersion (see: swinging a lute as a weapon, playing as a wide variety of people who likely weren't very prevalent on the battlefield in those times). I pledged to this tier because I thought the sword looked cool. The blue version looks significantly less badass.

Considering how little time I've put into this game, I basically regret pledging that much money regardless, but seeing the coolest aspect of that pledge turned into something that just doesn't look very good to me is a little disheartening. Insult to injury, and all that. I'm not going to run at anyone with torches and pitchforks, because when my biggest problem is "I paid 200 dollars toward a game I've barely played", the small details are minor. Even if the sword stays black, I regret paying that much money for it. That's my mistake that I made of my own free will, and I'll live with that, but it sure would be nice if my overpriced sword at least looked the way I had hoped it would.

Having said that, I see no reason, from a historical, practical, or ethical standpoint, why you couldn't just have both colors as an option. It wouldn't break the immersion any more than anything else. Grator freely admits the resources available aren't a problem at all. It literally just seems like a matter of "I personally don't want anything other than the blue version, damn what the people who paid for it think." Which I mean, at the end of the day, it's your game and your design. You can certainly approach it that way. True, I paid a frankly outrageous amount of money for what was only concept art at the time, and if that's how you want to justify changing the design to something I personally find hideous, then so be it. But I had come to expect a more open, less hostile approach from the developers. Perhaps that was naive of me.

Count 164 303
  • 10 Feb '18
 ColonelMustache

Sgt. Captain Girard Hellblast

Count 164 303
  • 28 Jan '18
 ColonelMustache

I still don't know whether to name my bot after Holland or Girard.

Count 164 303
  • 13 Dec '17
 ColonelMustache

I'm just going to post a thing I said in another thread a while back regarding the environmental weapon:

I have to say I really dig what little I've seen of the environmental weapons in this game. They're usually not terribly effective, but they're not complete joke weapons, either. I say "what little I've seen", though, because I feel like their presence in the game isn't very large right now. And no, I don't mean the number of people who pick them up (obviously not everyone wants to meme around with a wooden mallet), I mean how often they appear.

The maps all have random spawn points where given weapons will sometimes spawn. This is cool, and mixes things up rather than just having the exact same spawns all the time. However, personally I feel like they show up a little too rarely. It seems like there's only ever two or three spawns in a given round. For long-lasting game modes like deathmatch, this basically means that all of the environmental weapons are gone extremely quickly and out of play for 98% of the match. This is exacerbated by the fact that, if you die while holding an environmental weapon, it disappears for the rest of the match.

My solution to this problem, then, is twofold: 1. Slightly increase the odds of given spawn points spawning weapons. It doesn't have to be crazy high, just high enough so that there's a decent chance that more than one or two weapons will spawn per round. More importantly, however, 2. Have environmental weapons spawn periodically throughout the match. If a given spawn point doesn't spawn a weapon at the beginning of a round, have it periodically "roll" to see if one spawns eventually. If a weapon spawns and someone picks it up, the empty spawn point can then eventually spawn another weapon. This way, longer modes like Deathmatch won't see a complete lack of environmental weapons after the first 30 seconds.

Just as a side note, whenever perks get implemented, I would love a perk that lets me spawn with a random environmental weapon. Would really mix things up to spawn with a branch one round, or an apple the next. I'm also looking forward to seeing other weapons that have been mentioned but not implemented yet: Chairs, mugs, rocks, etc.

Finally, a lot of the environmental weapons don't have alternate modes yet. Maybe this is just something that will be added later, but some of them have some obvious alternate modes that come to mind. The sledgehammer could be flipped around, the pitchfork could be thrown (we don't have any throwable spear-types yet), the shovel could be choked up on, etc.

Count 164 303
  • 8 Dec '17
 ColonelMustache

@VampireDuck said:
Wait, are u talking about FPS or network latency?

FPS. My latency was also acting up last night, but of course that's not the game's fault

@Astonop said:
This is a bit odd. I'm running a GTX1070 and haven't seen any performance hits whatsoever on Ultra over the last month (Even though much like you I haven't played much at all). Maybe a driver is buggering something up for you? It's not the game itself to my knowledge.

I believe it, especially since the game is built to run on toasters and such on low quality. I'll try updating things.

Count 164 303
  • 8 Dec '17
 ColonelMustache

@Punzybobo said:
The Devs implemented CPU melting in this patch so all players could play on level grounds.

Ah, of course. My month of training (read: not playing the game at all) put me so far ahead of everyone else that they had to handicap me by limiting my ping to 35 FPS and making my minimum ping 120. It worked: I can barely land a hit on anyone else.

Count 164 303
  • 8 Dec '17
 ColonelMustache

I haven't played the game in a month, so I'm not sure what changed, but all of a sudden I'm only getting 30-40 FPS. I could run the game fine on Ultra last time I played (GTX 1080), but now I fluctuate between 30-40. Changing the settings from Ultra to Low doesn't improve my frames in the slightest, nor does closing any background processes that could be causing it to lag, and the menu supports this, with all of the "Performance Impact"s showing "Low." Any advice?

Count 164 303
  • 4 Dec '17
 ColonelMustache

Oh god I pledged $200 toward this game and I've barely played it what the fuck is wrong with me

Count 164 303
  • 19 Oct '17
 ColonelMustache

I would much prefer the gimmicky perks that work like RPG elements. I totally understand not wanting those for the sake of consistency/readability, but I think the fun they would add would balance it out.

tbh though all I want is a perk that makes me spawn with a random environmental weapon and I'll be a happy camper

Count 164 303

@Bear264 said:

@Prince Oberyn Martell said:
Keep it in please. If Jon Snow can do it, I want to allow others to do it as well.

This kinda stuff absolutely cannot be in mordhau. it ruined chivalry, it will ruin this game too.

Not to mention it's literally exactly what the devs pointed out they don't want in the game, to the point where they took a jab at Chivalry for having it: https://youtu.be/p-B4AwgArwA?t=60

Count 164 303
  • 27 Sep '17
 ColonelMustache

@Duex said:
game isnt even out and yall are already toxic as fuck

I would have been genuinely surprised if this community didn't turn out to be toxic as fuck tbh

Count 164 303
  • 1
  • 27 Sep '17
 ColonelMustache

@EruTheTeapot said:
No modern shit tbh

If they will be more dances, they should be looking like something medieval I don't have much info on med-times dances but Age of Conan's dance emotes were pretty fitting, based on race, gender etc

add gangnam style

Count 164 303
  • 22 Sep '17
 ColonelMustache

Jesus?

Count 164 303
  • 22 Sep '17
 ColonelMustache

Perks. I'm really excited to see what interesting playstyles are available once the loadouts get more attention. Will I be able to specialize in environmental weapons? Will 'joke' loadouts become slightly viable with the right perks? I can't wait to see.

Count 164 303
  • 21 Sep '17
 ColonelMustache

I know it's for balance reasons, but I kinda hate how slow fists are.

Count 164 303
  • 21 Sep '17
 ColonelMustache

I disagree. I like dumb silly emotes.

Count 164 303
  • 1
  • 20 Sep '17
 ColonelMustache

Now that we have a bunch of cool new emotes, it'd be nice if there were a way to bind individual emotes to certain keys, i.e. pressing Mouse4 to Flourish or 5 for "Come at me." It's nice that the emote menu doesn't stop momentum anymore, but it's still a little clunky to have to press 2-5 buttons for an emote (especially one that's meant to be quick and spammable like Flourish).

Count 164 303
  • 20 Sep '17
 ColonelMustache

@Sir Zombie said:
I think it is more along the lines of pressing x7 instead of x1 for flourishing etc

Well, that's lame. How about the option to use emotes with the click of a button rather than the clunky emote menu?

Count 164 303
  • 20 Sep '17
 ColonelMustache

In one of the patch notes there's the line "Emote menu no longer stops input. Keybinds for choosing the items in the menu can also be set in options now." Unless I misunderstood what this means, I should be able to bind a specific key to, say, flourish, right? But I don't see anywhere in the options to do that. Is it possible?