Mordhau
 SushiFish
  • Likes received 14
  • Date joined 12 May
  • Last seen 1h

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36 14
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  • 25 May
 SushiFish

Moderator, please close this topic.

36 14
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  • 25 May
 SushiFish

@DylanS_98 said:
I can't take you or your thread seriously. You can make jokes about people killing themselves 'in-game' but if someone disagrees with you, their entire argument is invalid?

Way to produce and keep a topic -ON- topic. /s

"but if someone disagrees with you, their entire argument is invalid?" -
This comment is incorrect. When someone actually brought up their points and opinion about the topic, I did not render their entire argument invalid? I'm not sure what you are trying to say here, but I think you should take another look at the whole thread before replying.

"You can make jokes about people killing themselves 'in-game'"
The part where I am making a reference to an in-game feature should already indicate that it isn't meant to be an aggressive reaction, but instead a bad joke in response to a bad reply.

"I can't take you or your thread seriously"
I just wanted to bring up the idea of the shield potentially having an extra feature when worn on the back as a topic of discussion, for people to either add their arguments for or against it. And I think I've been pretty accepting to responses that clash with my own.

As a closing statement.
I just think it's disrespectful when people go into these topics and just shitpost instead of actually contributing to the discussion. Should at least give it a fair chance. I think we can both agree that "Don't let people get behind you lmao" - @ToLazy4Name doesn't really add anything. It's unnecessary.

36 14
  • 23 May
 SushiFish

Alby, this is exactly the kind of response I was looking for. Why couldn't this have been your first response? And it is a good point you are making with that having a shield on your back reducing damage will make it annoying to punish people that are actually running away, and there's been mention of that people could turn around and make the feature be annoying in that case too.

That's already so much better, thank you. And I brought up the whole thing about bows and etc because I had seen similar discussions where dual chads are just spewing out their anectodal evidence, and I also brought them up because you initially started your response by mentioning how this was cowardice, and other things that weren't even brought up in the topic, so why shouldn't I get the chance to return the favor and derail a bit myself?

But yeah, I like that response much better than the first, thank you.

@ToLazy4Name

Don't you got better things to do but shitposting?

"The next set of rules apply to all Categories but Offtopic:

1.1. You shall stay on topic.

2.1. You shall do no shitposting.

3.1. You shall not necropost. (more than 60 days since the last post)"

Anyways, think you can see that my response is just meant as a joke in a light hearted tone.

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  • 23 May
 SushiFish

@ToLazy4Name said:
Don't let people get behind you lmao

Laughing your ass off, you are really funny. :^) go press End in-game ty.

@VampireDuck
Anyways, I hadn't thought about the possible exploit with them spinning around, that's a good input. I appreciate you pointing out this.

36 14
  • 23 May
 SushiFish

@Alby said:
No, cowards who run away from fights should not get a damage reduction and if you don't watch your back then that's on you.

'Cowards' actually, and I also think you have completely missed the point here. You had your comical statement, no go back to staying irrelevant since you aren't here to discuss for or against the idea. Least I think your statement about "Cowards who run away..." and "If you don't watch your back, then that's on you." are complete invalid points. Kind of sad to be fair, but I'll just ignore...this whatever it is for now.

It's actually sickening how the mindset of these players are.
Bows needs a buff : "LEARN HOW TO USE BOW, I ALWAYS HIT."
Shields being a flawed design : "learn how to deal with them, git gud."
Let's pretend that dagger had a glitch where it one shot everyone within 10m radius : "Don't get hit by it, learn to parry bro!"

I suppose every aspect of the game can be solved by 'getting good' if we follow their short sighted and unnecessary statements.

The whole deal with the shield providing back protection was an idea to introduce different ways of using the shield instead of the way everyone hates, it should be a additional bonus that you can feel make a difference, but the difference shouldn't be gamebreaking or overwhelming for the person hitting you in the back. Because then we would have the problem with everyone using it.

36 14
  • 22 May
 SushiFish

Hello,

Since frontline is chaotic mess, I have lost track of how many times I have been struck in the back to enemies that flanked, or being put in an fight where opponents are all around you. Not that this is an critical issue since it relies heavily on your own awareness and footwork, but it could be a nice addition of a passive protection could be added to the back while wearing a shield there.

A tiny damage reduction, not acting as a held block of course. (That'd be overpowered !)
This could make you actually consider to wear a shield on the back as extra protection.

Please let me know what you think about the idea.

36 14
  • 22 May
 SushiFish

@Beffagorn,

You couldn't be more correct, and don't forget that everyone is an expert of their own too !

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  • 21 May
 SushiFish

Looking at the numbers on the Pole Axe. The weapon IS incredible versatile when it comes to both speed and damage compared to other Polearms.

The billhook is slightly faster, but the rest are much slower and the Pole Axe alternate mode has a two shot on a tier-3 with body + headshot. 45 dmg + 60 dmg.

Its range is by far the weakest compared to the rest in the Polearm category, especially with the alternate grip which reduces it down to 90, which is the same as normal gripped Eveningstar, but two having different speed values.

It also loses its two shot with bodystrikes versus lighter armor when using the alternate grip, but you can easily swap the grip versus them.

The weapon IS very versatile, but it just isn't meta.

A slight buff could be justified, whether it would have a slight increase damage overall to increase the chance of landing those two hits to kill, and perhaps a range buff, but not by too much. We're already dealing with a pretty versatile and strong weapon here.

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  • 21 May
 SushiFish

More options given to the player, mechanically skillful and innovative. what is there to not love about it really?

They have been able to animate strikes and thrust morphs together, so I don't see them having trouble animating the change of grip to the point where it would fit in before the combo is initiated.

Should it be called a 'Grip Morph', and should it cost stamina? Should Grip Morphing add a slight delay to the attack similar to how regular morphs functions?

Longsword horizontal slash left to right, then there is a quick animation where the character switches grips while sort of moving his arms into position for the next strike?

36 14
  • 20 May
 SushiFish

A change suggesting to give weapons that have alternative grips and modes the ability to change mid-combo, or change faster.

For example with the Greatsword. You do a regular horizontal slash right to left, then you switch to half-swording and do a combo stab from the left.

This could be a added mechanic to let you decide between which animations to use for different combo chains, which could give you the element of surprise, or mix up your attacks a bit.

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  • 19 May
 SushiFish

@SWSeriousMike said:
But you already can riposte with shields. What you propose is just another nerf.

The real problem with shields in my opinion is that they should provide protection vs ranged weapons. That they don't do well enough to justify the point cost and vulnerability to kicks.

@SushiFish
If this can be balanced/adjusted properly, then in turn the shield should instead just become an empowered parry, and actually do the job better by having a wider block hitbox than a regular parry, while also having less stamina drain.

This doesn't surprise me, but it seems like you neglected the part where I mentioned that if this could be done, then the shield should become stronger at said blocking + stamina cost negate.

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  • 19 May
 SushiFish
<Double post, please remove this one mod>
36 14
  • 19 May
 SushiFish

Firstly, the whole concept with shields being a held block has never worked well in all three games, Age of Chivalry > Chivalry: Medieval Warfare > Mordhau. (And yes, I consider AoC and Chiv to be spiritual predecessors of Mordhau.)

A shield should be a defensive tool, an option for one-handed weapons over two-handers, and a reliable defensive protection versus ranged weapons.
It never made sense to me why shields always were introduced to be a tool that let you skip learning the core mechanics of the game, like learning how to time your parries and be just as vulnerable to advanced weapon maneuvers, instead of just skipping all that because you got a shield.

And I wish to address one thing before I continue with this post. So hold your horses Dual Chads.

This is not a ragepost or me complaining about shields being broken just because I got owned and I need to git gud.
This is just me stating the fact that shield mechanics, ever since around 2007 or something, have never really functioned well. So now with that out of the way, let's continue.
Why not make shields give you empowered parries rather than focusing on it being a 'held' parry?
At the very least the shield should have two defensive option: One being a parry, while the other being a held block.
Difference being that a timed shield block, will have a short shield lower timer, and allow ripostes.
While the held block should be focused on usage versus ranged weapons. It can still be used to be held against melee attacks, but with a penalty such as a slower shield lower so you cannot riposte immediately from it. Perhaps in most cases just putting you to neutral, but the point being you can't capitalize on a held-block.

If this can be balanced/adjusted properly, then in turn the shield should instead just become an empowered parry, and actually do the job better by having a wider block hitbox than a regular parry, while also having less stamina drain. This would make this an option for one handers to be more defensive if they want to instead of this being a wheelchair for players who don't care to learn how to battle advanced combat maneuvers.

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  • 16 May
 SushiFish

Here is the old one for chivalry that was first made by RK | Blaine, but since then has been heavily modified by myself: https://docs.google.com/spreadsheets/d/12DHW01hj-1m8bTdYJT54wPNPluHW2NVh1tfle3dZMcw/edit?usp=sharing

If anyone wondered.

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  • 16 May
 SushiFish

Hey all. I was never a big fan of how you could only check the values from the damage, speed and etc to each weapon separately, so I went ahead and made a spreadsheet that looks very much like the old one RK | Blaine made for Chivalry back in the day that I maintained.

I think it gives a more clearer picture what you can achieve with that specific weapon you are looking for, and I hope that you will find this useful if you care to do some research on your own.

Here is also a picture I included to explain some bits of it, just in case if it wasn't already clear.
Spreadsheet legend.png

Here is the link to the spreadsheet, I will try to update it as more information about the game unravels, and keep it up-to-date with the future patches: https://docs.google.com/spreadsheets/d/1z1pLOrzXVqgiE8DCyGGbmDPqBw_oO98kCIEuPrtCF54/edit?usp=sharing

Note that there are still some incomplete section of the spreadsheet due to lack of information. I need to have access to the game files to get more accurate number of those.

Please let me know what you think about the spreadsheet, if you found it useful or if there is anything I should add, change or remove.

Thank you for your attention.

36 14
  • 15 May
 SushiFish

Thank you for clarifying this for me. I had no clue they added another sequence to the attack.

So its basically: Neutral(idle) > Windup > Early release (anti-backswings) > Release > Recovery/Stop on-hit/Combo :>.

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  • 15 May
 SushiFish

The part about 'early release has been clarified in the replies!
Longswordreleasepatch6.png

"Increased stab early release by 25ms (this will make all stabs hit very slightly slower)"
It shows 350 in the advance menu, which it did back in Patch 5.

"Mallet and Blacksmith hammer now have more ran"

hammerpatch5.png

Hammer values in patch 5.

hammerpatch6.png

Hammer values in patch 6. (These are numbers I found from the advance menu in the inventory.)

"Mallet repair ability buffed"

This I can confirm.
It use to be -10 wood damage to both thrusts and strikes, where as now its -25 to strikes and -15 to thrusts. (minus wood damage means that it'll heal constructs instead of damaging, similar to how negative knockback on billhook pulls enemies towards you)

So the advance menu has been updated, but there's some inconsistency or something missing that needs to be the fixed or addressed.

I can't find anything in the advance menu about shields, but this could be something that is hardcoded, and not the values shown in the inventory.

Edit: Early release confusion solved.

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  • 15 May
 SushiFish

Perks seem to be permitted in scrims at the moment.

36 14
  • 15 May
 SushiFish

That's nice to hear. Are there any information about it?

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  • 15 May
 SushiFish

I noticed earlier some guy pretending that he had a single clue what he was talking about when he mentioned about his friend learning to hit the arrows despite the slow speed, and it was called "skill". Well except for the fact that every godlike archers that I had seen from Chivalry like J-P, Planetus and a couple of others have seemingly given up on archer and gone for a melee setup because of how weak and insignificant it is.

And I think their input matters way more than some random dude having one lucky game out of how many?

Bottom line, the whole archer class could need a overall buff if it were to have any existence in Mordhau. The buff shouldn't be too significant. The archer should be considered a support role, or one to take care of other archers.