Mordhau
 SushiFish
  • Likes received 78
  • Date joined 12 May
  • Last seen 15 Sep

Private Message

90 78
  • 15 Sep
 SushiFish

Why is this game designed so that a 3-3-3 knight can do a 180 run away and turn back in order to cheese out the range of a one handed weapon with its awkward reach and attack animation while moving straight forward so that the attacker gets caught on the invisible bubble and can't reach the hitbox.

Eh, this game is just broken in too many ways. I'm done

90 78
  • 11 Sep
 SushiFish

You already pointed out one way a secondary weapon can be used. A faster weapon you can use to either finish or throw your opponents off.

And like you said how it is pointless since the opponent will always get in an hit after you are disarmed, but should you survive that hit, a secondary will let you parry the next blow or fight back. Where as if you are struck with your fists, then you are essentionally defenceless.

You can also catch your weapon mid-air, but that's not consistent.

90 78
  • 11 Sep
 SushiFish

Toolbox, a equipment worth half of your spending points in total, easily countered by one firebomb. It's just way too easy to deal with an engineer regardless of how they play because of how retarded fire bombs are versus their structures.

2 Points > 8 Points

90 78
  • 5 Sep
 SushiFish

When striking an opponent, your weapon will deal 90% of its damage after armor mitigation, and 10% of your weapons damage doubled, which is dealt to the victim over the timespan of three seconds.
Keeping them in combat to reset stamina and health regeneration till the bleed runs out.

Bleed won't stack, and each fresh strike will overlap the previous bleed effect.

If you were to strike your opponent just once, this will be an effective 10% damage increase, but if you were to hit your opponent in two quick consecutive hits, then you will deal roughly 10-8% less damage per hit.

Could potentionally prevent weapons that barely break even or over 2 HtK, such as the Mace with 50 damage vs tier 3 chest.

Could this perk prevent people from cheesing by running away? is it too 'rpgish'?

90 78
  • 5 Sep
 SushiFish

Should this be an added mechanic for 1vX where if you are struck during your parry recovery, then you can parry again immediately after being struck?

Example scenario: You are fighting two opponents, Opponent nr.1 feints, you fall for it with a parry and he punishes you, meanwhile Opponent nr.2 strikes shortly after and lands their hit as well since you have the parry recovery/flinch lockout and can't parry again.

Should you be able to parry after being punished by Opponent nr.1? or should you be able to be punished by both opponents after one and another?

90 78
  • 5 Sep
 SushiFish

I want to make a suggestion and discussion about a potential perk that functions basically the same as the Second Wind perk, but instead of gaining stamina per hit, you will gain health instead.

This perk could be called Sanguisage, Leech or something that fits the theme of regenerating health per successful attack.

The purpose of the perk is that this will effectively give you an extra 'HtK' versus certain weapons that just barely go over the 2HtK, such as the Mace versus Tier 3 chestplate, which deals 50, so another hit will add up to 100, but if you are to land another hit with this perk while in combat with the Mace user, the next body strike won't hit.

The health per hit should not be too high, but enough to make you survive against the weapons explained as 2HtKers.

Since this is effectively a 'tank' perk that could be paired well with 3-3-3 armor setup, it should cost 3-4 points to have.

Should a such perk exist, would it be too strong or "NO PERKS IN MORDHAU REEE"?

90 78
  • 1
  • 23 Aug
 SushiFish

A quick solution would be to give shields two defensive moves.

Tap - - > The user tries to parry with the shield which leaves them vulnerable if failed.
Can riposte after a successful block.

Held - - > The user holds the shield up till the button is released like normal.
The lowering speed is slow so it cannot be used to riposte and will generally lose the shield user the initiative.

This way the shield can be used as an defensive tool for one-handers without making it a crutch, while still retaining the held-block for different scenarios but with drawbacks.

Edit: Also shield should get a massive buff in terms of stamina management if these changes are made too so that shields can truely be used as a proper defensive tool.

90 78
  • 17 Aug
 SushiFish

I wouldn't blame Jax as the community manager for this shitfest. He is probably trying his best with the limited amount of information given to him by the other developers. Seems like they have just caved in and are having a hardtime doing anything right anymore.

90 78
  • 27 Jul
 SushiFish

But then the question is, when is the next patch coming out? How long is this bug going to be an inconvenience for the players? Couldn't it just be hotfixed?

90 78
  • 1
  • 19 Jul
 SushiFish

Its great to finally hear something from you guys.

90 78
  • 18 Jul
 SushiFish

Imagine having a peasant only server by disabling all weapons that aren't exclusive to peasants.

90 78
  • 13 Jul
 SushiFish

https://www.vice.com/en_us/article/8xzpeg/mordhau-and-the-fantasy-of-an-all-white-middle-ages

Those gamer journalists sure know how to spew their shit around. apparently we are all racists for just wanting a fun melee slasher game that focuses on the game itself and not to have representation of every color, gender or whatever.

Also, don't get why a small portion of a community suddenly paints all of Mordhau like this. Gamer journalism at its best I guess.

90 78
  • 10 Jul
 SushiFish

Throwable weapon is a catagory given to designated throwable weapons such as: (Throwing Axe, Throwing Knife, Javelin....)
while there are other weapons, mainly one-handers that have a throwable alternative mode.

The throwable weapon has a state chain as following:
Idle > Windup > Thrown > Reload / Switch (depending if thrown weapon has reserve ammuntion)

Almost all designated throwable weapons have reserve ammo, which allows the user to throw another weapon consecutively till the weapon slot ammo is exhausted, but alternative weapon thrown will always perform a weapon swap after thrown since there is no extra ammo count for Arming Swords and E.g.

From the moment the primary fire button is pressed, the chain of state will complete without the user being able to interrupt, following with a lenghty windup before the throw, and then a reload OR weapon swap.
────────────────────────────────────────────────────────────────────────
Here is what I think needs to be done:

Throwable weapons should function as a toggle-able 'weapon stance' similar to other alternative modes, rather being immediately throw as soon as the windup is through on alternative mode throws.

It should also be able to be held ready in the windup. (The throwable windup is too predictable and easily parried, being able to hold the throw weapon ready in a similar fashion to how Shortspear, Javelin and Heavy Javelin functions in Chivalry: Medieval Warfare before its thrown.

From the ready state, the throwable weapon should be able to be canceled, and 'feinted' if you will to also throw off opponents. This will give more depht to throwable weapons and more chance of actually landing a shot. It's already too easy to avoid being hit by a projectile weapon since they can be parried with ease, and then there is also the matter of shields that exist in the game, and not to mention that the weapon has to be aimed with projectile gravity and velocity being accounted for.

Another minor idea could be that when a throwable weapon is toggled, the thrust/strike button will determine which type of throw will be performed..Such as a 'strike button' throw can be a quick throw with low velocity but faster recovery and windup, and then a 'thrust-button' heavy throw that deals more damage, better velocity but much longer recovery and windup.

Please let me know what you think about this idea?
I personally hate the way throwable weapons currently function, since it feels like such a hassle that when you throw a javelin or shortspear, there is a 1.2 second windup before the release, so you cannot time the aim when you press the button, but will have you wait for the windup duration to count down when I think that you should be able to hold the weapon ready to throw after the 1.2 second windup, or if necessary either cancel or 'feint' the throw.

90 78
  • 7 Jul
 SushiFish

Shouldn't the moderators they pick be an exemplary through following the rules on the forum they are active on, and not to mention that participating and moderating in a forum are two different things.

Obviously we want a moderator that knows the rules and how to deal with forum users accordingly to them and not some popular shitposter. AFAIK, shitposting is also against the rules.

2lazy4name should never be a forum mod from what I have seen.
Let it be based on competence and NOT popularity.

90 78
  • 3 Jul
 SushiFish

How about less shitposting from the three of you?

But regardless, there's a wide diversity when it comes to swords, axes and blunt instruments, but as for our five different types of shield, there's hardly none.

There is the Pavise shield that is strictly used to counter ranged weapons. Targe and Buckler that is just another parry and then there is Heater and Kite that hardly has any difference between each other.

I wouldn't mind seeing a tower shield or the type of round shield that vikings use.

There needs to be more diversity in terms of how a shield statistically functions, not just in the way they look.

90 78
  • 30 Jun
 SushiFish

It would be hard to make another one handed blunt weapon without giving it a intended purpose or advantage/disadvantage over other blunt weapons,
and since the Mace is already a very reliable 2 HtK to the torso versus tier 3, kind of weapon, only comes with the drawback of being slow with short range.

So what would a step up from a 2 HtK torso vs tier 3? That's already pretty good, so what is next? a 1 HtK for a one hander seems a little too much, but I suppose a strike to the head could deal so much that it always secures that a simple thrust to any part of the body could be a kill, making it more maneuverable.

What would the weapon even look like? something like a Maul hammer head but with a much shorter shaft so its only wielded in one hand? should it be slower?

90 78
  • 30 Jun
 SushiFish

@esturias said:
Because it isn't just another shield? And doesn't it cost less, too?

And therefore it shouldn't be possible to use it as a weaker but cheaper shield? They could just make it slow and sluggish to use to balance it out, but while giving the players options without overshadowing other shields.

90 78
  • 29 Jun
 SushiFish

Both Horde and Battle Royale feel very unfinished and unsatisfying. Pushed out in the last minute as additional content before they had to release the game early due to financial problems.

In my opinion, it's better they release something complete instead of just adding some unfinished crap to the mix just to add more content.

Hopefully we will see changes to it soon, but don't count on it since I'd imagine their scope being on the main game (Frontline) and core balance of the game.

90 78
  • 28 Jun
 SushiFish

The dagger switch if you are already carrying a two-handed weapon is a pretty popular chesee move, imagine if you could equip it even faster than you already can. Could be abused.

90 78
  • 24 Jun
 SushiFish

Patch 9 be like; Waterpots added!

Though interestingly, you can 'sometimes' use a smokepot to save your buildings from burning up.