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

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90 78
  • 22 May
 SushiFish

@Beffagorn,

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

90 78
  • 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.

90 78
  • 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?

90 78
  • 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.

90 78
  • 3
  • 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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  • 1
  • 19 May
 SushiFish
<Double post, please remove this one mod>
90 78
  • 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.

90 78
  • 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.

90 78
  • 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.

90 78
  • 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 :>.

90 78
  • 1
  • 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.

90 78
  • 15 May
 SushiFish

Perks seem to be permitted in scrims at the moment.

90 78
  • 15 May
 SushiFish

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

90 78
  • 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.

90 78
  • 15 May
 SushiFish

Least the Eveningstar has a powerful thrust compared to the other weapons shown in the post.Screenshot_1.png

90 78
  • 15 May
 SushiFish

javelin2.png

Before I go in-depth about this new throwable. I want to address that I am aware that a similar result to what I will be suggesting can be achieved through making a character build with 6x Short Spear and Huntsman. But I never believed or felt that the Short Spear filled the shoes for a proper throwable spear.

While the Javelin will be a powerhouse of a throwable. Its main purpose will be as an effective archer counter from short to medium range, with its ability to one shot archers to the chest if equipped with Huntsman (Short Spear doesn't fulfill this role as much as you'd believe)
Just like in Age of Empires 2, when you would run Skirmishers that served as a anti-archer unit with their Javelins and shields. Also a similar concept of a Javelineer being a soft-counter to archers can be found in both Age of Chivalry and Chivalry: Medieval Warfare since they also excel at close to medium ranged battle, with their ability to one-shot the archer whilst protecting themselves from incoming projectiles with their own shield.

Whether the Javelin should be strictly limited as a throwable only is something that would be worth discussing, but if there's going to be a melee part included, then I have already added that to a spreadsheet, and its damage is slightly weaker and shorter than the Short Spear, thus making it less effective in close combat, while making it stronger at ranged.

The Javelin will cost 5 points, and come with two Javelins per inventory slot. You could run 6x with a point investment of 15 if you are crazy enough.

The Javelin will also be able to restock ammo from ammo boxes spread around the map, where as the Short Spear cannot.

Please let me know what you think about this idea, and if any of the numbers presented in the picture shown seems too strong or weak. I think this'll be a nice addition to the game.

TL;DR
Weaker version of Short Spear that can be refilled by ammo boxes and deals more damage when thrown, especially versus archers when equipped with Huntsman Perk.

90 78
  • 1
  • 14 May
 SushiFish

@janat08 said:
A messer will basically drain the same amount of stamina per hit, ignoring the astronomical difference in reach and speed.

Messer stamina drain on strikes > 19
Messer stamina drain on thrusts > 17
Same values for alt-mode(one-handed)

Maul stamina drain on strikes > 24
Maul stamina drain on thrusts > 19

For every strike, that's 5 more stamina drained, then 10, then 15...It adds up and will drain the opponent much faster.
Maul wins almost every stamina duel, which it should since its a very difficult weapon to use compared to the Messer.

90 78
  • 14 May
 SushiFish

No offense taken !
Just that I see this attitude being thrown around a lot, and you're rather mild compared to some I have seen.

Not that this probably matters, but I am both an veteran and a competitive player from Age of Chivalry, and Chivalry: Medieval Warfare.
Both of games which are predecessor of Mordhau. With that being said, I'm not just a 'casual fucktard' just flaunting around ideas that would completely take away the high-mechanical skill aspect of Mordhau.
I consider myself slightly above average, but I think I have a good idea of what works or doesn't.
I absolutely love the way the combat works, and the perk addition was kind of new to me when I first got introduced to the game, since neither was present in the previous similar games, but I liked the added spice it gave to a 'class' you could design.

But we both share the same opinion that a perk should never be the deciding factor, and I think it should only work as a tiny added bonus to differentiate your play style ever so slightly. Sadly enough for Archery, the Huntsman is very much mandatory to make the class sufficient.

While we are on the subject. I know I might sound like a broken record since I keep repeating dodge, dodge and dodge. But that's an interesting example of a perk that involves a new play style that comes with the expense of perk points.

I like the concept, but it should of course never be overdone.

90 78
  • 14 May
 SushiFish

@TombstoneJack said:
people people this can all be settled in a very simple way just get better at fighting if I can beat down 2 fully armored knights with polearms using only a blacksmiths hammer / dagger you can do it to

Flawed map design? - "Dw! I can duel these guys!"

Overpowered weapon? - "Watch me, I stomp all these noobs using it."

Gamebreaking glitch that closes out the game? - "LOOK AT ME DUELING."

I am placing my bets on this just being a bad joke, but with that being said. There's actual people with that specific kind of mindset, where everything whether it would be an error with the game, opinion, preference or anything really. Then some duel chad will pop up and boast their prowess as if that had anything to do with the topic in the first place. It's actually sad with how people whip their e-penor around because of their duel skills. There's more to Mordhau than dueling. Heck there's even this skirmish tournament coming up which will be exciting to see.

90 78
  • 14 May
 SushiFish

In every reply I have made in this topic, I have each time stated that I don't believe that there will be any changes made to the lute, but except throwing around some ideas if by some miracle it would happen. I'll highlit it in a quote for you if you didn't read it at first glance.

@SushiFish said:
With that being said. I wondered in the beginning whether the Lute actually gave any benefits, but for now its probably best to leave it as a meme/joke weapon.

I don't expect there to be any changes to the Lute, but I suppose we can just dream on.

I don't believe there will be a change made to the Lute, but what harm does it to discuss it?

So that's the extent of how far your "You are trying to "balance it"." comment go.

You do in some way come across as a dick when all you do is just shutdown the idea and then you start cracking jokes about it. Give some respect for the OP and give fair criticism. The idea itself isn't bad, on nonsensical, but it doesn't quite fit Mordhau.

Anyways, this is completely derailing the topic of the post, but I had some pointers I wanted to mention.