Mordhau
 Naleaus
  • Likes received 875
  • Date joined 25 Oct '15
  • Last seen 11 Jul

Private Message

301 875
  • 28 Mar '18
 Naleaus

I think shield drop needs reduced some, test that for a bit, then make other changes based off how that goes. It's currently possible to just miss a shield constantly and they're stuck not being able to do anything. If they try and drop shield to attack, leg sweep or combo before they can attack. Also makes it really easy to alternate side overheads and leg drag mix-ups.

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  • 25 Mar '18
 Naleaus

@PadanFain said:

@Naleaus said:

@PadanFain said:

@Naleaus said:

@PadanFain said:

@Naleaus said:
I've been chambered maybe 3 times when disarmed, so I'm not sure that's a good strategy. Kicks or matrix backpedal stab usually work for me.

Cause people haven't botherd to learn the fists animations. The matrix stab is a gamble and the kick will leave u wide open if u miss depending on your stam lvl.

I don't think learning the animations will help, cause I'll just morph or drag, and they're pretty fast to try and react to. To me it sounds like pick your gamble if you consider kicks/matrix stabs gambling, when chambering is going to be even more of a crapshoot.

Readable

If you say so. I've killed a bunch of people with those readable animations. Chambering them is a whole lot of effort for something that should be an easy punish on the other guy. Is there a reason you are against changing it? Being rewarded with initiative and stamina for bad play is a bit silly.

The game shouldn't give a free hit for stam outs it should put the stammed person at a disadvantage which it does otherwise the game becomes purely about outstaming ur opponent imo anyway

A disadvantage would be not having initiative and stamina. Your current reward for stamming someone is being put on the defensive. I don't care if they do the clash thing, but at least add a short lockout on attack after disarm so that you don't get initiative.

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  • 25 Mar '18
 Naleaus

@PadanFain said:

@Naleaus said:

@PadanFain said:

@Naleaus said:
I've been chambered maybe 3 times when disarmed, so I'm not sure that's a good strategy. Kicks or matrix backpedal stab usually work for me.

Cause people haven't botherd to learn the fists animations. The matrix stab is a gamble and the kick will leave u wide open if u miss depending on your stam lvl.

I don't think learning the animations will help, cause I'll just morph or drag, and they're pretty fast to try and react to. To me it sounds like pick your gamble if you consider kicks/matrix stabs gambling, when chambering is going to be even more of a crapshoot.

Readable

If you say so. I've killed a bunch of people with those readable animations. Chambering them is a whole lot of effort for something that should be an easy punish on the other guy. Is there a reason you are against changing it? Being rewarded with initiative and stamina for bad play is a bit silly.

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  • 25 Mar '18
 Naleaus

@PadanFain said:

@Naleaus said:
I've been chambered maybe 3 times when disarmed, so I'm not sure that's a good strategy. Kicks or matrix backpedal stab usually work for me.

Cause people haven't botherd to learn the fists animations. The matrix stab is a gamble and the kick will leave u wide open if u miss depending on your stam lvl.

I don't think learning the animations will help, cause I'll just morph or drag, and they're pretty fast to try and react to. To me it sounds like pick your gamble if you consider kicks/matrix stabs gambling, when chambering is going to be even more of a crapshoot.

301 875
  • 24 Mar '18
 Naleaus

I've been chambered maybe 3 times when disarmed, so I'm not sure that's a good strategy. Kicks or matrix backpedal stab usually work for me.

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  • 24 Mar '18
 Naleaus

Shields are pretty easy to get around now, and it's super easy to just freeze them out by never actually hitting them. They can't attack cause of shield drop delay and fast combo times. Not sure how to fix them, but hopefully more changes are on the way.

As for other stuff, still playing around with other changes, but I do not like the combo speed increase on already fast weapons. They all feel pretty spammy, and leads to a lot of easy double hits. Messer is cheesy cause of this, estoc as well, most one handers especially.

Also hit stop on one handed blunt is just flinch spam, annoying to fight and not skillful to do.
Need to play more to decide on other changes.

301 875
  • 15 Mar '18
 Naleaus

I mean you're on an official deathmatch server, go to a duel server if you want duels?

301 875
  • 10 Mar '18
 Naleaus

@wierHL said:

@rob_owner said:
that setting where you can hold lmb and then move the mouse to input your attack direction is so much nicer than the raw 240, because i dont have to move to a direction, click, then move back. You can do tiny flickshots normally but the room for screwing up is massive, if you hold lmb during what you notice is a riposte windup anim, you can wait to see which direction it appears to be coming from, and then just move the camera at it by an ATOM to try and chamber.

Which setting are you talking about? I can't seem to find it.

Don't believe it has an actually UI option yet, it's m.AngleAttackAfterPress 1 or 0 in console.

301 875
  • 18 Feb '18
 Naleaus

@Uncy said:

@REKTKWONDO said:
rofl lmao you cant join team m8 u bik nub

Who tf even are you

That's King lol

301 875
  • 21 Dec '17
 Naleaus

@s522662 said:
So your gonna let one mechanic die off so we could just prioritize on one mechanic? good job. Also, i dont really understand why spinning is bad in mordhau

You don't have the game and have no clue that drags are still in the game, still counter chambers easily and can be used to get around parries fine. Spins aren't good, are visually not intuitive, and serve little purpose but to look like shit on the hopes that you'll hit someone. Removing them barely affects the game, so get rid of them to remove edge cases of stupid shit.

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  • 17 Dec '17
 Naleaus

@Bodkin said:
2) for this to work, you would have to show damage values over targets on hits however, so you could tell how much dmg you were able to do. Otherwise it becomes a big guessing game for the archer and makes it harder to provide Intel to your teammates

Crosshair, assuming there is one, or another UI element while aiming could indicate if you're within the correct range for this suggested mechanic. Even something like having the enemies name show up while aiming if within the correct range would work.

I kind of like this idea. Up close? Increased damage and flinch. Far away? Reduced damage and no flinch. Headshot with no helm? You dead. With helm? Shit hurts no matter what, but you're alive.

301 875
  • 12 Dec '17
 Naleaus

I'm NA, and I've dueled a bit on EU and there is a large playstyle difference. EU, with a few exceptions that I've seen (King and other BL guys, few others) play without chambering, or much footwork besides backpedaling. Most of the better NA players chamber a lot, or at least attempt them. Footwork to turncap people/dodge attacks also appears to be becoming more prevalent.

It's possible that I haven't seen the better players, but I'm usually able to do well with 140 ping on EU servers.

301 875
  • 21 Oct '17
 Naleaus

I didn't get to play with the big group they had earlier cause of work, but the trial 2v2/3v3s we did when making up the game were a lot of fun. Definitely give it a try and organize some games if you get a chance.

301 875
  • 18 Oct '17
 Naleaus

@King Sinclair The FluffyDragon said:

@Zexis said:

@BATTLE_BEAST said:
The only reason why its not in Early Access on Steam is because obviously the developers are scared of negative reviews because of >how steep of a learning curve the combat system is and players who want it to stay closed only want it this way because they can get a >higher advantage over everyone else once it is open access.

I want the game to stay closed because the game is unfinished regardless of player count, and opening the game to less invested players will sour theirs and the public's perception of the game prematurely.

It sucks AU is dead, but you guys look to be the least populated continent next to South America. People work, are playing other games, or they get on and see no one else on, so they get off, etc:

ks-countries.jpg

Im in NA amd i cant get shit, theres 2 duel servers and its either full or a locked server and im just fucking tired of only spectating everyone elses duels until they get fucking tired of dueling the same god damn person over and over again which belive me talks a long fucking time

I've not really had these problems in NA. I have been the person that duels the same person over and over, but that was testing/practicing something specific with Wizardish over and over. Do you mostly play at prime times or on weekends?

301 875
  • 13 Oct '17
 Naleaus

There are a whole bunch of these threads, stop making more. The alpha is fine, the game is on the right track. An alpha does not need 3000 players to test. Once the next patch drops, player counts will rise again then. Then drop a few days after. Repeat till more game modes. This is normal, stop sensationalizing stuff.

301 875
  • 7 Oct '17
 Naleaus

So this is why you stopped fighting the cavemen. I guess it was worth it. I agree on most everything by the way.

301 875
  • 5 Oct '17
 Naleaus

@Zexis said:
yes it raises the skill ceiling, yes it adds depth and yes it can be countered with skill and is difficult to pull off, but I don't think it has a place in this game.

I agree, and also don't think it raises the skill ceiling enough to matter if they're in the game or not. There's a whole lot of ways to get around a defense without having to go to these extremes.

301 875
  • 30 Sep '17
 Naleaus

It's not an exploit, but rather a strangely but purposely implemented feature specific to the warhammer. It receives a boost to it's recovery time upon a successful hit. All weapons do really, but warhammer's is fastest. If the animation was better it'd be fine.

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  • 24 Sep '17
 Naleaus

The reason hit trades are so vehemently argued against in almost any form is due to Chivalry. The lack of first hit flinch and the ability to trade lowered the amount of skill considerably, as you could force trades with strong weapons easily. Your idea is pretty poorly worded but

The idea is that he who goes in to the attack against an opponent who isn't acknowledging his attack either, should get both punished, for being reckless.

sounds like you want some form of hit trades.

Now Mordhau has been designed with first hit flinch from the start. The weapons are (or will eventually be) balanced around it. The game isn't being made to be as realistic as possible. Where realism doesn't interfere with skillful gameplay, then it's fine. But implementing hit trades of any sort (except thrown weapons apparently) is not going to happen, per the devs.

Lastly, your topic was torn apart because the community has been here for a few years waiting, and most of these topics have been discussed ad nauseam.

301 875
  • 23 Sep '17
 Naleaus

@MeTaLAnGeR said:

  • A good idea would be a better measurement of the dmg of said attack by checking which part of the weapon hitted the target: someone dragging would need to "hold" the blade in the air longer, thus weakening the strike and making it super easy to chamber. Or an acceleration, if not tagged by the blade itself, but with the beginning near the handle for exemple, wouldnt do so much dmg either - each weapon would have their "optmal" spot of where/how to strike the enemy.

Introducing sweet spot mechanics or reduced damage on the end of drags doesn't alleviate the issue of not being able to chamber these specific attacks. Making it easier/intuitive to chamber them is better than getting hit and taking reduced damage while failing to chamber.