Mordhau
 Naleaus
  • Likes received 875
  • Date joined 25 Oct '15
  • Last seen 29 Jun

Private Message

301 875
  • 30 Dec '17
 Naleaus

@yourcrippledson said:

@rob_owner said:
please make phases of attack all distinct, its not obvious enough when someone goes into recovery or when they combo atm so it gives your brain jet lag because things look too blendy and you get the impression people can parry out of recovery really fast but really you just didnt punish them soon enough because your brain didnt realize they were actually not comboing fast enough to punish them for not comboing when they miss.

Or how about just learn the way the smooth animations work, instead of telling them to go back and make them look janky and robotic just so your slow brain can react to them easier...

Why would you insult someone instead of providing a reason against changing the animations to be more readable? He never actually said make them robotic and janky either, you're insinuating that for whatever reason. And lastly, I've dueled you, I think better animations could be beneficial for you too.

301 875
  • 22 Dec '17
 Naleaus

@Frise said:
ye sure I don't know about stab drags lol... sick argument. tipical of NA shitters to try and chamber predictably after getting dragged and then complain that the game is broken instead of pressing RMB (or just getting good at chambering stab drags lol)

He's not NA. NA has probably the biggest playerbase and therefore the most varied opinions. Assuming that all NA players do something is pretty dumb, much like your assumption of Pred's location.

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.

301 875
  • 21 Dec '17
 Naleaus

You mean Slasher, which is not very much like Mordhau at all? So no, you do not have the game, you have no clue about the state of drags outside of theory crafting and reading what people that actually have the game write. Just stop.

301 875
  • 20 Dec '17
 Naleaus

This seems like it could/should be a band-aid for the moment. If the new animations are made to end earlier then it gets rid of the off screen drags AND fixes the visual discrepancy.

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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
  • 17 Dec '17
 Naleaus

As far as I know, they don't even have alpha access but likes to comment as if they do and wants drags similar to chiv.

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  • 16 Dec '17
 Naleaus

I second what Wizardish wrote. I didn't put a lot of time into the current patch on EU like I did on previous, but this one is kind of unplayable for reasons stated above.

I would add that playing at high (140~) ping has fluctuated with each patch, with the previous probably being the best and the current probably the worst, besides maybe a few of the early patches where attacks phased through more often and were super slow.

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
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  • 10 Dec '17
 Naleaus

@yourcrippledson said:

@Sverth said:

@yourcrippledson said:
Can't tell if trolling. Someone help me out haha... ha

Even if he is nobody is laughing because its true

So you like fighting with fast weapons more eh. Better just get rid of all the slow weapons and abandon their mechanics because you like fast weapons more. Sounds like a well thought out idea.

You have the ability to take total control of the momentum of the fight if you have the faster weapon. If you are letting them swing that much, they must be pulling off some good footwork or something, because the slow weapons don't just play themselves. With first hit flinch you really don't have anything to complain about, read their animations and act accordingly, wow sounds so horrible, better change the entire game lol

It's not a problem of difficulty in handling it. Not everyone will have 3k hours in Chiv though. Delays should stay, as they're needed, but the more egregious looking ones are going to throw off new players, casuals, and people from other games besides Chiv. I would rather they look better and be more intuitive so that Mordhau might build and keep a decent playerbase instead of having Chiv 2.0 drags and being stuck with a 1k playerbase for it's entire life.

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  • 8 Dec '17
 Naleaus

@colessmartshopper said:

Just a note in case you haven't played the new patch, the change to overheads to give them a curve at the end makes them a lot harder to jump and much more of a gamble. Also, jump stam usage was increased. It's really not a good counter anymore.

301 875
  • 8 Dec '17
 Naleaus

@deftpwns said:

@Naleaus said:

Not enjoying the mechanics is fine, can't please everyone. But don't act like the mechanics don't take skill just because you don't like them.

I never said that it didn't take skill, I said it wasn't fun and was unrealistic. Our difference in opinions doesn't change the fact that dragging is the only meta in the game and that you have to abuse the mechanic to be in the upper tiers of competitiveness. It's hard to get in footwork or anything else when the parry mechanic is so unforgiving that one misread on drags is almost always a death sentence.

You said skill and timing are less important than using drags, insinuating that drags do not require skill. If that's not what you meant, maybe word it differently next time.

As for the meta, you're wrong from my experience. Chambering is the meta, with the other mechanics being used to try and get around it due to how prevalent they are in current higher level duels.

I think the issue isn't that the timed parries are unforgiving, but that you don't enjoy them, causing you to have less desire to get better. There is a learning curve to the game that is unfortunately not present in the alpha. You're being forced to play with tryhards instead of learning the game with other new players, making things seem less fair. Whether being eased in would increase your enjoyment, I couldn't say. But with time and practice, timed parries work fine, and parrying most things becomes pretty easy.

301 875
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  • 8 Dec '17
 Naleaus

@deftpwns said:
I don't understand why the game punishes you for having quick reflexes. Drags can still be used if parries could be held, but as it stands, skill and speed are less important for winning than abusing swing mechanics and turning the opposite way from where you're swinging to delay the blow landing and to overcome nearly any attempt to parry.

I'm not going to argue for or against drags/held blocks or whatever, but you're not being punished for having fast reflexes. You're being punished for not being able to read your opponent, which is a skill issue. If you have time to see that they are delaying an attack, you should have the reflexes to not hit the parry button early, or wait and chamber, footwork around and force a miss, or run into the attack and force an early parry.

Not enjoying the mechanics is fine, can't please everyone. But don't act like the mechanics don't take skill just because you don't like them.

301 875
  • 2 Dec '17
 Naleaus

@Jax said:
nah if you could pick anything up, you could just grab an xbow with full plate and kill people, you don't need to move

yellow outline means you can pick up the weapon
red outline means you can't pick it up, either because you have too many weapons or because you're not an archer etc

it's pretty intuitive that if you don't put points into archery, you can't use ranged weapons

I hate archery, but easy fix for that is to just limit a picked up ranged weapon to a single/very small amount of arrows. Pick it up, shoot it once, then make it useless after. I'd personally prefer to pick up anything.

301 875
  • 14 Nov '17
 Naleaus

As long as people are talking strictly about adding combo parry (the act of comboing into a parry instead of an attack) and NOT recovery parry (being able to parry at any time during the recovery of an attack) then I'm all for it.

Combo parry is easily countered, even moreso than CFTP, since you're locked into the parry early on and can't delay it. However, it should not replace or remove CFTP.

CFTP is useful because it allows you to be defensive while maintaining aggression, and also gives you the ability to delay the parry if not using the auto FTP option.

301 875
  • 11 Nov '17
 Naleaus

He means recovery parry. Personally, I don't see it as that obscure of a mechanic. Attack and go to recovery = unable to perform an action. So combo to avoid recovery, then feint to parry. It's a tutorial issue mostly, explain the various stages of attacking and how to perform it and it won't be an issue.

If they do add recovery parry, CFTP needs to remain. Chiv was pretty terrible without CFTP.

301 875
  • 11 Nov '17
 Naleaus

You do not get a new key. The initial key is used for all stages including release. So the people you gave the alpha to are the ones you're stuck with.

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  • 9 Nov '17
 Naleaus

@Sammy said:
Wow guys more sales it makes sense

What we should do is add guns to draw in the cod crowd, lightsaber for the Star Wars crowd and mining mechanics for the minecraft crowd, right? Because it'll draw in more players!!!

Sure, that's why they're adding SDK/mod support. I don't like 3rd, but this is bad logic since if people want that stuff, they can add it to the game.

There is also no reason to remove it during the alpha. It's useful for testing, and still needs to be checked as things like animations are updated. Remove it later, sure, but not now.

301 875
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  • 31 Oct '17
 Naleaus

Oh hey, we're getting somewhere.

@Bang said:
Would it currently be more effective to back and forth chamber fight someone for 10 seconds or to baboon someone in 3 seconds - especially in a teamfight scenario?

We shouldn't care about currently though. If they fix the animation issues as they should, work on kick to actually make it an anti facehugging mechanic, and sort out the most egregious drags, then you'll still plenty of ways to kill opponents. Regardless of chambers existing or not, those things should be fixed in my opinion. Turncaps just go in hand with footwork and is an ok mechanic, which can be adjusted as needed.

@Zexis said:
Because you can be attacked quickly, it is harder to disengage and target switch in team fights like you could in Chiv.

So the question we have to ask, and the one that actually has something to do with chamber balance, is should it be easy to target switch and disengage. It is still possible to do so, you just have to be a lot more careful.

With footwork in it's infancy, along with missing mechanics like chase boost and unfinished everything, I imagine team engagements becoming more team like in the future. Positioning and communication will probably be a lot more important, and be necessary to successfully switch. I see this as a skill issue. Teams that play together, coordinate, have strategies, etc will most likely/hopefully succeed regardless of individual skill.

In my mind, being punished for turning my back on an enemy is fine. You haven't done anything to outplay the enemy or maintain initiative besides parry, so why be able to disengage? Besides which, the parry lockout makes it somewhat safer to target switch anyway and can be adjusted more as needed.

The game is still new and changing and we're trying to play it like Chivalry. Instead, look at it as something new and try to find ways to do things in new ways. It may not be fun for some still, but that's the way it goes when transitioning to a new game after 2-3k hours on a different similar one.

301 875
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  • 31 Oct '17
 Naleaus

Ok, so how will adjusting the windup times affect chambering? I've asked this each post. Chambering requires you wait till they're in release and only works at the beginning of your windup. The speed of your windup won't matter in regards to being able to chamber something. If you adjust a windup and need to adjust feint windows, you can do that the same way as Chiv.

This game is based on aggression/initiative. Someone attempting to chamber and failing, and still getting a hit, will mean that you fucked up. The parry lockout already allows you to decide not to riposte safely. So if you get hit, you either missed or delayed your attack too much. This is not much different than Chiv.

When I talked to you in game and you demonstrated cavemanning, you specifically attempted to break animations as much as possible with battle axe and bastard sword. So no, you didn't mention reverses or one frame animations, you mentioned the stupid animations as a counter for chambering without acknowledging they can be or should be fixed regardless of chambering.

Trying to get you to answer something is like pulling teeth and you still didn't address anything else I said.

How will windup changes cause chambering problems?
Why do broken animations counter chambers, when they should be fixed regardless?
You want Chiv footwork, but not to increase light loadouts too much. So what exactly do you want?
How are misses easier to punish in Chiv, and what does that have to do with chambers?
Why am I still bothering?