Mordhau
 Cence
  • Likes received 50
  • Date joined 20 May
  • Last seen 11h

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  • 11h
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I will make this shit when modding SDK comes out.

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1. Battle Axe (alt mode)
The windup is so short that you just get instantly hit and it's nigh impossible to tell an accel from a drag sometimes.

2. Poleaxe
I don't know what it is with poleaxe, but telling an accel from a drag is much more difficult than usual. Mayhaps it's because of too high turn cap and the weapon being so thin that it's hard to visually tell its position. A mediocre player can mask a drag as an accel easily with this weapon, and it's too easy in my opinion.

3. Waraxe
Too powerful for only 5 points, increase cost to 6 points.

4. Eveningstar
This weapon is just insane in its current state and I feel like the overall balance might benefit from ES being slightly nerfed somehow.

5. Bastard Sword
Scuffed stab animation makes this weapon insanely hard to read, please rework the stab animation to be able to visually tell the windup better.

6. Spear (alt mode)
Again scuffed stab animation is weird to fight against.

7. Zweihänder
Scuffed swing manipulation. Could probably benefit from a slight turn cap nerf as masking a drag as an accel is extremely easy and very powerful with this weapon.

8. Heavy Handaxe
This weapon is just too strong for only 3 points. Increase to 4.

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  • 14h
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@Frise said:
You can input your combo during release, after you hit an enemy. You just need to learn the timing.

What if you drag? I don't think you can trigger a combo after you hit there.

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  • 19h
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9) Why do I get stuck on half the shit in these environments? Poles, little rocks on the ground, uneven ramp. REEEEEE.

Never had this issue.

10) Why does it seem like assholes walking backwards are impossible to fucking catch?

What are you talking about? Sprinting forward is always faster than holding S.

The more I play and get SLIGHTLY better, the fewer bits of the combat mechanic I can actually use.

This is not really true I think, because stamina is there to prevent spamming of feints/chambers/morphs to become meta. With stamina, doing this stuff too much will punish you against a good opponent. I agree that the maximum stamina could be increased by a bit though, because I love long fights.

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  • 19h
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@das said:
Hit Recovery skipping is probably the reason why they wouldn't touch this. It's an alternate to combo'ing that offers more mixups.

You attack, you land the hit, you wait a little bit, you start another attack. No gamble can hit you unless you do it too late because you still have initiative from hitting and flinch stunning them. If they don't gamble, you can morph your hit recovery skipped attack, which comboes cannot do.

I think you could still extend the combo window without players accidentally comboing when they didn't want to. Ripostes are kind of similar here. I often riposte when I didn't want to, it's just practice of timing.

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  • 16 Jul
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Great idea.

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  • 16 Jul
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Bump.

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  • 16 Jul
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I love the material the sword is made of, looks awesome.

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  • 15 Jul
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@smug said:

Never said that. What I mean is that the entire design of the map is obviously to make it a horse map. 10% of the area is the center point, the rest is open space for the horses.

No you're projecting that onto the map because it's literally horse fields with the center keep thrown in, but the actual objective itself has nothing to do with the existence or the nonexistence of horses. The horses probably make less sense in this case because it's a KOTH map which you didn't even address. Lets use your logic for a second, is camp also a "horse" map because it has wide open spaces?

I agree with you on the objective part, and I never claimed otherwise. But let me ask you, why do you think they added 10 horse spawns per team? Because they wanted to have a map with more horse combat. Yes, the horses are absolutely useless to winning a Crossroads game. Yes, it is a KOTH map. No, Camp is not a horse map, simply because it does not have 10 horse spawns and the map is actually more detailed than Crossroads. The terrain and the props make it look like a giant battlefield which I like a lot (despite ballistas and catapults, but hey, the game needs this stuff for casuals). If you take a look at the "wide open spaces" in Crossroads, it's just a terrain with a few painted hills and the same grass texture everywhere. You could design this terrain in less than a day (including the trees at the outer edges) and it is quite obvious that the reason for this was to quickly give the players another map to play while they are working on Feitora and that other map.

Don't forget that Frontline is a casual mode and apparently a lot of people like horses (me not).

Dude no, you're so out of touch with the community if you believe that the majority of people like horses. Just no dude. https://www.reddit.com/r/Mordhau/comments/cd5rw2/the_crossroads_blue_team_experience/

I literally see that within 5 seconds of opening reddit

Stop putting words in my mouth, I said a lot of people like horses, not the majority of players. There is a significant difference between these terms.

, but because of the map design that reinforces all the cancer in the game (javelins, fire bombs). In fact I made a forum post about this when Crossroads came out.

Yes but limiting ammo boxes doesn't fix the actual geometry problems with the map layout. All the maps in Mordhau are objectively bad for FrontLine, even grad which is considered the "best" because of how crowded they get at the 48-64 player level. Bringing the number of horses on par with the rest of the maps makes crossroads more bearable because more of the map is opened up for skirmishes just like every other fucking frontline map. Are the "limited" ammo boxes stopping firebomb spam on other maps? They are cancer there too. You only see jav spam on crossroads? Lets not be disingenuous.

I would be fine with bringing the number of horses down in Crossroads if the open space at least had some kind of visual appeal or level design. As I said it's just one grass texture, a few hills, 2 rocks and 10 trees. Camp looks much more realistic because of the terrain height differences, towers, spikes, corpses and so on.

You need to learn how to read mate, I said more ammoboxes reinforce the cancer already existing in the game. It certainly makes things worse if people have access to twice as many firebombs and javelins as on other maps, don't you think?

We can cry about javelins and firebombs all we want, it will never be removed because noobs need a way to steal some kills in Frontline. Otherwise they would refund the game after 2 hours because they get beaten to death by melee gods.

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  • 14 Jul
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@smug said:
How are horses an entity which rarely contributes to capping the center point in a KOTH map, where the objective IS to cap and hold the center point as long as possible, the SOLE purpose of the map?

Never said that. What I mean is that the entire design of the map is obviously to make it a horse map. 10% of the area is the center point, the rest is open space for the horses. Don't forget that Frontline is a casual mode and apparently a lot of people like horses (me not).

Yeah he's incredibly out of touch, and just because crush says something doesn't make it objectively fact

Of course it doesn't. I just agree with him because the horses rarely are the reason I die on Crossroads. It is mainly 5 people coming out of nowhere to bang me, javelins hitting me from nowhere or firebombs blocking my path to the point.

If I were to do a statistical analysis of all the complaints levied toward CR, I'm fairly certain that around 75% of them would involve horses.

Do the analysis first before coming up with random numbers, what you're doing is projection.
Listen, I agree that Crossroads sucks. But to me it sucks not because of horses, but because of the map design that reinforces all the cancer in the game (javelins, fire bombs). In fact I made a forum post about this when Crossroads came out.

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  • 14 Jul
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Your initial suggestion was to remove horses which would defeat the point of this map. They simply need to reduce the amount of ammo boxes as crush suggested and the map will be less cancerous.

I don't like Crossroads either, but removing horses is not an option.

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  • 14 Jul
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No, the areas where you are supposed to fight are narrow and constrained. Outside of the fort is basically horse land and if you don't want to engage there you don't have to.

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  • 14 Jul
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The problem is not the horses at all. The problem is the amount of ammo boxes and firebomb/javelin spammers. This kind of play just feels terrible on Crossroads because of its narrow paths etc.

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  • 11 Jul
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That's actually coming with next patch. Also 3v3 duels.

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  • 1
  • 10 Jul
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@KIWI said:
I don't see how this leads to RSI more than an extended combo window, but I do agree the way it is now is a bit silly. You think you'd want visual confirmation that you've struck someone before committing to a combo rather than queuing up like 5 attacks before you've even seen where the first one went.

Exactly. The RSI part was just shittalk, but as you said, queueing the combo instead of triggering it after hitting the enemy just feels clunky.

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  • 10 Jul
 Cence

Why can you only commit to a combo before the release phase?

I want to start a combo when I hit my opponent or miss. Currently, the small combo window incentivises smashing LMB twice with every swing, which is unnecessary as your opponent will be parrying 80% of the time. This only leads to RSI and bigger problems.

Solution: Extend the combo window to the release phase.
Please devs, help mitigating all the cases of RSI and fix this clunkyness.

Thanks.

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  • 10 Jul
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This idea might fix health regen in competitive 1vX!

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  • 9 Jul
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@Unlikely said:
It's hard to imagine how one would control both weapons and footwork too. Maybe there are more keys on your keyboard than on mine.

Well that's pretty easy, just make the weapons alternate between attacks. So your first attack comes from your right weapon, and your combo from your left weapon or something.

@VampireDuck said:
yes 100ms faster attack rate with no drawbacks! Why is this not in the game already!?!?

Drawback is the point cost... Dual wield should only speed up combo windup in my opinion though.

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  • 9 Jul
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@Skrytociemny said:
i am not talking about level restrictions for items i am talking about win tourtament to get this armor if you dont win you will never have it kind of thinkit would be bad i am level 32 so its not noob talk

I am talking about "reach rank X to be rewarded with Y skin", I think this is great.

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  • 9 Jul
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@Skrytociemny said:
just nothing that would exclude all some players

Excluding players from high-level cosmetic rewards makes you want to work for them. They are a very good thing.