Mordhau
 Q
Knight
  • Likes received 227
  • Date joined 16 Feb '17
  • Last seen 18 Aug

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Knight 161 227
  • 4 Jun
 Q

I have never really liked this mechanic. Combos are already weak enough. Yes, I suppose it deters players from mindlessly swinging. However it can also punish legitimate play. Plus most of the players that mindlessly swing (i.e. low rank players), would not even be aware of the mechanic anyway.

Knight 161 227
  • 1
  • 25 May
 Q

SteelSeries Rival 500

SteelSeries Rival 500.png

Knight 161 227
  • 1
  • 19 May
 Q

Okay so my main two criticisms of the game at the moment are: maps, & team-fights.

On Maps:

I think Frontline is a neat game mode to have, however as someone who primarily played TO in Chiv, it doesn't really scratch the itch. Maybe if there were more meaningful objectives. At present it just feels like a glorified TDM. However I don't see why both modes can't exist. Maybe modders will make some maps. Someone also suggested a map editor, which I think is an awesome idea. Obviously that would take time to implement though, but would be totally worth it.

On Combat:

Gameplay/combat is still slow paced, especially team-fights. I put this down to combos, or lack there of. Limiting the player to only opposite-side combos just results in these overly telegraphed figures of eight patterns, that are so predictable & just dull to use & play against. It makes the game feel clunky, & limits the skill-ceiling. Never did I find this more apparent than when playing on a packed 64p FL server, surrounded by team/enemy.

Knight 161 227
  • 19 May
 Q

I really like the way you respawn on Frontline mode. When you can see the entire battlefield in the isometric view. Then you fly/zoom down to the ground. Really nice touch.

Knight 161 227
  • 1
  • 19 May
 Q

Yes, the middle two citations only affect double parries. I mentioned that in my OP, when I said 'I think the parry box gets bigger during multiple incoming hits, or something'. However the parry rework (first citation) changed the way parries were detected in general.

  • Parry detection reworked - now uses a box instead of angles. Parry now has more forward range, making it easier to force parries. Parry now covers legs unless character looks up, making it easier to parry foot drags. Hitting around and above this parry box should be a lot more consistent than before. Chambers also use this new detection. ( https://mordhau.com/forum/topic/10158/changelog-thread/?page=3#c55 )
Knight 161 227
  • 2
  • 15 May
 Q

@ToLazy4Name said:

@Q said:
Nah I agree, parry has become easier than Chiv, especially in team-fights & 1vX (I think the parry box gets bigger during multiple incoming hits, or something). It wasn't always the case though.

citation fucking needed, and even if that's true it still isn't possibly bigger than Chiv's on top of being a shorter duration

I don't know all of the exact numbers for both games, but here is the changelog (#17) thread for the parry rework: https://mordhau.com/forum/topic/10158/changelog-thread/?page=3#c55 . Also check out some of the other changelogs for parry in that time period.

I also mentioned the issue in this thread (back in May 2018, before the rework): https://mordhau.com/forum/topic/13068/current-state-of-combat/

Knight 161 227
  • 15 May
 Q

Nah I agree, parry has become easier than Chiv, especially in team-fights & 1vX (I think the parry box gets bigger during multiple incoming hits, or something). It wasn't always the case though. Parry used to be easier in Chiv. However in Mordhau, parry was recently reworked, & considerably improved. Before that it was quite stingy on parry box size, but too generous with parry duration.

Knight 161 227
  • 2
  • 14 May
 Q

I wonder if this has anything to do with over sensitive security software. You could try temporarily disabling your anti-virus (if have any).

Also check Windows Firewall settings, & make sure that Mordhau is allowed through.

Knight 161 227
  • 13 May
 Q

@Dekkers said:
The real reason we need a map editor (apart from me being eager to make maps) is that a good variety in maps can make the difference between a player quitting a game after 5-6 months of after 2-3 years (a bit over exaggerated perhaps but you get the point).

Having only 6 maps, or a few more if they add some, will become boring fairly quickly. Heck, I am already bored of Taiga which leaves 3 maps remaining when I play Frontline.

Honestly, in my humble opinion making map tools should be a top priority for the developer team. I mean, if they succeed they can literally let the community take care of the whole map issue.

That aside, people will also be able to turn 'Frontline' more into 'Siege' so you practically add a gamemode without adding a new gamemode. This is something I know many people would like to see, given that sieges truly belong in a medieval era game, in my opinion anyway.

I second that.

Knight 161 227
  • 13 May
 Q

Yeah that would be dope. Or even just some similar ones.

Like this new Chiv TO map called Whitenest: https://steamcommunity.com/sharedfiles/filedetails/?id=1343871088 . Which kinda reminds me of Age of Chivalry.

Knight 161 227
  • 13 May
 Q

@Mackintoke said:

@Q said:

Combos are also still way better in Chiv.

Go ahead and elaborate on that one. So far, the only thing Chiv has that Mordhau doesn't have is the front and center overhead swing with hammer. Now the over head swings are slightly angled to left or right.

In a nutshell; Mordhau only has opposite-side combos, whereas Chiv (as a general rule) only has same-side combos. In Chivalry, the exceptions being same attack combos (i.e. Overhead > Alt-Overhead, or Slash > Alt-Slash). Stab is also partly exempt from this rule (as there is no Alt-Stab), allowing for both same & opposite-side combos.

You could put off some ace combos in Chiv. Mordhau's combos are meh at best.

Combos are like the glue that bind the rest of the combat together, & make the combat feel fluid. Having only opposite-side combos slows down the combat/gameplay, & only serves to lower the skill-ceiling. Especially with regard to team fights, & 1vX (which is where the skill-ceiling lies with this genre). As they are quite predictable, & not very creative (just figures of eights).

I personally think the worst offender is not being able to perform a right slash after a right slab or right overhead (or a left slash after a left stab or left overhead). Not to mention counter intuitive cuing up a left slash, for it to only perform a right slash (or vice versa). This issue exists in both games. However in Chiv it was the other way around, but with same-side combos.

A while back I compiled a list of all available combos in both games. Please note that it is for binds, not 240 system.

Combos [Final].png

Knight 161 227
  • 12 May
 Q

The other day I seen what looked like an awesome new TO map for Chiv called Whitenest ( https://steamcommunity.com/sharedfiles/filedetails/?id=1343871088 ). Reminded me of Age of Chivalry. These are the kind of maps I would like to see more of.

Combos are also still way better in Chiv.

Knight 161 227
  • 12 May
 Q

MetallicCatheter, wifi was never really designed for playing video-games. It tends to have higher latency, & is intrinsically less stable & secure. Cable is also really cheap. I bet a hard wired connection would significantly improve your ping, maybe even half it. It would also make packet loss near non existent.

Like I said above, 100 ping is high for this genre. It renders the game damn near unplayable. Ask any experienced players.

It is also worth noting that for every additional player on a server, the overall ping will increase for everybody. This is true for any game/server. FrontLine mode has 64 player servers. This may be one of the reasons why you are seeing higher ping than in other games.

Knight 161 227
  • 9 May
 Q

DWTerminator (my favourite game reviewer) gave it a 4.5/5.

Knight 161 227
 Q

This genre requires low latency. As it is reaction/timing based. Melee combat is also very close quarters. Below 50ms ping is preferable. Over 100ms significantly affects the gameplay, & starts to render the game unplayable.

Knight 161 227
 Q

@yvesgomes said:
OK... noob question: Is there an easy way to test the FPS within the game? I'm normally a console peasant, so, I'm not super sensitive to FPS. I'd like to figure out how my game is running and maybe tone down the graphics a bit, if necessary, to achieve 60 fps.

There are several options.

  • You can type stat fps into the in-game console. The console key will most likely be tilde or grave accent, depending on which layout. Usually located left/next to the number 1 key.

  • Steam has a built in FPS counter. Which can be enabled in the Steam options menu.

  • You can use a third-party utility, such as Fraps or MSI Afterburner.