Mordhau
 kiwi12
  • Likes received 24
  • Date joined 27 May
  • Last seen 24 Jun

Private Message

27 24
  • 24 Jun
 kiwi12

if you start the game the first time after the update there will be a message "consolidating items...."- or something like that and it will load forever. minutes, but it says so.
it actually took me like 5min or more until it was finished. i guess it loads and saves your profile and it needs its time the first time. after that its almost instant.

did you let the time pass for it to load or did you interrupt it?

27 24
27 24
  • 24 Jun
 kiwi12

did you guys actually knew about the motivation mute?
if you have the chat open you can use your cursor and click on the chat persons´s name and get several options. one is motivational mute which removes all messages and replaces future ones with good stuff.

try it if mute and votekick isnt already enough for you.

27 24
  • 24 Jun
 kiwi12

Was about to do some Horde/BR armor customisation and wanted to change the colours of the standard longbow.
3 different colours to change were displayed. As soon as i touched one colour to chance to another 2 colour options vanished and now i can only change the colour of the wood of the bow. So only one option is left, and it stays like that even after restard.

If i remember it correctly it was supposed to be 3 like for crossbow and short bow. String, wood and wrapping.

20190624022655_1.jpg

Is it supposed to be only one colour to change is anyone else with this bug?

27 24
  • 22 Jun
 kiwi12

this is taiga all over again but here it got worse for the already bad team.

not only that you expanded the already known problem you even placed blue fruther away as red. red´s spawn just got better while blue´s got worse.

it wasnt even necessary to put the spawns further away... you want to make us run longer after death? you just had to put some obstacles down in the spawn and a ramp nearby in addition to the ladders to get on the wall BUT NOT THIS^

27 24
  • 22 Jun
 kiwi12

22.06.2019 - HOW COULD U MAKE IT EVEN WORSE FOR TEAM BLUE WITH NEW PATCH?!?
20190622221200_1.jpg

you even expanded blue teams spawn death zone by forcing them to walk longer in open fields and did nothing about the ladders / getting on walls to mid point.

what the actual fuck...

27 24
  • 15 Jun
 kiwi12

just finished my horse rider and ofc he kicks ass in melee too with his range & looks ;)
rider.jpg

27 24
  • 15 Jun
 kiwi12

i want to push this since i just had some crossraod games where i single-handedly did this winning my team the game. ofc it required a good amount of red guy to push mid point from the start but thats rather easy since red paths lead there quite easily for the random mass.

as soon as red has mid the team automatically takes mortar position since they have a wall path there over a wooden tower. this position lets them not even take the mortar but gives them an addotion replenish chest that directly gives view to the blue spawn down the wall spammin additional projectiles/bombs.

i´d suggest giving blue a ramp in addition to their 2 ladders to get on the wall. tear down the archway right from the wall spawn to add a ramp to it.

27 24
  • 13 Jun
 kiwi12

@Lord Petyr Baelish said:
You know what I mean by combo.

obviously no. in this game its defined whats a combo and what not and how to do one.
tutorial npc knows.

@Lord Petyr Baelish said:
the eveningstar for example outclasses a ton of stab weapons with its stabs.

are we still talking about the same game?

27 24
  • 13 Jun
 kiwi12

@Lord Petyr Baelish said:
Except all the hitstop weapons two-hit tier 3, and they also have better combos since the next attack starts immediately on hit rather than having to wait for the weapon to complete the release phase.

thats not true. they cant combo on hitstop. With hitstop, if you press atack while you atack and hit an enemy the atack stops and there will be no follow up atack as combo saved in the queue. you need to initiate the next normal atack yourself.

if you can aim for the head t3 armor drops in 2 hits from slice weapons aswell and they even have the better stab atack for diversity.

release phase only matters if you miss a target. so it doesnt matter which weapon youre using here. if you hit the target it resets him anyways. noone who hits their target has ever had problems waiting for his release phase to end. its the opposite, the release phase is there for dragging and fucking with the enemys block time-window.

27 24
27 24
  • 13 Jun
 kiwi12

there is a free cam available as it is in frontline too.
you can toggle between first person / 3rd person / free cam

i always have custom keybindings but for me its if i push the mousewheel button down.

27 24
  • 13 Jun
 kiwi12

@ToLazy4Name said:
based nonsense poster

less quantity more quality

27 24
  • 13 Jun
 kiwi12

I love this map. The mid point, the horses, ballistas, mortar and the cata, just great.

For me its nearly a perfect map.

It has one huge objective balance flaw: without mid point blue is forced to spawn behind a huge wall which can only be climbed with 2 ladders while red can use ramps to get over their wall.
The ladders take ages to climb and create traffice jams. But the worst is they can be camped way to easily and blue is stuck in its spawn.
As soon as red has mid its basically over if someone knows what hes doing. 2 Examples:

firebombs.jpg

firebomb spam on ladders

20190613022258_1.jpg

blocking and camping ladders

eh voilá, blue cant get out of spawn anymore. team red wins.
give blue a ramp to get on the wall like red or give them a good climbing path to get on the wall.

Another subjective change i would recommend is to shield the wall-spawn better against horses. If the ladders stay blue gets stuck infront of the wall and just gets overrun by horses.

27 24
  • 13 Jun
 kiwi12

instead of fixing the spawnpoints for blue entrances they just added a bridge for blue which makes them reach mid faster than red.

i appreciate the attempt but this is just horseshit.

27 24
  • 13 Jun
 kiwi12

The downside of "stops on hit" from weapons doesnt feel justified, especially for maces and hammers(excluding nuclear bomb). They deal a bit more damage overall but still need the same amount of hits in most cases. In general theyre slower too.
In a perfect world they would outclass slice weapons against armor any time but the dmg gap here is too small to matter.

So not even cant they combo if they land a hit but they cant slash through multiple enemys and hit them for damage or atack stops. It makes hits more predictable if you cant continue dragging animations.

They need an additional purpose or this perk makes them worse than any other weapon without hitstop in direct comparison.

What could improve them:

  • Give them the shieldbreaker role and let shield users take damage on block.
  • Let them make people faint faster by draining stamina on hit/block.
27 24
  • 12 Jun
 kiwi12

yeah, ill try

27 24
  • 12 Jun
 kiwi12

Sometimes it doesnt interrupt atacks and sometimes it says +34/+35 swing-dmg done with normal (non-alt-mode) on body or head, which is just not possible.

27 24
  • 2 Jun
 kiwi12

never played Chivalry but its a common game mode in many games

27 24
  • 2 Jun
 kiwi12

2 Teams (Blue/Red)

There is a crown in the middle of the Map which is always marked like a capture point to see where it is or where its wearer is.

Whoever picks up the crown transforms into the King, like the NPC king from Grad and will be as powerful&withstanding.

If one team has the crown a 20Minute team-timer will count down. If it reaches 0 the team wins.
If the King dies he loses the crown and it can be picked up again. The timer doesnt reset but stops if the King dies and contiues if the team has the crown again.

For every enemy the King kills the enemys team-timer will get +10 seconds but wont exceed 20Minutes.


Problem is where people should spawn once there is a King.
Hard to say how long the matches will last. Needs to be tested.