Mordhau
 GIRUGIRU
Knight
  • Likes received 425
  • Date joined 25 Oct '15
  • Last seen 18 Jan

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Knight 142 425
  • 14 Jan
 GIRUGIRU

@Pred said:

@GIRUGIRU said:
The first 3 clips aren't desync, stabs are just really gay right now.

Hit not being in sync with weapon - that's a desync, isn't it?

No, desync refers to lag/connection issues affecting the synchronization of attacks within their combos

stabs are correctly synced up with their animations here, the issue is that it's not very readable right now. The solution is clearly not an easy one otherwise it would have been done already, here are the possibilities;

  • increase early release on stabs (but makes stabs weaker and much slower, and may make it look as if stabs are phasing through people in 1p)

  • change the stab windup animation so that the stab has to advance much further forward before it enters release (probably already in the works)

  • Readjust the stab keyframes so that the stab has to advance more before it does damage (will make stabs look alot more floaty)

  • increase player collision bubble so you cant get instahit by stabs as it needs to travel further towards you to hit you at facehug (bad idea, increased bubble makes teamfights much more clunky)

2nd option is probably what i'd imagine would be the fix, but that wont be for a while

Knight 142 425
  • 13 Jan
 GIRUGIRU

The first 3 clips aren't desync, stabs are just really gay right now. Last one is fine

If your net isn't stable aswell you will get instahit randomly

However the assparry is not good

Knight 142 425
  • 21 Dec '17
 GIRUGIRU

I don't think there are enough 1 shots in mordhau, irritates me when noobs can persist for longer than they deserve to

I miss my maul :(

Knight 142 425
  • 7
  • 19 Dec '17
 GIRUGIRU

Audio

First of all just want to clarify i'm not shitting on Mordhau, i really love the game. However, contrary to what most of the discussions are about (animations, balance, content, maps, archers, whatever) - which can all be improved, agreed - i just find the most underwhelming thing in Mord for me right now is without a doubt the audio. What i'd currently say is really good audio-wise;

  • Chamber sliding sound
  • Clash sound
  • battle ax smack
  • smack wall with zwei
  • Menu music

I'd like to generate some discussion for people's ideas and gonna put some of my own opinions/suggestions down;

Currently i feel all the attacking grunts are shit, honestly.
They sound extremely underwhelming and ontop of that they do not give important information that was given with Chivalry audio cues. For example, knowing the difference between a Vanguard swinging behind you and a Knight was a big deal especially when footworking in 1vX scenarios. Mordhau does not have this important info within the audio and they just sound abit shit anyway

As a result, i think someone using a Zweihander and someone using a Bastard sword to be producing different grunts would be extremely helpful and also give the effect that you're playing completely different loadout (not that it's a problem to begin with)

I would also suggest that several different "voice characters" to be chosen from in the Customization menu should not be added (as is done in alot of RPGs) because for info reasons and the fact that it'd be easier to enforce the quality of red team/blue team voice acting single items. Rather than a swath of different "characters".

  • Death sounds should be MUCH more brutal and gritty, because it would add to both the medieval appeal and also the "unintentional" comedy effect of the game. Gears of War is a good example

  • (obvious) add voice lines

  • Combos grunts getting more intense the longer then go on for

  • Please add something like the "Bastard!" voice line from Slasher

  • Alot of sword smacks need to sound alot less "wet", currently i think alot of them are really dumb sounding and not very satisfying. For example, Bastard Sword sounds like shit

  • Low stamina breathing

  • A consistent, specific sound (the current one for the weapon sliding pls) for every chamber that occurs

  • Sheating and unsheathing weapon - i know alot of people may be like "muh realism" but if you can manage both the realism and make a nice sheathe sound effect it will be very good. CS:GO is a perfect example of EXTREMELY satisfying weapon switching sounds

To conclude i think that investing in upgrading the audio will really add to the feel of the game, the "depth" - in terms of the Mordhau "world" - and immersion. It should be fine to upgrade the sounds after release if neccesary, i know CS:GO have changed their audio wayyy after release so it probably wont be a big deal. But it definitely needs doing

Think this would be a good thread for everyone to just plop their ideas down and hopefully the devs can grab what they want from it

Knight 142 425
  • 17 Dec '17
 GIRUGIRU

Projectiles do not need to flinch, it is extremely frustrating and massively hinders the skill cap within the game to allow projectiles to be in their current state. Being flinched by a projectile right now can turn any 1vX scenario to instant death for the guy who got hit - there is no way for him to defend against a projectile hitting him out his FoV while he is occupied already - parry and shields are not direct counterplay to ranged because of that reason

I'm sorry but nobody is in a position to be predicting the meta at this point

  • If archers are so broken that everyone is forced to play plate armor (for ranged defence), there is a balance issue
  • If plate armor is so good that it overrides the perks of big weps/perks, there is a balance issue

That being said, lets talk about projectile balance. As Bodkin rightfully and very correctly said; archers are best at shooting you while you are occupied - and this is exactly what makes them cancer in a melee game. You cannot consistently manage an archer shooting you while you are already fighting 1vX, it's impossible and even more so with the limited (130 FoV)

As a result, archers will and always be the main inhibition to the skill cap of the game unless there is direct counterplay to them, because there is for every other mechanic in the game. Parriable projectiles and shields are not direct counterplay, because the archer can bypass all rules of melee and just shoot you at distance while you are occupied.

Balancing CompMod was extremely difficult especially when it came to archers, as its very difficult to make them viable without making them massively reduce the skill disparity between teams and also prevent them being cancer. As a result they need their use but they also need counterplay - however Triternion do that is up to them, but for god's sake remove the flinching to med/heavy users

Knight 142 425
  • 8 Dec '17
 GIRUGIRU

ES could do with a rework because it looks Abit retarded. Sledge and pickaxe are same

Baxe looks fine I'm, don't see any issues with those drags even for casuals

Remove swing manipulation= remove skill = remove longetivity of the game

Knight 142 425
  • 1
  • 6 Dec '17
 GIRUGIRU

Remove chambering, add more extended windup animations (so you can put the feints inside of people) and lower feint recovery - you have chivs feints minus the netcode

Just because it's a different game doesn't change the fundamentals of Melee Slasher. If feints are buffed to close to Chivalry levels then chambers will become much more rewarding without needing to be buffed.

Dosent matter for you though as you just sit behind a shield 8 hours a day

Knight 142 425
  • 5 Dec '17
 GIRUGIRU

@REKTKWONDO said:
Feint anim change nothing, you read feint with sound, you hear the sound of the feint you punish, you hear the grunt start, you Chamb/Parry

What ? Feint anim means nothing ? Guess that's why people were consistently reading facehug stab feints and groundsniff OH feints in Chiv. /s

Again, I will iterate that the games flow in team engagements will be horrific if everyone is trying to chamber constantly. Slasher test had this issue at some point and I am confident the devs will not allow that to happen again as it's completely cancer.

Chamberhau is only good for 1v1 only, and even then I'd rather just play games of Simon says than something so shallow in depth. Chambers do not need to be buffed offensively.

Knight 142 425
  • 1
  • 4 Dec '17
 GIRUGIRU

Stamina play should have a bigger impact within the future as currently it does not due to Stam and hp on kills and the disarm working the way it does.

If you have a 3v3 with extremely skilled players you cannot deny that chambering will make a massive difference - stamina does matter and high level play will require you to chamber

The only buff I can think to chambers is that they drain your opponent stamina in some way, rather than buffing their offensive power.

EDIT:

feints are weak currently because the anims are very easy to read, this will - as far as i am aware - change with the animation update and they will become more intimidating, which i imagine would include chamber feints

Knight 142 425
  • 4 Dec '17
 GIRUGIRU

The strength to chambering is that you gain a stamina advantage and you auto read any feint. It's a risk, already has very strong payout it does not need any more

Its a defensive mechanic, buffing chamber offensive capability starts to make it like a Parry in For Honor (very, very bad game design)

If chambering is over-used, which will happen by making it overly rewarding, it will just make teamfights cancer with absolutely no flow and 1v1s about nothing but chambers

Making chambers harder is also a bad option because then you just alienate weaker players from an entire mechanic.

Knight 142 425
  • 2 Dec '17
 GIRUGIRU

no dynamic flinch, will just make the game feel clunky and inconsistent especially in 1vX

chambers should be a "skill play" not the defining skill of the game, i don't think making chambers retardedly strong with a janky no-lockout looking attack is a good idea

there is more to the game than chambering, and if you encourage chambering any more than it is already it's just going to turn the game into some autism gambling game where people "chamber" your back as you try to switch targets

punishing the attacker is a shit idea, last thing i want to see is this game turn into For Honor turtle meta

Knight 142 425
  • 24 Nov '17
 GIRUGIRU

i think overheads are far too turn-capped atm and they dont feel good to use as a result apart from with a few weps (like gs). However, iirc, according to what the devs said on the discord, the arc of the OH will curve more rather than go directly downwards to the feet.

Heavy turncaps do put a hefty limitation on the skill and swing manipulation of the game, but i'd rather that than casual's complaining about "spinning" and not playing the game. Already there are complaints about "spins" when they don't exist in any practical format

Knight 142 425
  • 20 Nov '17
 GIRUGIRU

I agree. Some maps should be gritty but for camp I don't see why it can't be beautiful and colourful

Knight 142 425
  • 8 Nov '17
 GIRUGIRU

Realistically if the grill customization is gonna be in, she will be fighting fully grown physically active men - therefore it only makes sense she is extremely fit, with a dank af body and huge jiggly boobs aswell

Knight 142 425
  • 6 Nov '17
 GIRUGIRU

i don't sadistically save everything from years ago in a desperate attempt to prove things, stouty

there's a time to grow up from that, now that your 24 or whatever

Knight 142 425
  • 6 Nov '17
 GIRUGIRU

o yea when u rq coz u couldnt get placed in scrims since you were too bad

dosen't change the facts of your sidetaking on the cheating matter, dunno why you care so much about it rag isn't gonna disown you for telling the truth

Knight 142 425
  • 6 Nov '17
 GIRUGIRU

Ye that's after u defended rag. Don't forget the 6+ months or whatever in VK and Merc mod crusades lmao

Knight 142 425
  • 3
  • 6 Nov '17
 GIRUGIRU

@Stouty said:
Nobody is buying your drug-addled version of events you tweaker

hahaha

Knight 142 425
  • 6 Nov '17
 GIRUGIRU

@Stouty said:
Holy shit that best moments video is actually a stealth milk! I love how VK Ego Ego calls BL a cheater team when known cheater Rick was VK's carry for years. Funnily enough BL Rag is still in Mordhau and one of the top players in the game where as Rick is nowhere to be seen. Really makes you think

mfw stouty called rag a cheater but then licks his arse after joining BL, then will deny it

typical bottomscore bumlicker boy

Knight 142 425
  • 4 Nov '17
 GIRUGIRU

Kick shield stun is useless against competent players

Shield is broken RN because once you outstam him he still has initiative, and after then he can chamber with the ridiculously easy chamber windows

It still remains a low skill crutch but even worse so than chivalry as the parrybox is massive and swing manipulation is far weaker in Mordhau. If a shield player gets hit it's merely his own fault

When you knock the shield out his hand it should break and you should get a hit, none of this 50/50 bullshit that's going on rn still and scrounging on the ground looking for more shields. Cancer