Mordhau
 GIRUGIRU
Knight
  • Likes received 383
  • Date joined 25 Oct '15
  • Last seen 7h

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Knight 129 383
  • 8 Nov
 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 129 383
  • 6 Nov
 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 129 383
  • 6 Nov
 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 129 383
  • 6 Nov
 GIRUGIRU

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

Knight 129 383
 GIRUGIRU

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

hahaha

Knight 129 383
  • 6 Nov
 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 129 383
  • 4 Nov
 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

Knight 129 383
  • 2 Nov
 GIRUGIRU

All shield needs is to be consistently punishable when you run him out of stam and it should be balanced

Targe, heater, kite and tower all need different stats, hitboxes and attributes

E.g. tower is useless for 1v1 but great for blocking a door or pushing into projectile spam. Targe should be a skill block/"Parry" shield with high Stam cost if u fuck it up and much smaller hitbox. Kite and heater somewhere inbetween

Knight 129 383
  • 2 Nov
 GIRUGIRU

What Jax said basically

Knight 129 383
 GIRUGIRU

Can't say i agree about footwork being nonexistant. As well, low parry recovery increases the skill ceiling - it allows me to play at a faster rate of input than other players consistently in order to outplay them - it's not spammy as long as you can keep up with the pace of things. I'd argue it's the equivalent of someone saying SF or MK is a "button bash" game vs someone who knows what they are doing

defensive play is more rewarding in mordhau, yet i don't play defensive AT ALL and have an extremely good consistency so aggression play is still there just not as broken as it was in chiv

However, Bang has a fair point; if chambers were too prevalent and easy to perform then the game's balance would turn to shit, and teamfights would become horrific because you would be getting "chambered" in the back all the time when trying to perform switches. The concept of a initiative would be lost to a game of ppl constantly attacking, and, people thinking they are performing chambers but are just simply gambling

Knight 129 383
  • 23 Oct
 GIRUGIRU

@intTobey said:
Cool, thanks for this. It's hard to read though.

I'm noticing that some weapon's damages are different that one would expect between body parts.

For example, the billhook alt grip slash says 40 dmg to unarmored chest, yet 100 damage for unarmored head. The head hit here is doing at least 2.5x damage, which is far more than most other head-hit multipliers. Is it incorrect data or can body part damages be set independently?

Billhook does have a higher headshot multiplier along with Warhammer

Knight 129 383
  • 23 Oct
 GIRUGIRU

Best part about MAA was killing them as they desperately roleplayed for mercy and forgiveness

Knight 129 383
  • 22 Oct
 GIRUGIRU

I'm not 100% sure but i think all your windup values are affected by your ping, so unless you tested it on a local server its gonna be janky af values

good job though nevertheless, there NEEDS to be a spreadsheet like this i have no idea how triternion expect to balance without one

Knight 129 383
  • 18 Oct
 GIRUGIRU

your recording software might also just be causing the sound to be out of sync. I wouldn't be able to count the amount of times i've had to resync the audio to chivalry footage

as for getting hit before the anim/sound plays, not experienced it myself

Knight 129 383
  • 18 Oct
 GIRUGIRU

@Bang

You are making some valid points and they are echoed over here in EU as well, especially about kicks

However, it's an alpha, and its being worked on heavily. Stay patient and try to keep the emotion out of your criticisms

Here is chivalry alpha https://youtu.be/U6MxDh0lMSo?t=102 for comparison

Knight 129 383
  • 12 Oct
 GIRUGIRU

Solid game. Really impressed with the whole package and especially the lack of bugs (considering it's an alpha)

High hopes for the future when the teething issues are sorted and content can just start getting shat out at a call of duty rate

Knight 129 383
  • 12 Oct
 GIRUGIRU

Better balance is left to the Devs. I don't have the energy to start another Merc mod crusade the last one involved too much drama. It's not worth it to split the player base

Crush can balance better than me or anyone else at this point, I'd say give it faith and patience. Marox code can do alot more than vincent's modding capability aswell

Knight 129 383
 GIRUGIRU

@Monsteri said:
Jump attacks are way too fun to perform, they shouldn't be removed or made totally ineffective. It's once again merely a question of visuals. Improve the jumping animation and possibly add a new animation for jumping during windup, and you've solved the issue while retaining the fun factor and skill ceiling.

agreed

This suggestion's deserving of its own thread with the nuances explained better, but for now I'll drop it here. Projectile flinch should depend on armor tier. It would be completely unsatisfying and unintuitive to throw an axe at a naked enemy and not have him flinch. For many people projectiles are basically a dealbreaker and a source of constant frustration, so it would be a good addition to remove projectile flinch (and greatly decrease damage) on plate armor. This would greatly differentiate the armor tiers from each other and make full plate a frightening sight.

cool idea, i like it

@MrBlackDragon said:
I've never had a problem with team damage. IDK maybe you should stop trying to 1vX everything.

its not about me 1vXing everything its more about me forced to use long-range weapons all the time so i don't get teamhit. Just because i can hold the front and parry 2-3 enemies dosen't mean i'm fully 1vXing and i deserve it get cunted by my team from behind

All it means is that i bait out teammates rather than actively front-line for them, which is less kills for them

Knight 129 383
 GIRUGIRU

@EliteTeamKiller said:
Most of this is decent, but punishing team damage? No sir no no no. That defeats the purpose of team damage (Team Killing).

EDIT- also, why nerf shields so that it is more fun for you? (jump attacks). This isn't Chivalry. Jump attacks shouldn't even be a main stay. When have you ever seen a jump attack in a real fight? It's very rare, and you certainly don't see much of it in HEMA.

And projectiles flinching you, how is that a bad thing? You don't think an arrow to the shoulder would flinch you? It seems like you want to just have the game unfairly balanced toward your preferred style of play, tbh.

I agree with a lot of this, but some of it seems erring to far away from mah realism.

So the reason i'm advocating against 100% team damage; ask yourself the question - why would I be punished for the incompetency of my team when i have no control over who they are in pubs? All it does is breed a more toxic environment because currently team damage is far more annoying than funny. Complaints in the chat are way more common in Mordhau than they are Chiv because it's 100% full TD rather than something like 25-30%

Shields currently don't have a way of being outplayed (i'm talking about a good shield player, not some random joe) and currently the only way to beat a shield is for them to fuck up - which is not fun or engaging to play vs. At least by adding jump attacks you can mixup a high attack with lows to bypass the absolutely massive parry box that they have

Projectiles flinch; it dilutes the skill of the game and massively drops the skill ceiling - very difficult for me to clutch 1vX scenarios when people can just throw stuff into my back when it takes them 0 skill or effort at all. The damage is whatever, but the flinch will fuck you over entirely not to mention half the time it's not even the enemy team hitting you. I don't see how it's "unfairly" balanced because it applies to everyone.

Realism has never been a concern of mine seeing as the game never intended to be a HEMA simulator

@Kingindian said:
the problem with "elite feedback" is usually that they focus on balance 90% of the time when the focus should be on the design

Design and balance are intertwined. If you're talking about us suggesting entirely new things i'd imagine the dev backlog is way too full to bother doing so