Mordhau
 GIRUGIRU
Knight
  • Likes received 904
  • Date joined 25 Oct '15
  • Last seen 30 Aug '19

Private Message

Knight 292 904
  • 5 Feb '18
 GIRUGIRU

if you want to hop in a VC about it then join my discord or message me on the mordhau one, it's too complex of a discussion to be held on shitty forums

Knight 292 904
  • 5 Feb '18
 GIRUGIRU

Yes, I have read through the thread and taken into account what you are discussing

The point of the last major combat update was to bring back the offensive meta - chamber meta with weak drags and easy chambers made the game painful to play - cancer in 1vX cancer in teamplay and chamber ONLY centric duels. This was already known from the slasher test I don't know why triternion tested it again in mordhau but it's gone again, and for good reason

Offence is supposed to be easier than defence, it makes it possible for weaker players to.kill extremely powerful players and makes the combat more brutal and fast paced

If you want to look at a turtling meta For Honor is a perfect example, we all know how well that game did

I disagree entirely with things being "unreadable" - yes anims can and will be improved but in no way shape or form are they unreadable and that's where the l2p issue comes in. Maybe watch footage from double trouble/frank/rag and you will see how consistent these guys defence is.

Knight 292 904
  • 5 Feb '18
 GIRUGIRU

Aslong as you can Parry consistently there is virtually no issue. Chambers are a risk/reward mechanic and if you - as an individual - can't justify the risk don't do them - simple as

Chambers are not a gamble though, but that doesn't mean you can consistently chamber everything thrown at you nor should you ever be able to vs a powerful opponent

If you want I can go into further detail on why that is the case

Knight 292 904
  • 1
  • 5 Feb '18
 GIRUGIRU

The animations do need and will be improved, but you will never be able to stand still and chamber attacks from someone who is able to freely swing manipulate on you - that has absolutely nothing to do with the animations and is no way some kind of benchmark

Animation improvements are blending and windup related as well

Believe me I've spent hours in discord with wizardish and boner purely regarding balance and brought some of the devs in for discussions, what you're talking about is simply not the same so do not try to angle your obfuscated viewpoint with theirs

Knight 292 904
  • 5 Feb '18
 GIRUGIRU

Boner plays on high ping, wizardish admits that he tries to chamber too much, stouty is one of the worst people to talk about balance with coz he has no idea, gauntlet idk don't really see him play

Knight 292 904
  • 5 Feb '18
 GIRUGIRU

Maybe if u spent as much time playing the actual game instead of shitposting the forums about l2p issues you wouldn't be mad rn

Knight 292 904
  • 5 Feb '18
 GIRUGIRU

No if u don't chamber at all then you will lose to someone who does. There seems to be a consensus that the more chambers you do the better you are at the game, sadly that's not really how it works due to the existence of other mechanics within the game that quantify the skill

As for less than 50ping, I don't really have any issues unless I go past 80

Knight 292 904
  • 5 Feb '18
 GIRUGIRU

You can just FTP out of a chamber if you fail to read it, not really sure what the issue here is. Try parrying more if you can't chamber well

I really don't get why is it better to have unreadable animations instead of readable animations but with a more restrict timing to chamber.

I don't know if you're trolling with this statement or you just have absolutely no idea what ur talking about

Knight 292 904
  • 4 Feb '18
 GIRUGIRU

chambers aren't supposed to be performed 100% of the time, nor will the devs ever allow that to happen. Parry exists for a reason

if you stand still and try and chamber you're also just putting yourself at a massive, needless disadvantage. Footwork is half of the skill - matching the direction is very easy

that video dosent really demonstrate anything other than yes, you can't 100% consistently chamber someone who is freely able to swing manipulate vs you while you stand still

Knight 292 904
  • 4 Feb '18
 GIRUGIRU

readings drags + accels is a joke compared to how it was in difficult it was Chiv.

i think you need to be devoting more time to the game before you can make statements like "i can't distinguish drag+accel".

Trying to chamber like the way you are doing in those clips - you're trying to run before u can stand up. Pointless trying to chamber if you cant maintain a consistent defence with parries. It's like going for 1 taps in CSGO and nothing else

Knight 292 904
  • 14 Jan '18
 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 292 904
  • 13 Jan '18
 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 292 904
  • 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 292 904
  • 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 292 904
  • 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 292 904
  • 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 292 904
  • 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 292 904
  • 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 292 904
  • 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 292 904
  • 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