Mordhau
 Shitscrubber64
  • Likes received 226
  • Date joined 7 Mar '17
  • Last seen 8h

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155 226
  • 14 Sep '19
 Shitscrubber64

@Goatie said:
They can't even add a map that's been in the making for centuries like Feitoria, and all the other ones are sub-par. I'll be genuinely surprised if they get to it before a year has passed.

My money's on Trit accidentally shipping the current WIP version of the upcoming maps in a patch soon, and some community modder will finish both in a matter of days.

155 226
  • 12 Sep '19
 Shitscrubber64

@PatPeter said:
Thank you!!! This is exactly what I was searching for and it was extremely helpful. Talk about a confusing keygroup name. I never would have gotten that right without a copy and paste.

You do realize the OP is asking a question, not answering one?

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  • 11 Sep '19
 Shitscrubber64

So throw some firebombs?

You can't just complain about something so easily counterable without even trying said counter. People were literally already burning the shit out of those spikes as you took this screenshot.

155 226
  • 11 Sep '19
 Shitscrubber64

@esturias said:
Should be separate, indeed - at least as long as the Invasion matches are that laggy...

After seeing this same reply in every Invasion thread I do believe we're all 100% aware of your stance, no need to keep bringing it up.

155 226
  • 11 Sep '19
 Shitscrubber64

@Josh said:
...

Good post, though I would argue one thing:

@Josh said:
We'd probably want the defenders to be favoured most of the time

Matches would have a far more pleasant flow if the attackers were favored. It's in Invasion (and was in Chivalry's Team Objective's) nature for matches to have a good progression and decent climax when the defenders are losing. If they're winning - even if it's only at the last objective - it's not as fun.

Basically it's more fun to lose for the defenders than it is for the attackers.

The only downside is that Triternion will have to actually utilize good objective design and flank routes to give attackers an edge rather than just giving them way too much time - as is the case right now.

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  • 11 Sep '19
 Shitscrubber64

The problem with momentum-based damage is that it requires almost a complete overhaul of most fundamental mechanics in order for it to work:

  • Stab-focused weapons like Spear or Estoc become terrible if stab drags deal virtually no damage, as regular stabs are too easy to parry.
  • 1vX goes from already near impossible to nonexistent if a riposte target switch swing deals only 20 damage.
  • Weapons like Maul rely on swing manipulation to make up for poor feints.
155 226
  • 10 Sep '19
 Shitscrubber64

Minor nitpick though: some objective headers are a little nonspecific, like "Defend the mine" when really it's a simple payload objective. "Stop the cart" would've been more accurate.

Other than that, great patch!

155 226
  • 10 Sep '19
 Shitscrubber64

@esturias said:
Invasion turned out to be pretty much Frontlines with an asymetrical start, so that's a bit meh. Not much difference. I expected siege engines and breaking stuff...

Hopefully the next few Invasion maps will be more epic.

For now though Invasion is already leagues better than FL imo. A balanced FL match just revolved around losing and recapturing the same fucking stables over and over again. At least a balanced Invasion match still changes from time to time.

155 226
  • 10 Sep '19
 Shitscrubber64

@Antoniokontos said:
remove one handed Messer

I need it for Jack Sparrow roleplay

155 226
  • 7 Sep '19
 Shitscrubber64

Play stupid games, win stupid prizes.

155 226
  • 5 Sep '19
 Shitscrubber64

@esturias said:
Bandages are questionable, but what's the problem with shield? If you want to remove those, you'd have to remove half the arsenal for one balancing issue or another.

Might as well remove shields for the fime being until they're overhauled. The recent shield nerfs have already effectively removed shields from the game in every way but literally.

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  • 3 Sep '19
 Shitscrubber64

@HansTragarsky said:

Poleaxe now has 5cm more range
Poleaxe alt mode is now the same range as the main mode
Poleaxe main mode strike combo 25ms faster
Poleaxe stab headshot damage vs plate helmet reduced to 45 (from 50)

Good changes, but I still have one concern.
It needs at least 5 - 10cm more range since a Poleaxe is not so "Pole" when even an Estoc and Greatsword have more Range.

By that logic the Longsword should be the longest weapon in the game and the Eveningstar be unavailable until 6pm.

Estoc and Greatsword are both historically large, about the same length as the average Poleaxe if not more so.

155 226
  • 31 Aug '19
 Shitscrubber64

It's no longer a perk you slap on any good build. It's actually situational now as all perks should be.

To answer your "Helmet or Flesh Wound???" question:

  • Helmet for heavy armor builds
  • Flesh Wound for light armor builds

Flesh Wound doesn't slow you down and since half the weapons normally one-shot you at very light armor you effectively doubled your HTK with just 3 points.

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  • 31 Aug '19
 Shitscrubber64

Remember in Chivalry's duel mode where archers oneshotting you from across the map was totally fine but you weren't allowed to equip throwing axes/knives.

Fun times. Banning ranged weapons from duels in Mordhau was the right call.

155 226
  • 31 Aug '19
 Shitscrubber64

@ນ҉ັ҉ກ҉ຮ҉ົ҉ບ҉ said:
I lost me plat II rank because of a(n) 3/3/3 guy with a dagger and shield yelling at me to kys isnt that bitchen

They added a mute function specifically for special boys like you, why don't you use it?

155 226
  • 30 Aug '19
 Shitscrubber64

Undo the horse respawn buff and then it's perfect. I can understand being worried about horses becoming useless after so many nerfs in one patch that you felt you had to compensate but Frontline is now an even bigger horsefest than before.

155 226
  • 28 Aug '19
 Shitscrubber64

@Jamieson said:
I've seen blue winning Crossroads more often these days.
I was playing red today on a horse and had a really good tactic used against me. There was a blue engineer who would wait till the last minute to place down wooden shields as our horses charged in. This would stop you at the last second and then you'd be swarmed by blue infantry who would cut you down but not kill your horse so it would take longer to re spawn.

Yeah welcome to Mordhau, that's literally the most basic horse counter ever and it's been used for months now.

It's not at all gonna help you win though. Countering horses in the fields has no benefit whatsoever towards capturing the objective. The only reason to bother with them is because otherwise they'll spawn camp the fuck out of blue team whereas red team can ignore them entirely.

So blue team has to somehow deal with spawncamping enemy horses AND still have enough players left to somehow make it up the ladders or narrow stairs without getting kicked off. It's laughably easy to play red on crossroads, blue not so much.

155 226
  • 28 Aug '19
 Shitscrubber64

Neat, I can't wait to get one-shot by shady looking side-stabs because the game can't tell the difference.

155 226
  • 27 Aug '19
 Shitscrubber64

@Mr_Obliviousness said:
Yeah but that doesnt seem to work

What am I supposed to do with that kind of reply?

It DOES work. Use big brain.

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  • 27 Aug '19
 Shitscrubber64

It's in the Game.ini file.