Mordhau
 Hadeus
Count
  • Likes received 1186
  • Date joined 8 Mar '17
  • Last seen 6 Sep

Private Message

Count 449 1186
  • 5 Jun '19
 Hadeus

I can help you run a server - I have quite a bit of experience with Mordhau Servers on Linux.

Message me on steam:
https://steamcommunity.com/id/Hadeus/

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  • 23 Mar '19
 Hadeus

I made this video addressing a potential issue. The developers could be withholding lore intentionally, which is makes sense so we can focus on technical feedback; Nevertheless, I believe going into release without any background or basic lore would hurt the marketing for this amazing title.

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  • 18 Dec '18
 Hadeus

I'd give a word of appreciation for a very well thought out & articulated post about the recent patches.
I agree with nearly all of the suggested changes (especially shield). Thank you Gauntlet!

In response to Medic

@Gauntlet said:

  • Medic - As a support role the medic bags aren't very functional. They need some form of floating UI icon so they're more visible, and I think having to look at the bag and press & hold F makes you too vulnerable for it to be worthwhile a lot of the time. Potentially the medic bag could be an aoe effect that provides the tenacious (50% faster hp regen) perk while in its radius and while out of combat?

Another way to make the Medic Bag AND perk Tenacious more useful, is this -

  • Increase the default health regeneration speed.
  • Replace Tenacious regeneration speed to default regeneration speed.
  • Create HUD marker

I have found many people, including myself, avoid using the medic bag due to how quickly one can regenerate health already. Even the Tenacious perk isn't that special, since we regenerate health so dang quickly, already. The other reason is that medic bags leave you vulnerable while your staring at the ground healing.

Make health regen slow, like it was in Chivalry - to make a health bag + tenacious more useful!

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  • 29 Nov '18
 Hadeus

@Frise said:

@Hadeus said:
Seriously?

Yes, because non-combo weapons such as the Halber's alt mode further funnel the weapon into a specific role of dealing damage from distance in team games. It completely nullifies the weapon's ability to be used in duels or in risky attacks, and forces its user to use only to deal some easy damage in team modes.

Have you see any top-tier gameplay with a weapon such as Executioner Sword, Maul or Halberd alt-mode?
The lacking of combo's is offset by their extremely potent drags, damage output and/or reach.
A support-role weapon may not necessarily shine in 1v1's - however, it doesn't mean failure.

What I'm arguing for is for making Bardiche a specialty weapon. Not every weapon needs to be equally support AND duelist weapon.

If the developers can fix Bardiche animations on short-grip mode, then fine - by all means. However, patch after patch, its animations are either neglected or they can't successfully balance it.

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  • 29 Nov '18
 Hadeus

@Frise said:

@Hadeus said:
I'm arguing for taking the current short-grip away and replace it with the alt-grip (non-combo).

It would make it similar to the executioner sword, where there is not alt-grip.

Or just fix the Bardiche so that we have a medium-cost polearm instead of a gimmicky no-combo useless thing

Seriously?
Gimmicky no-combo useless thing.
Smh.

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  • 29 Nov '18
 Hadeus

@EatAtRedLobster said:
I would rather beat every single one of you to death with a shoe before I would suffer seeing the bardiche reduced to a lowly non combo weapon. Just raise it's point cost and/or tweak it's animations.

We hold these truths to be self-evident.

lowly non combo weapon?

Have you ever supported someone with non-combo halberd?
If you think its lowly, your not playing it right.

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  • 28 Nov '18
 Hadeus

Yes,
I forgot the order in my original post.

Right now you start out in short-grip which is mainly what people are complaining about.

I'm arguing for taking the current short-grip away and replace it with the alt-grip (non-combo).

It would make it similar to the executioner sword, where there is not alt-grip.

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  • 28 Nov '18
 Hadeus

Tobi pretty much nailed it.

Some people might not agree with this, but I would recommend taking away Bardiche's short-alt grip.

It would become more of a diet-halberd (support weapon) - unable to combo.

This would let bardiche remain powerful - yet remove its swiss-army-knife like utility.

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  • 26 Aug '18
 Hadeus

@Vq.| Blink said:

  • Here is a gif of me with me eyes closed trying to parry a stab at a moderate distance based off of sound alone. (I have a slightly above average reaction time at about 190/200 MS.) I ALSO HAVE 20 PING ON THIS SERVER Link: https://gfycat.com/DelectableCompleteHuemul
  • I did 20 stabs with LS 70% success rate. Zweihander actually lower success rate at 55%, and lastly Arming sword which has a 20% success rate. This is auditory only keep in mind. It would take incredible patience and refrain to do this consistently with visual queues as well.

The grunt is supposed to be an auditory indicator on when to parry. This is an issue tbh. Its hitting you before it goes into release (grunt).

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  • 19 May '18
 Hadeus

I think wall hits should remain something you need to concious about, but the clips you provided really doesnt look like you would hit the wall in the first place.

The only way I can think of changing these wall hits atm is making wall hits only occur in release, so of course it would remove most of the rear wall hits (like your clip).

Atm it looks like it hits during windup o.O

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  • 16 May '18
 Hadeus

People (mostly Chiv die-hards) have repeatedly told me footwork is dogshit in this game and doesn't matter. Most of these people have quit playing Mordhau, never amounting to anything.

Clearly....that isn't true. Footwork compliments your drags, and assists in how you dodge/buy time to react to it.

Nice post.

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  • 23 Mar '18
 Hadeus

@PadanFain said:
Just chamber the fist if they try and fist u...pretty simple

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  • 5 Mar '18
 Hadeus

Like Bodkin said, these are pretty average duels between some of us NA clans.

You got off some split second chambers at facehugging range which was nice. Id like to see more mind games though and chamber baits to throw your opponent off.

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  • 7 Feb '18
 Hadeus

@vanguard said:

@Hadeus said:
@vanguard

Your correct in that its hard to distinguish between the two, especially up close. I agree that they need to make it more noticable to distinguish the two.

If we are going to use Chivalry as a standard, the slash backswings were even moreso difficult to determine if its going to be a drag or an accel.

That is what I am hoping they will accomplish with the new windups for overheads.

Holy shit don't even remind me of that. Halb0rd fake backswings, zwei slash backswings, damn. We are actually in heaven here

Yep its a breath of fresh air fighting in Mord. Its not perfect, but its so much better than what we had to get used to in Chiv.

...and I dont fault the people that became really good at backswinging in Chivalry. They juat utilized the available mechanics well. It just left me with a sour impression of 'high level playstyles' because it looked silly.

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  • 7 Feb '18
 Hadeus

@vanguard

Your correct in that its hard to distinguish between the two, especially up close. I agree that they need to make it more noticable to distinguish the two.

If we are going to use Chivalry as a standard, the slash backswings were even moreso difficult to determine if its going to be a drag or an accel.

That is what I am hoping they will accomplish with the new windups for overheads.

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  • 7 Feb '18
 Hadeus

The entire purpose of performing an accel is hitting an opponent before he has time to react with a chamber.

The entire purpose of a drag is to punish players for reacting with a chamber too soon.

Parrying both an accel and drag is much easier than attempting to chamber it. This was intended to act as a 'soft counter' to chambers.

Its not impossible to chamber well executed drags, its just really difficult. I personally would want it no other way.

Also keep in mind - The new animation for overheads should make it easier to determine what your opponent is trying to do.

If you put in enough hours into the game, you will develop both the mechanical skills and intuition necesary to make those split second decisions between chambering and parrying something.

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  • 13 Jan '18
 Hadeus

I can see it now. A mordhau orchestra of lutes, flutes and drums.

Muh immersion.

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  • 12 Jan '18
 Hadeus

@Lincs said:
Now that I've had some time to play, I gotta agree with the OP. Playing offensively is way more satisfying, the game feels like it's in the right place at the moment.

Im getting the same vibe. Im liking the offense.

Good patch tbh.

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  • 12 Jan '18
 Hadeus

Dont forget....

  • Lute

Each 240 angle produces a different note.

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  • 11 Jan '18
 Hadeus

@vanguard

It still feels very similar to 11, but ive noticed the strike drags are easier to pull off than build 12.

And footwork should be necesarry to pull them off.

In patch 11, footwork was not needed to pull of a well executed footdrag in patch 11. It was as simple as turning your mouse mid release without [wasd] footwork, and land a nasty drag. (This is why you saw the sudden rise in 'good players' during this patch.) Drags were extremely easy to perform.

In patch 12, you needed to use footwork to compliment a drag. Like footdrags are not viable without them.
Patch 12 required you to footwork into the person while dragging it out, so it woud connect. Otherwise, it would just 'ghost' through someones foot.