Mordhau
 Badass_Ben
  • Likes received 42
  • Date joined 14 Jun
  • Last seen 7 Sep

Private Message

84 42
  • 5 Sep
 Badass_Ben

Im sure some of you are glad to hear, im uninstalling this poorly made and disappointing game.

Way back when this game was announced, it was described by the devs as trying to go for a "realistic sword fighting game". The same interview which talked about the dynamic of armor (plate being vulnerable to blunt weapons but strong vs slash), wanting to relay "realistic movement", and wanting to give the player the sense that they were "Actually fighting with real weapons".

I wanted something that was ACTUALLY gonna reward real life swordsmanship, out thinking your opponent, but this game doesn't, at all

In fact, MOST players I encounter don't know a damn thing, but get away simply by playing to the (broken) mechanics of the game

-Hitting in the first frame of a swing (yeah, that doesn't work IRL, try again)
-Getting RIGHT up on a spearman, and still being stabbed by a spearpoint THAT SHOULD be behind me, and therefore useless
-Weapons that appear to be floating, still doing max damage of a swing (again, if your weapon, relative to me is barely moving, you will NOT hit hard)
-Completely whiffing an attack, but still parrying the incoming strike (that's just outright physically impossible)

So thanks devs for lying, this is basically Chivalry 2 already. I even encountered a reverse overhead, like jesus, its not THAT hard to figure out how to prevent that. But again, relying on an overly simplistic "swing arc" as your only measure of attack, yeah, well, that's gonna happen.

Maybe one day they will add a hardcore mode that is actually realistic, but for now

Yall enjoy your arcade casual game. It is fake as shit

84 42
  • 5 Sep
 Badass_Ben

I beat a Plat 4 while Plat 2, I get 20 points of rank

I lose to a plat 1 I lose 50

WTF?

84 42
  • 5 Sep
 Badass_Ben

@Cracksmith said:
I never understood the negative hubbub about shields in the first place. While they can be frustrating to deal with at times, it's easily bypassed by morphing/feinting until they make a mistake. Or just being more mobile. Or depleting their stamina if they hide behind it 90% of the time. The only weapon/item in the game I really have any trouble with is the zwei, but that's an entirely different topic.

Shields are VERY weak in duels
I have honestly not lost a single match to a shield

They are most vulnerable to NON stop attacks
Combined with aggressive kicks.
Deplete their stamina and watch them melt

Too many players get hesitant
That's why I think shields actually expose the low skill level of a lot of players who 100% rely on accels and drags to beat their opponents, instead of ACTUALLY analyzing strengths and weaknesses.

84 42
  • 5 Sep
 Badass_Ben

@Humble Staff said:
I think you are talking about the "we want fights to look like fights" statement.
Sadly, i think this is just an inherent flaw from the core of the combat mechanics. The entire combat system revolves around timing and for that alone, the most optimal way of playing will always be to make your own attack animations as unnatural and unintuitive as posible, and if you make the the animations too limiting, defense becomes too easy because offense has little dept.
What i'm trying to say is that these issues probably will never be completely gone. Maybe when the mods tool arrive people will be able to fiddle with the combat system and will find happy medium but in the meantime this is all we got and probably all we will ever have for this combat system based on timing.

I agree, BUT, I don't think its that hard to fix
Make damage based on WHERE in the swing the connect happens. Mid swing for max damage, anything early or late does significantly less dmg. Keeps extreme drags available AT LEAST for keeping the rythem of fights dynamic without being absurdly strong as they are now.

In terms of defense being too strong, that results from parries being TOO forigiving.
For example, and I have a post on this, an opponent who completely MISSES their swing, SHOULD be open to an easy attack as their weapon is out of position, they SHOULDNT be able to parry. Yet they can, which makes smart plays less effective, and as you said, attacks more dependant on playing the extremes of the ingame mechanics.

I mean, I've not had issues GETTING hits on targets. The problem is, a lot of players are bad (speaking from a realistic point of view) swordsman who aren't good at actually throwing the timing of their opponent off.
Start a rapid back and forth fight, and then suddenly pause, often baits out a feint.

Throwing an occasional feint AMONG a series of rapid attacks is a good way to bait a feint.

A lot of players let themselves develop a rhythm
Stab--> feint--> attack
Or something similar, and establishing a pattern or rhythm is the fastest way to render your attacks readable and predictable.

I mean I just had a duel against a Plat 5? I think (the one with the epic emblem with the helmet) and he was predictable as shit after 2 rounds. But, as you put it, making extremely contorted animations was his only way of getting a hit on me after that, and im sorry, but that just is NOT skill as far as im concerned.

He was an objectively bad swordsman.

84 42
  • 5 Sep
 Badass_Ben

@ohshitsorry said:

@Badass_Ben said:
1st, when the game was first announced they stated they were making a "realistic sword fighting game"

But they didn't.

Yes, they did

In the same reveal where they talked about how they wanted to "realistically implement armor" such that blunt weapons did more, slash weapons did significantly less.

How you could alternate weapon modes to match the appropriate target.
They SPECIFICALLY mentioned SPEFICIALLY wanting to avoid fights with unrealistic movement, that's what even made me follow the game in the first place.

84 42
  • 5 Sep
 Badass_Ben

@AngelEyes said:
I would like to say this to you Ben in the most non-dickish most sincere way possible to save a lot of time for you to do other things you enjoy:

I think you should maybe find another game.

Please name another sword fighting game with variety of weapon choice, multiple VALID techniques of defeating ur enemies (not staring at the floor so you catch the hit in the first frame of a swing [WHICH SHOULD DO NO DAMAEGE DUE TO NO MOMENTUM BUILD UP]), character customization, and etc?

Frankly, im quite disappointed in the devs as if this is the INTENDED use of mechanics.... well they lied, frankly. And are a shit company to mislead those who were interested in the ORIGINAL product (see "realistic sword fighting game")

84 42
  • 5 Sep
 Badass_Ben

@esturias said:

@Badass_Ben said:
You mock it, but there is a very real portion of the gamer population that enjoys realistic based things.

You should go find another game then.

I also have no idea what "immersion" you guys are constantly talking about...

1st, when the game was first announced they stated they were making a "realistic sword fighting game"
Hence why they added things like mordhau grip, different damage based on armor/weapon type, etc
I don't expect this to be a simulator, but I expect BASIC swordsmanship to be applicable.

This game is quite immersive when people are NOT doing the crazy broken techniques this game currently rewards.
I wish they CAPITALIZED on that instead of keeping it in the background.

84 42
  • 5 Sep
 Badass_Ben

@Wilkham said:
Okay little Ben, I know the game is difficult and all.
But I don't see any problems in the clips you send.

Except the last one that seem a bit suspicious.
If you want I can practice with you in duel if you want more video content.

First off, no need to try to belittle
Secondly, the issue, is the same (in terms of principles) if a shooter rewarded a player LESS for making a headshot
It just leaves you thereafter the fact thinking "no, that's not how this works"

Why am I NOT being rewarded for LITERALLY finding THE textbook opening for which to complete an attack?
It is a fundamental flaw in the game mechanics.

Not saying "I cant adapt to it"
But the simple fact is I SHOULDNT have to because, being 100% blunt, the game is factually and objectively wrong.

But if you do want to duel, I am always down.
Anyone here who has said "add me for 1v1" I have, and so far none of em back it up

84 42
  • 5 Sep
 Badass_Ben

@DodgeThisYouBastarddd said:
muh realism

You mock it, but there is a very real portion of the gamer population that enjoys realistic based things.
Not saying its gotta be ARMA< but having a world grounded in reality makes the overall experience much more fun for me.

84 42
  • 4 Sep
 Badass_Ben

@Josh said:
If you combo feint to parry in 1v1 then you are already being punished.

Take longsword vs longsword for example; a miss costs 8 stamina, a feint costs 10 stamina and parrying the other longsword costs 6 stamina. It's costing them 24 stamina each time they combo feint to parry, so they're gonna lose very quickly if they keep doing it.

In addition to the stamina cost, you have a lot of initiative against someone who has started comboing because they can't rely on a chamber to counter your feints.

If you predict someone's going to miss early enough, then you can also start an attack to hit them during their release and they'll have no chance of parrying, but this is usually more risk than it's worth if you don't have excellent timing and forcing them CFTP is already a big advantage for no risk.

All valid, I agree
Sure, you def win the stam war

But frankly, it simply should not be possible to parry from the above situations.
That's why precisely timed attacks are not often rewarded, its too easy to pull a magical parry out of your ass.

84 42
  • 4 Sep
 Badass_Ben

I know exactly WHY they do it

That really is the issue
There should NOT be a benefit of catching someone super early in a swing like that either
Weapon has not built momentum, therefore, no damage

84 42
  • 4 Sep
 Badass_Ben

It breaks the immersion so completely

And I HATE that it is in ANY way effective because, yet again, it is doing what NO ONE WOULD EVER DO in a fight, look away from your opponent

God I wish this game was 5-15% more realistic, then I wouldn't have such an issue with it, it would be so much better.

84 42
  • 4 Sep
 Badass_Ben

@ASeriousSalamander said:
Removing combo feint to parry will have a few effects:

  1. People will choose the longest weapon and poke

  2. 1vX situations will become nearly impossible

I don't see why combo feint to parry is so hard to understand, it's a natural extension of the game mechanics. And don't bring in the "it looks unrealistic argument", there are countless animations and things in this game that look unrealistic, you don't balance a game around realism.

I have no issues with adjusting / nerfing CFTP, but flat out removing it is a terrible idea in my opinion.

ALSO, the whole point of shields is 1vx

I think its 100% BS that a parry can block two strikes at once from opposite directions, but that is talking about another mechanic

84 42
  • 4 Sep
 Badass_Ben

@ASeriousSalamander said:
Removing combo feint to parry will have a few effects:

  1. People will choose the longest weapon and poke

  2. 1vX situations will become nearly impossible

I don't see why combo feint to parry is so hard to understand, it's a natural extension of the game mechanics. And don't bring in the "it looks unrealistic argument", there are countless animations and things in this game that look unrealistic, you don't balance a game around realism.

I have no issues with adjusting / nerfing CFTP, but flat out removing it is a terrible idea in my opinion.

You absolutely can balance around realism
Infact, in a way realism IS balanced since every weapon is designed as a counter or as a tactic to something else

But anyways
The thing about 2 handers is they need to be nerfed in VERY close combat. If I get in PAST a spear tip, for example, you shouldn't be able to stab

84 42
  • 4 Sep
 Badass_Ben

@LoPan said:

@Badass_Ben said:
In any sort of hand to hand combat, with our without weapons, one of the TEXTBOOK openings that basically guarantees a free hit is an opponents completely missed attack
Not having anything for your fists/weapon to strike, you must exert energy to STOP the weapon/fist momentum, and in the meantime, you are left entirely out of position to defend or block adequately.

It blows my mind that this is allowed in this sort of game
https://www.youtube.com/watch?v=XB7wCrid95E
https://www.youtube.com/watch?v=yRU9cQ4tKCQ

Like, in what world does this mechanic make sense?
People complain that you cant "attack efficiently enough" between high skill players, and a lot of that has to do with a way to forgiving defense aspect of the game. In both clips, the opponent made a MASSIVE blunder, and should be punished for it. Instead, they can magically parry the incoming attack with their weapon NOWHERE in position to do so.

Also, Turn Cap?
Parry Bot?
https://www.youtube.com/watch?v=hNhTP9I0R_c

It’s not feint to parry. He is simply comboing. You can block when comboing. You can’t block at the end of a single attack. Learn mechanics.

Also nice held block crutch guy.

Fair enough, im not good with the technical terms.

All I KNOW as a fact is that I attacked at what ANY swordsman would say is the ideal point of attack, my opponent was most vulnerable, yet he wasn't?

Basically, this game is WAYY to forgiving with parries.
With a weapon way out of position, it is physically impossible for him to use the weapon to defend himself
His BEST bet, at that point would be to combo, and use the ATTACK to deflect mine (clash) but I attacked at the right moment where that really isn't an option for him

84 42
  • 4 Sep
 Badass_Ben

@Fred Dawes said:
Using CFTP costs hella stam. Follow up your whiff punish with pressure and you'll win a disarm.

Sure, and I did win the fight
My point is how the fundamental mechanic is flawed
Not even arguing the balancing of it, it shouldn't be in the game in the first place.

84 42
  • 4 Sep
 Badass_Ben

@DEADSY said:
If your opponent can pull off a combo on you without you interceding in some fashion then your slow ass gets parried. This formalizes the attack via the attacker. The devs did nothing wrong.

What do you mean? I attacked at the MOST vulnerable point, when his weapon was the farthest out of position

84 42
  • 4 Sep
 Badass_Ben

@Frise said:

@Badass_Ben said:
At plat 2-3 I have not lost once to a shield.

im at paper 2 and i have NEVER lost to longsword, which just proves that lognsword needs a buff.

In all seriousness, I have HEARD that statistically it is subpar
Its def not my best weapon, but I can do ok with it.

84 42
  • 4 Sep
 Badass_Ben

@Frise said:

@Badass_Ben said:
This, is an example of why you NEED momentum based mechanics in a game like this.

No, you need to press W + shift. You've been told exactly how you allowed him to do this and what you could have done to prevent it. Take it and stop losing to idiotic strategies or keep whining on the forums. Simple choice really.

I didn't lose though
And you are right, I should have just chased, WITHOUT trying to attack right away which is what he was baiting.

My point is though, it just looks dumb, and is only allowed because of poor mechanics.

84 42
  • 4 Sep
 Badass_Ben

@Frise said:

@Badass_Ben said:
2nd clip, guy was doing the "hovering sword" drag technique which I will forever view as BS

that wasn't a drag tho

OOPS, you are right
I was thinking of another video

DERP