Mordhau
 Ruby Rhoderick
Duke
  • Likes received 973
  • Date joined 9 Mar '17
  • Last seen 20 Sep

Private Message

Duke 341 973
  • 25 Jan '18
 Ruby Rhoderick

I agree that chambers need work. It doesn't sit quite right with me that such a high-risk move have such little return. Sure, it costs no stamina if performed successfully and it could catch your opponent by surprise, but lets be honest, chambers are normally easy to defend against. The return is simply not worth the risk.

Overheads and underhands are unnecessarily difficult to chamber. This needs to change. Perhaps make the chamber angle more forgiving from attacks above and below.

As for baiting chamber attempts with a feint to accel'd attack; I think the ability to do this greatly reduces the skill ceiling. Chambers SHOULD counter feints and morphs SHOULD counter chambers.

I think chambers can be fixed and I don't think that means there needs to be drastic changes. When chambers work, they're one of the most satisfying moves to perform. If they remain unchanged, I believe they'll be reserved solely for showing off and conserving stamina as a last ditch attempt.

Duke 341 973
  • 25 Jan '18
 Ruby Rhoderick

@LuxCandidus said:
I am playing at 120Hz and am eagerly awaiting the opportunity to purchase a new graphics card and test how the game feels at even higher than 144Hz, up to 240Hz in the best case. Regardless, the animations should be created with lower frequencies in mind, because if they are clear and understandable at that refresh rate, they will also be clear at a higher rate, but not vice versa. Given that the game is being developed to run on lower end machines, I do not think a 144Hz monitor should be a requirement for understanding what your opponent is doing.

As someone with a 240hz monitor and a 1080ti to power it, I can tell you that it does make reading the animations easier, but it's not much better than 144hz for Mordhau. I agree that the animations need to be understandable at 60hz as that's what the majority of the player base will be using.

Duke 341 973
  • 23 Jan '18
 Ruby Rhoderick

@Stumpy said:
Everyone here is delusional and clearly lack sight due to tunnel vision. we dont need game balance or new maps. We dont need beta yet. What we do need is to give me my royal helm and glovez and me longswords and me gold grillz.

Hear, hear!

Duke 341 973
  • 1
  • 7 Nov '17
 Ruby Rhoderick

I agree! It has no place in official / competitive games. Out of curiosity, I've switched to 3rd person and had no issue parrying or even chambering attacks, but gained better peripheral awareness and felt I could manipulate my attacks much more easily; it definitely has an advantage over 1st.

Duke 341 973
  • 21 Oct '17
 Ruby Rhoderick

The windup for the rapier is very fast and a morph has to be performed during windup. So it could be that you're not starting the morph early enough.

Duke 341 973
  • 14 Oct '17
 Ruby Rhoderick

I disagree. Chambers have to be somewhat lax on angle placement as the key-bound attacks have to be able to chamber all angles. Otherwise, you'd have everyone using the key-binds for easier chambers. As for chambering stabs, from my experience, you do have to aim you stab chamber attempts. When an opponent drags their stab to the side of my character, I have to look in that direction with my stab to chamber. I'm really enjoying the changes to chambers with this latest update. Combat is feeling much more intense and exciting.

Duke 341 973
  • 14 Oct '17
 Ruby Rhoderick

Really enjoying the changes to chambers. I'm able to consistently chamber weapons now and fights have become a lot more fun. I think this will really mix up how people play. I love it.

Duke 341 973
  • 5 Oct '17
 Ruby Rhoderick

This shouldn't be allowed to happen - it's this sort of bullshit that ruined Chivalry. Can you learn to react to these kind of drags? Sure, but do we really want the combat in Mordhau to look like this? I understand that drags are valuable to keep the combat varied and constantly evolving, but this doesn't look like a melee fight - and isn't that what the developers said they were going for?

Duke 341 973
  • 2 Oct '17
 Ruby Rhoderick

Will there be customization options for the Messer in the future? I'm a little bummed it's so bare-bones - there also no alternate stance for it, though I'm not sure what it would be. Maybe a two-handed throw lol?

Duke 341 973
  • 2 Oct '17
 Ruby Rhoderick

We have messers now!? Someone should post a picture of them, I'm not home right now.

Duke 341 973
  • 2 Oct '17
 Ruby Rhoderick

@TINTIN said:
You need to make a shortcut to the .exe file. Then right click find the target field and added -log at the end. After you have done this you use the shortcut to start the server.

Example
Target: "some/path/to/mordhau.exe" -log

Good luck :)

Thank you! I'll give this a go.

Duke 341 973
  • 1 Oct '17
 Ruby Rhoderick

I'm using a Windows server to host my Mordhau server, but when I start the .exe, the console window doesn't remain open. I'd like it to remain open so that I can issue commands from the Windows server.

Duke 341 973
  • 1 Oct '17
 Ruby Rhoderick

You can jump feint me all you want on my server. :)

Duke 341 973
  • 29 Sep '17
 Ruby Rhoderick

Yeah, I'm having the same issue with it. To me, it makes more sense how Chivalry uses it; sprint should deactivate when the W key is released. Otherwise, it's difficult to know whether or not I'll sprint again after I've stopped, as it's easy to forget if sprint is active or not. I accidentally cancel healing often when I want to walk forward, but turns out sprint was still active.

Duke 341 973
  • 28 Sep '17
 Ruby Rhoderick

@Nautilus said:
To quote Marox:

"As the alpha goes on over the following months, we will start including more content such as ranged combat, vehicles (including horses) and bigger modes. "

We don't know exactly when. I'm guessing towards the end of alpha. You can probably expect new maps and horses to release at the same time as the current maps seem too small for horses. Regarding horses, I rode them on a test map and while they definitely need more work, they are competent to a certain degree where you can ride them, fight on them, and kill them.

How do we go about accessing this test map?

Duke 341 973
  • 22 Sep '17
 Ruby Rhoderick

I noticed that a "MaxSlots" command line argument was added. How do I go about upping the max slots from the default 16? In the DefaultGame.ini, I've changed MaxSlots to 24 under [/Script/Mordhau.MordhauGameSession], but only 16 players are still able to join.

Duke 341 973
  • 1
  • 22 Sep '17
 Ruby Rhoderick

If I'd like to use SteamCMD to install the Mordhau server on a Windows server, would I use the same appID supplied above? Or is there one specific to Windows server? Thanks.

-edit
Nevermind. Turns out you can't login anonymously into SteamCMD to download the Mordhau dedicated server.

Duke 341 973
  • 1
  • 19 Sep '17
 Ruby Rhoderick

I agree with the OP on this one. I don't think dragging should be removed from Mordhau, I believe it is crucial to keeping the combat varied and interesting, but it could be done better. What frustrates me about this community is that the majority of us are unwilling to try something different. This isn't Chivalry, and we shouldn't want it to be; let us test new and different mechanics.

Duke 341 973
Duke 341 973
  • 19 Sep '17
 Ruby Rhoderick

liking traps isn't gay