Mordhau
 Quxudais
  • Likes received 27
  • Date joined 21 Jun
  • Last seen 18 Jul

Private Message

20 27
  • 17 Jul
 Quxudais

On a note related to QOL aesthetic improvements; Would also be nice if our customization choices were saved even when we switch out weapons and armor. It's silly that I have to keep repicking the same small handful of options, even the colors, any time I change a piece of armor or swap weapons.

20 27
  • 17 Jul
 Quxudais

@SoRoofless said:
im beginning to think that people vote for this map just to troll. sometimes crossroads gets voted through and then the server empties out because people just dont want to play it. this map is seriously bad. Really needs to be changed ASAP

The only reason I vote on maps is to avoid CR. If CR still gets picked I just leave the server. If there aren't any good servers not running CR I just close the game and go do something else.

I posted before that CR should just not be available in Front Line. It's not a good map in the other modes either but for Front Line its about as awful as you can get, it's basically the antithesis of everything an objective-based map should be.

20 27
  • 17 Jul
 Quxudais

@Gambit said:
I generally don't like server advertisements in forum topics, but I see a lot of people complaining about the things in the title, so I thought they might appreciate knowing this exists.

I like the objective play of frontline but everyone gets frustrated when they just want to chop some heads off and can't even leave spawn without getting catapulted, killed by a horse or blocked by a team mate. I appreciate these things exist, but always good to have options.

Full list of things blocked on this server
https://pastebin.com/raw/1hfQqad9

Server is located in London and you can connect in the console with the command below

open 134.209.27.52

or search

[EU] 48 slot FL - No horses/catapults/ranged - EU-8.NX.IE

or just search

eu-8

Some noteworthy settings

  • 0.2 team damage
  • 120 tick
  • Default map is grad
  • All frontline maps are in rotation

If you feel something should be added back just comment below. Only thing I'm currently considering is smoke bombs.

I have a signature

I litterally posted about wishing for a couple official servers with a similar rule set (I don't care about throwing axes/shields). I will definitely check this out. I feel like the game would be an order of magnitude more enjoyable without those things in there.

20 27
  • 16 Jul
 Quxudais

Cavalry as a mechanic is painfully underdeveloped which is what causes so much frustration with them. The problem with the mechanic is that there's no depth to it. A horse is just a straight up power buff with no real trade off and no time limit. It grants you a permanent damage boost just for sitting on the horses back, enough so to make it possible to one shot any level of armor 90% of the time regardless of hit location. It grants a range buff to your weapon, making even short non-cav weapons usable with that huge damage boost. Mounting a horse effectively grants you a nearly guaranteed few free kills unless you are extremely bad at riding them. A horse rider facing any foot soldier risks a fairly low chance at just taking some damage, damage they can easily heal up, a footsoldier risks being one-shot by a horse rider regardless of what weapon the rider has or what armor the soldier is wearing. This power disparity is at massive odds with how little a rider has to sacrifice to be effective on horseback vs what a footman has to sacrifice to deal with riders. There's also no particular effort involved in getting horses; They just respawn infinitely on simple timers.

To effectively even try to combat a half decent rider you have to dedicate a large portion of your build either by taking ranged weapons or a billhook, whereas a rider can take basically anything. This is amplified by the fact, contrary to any level of common sense, the most effective cavalry weapons are also currently among the most effective (and over represented) weapons for footsoldiers. You aren't actually making any play style sacrifice building for cav effectiveness. A player building for horseback riding is going to be just as effective on foot as any standard footman build because no tradeoffs are required to make Cav effective. Yet to counter cav you do have to make radical playstyle choices.

At bare minimum being mounted should not grant range increases to melee weapons, some weapons should quite literally be impossible to use from horseback because they do not have the reach or are too unwieldy to swing. The Cav damage bonus should be tied to the speed the horse is moving, standing still or moving at a slow trot should grant no bonus damage at all and 100% bonus should only be attainable at 100% speed. Horses should also not just be guaranteed spawns. Their availability should be tied to a control point (a stable), to spawn them you should have to control said point. I'd also say the stable itself should be destructible so that even if you maintain control, the enemy could get behind your lines and destroy said stable to force your team to rebuild it before it can start spawning horses again. Additionally I'd argue that actually spawning a horse should require the completion of some kind of sub-objective, so that actual effort has to be invested for a team to field cav. Just make this something that can be accomplished in a reasonable amount of time if a couple players work together to do it.

Horse-stun should also be reworked. It should require the horse to be moving a certain speed before it can stun/flinch a player, said speed can be different for each horse type (armored vs unarmored). You also should not be able to magically stop a swing from landing once said swing is already past a certain point of completion and blocking a horse charge, while its fine that it knocks you down, should not disarm you.

Cav as they stand are just a half-baked mechanic. They lack any depth and are just straight up permanent power boosts that don't require any tradeoffs. To get the most effective use out of Cav you should have to kit out a build that isn't just as effective on foot. You should actually have to make some choices if you want to use cav that impact your playstyle and strength when you don't have that horse.

Subjectively horses just don't add anything fun to a FL match either. They are roving one-shot machines that you won't even see coming most of the time. Get into a tense, fun line battle then suddenly fall over because a horse decided to ride through your general vicinity.. an event you can do nothing about and have no agency in. They do nothing but detract from the games combat in their current design.

20 27
  • 15 Jul
 Quxudais

Have the devs said anything about the various frustrations and problems this game has being addressed? I can't find any word they've even acknowledged them and to be honest I'm losing any desire to keep playing the game in its current state. So many things feel rushed and half baked. From small annoyances to big utterly baffling design decisions. Have the devs mentioned anywhere what exactly they are working on?

20 27
  • 13 Jul
 Quxudais

I can't remember the last actually decent fight I've seen. Every match tends to end with whoever takes mid first, then that zone either becomes nearly unbreakable the duration of the match or one side gets pushed back to their spawn. The fun quickly evaporates once you start beating your head against that wall. Even worse on maps like Taiga, which after the changes now heavily favors Blue instead of Red, you end up bottling Red in their spawn.. but their spawn is a tiny choke that just becomes a meat grinder meaning nobody on either side will get any fun fights. They can't win but the only fights you'll get will come with near instant death as you jump into the mess of everyone wildly swinging in a tiny spot.

Fl needs a serious overhaul. The control points need to do more than just be spawnpoints; They need to actually have meaningful benefits to holding them that contribute to winning the map. Artillery points, stables that spawn horses (instead of horses just always being around), actual gates or barriers. Speaking of gates; There needs to be some form of gating mechanic to prevent either team from gaining a rush win by bottling the other team immediately at the start of the map. You get nothing out of these fights and they are an all too common scenario. There should be some subobjective that can allow an underdog team to make gains if they can rally for a come back. Currently you can often find yourself in a position where, even though there's still 10~ minutes of fighting left.. your team has no actual chance of winning due to the tickets. Matches where the result is virtually guaranteed should be exceedingly rare yet all to often you can guess who's going to win shortly into the fight, even if the match itself still takes 20~30 minutes.

FL is the games primary mode and yet it has become exceedingly frustrating to play regardless of which side you are on.

20 27
  • 13 Jul
 Quxudais

@Gambit said:
There's no point in this. Long weapons are slow, short weapons are fast. Why should long weapons have another disadvantage?

So slow you can bring a zweihander a full 360 degrees before the thrust of a longsword can connect to someones back. A thrust that started before the zweis horizontal did. Weapon accel pretty much eliminates any real downside to high damage, long weapons. The minimal differences in swing speed are virtually meaningless outside of high end duels.. which is not the games primary game mode. That's why the majority of any given Front Lines matches are Zweis and Execs, there's no downside to using them and they can two shot everything. No significant disadvantage exists for these weapons in the games primary mode.

The game play of a long reaching weapon should revolve around you keeping your opponent at range. The advantage is you get to engage first and can be dangerous to them before they can be dangerous to you, if you fail to keep them at that range then you should be on the back foot. A spear or halberd should not be 100% effective at hugging distance and max reach, you should not be able to spam zwei and exec swings while running in circles and you should actually have to care about maintaining distance when using these weapons . This is one of the games biggest weaknesses and the core area of the gameplay that's just half baked.

20 27
  • 11 Jul
 Quxudais

If you want the point savings and speed that comes with eschewing armor you should have an actual down side. Getting hit in the naked leg or chest by any significant weapon (any weapon that costs 2 points or higher) should be an instant death. As it stands you can take a waraxe to your bare legs or a zweihander to the chest and shrug it off as easily as someone that put on medium armor, it still takes two swings to kill. Since 90% of matches are nothing but big high damage weapons this means there's not much penalty of any significance to running around with only a heavy helmet.

20 27
  • 3 Jul
 Quxudais

I'd kill for this. No bows, no javelins, no fire pots, no horses, no ballista's, no artillery. Just two teams fighting in melee combat. It takes nothing away from any of the other servers, just adds the option for those who want it.

20 27
  • 3 Jul
 Quxudais

@Chad_Thundercock said:
I dont want people to get censored for their speech, believe me I am more annoyed by these losers blaming all of their problems on jews and shouting the N word than anyone, but punishing people for their speech just seems like a bad idea.

Don't be asinine. Censorship is when the government prevents you from saying something. It's not "censoring your speech" to penalize toxic chat in a video game. Doing so is entirely up to the developers and within reason for them to do as it's directly beneficial for them. You let the community devolve into a toxic cess pit you will lose players and discourage new people from even wanting to join or stick around.

20 27
  • 3 Jul
 Quxudais

Blocks/Parries are too forgiving making it more or less impossible to get through them head on regardless of what you do. Combine that with the fact there's no actual penalty for wildly swinging huge weapons while running in circles, spinning, or doing figure eights and you end up with the best way to play; Essentially ignoring the block/parry mechanic entirely in favor of simply swinging high damage weapons that can get behind your character due to their arcs.

If blocks/parries were less simplistic, usable at all skill levels but still able to be beaten from the front, and there were mechanical penalties that discouraged attack spam and encouraged more methodical play you'd have a better game.

20 27
  • 3 Jul
 Quxudais

@esturias said:
Given the massive abuse of votekicks, I actually think that the function being a bit "hidden" it a good thing...

Rather have abuse of vote kicks than every game having 2~3 griefers and TKer's.

20 27
  • 3 Jul
 Quxudais

The moment you use the term "SJW" unironically you lose any and all credibility you may have had.

20 27
  • 3 Jul
 Quxudais

It's idiotic that you have to use a console command to initiate a vote kick and it lets people avoid being kicked just by filling their names with special characters. Vote kick should just be a matter of opening Tab and clicking the offending players name and getting the vote kick choice in a menu.

Part of the reason this games community is so gods awful is due to their being absolutely no consequences to anything anyone does short of hacking.

20 27
  • 28 Jun
 Quxudais

@MrGhostTheFlyingFlail said:
The thing is, crossroads uses the frontline code in order to play. It should have been a separate KOTH gamemode but the devs haven’t split it up as it’s an early build of koth. Once a dedicated KOTH Mode comes out only then will crossroads follow.

The maps layout would make sense for KotH but the maps second main "feature", the horses, would be even more antithetical to the game mode. For KotH the horses shouldn't even be there and the playable area should be dramatically decreased (assuming the "Hill" was the same size as the control point of course).

20 27
  • 28 Jun
 Quxudais

@ToLazy4Name said:

@Quxudais said:
One example being the location-specific damage for weapons where hitting with the shaft or haft does significantly less damage than hitting with the point or blade.

Unless this was in DW, this was not a mechanic in Chivalry.

It absolutely was and was a critical component. Hitting someone with the wood shaft of your Halberd did less damage than hitting them with the blade or stabbing them with the tip. The importance of this mechanic diminished over time as more and more exploits became common but it was still there.

20 27
  • 28 Jun
 Quxudais

More options to deal with Cav would be nice, especially some options that didn't require complete investments of your load out, but even then they are largely bandaids. The real issue is that horses just aren't well designed.

They should not give range increases to weapons when mounted to begin with, some weapons should simply be impossible to use from a vertical position on horse back. You could add the ability for a rider to lean off to the side of the horse to extend reach; This would both increase their vulnerability and force them to commit to an attack on one side of the horse, but this should still have the same weapon ranges as if the rider were on foot. The damage boost they give should be tied directly to the speed the horse is running; A trotting or stopped horse should have no bonus damage at all. Blocking/parrying a horse charge should bowl you over but it should not disarm you. The ability for a horse to bump-stun a player should also be tied to it's speed, needing a minimum amount of existing momentum before it can stun a player, and it should not magically stop an attack swing that's 75% completed. Killing your horse with fall damage should kill the rider. Horses should also loose maximum speed as they become injured and I'd go as far to say that a horse that takes above a certain % of damage inside a set time should buck it's rider.

The fundamental issue is that horses are just too simplistic a mechanic currently. They confer nothing but advantages and have no real downsides. There's no risk-reward factor of note to how they are designed.

20 27
  • 1
  • 28 Jun
 Quxudais

@Soulcatcher said:
Few years in Alpha and "beta" later

Are you enjoying the game?

Do you still feel an urge to play it?

After playing it due to that urge, do you play it for long? do you get burnt out quickly?

If you get burnt out, why do you think that is?

If you don't, why do you think that is?

This query is funded by the Agatha Archer RSA

It's fun but frustrating. So many of the games elements seem halfbaked or half-thought out. It's missing key components for it's combat system as well that Chiv had; One example being the location-specific damage for weapons where hitting with the shaft or haft does significantly less damage than hitting with the point or blade. The maps all have issues as well ranging from awful (crossroads) to needlessly annoying (the ambient artillery on camp) and the primary Front Line game mode is sadly underdeveloped with extremely simplistic objectives that.. don't often gel with the maps they exist on.

There's a lot of potential here but so far I don't really see any evidence that the devs will reach it. The few attempts at fixes and changes so far have been.. underwhelming at best and haven't really addressed any of the games real issues.

20 27
  • 28 Jun
 Quxudais

In an objective based game mode a maps design should be based around guiding players toward the objectives both in lay out and in general advantage offered by completing them. All the features in an objective map should contribute in some way toward the objectives for the side controlling them. Most of Mordhau's FL maps struggle with these things but Crossroads in particular fails at pretty much all of them.

Winning the map is decided by taking the control point. The rate at which this depletes the opposing sides tickets is substantial enough that you can't compensate for it just by having more kills elsewhere. As such the only things on the map that matter in terms of winning are things that contribute to taking this position.

Crossroads has two big "features" that were considered stand-out enough to be highlighted in it's patches lead up promotion; The large number of horses available and the mortar emplacement. I've never seen the mortar matter at all.. in fact I don't think I've ever even been or seen a kill from it. I'm sure it's happened but it's so rare as to be pretty much meaningless and, given that, it effectively contributes nothing to winning the map. The mortar is so inconsequential it's actually dramatically less useful than the ballista all the way at the blue base.

The horses on the other hand I see used all the time.. but they not only contribute nothing to actually winning or holding the objective; They hurt your own team. Even with the revised spawns neither side has to be in the open low ground long enough for horses to have any significant impact, even if the other side had all of them. One team having so much Cav only means that side has a dozen or so fewer bodies fighting for or defending the center circle. You can run straight to the center from either spawn and you might get killed once or twice by a horse over the course of the entire match.. maybe. Thing is there's no way to fix this without dramatically altering the map as forcing foot soldiers to run exposed long enough for the horses to matter would only make the on-foot experience incredibly unfun; Both because you're basically making people be near-free kills for horse riders and because you are forcing the on-foot people to endure a lot of unnecessary down time just running back to the fight every respawn. If horses were to be a central element of the map then the map should have been built around separate engagement areas with at least two objectives; One achievable by on foot players, the other requiring Cavalry and segregating the two in some manner. You could also make one impact the other, for instance by having the on-foot objective be trying to take the mortar which could then be used to influence the cav battle.

As things are however the maps two big "features" are either completely irrelevant to the game mode.. or actively hurt the side using them. It also means that on this large multilevel map.. the vast majority of the available play space is utterly meaningless. The only spot anyone should be fighting on FL Crossroads, if they want to win, is the center circle with the occasional trip to kill the infinite ballista spammer in the nearby guard tower with an ammo box. That's about as awful as map design can get when it's game mode is considered.

The map itself is.. fine.. for TDK and Deathmatch. With no objective beyond "kill things" the maps issues aren't really that big of a deal (though the mortar is still pretty sad) and that's where this map should be available. Without a major overhaul however the map should simply not be in the FL rotation.

20 27
  • 21 Jun
 Quxudais

It's just a symptom of the games combat being so frustratingly half baked. There's no penalty, of any real note, for spamming stabs (or any other attack) and constantly having a giant chunk of steel like a zwei or a heavy shield deflect it. You aren't penalized with a small stun the way you were in Chiv if you slammed your fish knife into a giant tower shield. Hit boxes and hit registration are really iffy, you can side step a spear or rapier thrust and be staring at the back of the users elbow from almost behind him and still somehow get hit, you don't need to be anywhere close to as precise with your block or parries; As long as you are looking in the general direction of the enemy weapon you are likely to block it just fine. This means trying to go for different zones of the body from the front to get around blocks/parries (which is what a rapier should be great at) rather ineffective.

The rapiers main benefit is the point control the handle offers, which allows manipulation of where your thrust is going to land during an attacks arc where as something like a waraxe is pretty much committed to its one trajectory. But there is no reflection of this in Mordhau's combat system since a block will work just fine with no additional effort on the side of the defender whether the thrust stays true or veers off from the feet to the head. This also forces you to go for extremes like trying to get all the way behind someone, which is why everyone uses zweis/execs in FL incidentally as you can just run in circles spamming swings and the weapons reach is extreme enough to get far enough behind an enemy to not be blocked.

The only real way to change this would be to tweak more than just stats. Adding Locational damage to weapons for instance, so that hitting an enemy with the shaft/haft instead of the blade/point did heavily reduced damage based on armor type hit, would go far to improving fights against pole arms and indirectly benefit weapons like the rapier. Adding mobility penalties to constantly swinging huge long reach weapons would as well. Stamina should matter for more than just whether your next block disarms you; It should at minimum impact your movement speed, maybe even your swing times. Lastly you should be extremely heavily penalized if you are hit in any part of the body if you left it naked; Someone running around shirtless with no pants wildly swinging a maul should die pretty much instantly the moment virtually any weapon connects with them; Something that should happen rather quickly given the above mentioned changes to stamina and swing spams.