Mordhau
 Echonian
Knight
  • Likes received 263
  • Date joined 18 Mar '17
  • Last seen 14 Jan '19

Private Message

Knight 174 263
  • 18 Sep '17
 Echonian

If you alt-tab during a loading screen, Mordhau completely freezes, and locks your mouse cursor so that you cannot click anything in Windows 10. Twice now (in version #1 and #3), I have had to log out through the option I get with ctrl-alt-delete, as even bringing up the task manager to close the process is worthless if I can't click the button to end the executable.

A game should never take control of your system like this, and I hope that this can be sorted out ASAP.

Knight 174 263
  • 1
  • 17 Sep '17
 Echonian

@roshawnmarcellterrell said:

@Echonian said:

@DrEpochノಥ益ಥノ said:
242 walk 400 sprint for full plate

262 walk 460 sprint for cloth

This isn't any where near enough of a difference IMO, being able to survive 1 shot vs 5. and you cant really kite and choose your engagements.

Heavy armor is currently very strong, but it isn't as overpowered as many claim, because most players are simply really bad and have to rely on their ability to tank hits rather than on their actual skill in aiming attacks and such to win fights.

It isn't supposed to be balanced right now, and "1 shot vs 5" is a ridiculous exaggeration (more like 2 vs 4 for light vs heavy armor, still a lot, but not 5 times more). I've managed to do well with light armor myself by leveraging even that slight speed increase, by the way. You can use that speed increase when in close combat to keep the initiative more easily and keep the range you want, and you can also run away to swap weapons or throw something or such more easily with light armor.

I'm not saying light armor isn't weak right now - it is - but it isn't as weak as you're claiming, and I'm sure the devs will balance things out eventually. So don't worry about it. There's no need for you to get so riled up by Sir Zombie either, or to turn this into a passive aggressive party over nothing. Or rather, an aggressive one, I guess? Whatever.

A lot of people have made this complaint, and I GUARANTEE you that it is something that will be balanced as soon as balance becomes a priority.

Actually 1 shot vs 5 is pretty accurate from my experience. Not that i'm complaining, it's just that i more often do die from one hit. Full plate does take at least 4 hits to kill and often 5 hits.

I do think the devs realize this and will fix it, so i'm not worried about it.

One thing i do think there should be is an increase of acceleration to top speed. Actually i think if you gave light the same acceleration we had in chivalry, that alone should balance it out without even having to increase the top speed.

I think it depends largely on the weapon. It takes me 4-5 hits to kill heavy armor with a quarterstaff, and I die in 2-3 hits with the same weapon attacking me. The real kicker though with light armor is that you can be one shot by quite a few weapons (or even a throwing dagger to the face). Heavy armor isn't ALWAYS 4-5 hits though to kill. A mace will kill someone in heavy armor with 2-3 hits, for example, and larger swords can do it in 2 hits if you hit them accurately (usually more like 4 though).

As you said though, I'm sure that things will be balanced out in due course.

Knight 174 263
  • 17 Sep '17
 Echonian

@Bang said:
The kick needs to be nerfed if anything. It does 10 damage, a free hit, gives back initiation, and punishes any close combat. Plus you can riposte kick, feint to kick, morph to kick and combo to kick. Maybe it's fine if you just backpedal with a spear but otherwise it's obnoxious and anti-fun. Plus it lessens the skillgap from matrixolike chambering to passive kcikboxing,

The kick is "supposed" to punish someone face-hugging you. That isn't "close combat," that's SUPER DUPER close combat, since the kick has a short reach.

A missed kick costs a massive amount of stamina, and leaves you open to be hit. A hit kick allows your enemy to be hit, and gives you a bit of breathing room. It's a moderate risk, moderate reward move.

Also, you can't kick fast enough to use it in place of chambering or any normal fighting. If someone is actively attacking you, it isn't easy to get a kick off without being hit in the meantime.

Knight 174 263
  • 17 Sep '17
 Echonian

@Carlo_Mano said:

@Echonian said:
Although, kicks taking as much stamina as you're claiming is definitely a problem if true (I haven't noticed it myself).

They might take less when they are successful, I haven't checked that.

I just finished playing for like 3 hours (sucking the whole time), and I don't recall the stamina from kicks being less if you hit or not. Though I don't recall ever worrying about my stamina running out after a successful kick, and do remember it being an issue when I kicked and missed, so maybe there is a connection? If somebody could confirm this, that would be nice.

Kicks are hard to use in this game, though. I've managed to make them a good part of my repertoire with my light armor quarterstaff build (which I struggle to get a 1.0 k/d with, but that's beside the point). If you keep an enemy on the defensive, it gives you a much better opportunity to kick them while they are focused on countering your attacks, and most people never seem to want to risk kicking you to get you off of them.

Knight 174 263
  • 17 Sep '17
 Echonian

@das said:

@Spook said:
An idea I had to help remedy this (won't completely fix it) is to add "Enemy"/"Friendly" above someone's name at the bottom of the screen when you look at them, like this:

enemy.png

In the future we'll probably have small icons that hover over friendlies in close proximity, as well as changing the crosshair color when looking at enemies/friendlies.

I'd go with the green/red crosshair and signifier you made, minimal and effective. I don't know about floating chevrons.

If a person is having trouble telling what color is what and which team they are on after checking at the start of the game, having a red crosshair certainly isn't going to help them. I could see a lot of players confusing a red crosshair for a sign that the person in question is on the red team, after all.

Coloring a person's name red or blue when you look at them would be better, since it would match the already-existing colors. Having a slight tint (that is optional) around your screen or part of the UI would also be neat, but again, it needs to be optional if it's going to be a visual distraction.

Knight 174 263
  • 17 Sep '17
 Echonian

The release phase for weapons is already very short, so I'm not sure what the issue is.

Are you suggesting that, instead of having a recovery period after attacking without a combo (or something), that your weapon just magically stops doing damage mid-swing at some point?

The last thing this game needs is another timing mechanic on attacks. If you could only damage during part of release, drags would also be worthless, and while I don't drag often myself it is clearly an intended tactic in the game.

Of course, in an ideal world, we would have physics-based damage where weapons did more or less damage depending on their velocity when they impacted you - but they don't seem to want to put that in for some reason. Probably so that things like drags are more viable, even if a piece of metal hitting you at half the speed shouldn't be doing the same damage (especially against armor, though you might be able to argue that against an unarmored or lightly armored foe, half speed still hurts a lot).

Knight 174 263
  • 1
  • 17 Sep '17
 Echonian

@DrEpochノಥ益ಥノ said:
242 walk 400 sprint for full plate

262 walk 460 sprint for cloth

This isn't any where near enough of a difference IMO, being able to survive 1 shot vs 5. and you cant really kite and choose your engagements.

Heavy armor is currently very strong, but it isn't as overpowered as many claim, because most players are simply really bad and have to rely on their ability to tank hits rather than on their actual skill in aiming attacks and such to win fights.

It isn't supposed to be balanced right now, and "1 shot vs 5" is a ridiculous exaggeration (more like 2 vs 4 for light vs heavy armor, still a lot, but not 5 times more). I've managed to do well with light armor myself by leveraging even that slight speed increase, by the way. You can use that speed increase when in close combat to keep the initiative more easily and keep the range you want, and you can also run away to swap weapons or throw something or such more easily with light armor.

I'm not saying light armor isn't weak right now - it is - but it isn't as weak as you're claiming, and I'm sure the devs will balance things out eventually. So don't worry about it. There's no need for you to get so riled up by Sir Zombie either, or to turn this into a passive aggressive party over nothing. Or rather, an aggressive one, I guess? Whatever.

A lot of people have made this complaint, and I GUARANTEE you that it is something that will be balanced as soon as balance becomes a priority.

Knight 174 263
  • 17 Sep '17
 Echonian

@Carlo_Mano said:

@Hadeus said:
I don't mind feinting/morphing (I love it), but the lack of stamina penalty on both is a bit lopsided.

This.

The slow, useless, rangeless, turn capped kick costs 1/4 of stamina. Feint not even half of that.

It's ok to use feints, it's a core mechanic of the game, I understand that. But when spamming it is the way to win, there's a problem.

And don't give my that "git gud" bullshit. If it was only about that, you would be spamming chambers as much as you spam feints by now.

"Git gud" still applies.

Spamming chambers isn't done because it's a technique that requires a high level of skill, and feints do not, so trying to equate them when it "is" definitely skill that allows a person to chamber more often is odd.

Just because one technique is easier to use and therefore is being used more often does not mean that said technique is actually overpowered among skilled players (the players who things need to actually be balanced around, by the way). I haven't had any real problem with feint spamming yet in this game, because you can counter it much more easily than in Chivalry. You can attempt to chamber and hit them during their feints, you get a first-hit stun making it viable to simply try to out-speed people in general, and often-times you can parry in time even IF they spam feints and confuse you, as long as you are paying attention.

It really only is a problem spamming feints when you panic, and that hasn't changed between this game and chivalry, but feints are far less powerful now than I remember them being in chiv. Simply because you can afford to attempt counters to them. Again, chambering or simply attempting to out-speed someone with usual trades is a valid course.

I mean, I still suck at chambering myself, but I've gotten better.

Although, kicks taking as much stamina as you're claiming is definitely a problem if true (I haven't noticed it myself).

Knight 174 263
  • 17 Sep '17
 Echonian

@SpreaderofCheeks said:
I agree that morphs should definitely cost some more stamina. Right now there isn't really a reason not to always morph as an opener. I feel like chamber attempt into parry is the best way to counter a morph, the thing is then I lose a bunch of stamina while my opponent who morphed does not lose any.

The reason to not morph on an opening is that if your opponent decides to immediately stab or attempt to chamber, you WILL probably get hit due to using a morph instead of just swinging. You should only have to switch into a parry from your chamber attempt rather than HITTING them first due to their morph if they are using a particularly fast weapon, or your timing was off.

It's the same thing that balances out feints, but the advantage with feints is that you can immediately do "anything" else, without being forced to just do a slightly delayed attack.

I don't really see the problem. A slight (maybe 10) stamina penalty on using a morph might be acceptable, and perhaps feints should take a bit more, but I don't want it to be like in Chivalry where you can barely use mindgames without instantly being exhausted.

Knight 174 263
  • 1
  • 17 Sep '17
 Echonian

The kick stun doesn't last long, so if you attack with a slow weapon afterwards, they can avoid it in time or parry.

You have to avoid this by going right into a stab or dragging towards your opponent if using a heavier weapon, and I've seen it done before, but it's definitely easier with light weapons to follow up after a kick.

I've never seen the kick stun time vary, it just isn't long at all.

Knight 174 263
  • 2
  • 15 Sep '17
 Echonian

There are two accelerations I've had a problem with before - zweihanders (great swords are even worse) and bastard swords.

For the former, the horizontal swing is easy to see starting - but it suddenly accelerates at lightning speed from a slow start-up, to the point that I've been beheaded a few times by an attack that still visually appears to be two feet away.

The bastard sword on the other hand, the stab in particular, is ridiculous. The acceleration on that has instantly killed me on ripostes before I could even THINK to parry the attack.

Attacks need to be readable to be able to be countered, unless we are expected to panic parry at all times.

Then again, balance wasn't the concern in the alpha, and most of us are still garbage (myself included), so I'll withhold judgement.

Knight 174 263
  • 1
  • 14 Sep '17
 Echonian

Hello,

Earlier, when I was making a new loadout, I fully finished customizing my character, his weapons, his looks, and everything else about him.

I then went to edit the name, and upon changing the class name, it immediately reset everything that I had changed. It is as though changing the name of a class, instead of simply editing a name, is taking from memory the "last saved class" and renaming that instead of what you are actually working on. While I'm unsure of how it is currently coded into the game, attempting to edit the name of your loadout should not "undo" what you have done to the class so far. If there is no way to fix this issue, at least attach a warning message to the name change so that others are not caught unaware.

Obviously, I can click "save class" before this occurs and it probably wouldn't be an issue, but losing a few minutes of work due to something like this is obnoxious.

Knight 174 263
  • 14 Sep '17
 Echonian

@Humble Staff said:
As i thought, medium armor speed is way too close to heavy armor and that makes it pretty pointless at least for now that the perk system is not implemented yet.

It's about halfway as much speed reduction as heavy armor, doesn't seem close to me.

Though I do think that light armor should be a bit more than the pitiful number we're seeing here, and perhaps heavy armor could be raised a few percent to "even out" the scale a bit.

Knight 174 263
  • 14 Sep '17
 Echonian

I feel that having a shorter player name distance makes it so that you have to actually be able to "really see" someone before you can know their name. Given that people often don't change their loadouts in a game, knowing who someone is from too far away could be an unnecessary gameplay advantage. Although, this means that those with better displays would have that same advantage...

As far as knowing your team goes, what's wrong with pressing tab? I suppose an option to add a glow to your weapon or an icon or something with the team color on the screen would be good, regardless.

Knight 174 263
  • 13 Sep '17
 Echonian

Just played four or five hours straight. When I first spawned in, I didn't have any weapons equipped on my character. Someone dropped me a sword, which I then used to kill a teammate by mistake.

Things were bad for a while, and I continued to suck. I played about 40 minutes against bots to get my timing down a bit, and got a bit better. By the end of it, I'm still not that good, but I at least was in the top half of the scoreboard consistently. Got third place in my last deathmatch with a full house, losing at the last moment to a light armored arming sword SOB.

It's great so far. I did have a bug alt-tabbing during a loading screen however, where the game took over my mouse cursor and I had to log out to be able to do anything (couldn't even click on the game to end the process in task manager).

The gameplay is smooth, throwable weapons work as expected, shields are actually useful, and when you get a great clash it is all the more memorable. Chambering exchanges, while rare in my experience (because both I and everyone else mostly still sucks), are amazing when they end with a kill.

It's already better than Chivalry by miles, even with the lack of content.

The only real complaint I have is that the game forces us to spend half of our team in the elimination mode (skirmish, which honestly should be called elimination or last man standing because skirmish is highly misleading terminology). This isn't fun as a new player, when I just want to learn how to play, and spending half my time dead on average is not a good way to learn by doing.

I would appreciate it if some servers were set to deathmatch or team deathmatch only, though I admit that if the goal is testing, this might hurt it slightly because you would get an uneven distribution of players. But so what? There should still be enough, I would imagine, to fill any given mode for a while.

Knight 174 263
  • 11 Sep '17
 Echonian

@•҉Ɓaron voŋ Moorland said:

How many of you are calling in sick tomorrow?

I figure there's a 90% chance that something goes wrong when everybody first gets on, anyway, so there's no harm in waiting a few hours, or even a day.

If we had gotten the announcement "delayed until October" however, I would have definitely not been happy. No sir.

Knight 174 263
  • 31 Mar '17
 Echonian

Good work on the video. It was exactly what I needed to feel even more hyped up for a game I won't be able to play in any form for months.

Showed a lot of variety as well.