Mordhau
 AquaArmor
  • Likes received 10
  • Date joined 2 Sep '19
  • Last seen 20 Feb

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18 10
  • 5 Feb
 AquaArmor

Allow in-game Voice Chat, let the world burn!!! Should make it very clear and obvious to find the option to enable/disable it.

18 10
  • 4 Feb
 AquaArmor

@SWSeriousMike said:
I have better idea:

Bluntsman
Your blunt weapons and fist deal increased damage against opponents who have blunt weapons or fists equipped.

You could do the same for stab weapons (Shivalry) and blade weapons (Honed and horny). And it would be totally in line with a certain perk the game already has.

These are indeed some great perk ideas.

18 10
  • 4 Feb
 AquaArmor

I shall raise the stakes and suggest something utterly mad!

New Abilities: Reduces damage done to the head by 10%

New Cost: 4 Points

Let the discussions take place!

18 10
  • 4 Feb
 AquaArmor

@Runagate said:
Yeah this idea is fucking stupid, there would be no reason to not use this perk always on every build

Surely you cannot be seriously suggesting this

best_movie_quotes_ever_15.jpg

18 10
  • 2 Feb
 AquaArmor

7a640fc80693551f7b145076411581c7.jpg

For swag points of course! B)

18 10
  • 2 Feb
 AquaArmor

I'll say this right now, mainly suggesting this perk as a counter to Maul getting one hit kills to the head! But of course this is a great perk to have in general, with a higher cost of points so as not to make it too OP.

Name: Thick Skull

Abilities: Reduces damage done to the head by 20%

Cost: 3 Points

18 10
  • 25 Nov '19
 AquaArmor

The Lantern Shield!

The swiss army knife of all renaissance shields:

https://en.wikipedia.org/wiki/Lantern_shield
https://www.youtube.com/watch?v=0AIUF6iCPj0
https://www.youtube.com/watch?v=mGnqhj3qx-A
Laternenschild_01.jpg
668169858cb178f0b92e77e549eef3b20dc7ab23.jpeg
maxresdefault.jpg
lantern.jpg

I feel this potential weapon could be utilized in the game in two seperate ways.

  • It could be a very expensive skin for the Buckler (50000 Gold or more), so therefore purely for aesthetic function.

  • For practicality, it could be the introduction of an Off-hand Weapon (carried in the left hand) that can parry and riposte. To elaborate, when a player parries with the Lantern Shield, they can choose to either riposte with it, or riposte with their Primary Weapon (right hand weapon), thus the player can alternate between weapon ripostes to throw their opponent off.

And with Off-hand Weapon ripostes as a potentially new mechanic, could be the time to introduce Dual-Wielding, though I'm sure that could be quite the effort to balance the game.

18 10
  • 12 Nov '19
 AquaArmor

@Runagate said:
The first 2 pics don't contain a single lute

The first examples are each called a 'Gittern' and 'Mandolin', both belong to the Lute family of string instruments, hence I figured they'd be appropriate as skins.

Source: Trust me bro, also Wikipedia:

https://en.wikipedia.org/wiki/Gittern
https://en.wikipedia.org/wiki/Mandolin

As for the second example, you're!... probably right, don't know if that ones a Lute, I just picked that one cause it looked nice.

18 10
  • 11 Nov '19
 AquaArmor

Some references for skin ideas:

1274226-quinterna-and-mandolin.jpeg
1274241-queen-elizabeths-lute.jpeg

And now the ice breaker:

maxresdefault.jpg

It's called a 'Theorbo' (Requires Lvl 100 and 100000 Gold)
God, imagine switching to attack mode on that thing!

18 10
  • 2 Nov '19
 AquaArmor

Ah indeed! Map Events and the purpose you've described is another great name for it.

18 10
  • 2 Nov '19
 AquaArmor

A funny idea I thought of mostly as a joke, but will share it here regardless:

The idea is basically a new type of Player Vs. Environment element in the Frontline gamemode, in this case being an enemy Yeti in the Mountain Peak map (or a similar type of hostile enemy in other maps), which when spawned will attack any and all players & structures indiscriminately, and both teams can temporarily unite to battle it.

It would be much like a boss enemy that can either roam around the map attacking anything in its path, or target the nearest player and/or structure, dealing tons of damage and have a high health pool. Whomever is the last player to kill it or deal the most damage to it, will be rewarded a great deal of points (e.g. a 1000 points).

The Yeti would 'voluntarily' spawn on the Mountain Peak map at a new 'Yeti's Cave' somewhere on the mountains, blocked by an ice wall which players from both teams can attack and chip away at the duration of the map, until it breaks, releasing the Yeti unto the battlefield.

This could be a fun and practical idea.

  • 1 - it's a hulking Yeti, nuff said.

  • 2 - It could act as an interesting ceasefire objective for both teams, who can unite to fight a common enemy (and then throttle each other afterwards).

  • 3 - A team could utilize this chaotic force by leading it towards enemy players & structures, to tilt the tide of battle in their favor.

  • 4 - This new type of PvE element could be adapted in a multitude of forms and set on different maps. Another example could be a third army that enters the battle (much like the Horde gamemode npcs that also attacks both teams), say an army of 'Raiders' come to fight both opposing armies amidst the battle, with a new 'optional' objective prompt that says: "Eliminate the army of invading Raiders".

  • 5 - Another way for players to gain points by engaging in these new PvE elements.

Again, it was mainly a joke idea, but if anyone thinks it's a great idea then by all means, discuss away!

18 10
  • 1
  • 11 Sep '19
 AquaArmor

100% Agree, absolutely no reason Frontline and Invasion can't become two separate game modes that can be enjoyed equally.

18 10
  • 3 Sep '19
 AquaArmor

To support a game I love <3

18 10
  • 3 Sep '19
 AquaArmor

ROMANES EUNT DOMUS!

18 10
  • 3 Sep '19
 AquaArmor

(Taken from a review I wrote on the Supporter Pack on Steam: https://steamcommunity.com/profiles/76561198040645770/recommended/1049020/)

TL:DR - Bought this pack to support this amazing game! but not for the abysmal in-game cosmetics.

If you want to support the development of Mordhau, then I'd RECOMMEND buying this. The soundtrack and player banner is great and worthwhile, but the same can't be said for the wearable cosmetics.

Don't understand the choice of making the NECKlace Medallion a Shoulder item for god sake! needs to be a Neck item so you can also equip it with a Shoulder item.

Would have also made this purchase far more worthwhile if you're given more wearable cosmetics. A full exclusive kit of armor (be it cosmetic, light, medium or heavy) could be great incentive for supporting the game. If not then even exclusive weapon skins, emblem and/or color schemes would have been appropriate.

18 10
  • 3 Sep '19
 AquaArmor

It's a cool idea in THEORY, but in practicality not so much. One example is if it was night or heavy snow/rain, even fog which would be cool to fight in, the severely reduced visibility will mean ranged weapons (bows, ballistas, throwing weapons etc.) are essentially obsolete since you can barely see far distances. Many other issues would arise as well such as not seeing structures/traps clearly, not seeing team colors as clearly, this and many more.

18 10
  • 3 Sep '19
 AquaArmor

Oh! You made me realize I forgot an important detail, I only play on the Europe servers, looks like the issue isn't just on one server region, thanks!

18 10
  • 2 Sep '19
 AquaArmor

This happens to me almost 50% of the time I spawn into a capture point on Frontline, where a throwable weapon I've equipped will instantly throw itself against my will! I don't press any buttons as I'm spawning in and it seemingly throws itself as if I did (my throw key binding being 'R'). Most of the time when the weapon does get thrown, it always lands up sinking or getting stuck in the level geometry, making it impossible to pick back up. This is an extremely frustrating bug as I have no control over when this happens.

Attempts I've made to fix the issue, but to no avail:

  • Change the key binding
  • Put the throwable weapon onto Equip Slots 2 - 3
  • Use Spacebar to spawn onto the capture point
  • Change mercenary then change back
  • Equip a non-throwable weapon then change back to a throwable weapon

Any suggestions or devs attention this post gets is very appreciated :)