The first 2 pics don't contain a single lute
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:
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.
Some references for skin ideas:
And now the ice breaker:
It's called a 'Theorbo' (Requires Lvl 100 and 100000 Gold)
God, imagine switching to attack mode on that thing!
Ah indeed! Map Events and the purpose you've described is another great name for it.
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!
100% Agree, absolutely no reason Frontline and Invasion can't become two separate game modes that can be enjoyed equally.
To support a game I love <3
ROMANES EUNT DOMUS!
(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.
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.
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!
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:
Any suggestions or devs attention this post gets is very appreciated :)
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