Mordhau
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Knight
  • Likes received 33
  • Date joined 1 Apr '17
  • Last seen 12 Nov '19

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Knight 27 33
  • 11 Apr '19
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Make Mordhau great again..

Knight 27 33
  • 18 Feb '19
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@Lionheart Chevalier said:

I appreciate the time you put into replying with suggestions but I don't feel like understood my first post or my second post where I play out each of your suggestions before you even suggest them. That's ok.

If I again misunderstood u or made myself unclear then please add me and show me ingame what u mean.

There is a chase mechanic already but I've yet to find it useful when chasing someone, perhaps it does need to be improved or "made proper".

Yes exactly it just needs more testing and balancing.

Maybe more resistance at the start of a sprint to make back turn-running riskier but that may feel horrible...

Yes that solution could be what I said earlier that there should be some kind of acceleration process for the player to reach maximum speed in and the early states of the that process u could as u said add resistance as in slow acceleration to punish and prevent running or turning ur back from a fight.

I just feel like sprint speed is so strong compared to weapon speed. People have literally outran my attacks by circling into my side (This is not to be confused with running into an accel and forcing it to fail... more like they run away to the opposite side of an attack and my attack fails because they were faster than my tracking/turning while horizontal swinging)...

So from what I understand ur talking about matrixing which is shortly explained avoiding ur opponents weapon by using body movement and footwork. Matrixing can be used instead of parry or after a parry if say so u panic parry it is rewarded in the way it doesn’t cost stam and u can sometimes hit ur opponent if he is flinched from the last hit. Matrixing is a gamble and highly risky in the way u can’t be 100% sure what ur opponent does and if hes say so lmb over instead of stabbing then there’s almost no doubt u will be hit. Matrixing is a lot about range aswell if u can do better footwork and outplay ur opponent then u can get lucky and matrix some of the hits. You can always practice doing matrixes, but I would not recommend doing it against players that are highly skilled as it is a gamble.

shouldn't my swing be faster than their sprint? May be a ping issue and controller has low max sensitivity but I've occasionally done this against other people too.

Yes it should and yet again that is another balancing mistake.

Knight 27 33
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  • 18 Feb '19
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@Lionheart Chevalier said:
They hear the grunt so feints and morphs don't work when their back is turned... they simply don't even know your feinting/morphing but they know when you attack by the grunt and 360 parry, not like they need to aim it well. They also hear your foot steps and know if you're chasing and when to 360 face stab with 1h. It really is better to let them run away.

Running away or turning away during a fight is mostly about timing and feeling. You can't 180 parry 24/7 and if someone with light armor and 1h would do that you could either follow up with quick feints because they just did a 180 parry and might panic parry or stamina drain them because they are using 1h and you have 2h.

When your riposte or attack goes and misses cause they're too far, gambling and comboing is not an option.

In this case/situation there should be a proper chase mechanic that would allow you to follow up to your opponent no matter their armor

Their 1h will win that gamble match every time. Sometimes I do combo just to catch them incase they try cftp mind game me but that's usually a free hit for them.

FTP if you combo and they turn back to "free hit" you.

Also, they may still be running away, why would your combo catch them when your first attack, which has lunge, failed? Just a waste of stamina. It really is better to let them run away. Least you can catch up on stam/health if they're sprinting away.

Yet again a proper chase mechanic would allow you to follow them and if they turnaround to "free hit" you FTP and follow up with either feint or drag. You would also have the option if you are low stam and health to let them get away.

Knight 27 33
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  • 18 Feb '19
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@Lionheart Chevalier said:
Cant feint a riposte and the act of not riposting and then feinting can be easily punished by 1h gamble... they also turn around really quick when they hear the grunt and parry. I feel like there's nothing I can do about someone running away except to not follow and let combat reset... chasing always gets me surprise smaked and killed even though I totally know whats coming.

First of all if someone runaway or turn they back to you during a fight then you can easily punish it with either a combo or feint . If you cant reach and he keeps running use a feint when he turns around to parry which are all depending on what they do. and the way that u can gamble or punish into these feints is something that could be "fixed or balanced" by making feints faster

Knight 27 33
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  • 18 Feb '19
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stap edit comment..
What i mean by complicated is that all these things are either passive or doesn't really matter. theres a few solutions such as adding faster regeneration which would allow you to return upon the battlefield faster that could be useful but would also allow players to retreat or stay away from a fight when low health.

@Cswic said:
Armor already works this way to an extent and the overwhelming heavy armor usage has shown that the movement speed gap isn't worthwhile enough compared to the HTK.

The speed of each armor tier hasnt been balanced properly which is a reason why it isnt worthwhile compared to the HTK.

Knight 27 33
  • 18 Feb '19
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In terms of running away or healing midcombat would be dealt With by a proper chase mechanic and running away from a riposte could actually nerf/punish the parry and riposte meta but still be easily dealt With by feinting

Knight 27 33
  • 18 Feb '19
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Why make it so complicated? Just make it about speed so that less armor makes u faster when walking and running. Both in terms of acceleration the amount of time it takes to get to max speed and in top speed. This will overall make the feeling of using 1h with light armor alot better than with heavy and will also give you an advantage against Heavy armor players using 1h weps.
Keep it simple and skillbased...

Knight 27 33
  • 16 Sep '18
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SELL ME KEY

Knight 27 33
  • 28 Mar '18
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You get disarmed if u turtle for 4-6 blocks by using footwork and going back when needed you can regain your stamina faster than you lost it this will increase the skill ceiling for shields requiring players to manage their stamina meanwhile having the advantage of not reading nor dealing with feints or drags

Knight 27 33
  • 28 Mar '18
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The proper way to balance shield is by giving a huge stamina nerf which would solve in disarming with the impact damage from your weapon playing a huge part in how easy it is to disarm.

Knight 27 33
Knight 27 33
  • 29 Oct '17
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What are u talking about why would u use a 1 hand in duels but not in teamfights lol
The 1handers are extremely fast and sometimes instant specialy when u meet 2 baboons just gambling/spamming theres not much u can do. In duels u have time to notice if hes spamming/gambling and punish afterwards meanwhile in a team fight people just spam the 1hander to get some broken attack which u cant parry in 1vx situations

Knight 27 33
  • 29 Oct '17
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@Survii said:
Quit yo bitching tbh. Shields are a good introductory tool for noobs. Pros with a sword will ALWAYS be better than a guy with a shield. L2P

That's exactly why shield is gay af lol. it requires absolutely 0 skill for a new player or just someone whos bad could go from 1 kill and 10 deaths to 10 kills and 1 death just by going shield. The shield is op in 1v1 that could be solved by not duelling the shitter. but in a team fight when u have to fight shields it requires so much time to kill a noob who just holds rmb and trying to spam/abuse leg hits.
The proper way to fix shields being op is by making shields out stam way faster/earlier in chiv it took 3 hits with a dubace which meant you had to watch your stam all the time.
The shield would then still be given the advantages of not having to read feints,morph or drags and being able to hold ur rmb while those playing without would have the advantage of being able to outstam a shield within 3-5 direct hits

Knight 27 33
  • 18 Sep '17
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PUT BACK THE FEINT RIPOSTE LOL - agreisf