Mordhau
 wierHL
Knight
  • Likes received 860
  • Date joined 6 Apr '17
  • Last seen 3h

Private Message

Knight 446 860
  • 14h
 wierHL

Thanks Analgrinder, you're always there in our time of need.

Knight 446 860
  • 24 Aug
 wierHL

rip /mhaug/

It is the end.PNG

Knight 446 860
  • 24 Aug
 wierHL

How about the following:

  • Get rid of kickstun.
  • Replace the current held block by a guard that's toggled by a key (or held key if people want that). The melee block size of this guard mode is accurate to the shield model. The current poses/animations for held block can just be repurposed for this.
  • Toggle between guard and normal mode is quick and snappy.
  • Maybe make the block size for projectiles slightly more lenient. Blocking projectiles with shields should be easier than with melee weapon parry.
  • This guard mode does NOT function as a parry. Hitting the shield does not put you in a lockout like you just got parried.
  • Swings just make a "clang" noise and continue without dealing damage, unless you're using like a maul which has hitstop by default. Now if you're in a 1vX, a single shielder holding block can't just shut down nearly all your offensive possibilities. This may end up looking a bit silly but swords already go through plate armour so "eh"?
  • Stabs should stop when they hit the shield. Swings going through shields is a sacrifice for the sake of gameplay, stabs going through shields would just look terrible for no reason.
  • Tanking attacks with this guard mode would cost stamina. The actual numbers I'll leave up to people with more gametime/skill than me.
  • Turncap in this guardmode shouldn't be restricted. If the block area is on-model blocking everything should be hard enough. No need to make it clunky.
  • Parry button still functions in guard mode, the "parry" animation is a sort of short "swipe-in-front-of-you" move. This uses the normal parrybox and is the ONLY way to riposte in guard mode.
  • Attacking lowers your guard during the entire attack animation.
  • Missing your timing for the parry puts you in the same lockout as normal parry, after which your guard returns.
  • Sprint speed is reduced in guard mode.
  • Maybe make some weapons temporarily lower the guard, like just enough where a teammate could follow up with an attack. I was thinking of maul or billhook doing this with their swing. (I was also thinking it would be funny if billhook could pull shield out of your hand but I fear we'd reach critical mass of meme builds.)
  • The swiping parry animation could double as a short range shield bash. Very short range, shoves people out your face like kick, maybe with a wider affected area. Wouldn't really make sense to make it uncounterable though, kick countering it would look stupid as well. Maybe make it parryable? Parryable parry? nvm that's stupid too

The idea of these changes is that holding a shield in front of you protects you from spam, but doesn't allow you to ignore all timing aspects of the game without sacrifice. Either you try to time a parry right or you get no initiative and need good locational skills.
All shields would work this way except buckler, which should just be a stamina tool.

Less related to shield: parrybox may need some work.

  • Split the parrybox into a high and a low box, each with their own animations. The high box protects your head, the low one your legs. Both protect your torso.
  • 1-handed weapons get a much smaller horizontal parrysize. Perhaps a size each for small1h, big1h/small2h and large2h/polearm.
  • Alternatively one could just loosely base the parrysize on the model or swing tracer length. e.g. Bardiche would be forgiving horizontally, rapier would be less forgiving, dagger would be hardmode.
    The idea is to incentivise small 1-handers to be used either as backup/pointdump or together with a shield.
Knight 446 860
  • 24 Aug
 wierHL

There's a thread for this you nonce.
Here I'll spoonfeed you: https://mordhau.com/forum/topic/10238/post-your-kniggas/

Knight 446 860
  • 22 Aug
 wierHL

sour beers > anything else you anglo barbarians
I wanna try American wild ale

Knight 446 860
  • 1
  • 21 Aug
 wierHL

I really wanted gold/black vs red/white because I like those combos
even made a pic comparison to show it does work in low lighting
red.jpg
current scheme
color flags.jpg
devs (Jax) said in forum thread gold/black wouldn't work because can't be easily distinguished from blue/white, using the former 2 pics as case in point
show to devs.jpg
what I was actually proposing

there's still red in there so blood may still be confusing, but then again when someone is covered in blood I find it difficult to tell what color their outfit is anyway (independent of actual color, I play without team colors because I was sick of chiv colors)

Knight 446 860
  • 20 Aug
 wierHL

@SherbershLemel said:

@VampireDuck said:
Very nice map. My only concern is the amount of areas you can climb to which will inevitably lead to archers and builders raining cancer from above in difficult to reach places, plus people constantly parkouring away making it infeasible for skirmish. For TDM and especially FFA/duels it could work well.

that is a valid concern, i intend to place a mortar in such a position so that anyone getting cozy on the rooftops can be easily blasted away

put it on another rooftop

Knight 446 860
  • 20 Aug
 wierHL

@ComboDombo said:

@esturias said:

@ComboDombo said:
Best of luck to the dev team and the growing community.

Heh. Good joke.

Why is this a good joke? This game has potential if it's capitalized on!!

bold text

Knight 446 860
  • 20 Aug
 wierHL

Mordy's patchie in my snatchie <3

Knight 446 860
  • 20 Aug
 wierHL

@SWSeriousMike said:
As always we can only speculate as they ain't tellin' us nuffin'. But my guess is that it's not Triternion staff that is closing those threads.

That would require them to be active on Steam forums in the first place.

Knight 446 860
  • 18 Aug
 wierHL

pretty cool

Knight 446 860
  • 18 Aug
 wierHL

There's a forum section for bugs & glitches.

Knight 446 860
  • 18 Aug
 wierHL

I remember trying out Guns of Icarus and taking ages to even find a game. Lack of playerbase was an issue, no idea how it's doing now.

Knight 446 860
  • 17 Aug
 wierHL

@wierHL said:
I wonder if just making the parrybox smaller would help make the combat more interesting.

Now that I think of it, I have absolutely no idea how big the parrybox is.
It should probably come in 2 sizes: big for 2h/polearms and small for 1h/sidearms. I mainly mean horizontal size here. Hell, that would probably make Qstaff cooler because now you have a cheap weapon with easier parries than the other sidearms.

Maybe the parrybox can be split in a high and a low parrybox based on how you aim your parry. So you can either protect yourself from heashots or footshots, both boxes overlap a little so both protect you from torso hits.
Exploiting box size for torso shots would rely on exploiting limited horizontal box size, so 1h would have a harder time defending here.

Knight 446 860
  • 17 Aug
 wierHL

How do you move when the match ends actually?

Knight 446 860
  • 17 Aug
 wierHL

It's too late. The tomatoes have perished.

Knight 446 860
  • 17 Aug
 wierHL

I wonder if just making the parrybox smaller would help make the combat more interesting.

Knight 446 860
  • 17 Aug
 wierHL

@esturias said:
btw: Those babies would have starved and died of thirst long ago, after desperately trying to eat the stuff oozing out of their bloated diapers...

Everyone inevitably encounters some point where they should stop typing and you just took a long jump over that point.

Knight 446 860
  • 16 Aug
 wierHL

@doghis said:
Have you ever played on EU servers? I'm currently in Brussels with a great connection, and I can barely connect to Amsterdam servers, and Amsterdam is, what, 100 miles away?

I live in Belgium and I can connect to Amsterdam or Frankfurt servers just fine.

Knight 446 860
  • 14 Aug
 wierHL

My latency was around 100 during launch but now it's mostly below 60 depending on where the server is.
The EU servers seem to be working fine to me.