Mordhau
 wierHL
Knight
  • Likes received 887
  • Date joined 6 Apr '17
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Knight 459 887
  • 23h
 wierHL

@LetsFightíngLöve said:

@DefendinMyBase said:
Well, I agree Invasion isn't the most fantastical thing.
But why would you expect any of that? There was no information from the team that it would have any such mechanics.

Actually that's wrong. Eastern Invasion was one of the stretch goals, and it specified castle seiges with trebuchets (not ballista) which have a 300m range.

Devs were talking about seige mode, and castle seiges, after players requested seige mode for ages.

Then invasion mode was released instead without those features.

that stretch goal wasn't even reached

Knight 459 887
  • 16 Sep
 wierHL

catapult wouldn't be nearly as much of an issue if neither side got these stupid af "die in 5 seconds" zones

Grad is probably my favorite of the bunch, forcing your way to the commanders or being their personal guard while the keep becomes more and more chaotic is the best

Knight 459 887
  • 15 Sep
 wierHL

In all serriousness: high fantasy stuff like in your pics is to be avoided.

Knight 459 887
  • 11 Sep
 wierHL

If the playerbase in SA is too small to support the normal duel matchmaking, can't the requirements (like how close the ranks are) just be loosened on SA region duel servers?

Knight 459 887
 wierHL

I got some ideas about this, I'm gonna use Camp as an example

  • remove current ticket bleed related to the inner 3 points
  • when red captures stables, the points lock, red gets a flat ticket bonus and RED gets significant ticket bleed instead of blue
  • most efficient way for red to win is now via final objective, going for kills might end up with them running out of tickets first
  • make blue's camp more defensive: make red build the ramp on the front, let blue build/repair bars on the inside of the camp doors (which could be interacted with to lock/unlock the doors) forcing red to break/burn the doors down (seriously why can red just walk in unless someone's standing against the door)

The opposite would apply as well of course.

The general idea is: either the teams are matched to the point where the battle is decided via big TDM, or one team starts stomping and gaining ground until the other team is holed up fighting defensively in a more TO-style fight.

Knight 459 887
  • 7 Sep
 wierHL

I propose to make momentum-based dmg not apply to legs. Then you'd need a long weapon to get the bonus.

Knight 459 887
  • 2 Sep
 wierHL

Tbh small frequent patches (within reason of course) are gonna be appreciated.
I wish shields would get redesigned rather than tweaked though.

Knight 459 887
 wierHL

I don't even live in SA but this is BS.
Even if their population isn't the biggest they can figure out getting a match.
Their Mordhau community seems pretty tightly knit, they could just organize duel days so they know when to look for duels.

edit: meant biggest not greatest

Knight 459 887
  • 2 Sep
 wierHL

yeah just put it in the scoreboard and maybe killscreen

Knight 459 887
  • 2 Sep
 wierHL

Didn't check forums for like a day and Furst, Maci and Mike are suspended among others. Did a big bolidics bread derail or something?
While I can imagine Furst and Maci posted something unsavory about a certain historical event and a certain ethnic group respectively, I'm kinda surprised about Mike. Wasn't he like one of the driest posters on these forums?
Makes me think someone on a power trip is responsible for all 3 suspensions and then some.
Anyone here know what happened?

Knight 459 887
  • 2 Sep
 wierHL

1 I got nothing
2 looks like multiple feints in very quick succession to throw you off, shitty but attacking (maybe with accel) after his 1st feint should work
3 bunch of drags, misses and mistimed parries idk

Knight 459 887
  • 2 Sep
 wierHL

@TombstoneJack said:
oh no629760_screenshots_20190831123648_1.jpg

and then dumbass shoots the floor with the mortar

Knight 459 887
  • 26 Aug
 wierHL

There's an armor suggestion thread in the Feedback & suggestions section.
Also frogmouth tends to instigate some "debates" on these forums.

Knight 459 887
  • 25 Aug
 wierHL

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

Knight 459 887
  • 24 Aug
 wierHL

rip /mhaug/

It is the end.PNG

Knight 459 887
  • 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 459 887
  • 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 459 887
  • 22 Aug
 wierHL

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

Knight 459 887
  • 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 459 887
  • 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