Mordhau
 BobSapp
Sellsword
  • Likes received 1366
  • Date joined 25 Oct '15
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Sellsword 615 1366
  • 20 Sep '18
 BobSapp

@Stauxie said:
With the influx of new players, I think it's time to show them who one of the many pub stompers will look like.
Credit of screenshots to: Little_S

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Sellsword 615 1366
  • 2
  • 28 Aug '18
 BobSapp

something else for the smith perk: smith hammers deal some amount of extra damage that isn't totally ridiculous. I think extra damage is something they'd clearly like to avoid, but I think this is harmless as you'd probably have better weapons to take for the same cost.

something else for the wrecker perk: kicking doors open will deal a small amount of damage to anyone hit. You can kick players off of ladders (you have to kick the player directly, not the ladder, that'd be crazy). I suppose this is a lot of stuff for one perk to do, but I don't think these are useful enough to be their own perks either.

Sellsword 615 1366
  • 2
  • 27 Aug '18
 BobSapp

new scavenger: you can go 33%, rounded up, beyond your max projectile ammo but only through pickups. Projectiles are forced to drop

meaning you can go to 3/2 throwing axes, 6/4 throwing knives, etc. Maybe it could be capped at two extra for throwables so 12 throwing knives and 6 axes doesn't happen. It could also just be more expensive or something if this is possible too though I guess

Sellsword 615 1366
  • 11 Jul '18
 BobSapp

I'll post this again because it's the only other scaling issue I've ever seen. I don't know if it's relevant but you can do it with any demo. I've never seen this ingame (only in a demo) but I've also never seen the giant weapon scale issue, either.

Sellsword 615 1366
  • 2
  • 10 Jul '18
 BobSapp

At this point I feel like the mechanic is both beneficial to the game in a few areas and detrimental to the game everywhere else. It causes issues that are explained in the first post and I'm basically doing chambers for benefits that are almost completely unrelated to the original goal (it has nothing to do with feints, I'm already going to try to land hard reads on whatever I can).

This is when I felt like the mechanic kinda fell apart. It goes from feeling fun to use to feeling absolutely terrible when you clearly want to avoid taking insane risks on it over and over again. I think it still feels terrible though because you still have to do it at times for the associated benefits. This means most players are, in essence, forced to use something designed to be inherently unreliable. This is when I think it went completely sour.

so while I think there's other issues we could see next build (we just gotta wait and see it), chambering needs the rework it's getting.

E: just to be clear though, I think the whole thing is a bit of a setback. I feel like if you make chambering very minimal, the game is a bit lacking. It's not necessarily because of chambering though, just that there's less combat mechanics in general even if it still has what are arguably the best ones. Again I think this is where it's beneficial to the game in some areas, just detrimental in many others

Sellsword 615 1366
  • 11 Jun '18
 BobSapp

I don't like the stun, personally, but it's less about the stun and more about how there's no dynamic for landing a kick other than going "please walk into this". Even in the most kick likely situation you're still taking a massive risk. There's nothing to play around here anymore and that's what I miss about the old one, it had more of an actual dynamic (pardon the three dollar word again) as to when you would see it and when you could use it.

That was the gameplay. I feel like the current one doesn't actually have any gameplay, if that makes sense

Sellsword 615 1366
  • 5 Jun '18
 BobSapp

@Stouty said:
This is PC gaming lmao money will always cause a disparity in skill. Might as well restrict players to 60fps to nerf 144hz monitors and stick it to the periphkids. Luckily for you the upgrade to the Steel Series Rival 500 is much more affordable and will provide you with all your bind needs. Become a bully hunter today

This is PC gaming lmao money will always cause a disparity in skill. Might as well restrict players to 60fps to nerf 144hz monitors and stick it to the periphkids. Luckily for you the upgrade to a set of DK Bongos is much more affordable and will provide you with all your bind needs. Become a bully hunter today

dkongog.jpg

Sellsword 615 1366
  • 4 Jun '18
 BobSapp

that's actually not a swing at all. I think it's this weirdness that happens with combo blending sometimes. It's clearly not the actual swing being highlighted here

I see it very rarely, far from common enough to be an issue but something I figured they'd get around to eventually

Sellsword 615 1366
Sellsword 615 1366
  • 24 May '18
 BobSapp

I think better sound design will help with feedback. Currently a lot of the bladed weapons sound like they're slicing through foam and some of the smaller blunt weapon hits sound like they're made of plastic. Stabs could use more audio feedback and I think almost all of the lighter bladed weapons could use better sound.

one really minor addition I liked recently was the killing blow sound. It's not much but I think it gives everything a massive amount of feedback on the last hit. It makes hits even with weapons like the dagger or the shortsword fun because you get that loud PSSWWHIINGGGG and it's feels like you just stabbed someone with a freight train

I know they're working on this but I just want to say good sound design is something to appreciate

Sellsword 615 1366
  • 2
  • 23 Apr '18
 BobSapp

recovery skipping that doesn't look terrible would be nice. I thought it played really well, it just looked awful. It still plays well on blunt weapons

I'd like to see attempts at speed boosts on chamber morphs come back as long as they're not practically immediate hits again. I know they're looking for benefits for chambers right now and this was one of the original offensive benefits of a chamber

more damage reduction on riposte trades. I understand the really critical feedback riposte trades have had so far but I think it needs far more testing before we come to any conclusions

I would actually consider leaving it at that for a potential build. Take it really easy with the reintroduction of offensive mechanics

Sellsword 615 1366
  • 14 Apr '18
 BobSapp

@Gauntlet said:
When you go to character customization in a level, you get this nice backdrop for your character of that level. I'd like to be able to set in menu which backdrop I have, whether it be the default blank that we have now, or the nice white hot intensity of tourney. Also being able to select which character is going to greet me at the menu would be nice. I like that the head follows the mouse, would also like to be able to grab and spin the character, and when voices are added to click on the character to make them speak.

This is done by placing your character in the map as a preview, and you can actually find the location where this is done on each map. I don't know how they would be able to do this as it would require loading tons of maps all the time in customization, although I don't actually know any of this

as an aside, the main menu is actually a map called mainmenu. Forcing it to load will just cause you to go to the main menu, however opening up a demo taken in the main menu will allow you to fly around in purgatory. I used this to get this wonderful screenshot a few builds back.

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Sellsword 615 1366
  • 8 Apr '18
 BobSapp

I don't think many weapons are totally "cheesy" but they instead have issues with certain mechanics that need work. I see a lot of people claim the battleaxe is cheesy but I just think it's hard to read on account of accel and feint dynamics; these are allegedly getting changes soon, but it has nothing to do with the weapon.

Same goes for a weapon like the estoc. Or the maul, almost an objectively bad weapon but it can benefit even more from those features. It's not really the weapons that are "cheese", it's the dynamics behind the mechanics.

I think some regular old unbalanced weapons do exist, but they're not cheese. I think the greatsword and bardiche are good examples. Absolutely no cheese, just weapons with a broad abundance of power all over the place. These weapons are fun to play with and against in a way "cheese" historically isn't, but could probably use rebalancing in the future (if you ask me)

Sellsword 615 1366
Sellsword 615 1366
  • 29 Mar '18
 BobSapp

I remember like, 700 years ago a dev posted this idea for bonus objectives that give out progression bonuses and ingame currency, but aren't related to the main objectives. Like you can loot a bank for three minutes instead of attacking the gate

I know some people thought it'd be annoying and that people should always play objectives, but I think it would be fun and that's really the goal of the main gamemode. I also like the idea that you can't get your stupid mercenaries to do exactly what you want.

I'd like to see progression incentives in the main gamemode. I think it'd be fun to go around looting shit basically, stuffing piles of jewelry into your dirty pockets after you break into the castle, trying to escape with awful golden pickup weapons, ransacking the king's quarters, etc. Stuff like this can add a lot of entertainment to the game

Sellsword 615 1366
  • 29 Mar '18
 BobSapp

yeah there's a thing where feinting and parrying can't come through on the same frame unless you have autoFTP on. This is bad for people that liked doing the old feint with bind, parry with another bind (or RMB parries on both) but you hit both at the same time for an autoFTP like behavior. If you're using regular RMB parries, you won't see any problems

Sellsword 615 1366
Sellsword 615 1366
  • 7 Feb '18
 BobSapp

from what I'm told you end up taking both morph and feint stam loss to do something that's easier to read than an ordinary feint, or even an early feint. It's novel but not really useful, I think it would be best for getting people to miss parries but missing parries through aim is uncommon

also like I said earlier, I get hit there because I parried at something within the morph window like a doofus. It'd be way off to the side but any later and I'd still probably catch the stab with a parry (again, parry accuracy isn't hard)

it is interesting though

Sellsword 615 1366