Mordhau
 PhillyCheesesteak
  • Likes received 40
  • Date joined 30 Apr '17
  • Last seen 27 Nov '18

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51 40
  • 11 Oct '18
 PhillyCheesesteak

I really like concept 1 and 3 as a way to balance drags - assuming the turn cap is allowed to be a bit higher to compensate.

Concept 2 stabbing seems it would be extremely restrictive. I like the idea of a good form perk though - it would give an added bonus to sneaking up behind people, because that'd be the main time you'd get good form.

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  • 10 Oct '18
 PhillyCheesesteak

Map Bug / Stuck

Just walk to where the blue tabard guy is, and move around a bit and you can get stuck. If you then go to spectate while stuck, it will leave your body there, as mine is in the photo.

20181010142439_1.jpg

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@Mittsies said:

@JohnTravoltage said:
Having skill based cosmetic unlocks also makes it a lot more satisfying

ah yes, skill based feats such as:

  • farm 30 idiots in a single game of TDM
  • farm 2 idiots with a single swing
  • farm an idiot with the lute
  • farm 1000 idiots across any number of games

tbh the only skillful feat I can imagine in mordhau right now is beating a very good player in a ft10, or maybe like play the lute really well without using lutebot

Kill / death ratio.

If you're able to consistently go 30 kills and 1 death, you're not going to be horrendous.

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  • 28 Sep '18
 PhillyCheesesteak

I think something everyone needs to consider is the size the Frontline maps will be. Frontline is going to be the main mode, so most of the game will be balanced around it. Archery will often be at longer ranges than the current map.

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  • 27 Sep '18
 PhillyCheesesteak

Make huntsman only effect archer vs archer.

Now the issue is non-archers don't have much of a counter except just taking it. Fix that by making throwable like throwing axes and knives quick throw. As in, if you have a sword out and hit 2, it would throw your throwing axe without sheathing your sword.

Imo this would be smoother, and be a nice little quality of life improvement.

Thoughts?

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  • 18 Sep '18
 PhillyCheesesteak

@Monsteri said:
Rush

Sprinting on kill =/= speed boost on hit/kill

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  • 18 Sep '18
 PhillyCheesesteak

Semi-serious suggestion:

Reaper

On hit / kill, give you a temporary movement speed boost (like 10 to 30 percent for a few seconds).

1 to 5 points depending on how big the speed increase is.

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11:14 Jon Snow lol

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  • 15 Sep '18
 PhillyCheesesteak

@Humble Staff said:

@TheKingInTheNorth said:
Make short spear throwable and/or add javelins.

That's something i wonder why isn't in the game yet. I mean archery is, why not spesr throwing.

Pretty sure they do plan on the short spear being throwable. If you select it in gear, it is labelled as having an alt with "throwable" in parentheses.

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  • 15 Sep '18
 PhillyCheesesteak

@TheShade said:

Watch this fight between rick and stouty and you see how highlevel fights looks like and how dull and slowpaced it looks if you ignore the drags, reverses and accels.

Implying Naleus isn't high level, lol

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@Frise said:

@PhillyCheesesteak said:

@Frise said:

@PhillyCheesesteak said:
If SA means South America, then the reason feints are hard to read should be pretty obvious - your ping.

You're not the smartest tool in the shed are ya

I hear ad hominem is a solid argument and not a logical fallacy.

I hear that when you play in South America with South Americans you don't get high ping because you're playing on the same continent and that any 8 year old is able to understand this concept without having to get it explained.

You mentioned dueling against Naleus, who has good ping on the community duelyard which is in the U.S., suggesting he is in the US, and I was referencing that.

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  • 12 Sep '18
 PhillyCheesesteak

@Frise said:

@PhillyCheesesteak said:
If SA means South America, then the reason feints are hard to read should be pretty obvious - your ping.

You're not the smartest tool in the shed are ya

I hear ad hominem is a solid argument and not a logical fallacy.

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  • 11 Sep '18
 PhillyCheesesteak

@Frise said:
I have to just disagree here; Playing in NA against Naeleus was thrilling, he just played with overheads but had incredible aim, and I had to constatly keep his weapon in the middle of my screen or he would hit me on the foot, head, or the other side with a waterfall. Even when defending, I was constantly doing something. (This was in patch 16 when parries had a reasonable size). Whenever I receive a wessex or waterfall here in SA, I just get a feeling of getting outplayed, because I know that it's not an easy thing to do. Instead when you get feinted, the other dude just pressed a button and you failed to defend against a very powerful attack.

If SA means South America, then the reason feints are hard to read should be pretty obvious - your ping.

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@TheShade said:

@vanguard said:
We already had a drag heavy meta, and it played pretty shitty tbh, to the point I was having more fun with chivalry than with this game.

Drag meta is full of retarded manuevers that are shit to defend against tbh, the game feels inconsistent and exploity.

Feints are much more clear, you Know why u got hit. Drags can be one or 3 other different things that you/your opponent did that resulted in a hit, some of these things have no intuitive way to deal with.

Accels and delays are also clear. Waterfall, frisedrag, footdrags, these aren't clear.

I think it's really poor design to have things like this. Think on quake, it is a consistent game with consistent mechanics. Easy to understand what is going on.

I legit don't get why a drag meta would be so much better and skillful.

The problem with Chivalry was the exploits it had. Why would you go back to Chivalry if you are tired of drags in mordhau? Chivalry's drags are a lot worse to read lol.

Drag meta matters because it actually takes skill to use.

I'll admit that this thread is changing my views on feinting and drags. Feints still take skill to use, however. If you feint a stab, it is almost certain that a skilled player will punish it with a chamber. Let me give an example.

Lets say you stab, morph to undercut, and then feint.

A noob will block at your morph, and depending on your skill level you can either F it up and feint the morph, or just let the morph hit after their block.

A player slightly more skilled will attempt to chamber the stab. Depending on your skill, if you follow through with the morph instead of feinting, you'll get the hit on them. This is further split up depending on whether you need to accelerate it to ensure their chamber attempt doesn't hit before your undercut, or perhaps slow it down if you have a fast weapon, to ensure you don't hit into their parry.

A relatively skilled player will attempt to chamber the stab, then they might just push it and gamble they'll hit first, or feint to parry.

Truly skilled players will either not parry until the real attack hits, whatever it be. If they have a fast weapon, they'll chamber and push through it to punish your morph. Or they'll do the stab-chamber and then aim at your weapon to cause a clash. Or they'll follow through with the morph by morphing their stab, and punish your feint. The highest level players would not react until your final attack. Or they might decide to be aggressive. Or they'll do nothing, but then when they see you feint they'll punish it with an accelerated attack.

This was a bit extreme of a comment, but my point is that incorporating feints into fights does require skill. Against skilled players, feints can be a double-edged sword.

Personally, I think a solid way to improve feints would be to increase the time to feint to parry, but allow feint to attack to be a bit quicker.

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  • 11 Sep '18
 PhillyCheesesteak

@TheShade said:

@PhillyCheesesteak said:

@TheShade said:

@GIRUGIRU said:
Feints are much healthier than swing manipulation as the main offensive tool in terms of visuals; it's easy to forget what the game looks like to outsiders and constant drag/accel spam does not look good in comparison to morphs + feints. This also makes things like riposte anims a less determining factor of what makes a weapon powerful

Mordhau has proper netcode and the existence of chambers, this means that feints can be balanced through mechanics and value tweaks - just because feints are very powerful dosen't mean the game becomes a 50/50. A player that can read will consistently beat a gambler

I strongly disagre with feints being healthier. Feinting in Chivalrys public servers was tabuu and strongly hated by the community, while any sort of swing manipulation was accepted (except for reverses). It was easy to see that outsiders from the competitive scene did not like the idea of there being an overpowred move like feints that barely took any skill at all to use. The game is being balanced around high skilled players right now and you are seemed as one of the best players currently, so ofcourse feints are not 50/50 for you but they will be for a lot of newcomers.

If feints are going to become as strong as they were in Chivalry the community will once again "ban" them from being used in public servers. It will become stale and boring to play since Mordhau does not focus that much on freedom/different ways to play. Feinting in Chivalry was so overpowered for the casual player that using it would be like cheating in a way so people just stopped feinting instead and came to a mutual understanding that feints did not fit in a place with pubbers. Just press a button and you win.

I'm going to guess you aren't in the alpha right now. Feints actually have a counter in this game - that you aren't a ridiculously accelerated attack.

I am but, but chambers are going to get heavily nerfed next patch.

Oh boy. I'd probably be more optimistic about this if the patches started coming every few weeks or at least 1 a month. We'll see then.

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@TheShade said:

@GIRUGIRU said:
Feints are much healthier than swing manipulation as the main offensive tool in terms of visuals; it's easy to forget what the game looks like to outsiders and constant drag/accel spam does not look good in comparison to morphs + feints. This also makes things like riposte anims a less determining factor of what makes a weapon powerful

Mordhau has proper netcode and the existence of chambers, this means that feints can be balanced through mechanics and value tweaks - just because feints are very powerful dosen't mean the game becomes a 50/50. A player that can read will consistently beat a gambler

I strongly disagre with feints being healthier. Feinting in Chivalrys public servers was tabuu and strongly hated by the community, while any sort of swing manipulation was accepted (except for reverses). It was easy to see that outsiders from the competitive scene did not like the idea of there being an overpowred move like feints that barely took any skill at all to use. The game is being balanced around high skilled players right now and you are seemed as one of the best players currently, so ofcourse feints are not 50/50 for you but they will be for a lot of newcomers.

If feints are going to become as strong as they were in Chivalry the community will once again "ban" them from being used in public servers. It will become stale and boring to play since Mordhau does not focus that much on freedom/different ways to play. Feinting in Chivalry was so overpowered for the casual player that using it would be like cheating in a way so people just stopped feinting instead and came to a mutual understanding that feints did not fit in a place with pubbers. Just press a button and you win.

I'm going to guess you aren't in the alpha right now. Feints actually have a counter in this game - that you isn't a ridiculously accelerated attack.

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  • 11 Sep '18
 PhillyCheesesteak

Gameplay & Quality of Life (Archery)

Keep track of the different types of arrows (shortbow, crossbow, long bow, or maybe bodkin / broadhead), so if you smith a better bow, or more types of arrows (like an oily arrow that can be lit) are implemented a system is already in place to expand upon.

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@Frise said:

@PhillyCheesesteak said:
Morphing to match an opponent's morph is probably the least controversially skillful mechanic right now. Plenty of arguments about chambers but morphing to match their morph is awesome.

Chamber morphing is braindead easy and allows you to chamber attacks without having to read the morph. It's the opposite of skillful, it's a crutch.

Most morphs are away from a stab. To chamber morph such a morph, it means you need to correctly chamber the side of the stab, which is even harder now that all the stabs are so quick. It doesn't mean you don't need to read the morph. It means you were already planning on chambering their stab (likely so you can change the tempo of the fight a bit with a quicker than normal counterattack), and they morphed.

Admittedly, though, chambering in this patch is pretty easy. But it is a bit costly in regards to stamina, which if argue balances it out. If it is braindead easy but costs 20 stamina, I would say it is balanced.

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@Jax said:
Feints are still kinda risky right now due to the easier chamber, but we need to adjust some mechanics, ie chamber morph matching being too easy/existing etc.

Morphing to match an opponent's morph is probably the least controversially skillful mechanic right now. Plenty of arguments about chambers but morphing to match their morph is awesome.

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@Frise said:

@PhillyCheesesteak said:
Feints are honestly just weak right now. They're good against weak players, but any decent player can chamber them or just not react to them.
This just shows that you have never seen a good player in action and that you're speaking out of your ass. Go watch Giru's streams or spectate NA or EU pugs.

Haha yeah, I must be clueless to disagree with you. No, I just have a different view of what makes the game fun. If you pick a weapon that isn't slow, clambering is a definite option. Costs a lot of stamina, but feints aren't magical free hits.

A high level player with a zweihander or GS could literally not be blocked if they were dragging to the extreme.

This is just worse. Objectively untrue.

No, it really isn't. At least not back in 2016 when I stopped playing. By moving overheads left or right correctly a saw I guaranteed a hit. The issue with so many players of this game is that you've spent so much time in chiv that it is you're only basis.

Chivalry's swing manipulation looked like shit because it allowed you to freeze weapons in the air, because they had slow animations and very long release times. Delays in Mordhau don't look anywhere near as dumb as in Chivalry.

It's about more than just looking dumb. Dragging being the primary method for getting hits is not balanceable.

I was never speaking about delays anyway. I'm speaking about sidestabs and sidedrags, which are just not worth it right now when you can use feints, morphs and delays only for low risk high reward offense, and promote facehugging and twitchy movements to make it seem like you're doing an acceling and hide your morph/feint/delay. This is what looks like absolute dogshit. All the time you see top players run towards someone, look down, and overhead feint/footdrag. Because it's the most effective tactic.

Which can be countered by clambering with a non-slow weapon.

Being a smart player, I even chamber the same side as him

A smart player that has no idea what high tier gameplay looks like.

Once again, haha I'm dumb because you don't like my thoughts.

On a side note, could you give me an example of someone you consider a high tier player? Evidently I need to learn a ton.