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It happened to me a few days ago after I used to VPN for a bit while logged in on steam and also played Mordhau. I don't know if the problem has anything to do with that. However, after I restarted my computer the problem was solved.
Might be irrelevant for the topic but having some kind of spacial 1 v X mechanic that is based on chamber would be nice. Since chamber is the hardest mechanic to pull off if you think about the basic offensive moves like feinting, morphing. It's not THAT hard but still riposte got buffed with hyper armor and stuff. Riposte is easier pull off. Not to mention chambering can counter missing by X which is quite cheesy. Chamber can lead to more powerful offensive mix up as well. More skill based moves should be more rewarding imo.
I do not agree with you on this. You yourself said that experienced shield players will not fall for kicks which is pretty obvious. The only thing this will do is make it harder for noobs to get into yet not solving any problem in high level. In addition, you are just gonna get rekt in team fights with random kicks from different sides. I don't think kickstun in this game is a good idea. Shield or no shield.
I agree with a lot of the points you described @Rhike.
I think they could do something about the Inventory too... like in some other BR games you can not just have multiple powerful guns. In mordhau, you can carry multiple Eveningstar/Zwei/Halberd. Sometimes even if you run out of stamina you can just pull out your 2nd Eveningstar.
I believe it should be something like:
I also think bandages, ranged, shield should spawn more. High tier weapons should spawn a lot less. I believe BR should be the mode where people have to use both ranged and melee equally and efficiently to win. Spawning more Pavise, kite shield can also help against archers.
I get what you are saying in terms of realistic and all that but Mordhau does not aim to be that game. Feints, drags, morphs, chambers give mordhau the insane high skill ceiling that it has right now. At current stage, shield doesn't. Team fight do require a lot of other skills outside of basic dueling skills like positioning, target switch, fake target switch etc. What you are saying sounds cool on theory but it conflicts with the very fundamentals of Mordhau. However, I hate when people cry, "remove shield/shield is OP" instead of actually making any effort of balance it.
Actually the problem with shield is that Mordhau is based on timed parry. So Shield ignores pretty much every mechanic in the game. It ignores drags, feints, morphs etc. That's why people complain. I never mained shield. However, few hundred hours before I was almost done with chiv, I would often use shield in duelyards as sort of a meme with the disgusting shield exploits and all that. You could REALLY cheese with shield in Chiv. Current problem with shield in Mordhau is that:
We would see a lot more shield players in the game if shield is made better at the same time doesn't ignore the main mechanics in the game. Give high skill ceiling and make it harder to play. that's the fundamental solution. I really want to see more shield players in competitive Mordhau. But no one will want to play it in current state. Just buffing/nerfing shield is not the solution. They need to have more counters as well.
At last someone said it. I thought I was the only one who found the new pumpkin head explosion gore annoying. I did not want to see it after Chivalry.
Solid idea. The first thing that comes to my mind is directional sway pattern. Just like we have 6 directional strikes(the current crosshair for melee) we could have that for archery. For each direction there is a sway pattern so 6 different sway patterns. So let's say you're holding your bow and your crosshair is on right direction. If you master the sway pattern for that direction you would know what to do. As soon as you start drawing your bow, crosshair disappears. After you shoot, the crosshair randomly lean to a another side among the other 5. Or it could also have a sequence for more consistency but being random is not a problem. Because you'd see the crosshair and know which sway pattern is gonna be next before you even start drawing the bow so it won't have bullshit RNG effect when a good archer is trying to land shots.
As Izil suggested draw time could also be really good. Arrow speed and distance based on how much bow is drawn.
I completely agree with that. The biggest problem with archers is that there is not enough counterplay. Another problem is how ez it is to pick up compare to the complex melee mechanic. Giving ways to deal with archers is good.. I personally also think archery should be harder to play. Not by adjusting sway but also other ways. If an Archer master the mechanics for 1k hours like melee players and owns his melee opponents with superior skill that is fair. Sadly that's not the case. Even new players can pick up a bow and kill top tier players. Melee players can't do much about it since they also have other melee players to deal with while archer is shooting.
I have to be honest, climbing was the last thing I was expecting from Mordhau. Reminds me of Dying Light. And building structures.. This exceeded my expectation. In terms of content you guys are on the right track and things like these give me hope about the game. I just hope you guys will be able to deliver a good highly skill based combat system on release as well. We need a thriving competitive scene. This game has the capability to be both CS:GO and battlefield if done right.
From my chiv experience I don't think feint was ever 100% readable and I don't think it's supposed to be. Since feint and morph follow similar principle I'd say this applies here as well. I saw the best way to deal with feint was to utilize different tactics and 'increasing your chance' to read the feint/drag.
Reading feint is a combination of 3 things:
Animation reading: just plain reading. Learning to parry at the last possible second.
Footwork and positioning: being unpredictable with footwork to mess with opponents aim and give you more time to react.
Prediction: Some people call it gambling but in reality every good player learn to predict to some degree. If you learn feinting patterns and grow a sense of when people use it, you expect it. When you expect a feint your
brain focus a lot more on the incoming attack and you can react better because of that focus. It is not humanely possible to focus 100% on each attack your opponent is landing. Prediction helps you focus on the right time. Also with experience you automatically use certain footwork tactics when expecting a feint. It's a second nature.
That being said, if people can react to every single attack and read consistently it would be impossible to hit them. So it will be never be possible to read 100% of the attacks. But each attack should be readable. Let's say that your opponent just feinted you. You reacted at the final moment, you utilized the best possible footwork and you expected it. Then the attack should be 100% readable. However, it's not humanely possible to get these 3 things perfectly right each attack. That's why you can never read 100% of attacks. Most of the time even decent players get 1-2 things right.
Of course chivalry is a poor example considering how much retarded animation and lag we had to deal with and I don't think the attack animations are perfect in Mordhau but I am telling you the general idea behind attacks not being readable all the time. Not saying Mordhau animation don't need work.
Designs without skulls would be nice tbh. With only armored knights/whatever without revealing their face. Still I might get one of these T shirts.
Indeed. Theatricality and deception are powerful agents.
Well.. it's the way it is isn't it? Whoever put more time/effort into something will get better at it. Either put hours, get better and try to match their skill level or don't and keep playing with newbies or just leave the game if you don't enjoy it at all. Just stop crying in forum. It's pathetic.