Mordhau
 Shovonem
Conscript
  • Likes received 445
  • Date joined 30 Apr '17
  • Last seen 16 Jul

Private Message

Conscript 173 445
  • 5
  • 16 Jul
 Shovonem

Honestly I pretty much just stopped playing Frontline after trying a few days mostly due to horses along a few other bullshit mechanic. One of the worst mechanic of horse is the flinch + 1 shot combo. Sometimes the horse bump flinches the player and then the momentum based weapon attack 1 shot the you during flinch animation and there is nothing can you since you can't parry the attack due to horse bump flinch. It happens more often when you try to attack the horse since horse hitbox is fucking ridiculous.

The main fix would be:

  1. Make the horse bump flinch different so it is possible to parry during the flinch. (But not possible to attack the horse)

  2. Remove the small damage dealt by couched weapon when parried. It disarms and ragdolls. What more does it need.

  3. Add considerable slowdown when horse bump into people. If horse bump into like 5-6 people in a very short amount of time horse momentum will stop completely. It will force cavalry to flank more instead of just running into a group of people like it's nothing. A counter to cavalry would also be to stack team mates nearby and force flinch to slow the horse down and kill.

  4. Fix horse hitbox.

  5. Fix sound so it's easier to track how far away/ where cavalry is coming from. Right now it feels very arbitrary.

  6. Perhaps add momentum based damage on the cavalry as well so it's high risk high reward. Unless it makes them too weak.

  7. Make bear trap deal more damage against horse.

Right now horse is a low risk high reward and yet one of the easiest mechanic in the game with barely any depth. Making it impossible to ride horse in too many places would make them very unfun (fixing certain ridiculous places is fine). Let them ride but add proper counter that is in control of the player instead of map design. That is better.

Conscript 173 445
 Shovonem

What you are saying is understandable. Perhaps activate hunstman only for projectiles (throwables and weapons) and not for bows/crossbows so you can still 1 shot archers with throwing axe, javeline etc but increase skill ceiling for archer vs archer.

Conscript 173 445
  • 6 Jun
 Shovonem

It all works until you get 1 shotted.

images (1).jpeg

Conscript 173 445
 Shovonem

Since you claim to be a a real world person with a busy life I wonder why is it a hard concept for you that a skill based game will always reward players who practice and get good at it just like any other skills in life. If you stay bad you might do fine against new player or players who decide to stay bad like you. If you fight dedicated players you will get dunked on.
Hits and block detection are fine intentional to be the way it is and it add skill ceiling to the game. Mordhau still gives modes/options for casual players. It also gives you the option to meme and fuck around. If you want easier time, stick to those things.

"Kill or be killed. Welcome to the middle age bitches." - King Arthur

Conscript 173 445
  • 1
  • 23 May
 Shovonem

@Lionheart Chevalier said:
I think (where dodge is concerned) the soft class thing can be done by increasing point cost and making it fairly impossible to start out with dodge and zwei/spear etc. Then a buff to dodge would be necessary to justify point cost increase.

Perhaps. But to give an example of what I mean, let's say dodge is buffed and point increased to 6. You can 10 point to work with. You want a good weapon. So battle axe (6) + medium head armor(2) + medium torso (2) + no leg (0).

Why would anyone go 2/2/0 Battle Axe in a 5 v 5 Competitive game? Especially when you can go 2/3/0 Halberd which is FAR superior for Competitive team fights. Or When you can put on 3/3/3 (Full Heavy) with battle axe + bandage. Big weapons/big armor will always be meta for team fights. The only way people would choose dodge with weak armor/weapon is if it's buffed to Chivalry man at arms level of dodging. A cancer that most people never want to see in Mordhau.

Conscript 173 445
  • 2
  • 23 May
 Shovonem

I personally find a issue with buffing dodge is that currently you can use dodge with Spear and spear is the longest weapon in the game. Buffing their ability to get away further etc will make it absolute cancer to fight with short weapons like Bastard Sword, War axe, maul etc.

I honestly think having some kind of soft class system would've been nice in Mordhau. Like for example, If dodge point cost is reduced but make it so you can only use certain tiers of weapons, then dodge could actually be decent because you can have decent armor and weapons with it. But not a weapon that's too long. Perhaps even buff dodge a bit with better stamina negation and add front dodging like Gayfish suggested. Dodge having more points will just make it so
either your armor/weapon will be really bad. Means it will be neglected in Competitive like it does now.

Conscript 173 445
  • 2
  • 23 May
 Shovonem

It's the complete opposite of what you are saying. Because if there's no Competitive Matchmaking, Comp players will just keep playing in private locked servers as a lot already do now. So most casual players will never be able to face competitive players thus dividing the community. With competitive mode, the new players will have a clear path to go through that journey. Comp rewards, rankings, leaderboards etc also give reason for players to stick with the game for a long time, get better etc. Pubstomping is boring af too.

Conscript 173 445
  • 18 May
 Shovonem

@Sir_Velkan said:
I've still don't tried polearms for duels, althoug In frontline I've had quite a bunch of 1V1. And Yes definetly they're gank beasts, but my major complaints are for 1v1 figthing
I don't know what to think about that tbh, they should still be pretty strong.

Polearms are insanely strong. Halberd is arguably the best weapon in the game right now for team fights. It's very strong in duels too. They may not have the speed to match against a one handed weapon in close range but they are still extremely powerful in close range due to nearly unreadable drags and accels they can do. I don't wanna be the guy to just say 'get good' or whatever but you have to learn to deal with fast weapons and fighting in close quarters. Trust me, weapons like short sword are no match against polearms. The point cost of polearms should NOT be reduced. I switch between different weapons when I play. Polearms do not need any buff.

Conscript 173 445
  • 13 May
 Shovonem

Tbh I think the halberd alt grip shouldn't give more range. Same for Bardiche maybe? The default range is already really good. Alt grip turns Halberd into spear on steroids.

Conscript 173 445
  • 10 May
 Shovonem

Firstly, it is possible to get around shield. I often morph into side stab against noobs. However, if the shield user is a bit better there's barely any counter except for breaking stamina which is EXTREMELY boring. Even using shield is boring af. Kick stun was never a reliable solution. And if shield backpadel is nerfed even more for more consistent kickstun, good luck playing with shield in 1 v X lol. Shield is NOT in a good state right now and most people who understand this game know that. It's not as simple as they need a buff or nerf. Shield need a completely new approach for balance.

I do not want to banter too much about this because the devs have a lot on their plate right now. I am hoping shield will eventually get more attention.

Conscript 173 445
  • 28 Apr
 Shovonem

Dude imagine Mountain Peak at night with northern light. That would be amazing.

25220952ed898984b7010c4c9564edd5-700.jpg

default.jpg

Conscript 173 445
  • 27 Apr
 Shovonem

@EruTheTeapot said:

There is so much wrong stuff in the first part wtf

If I'm not mistaken DevDudes never confirmed it. Closest thing they said was something like "if female models will be added, it would to be after release". Also ModBoi Void commented that quote iirc.

After reading the article I looked up about this 'oneangrygamer' site and writter Billy D in Google. It seems this site is kinda like one of those small anti-SJW gaming site that over exaggerate things and put on conspiracy theories. And it also cater to that kind of audience. Even looking at their 'angry discussion' most of their posts are about females and 'get woke' etc. Don't wanna make wild assumptions but there's a chance he actually 'mistook' Void as developer quote on purpose to make his article a little spicy. I would rather just not give him any more attention.

Conscript 173 445
  • 2
  • 25 Apr
 Shovonem

I will probably play as a man after female characters are added cause I prefer it that way. However, I don't get how some people get triggered as soon as woman comes into topic. Like yeah.. woman in medieval battlefield reduces immersion but so does thousands of other things in the game that are intended mechanics/design. A lot of those things are embraced by people too. But whenever woman comes suddenly a few immersed lords rise out of nowhere. People who try to find 'agenda' out of everything are just as insecure as woke SJW who get triggered at everything.

"THEY ARE ALL OUT TO GET US. WE MUST PROTECT OUR GAMES."

Conscript 173 445
  • 24 Apr
 Shovonem

@das said:

Handgonne: A ranged weapon with a very telegraphed firi--- NO GUNS. The devs have made multiple clear statements about this.

Why not. :( Hand gonne could be unblockable but low damage.. takes around 5 seconds to shoot after fire is lit and makes noise while it's preparing to fire as well (so predictable timing unlike bows/crossbows), also stationary sway like crossbow.. high reload time. I think it can be balanced. Or at least it wouldn't be worse than other ranged weapons like Longbow, Crossbow etc.

As for blinding sand, sounds like something new. it could work as a sand filled pouch. Only blind enemies if thrown on head. Otherwise, doesn't do anything. but obviously it can be blocked as well. Perhaps sand will neutralize fire pots.

About Haystacks.. it could work well as side objective for frontline.. There are certain spots where building haystacks would allow your team to take short cut through jumping onto them as normally jumping would do a lot of damage. If Mountains peak is used for Frontline, haystacks could be useful.

Conscript 173 445
  • 24 Apr
 Shovonem

Crosshair seems alright. Although I personally prefer simple 'point' crosshair. Having the option to choose between multiple crosshair for melee/ranged would be nice imo.

Do you mean the white tracer thingy when arrows are shot? I always hated the white tracer (for both melee and ranged). I saw a bunch of people complaining about it in the trailer as well. Although I doubt it will be changed.

Conscript 173 445
  • 12 Apr
 Shovonem

As Mordhau release approaches, as far as I can tell archer limit is going to be thing. Even though I am not a fan archer limit but it occured to me what if we balance Cavalry(horses) in kind of a similar way. Instead of adding huge time to respawn them, we get a limit for each team. Both team will have a number of horses on their spawn. Horses will respawn after similar time that it takes for a player to respawn so we can consistently see enough of them in fights like we see archers. However, perhaps nerf horses and make it so they are more of a class that ambushes unaware enemies instead of something that goes in like an indistructable force. So horse can work more as a class than vehicle. Horses are a cool addition in battlefield. Currently you will find maybe 2 of them at a time and those 2 are enough to cancer entire battlefield. Why not we make it a lot more risky to play and add more of them? Don't wanna go into details but some people have already mentioned the bubble of horses that flinch people.

Conscript 173 445
  • 11 Apr
 Shovonem

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.

Conscript 173 445
 Shovonem

Spawn improvement, tweaks and such aside. I am making this thread to talk about new features in BR. Feel free to give feedback.

In many BR games, certain parts of the map has more concentration of player engagement due to better loots and for example being able to revive team mates in Apex Legends. There are people who thinks Mordhau should have a progression system in BR like you get low tier weapons/armors at first and then better. A lot of people also think that the game mode does not have much of a Story. It feels like FFA with one life.

  • One interesting way to do it would be introducing anvils in the mode. There will be anvils in certain parts of the map. Normally you will always get tier 1 light armor from chests. However, if you take that to the anvil you can upgrade it to better one.

  • Even anvils could have different tiers. Like certain rusty anvil can only turn tier 1 armor to tier 2. While royal anvil will upgrade tier 2 to tier 3. If it overcomplicate things, one kind of anvil will do.

  • Same things could be done with weapons. You will get low tier weapons/ peasant weapons from chests. Perhaps quarterstaff could later be turned into a spear, scythe into Bardiche, club into eveningstar and such in anvil. That would give some progression. Since the circle will keep closing the anvils will start to be unavailable as well so that can create tension in those areas. Weapons could be divided into anvil types too. For example, only a royal anvil can make Zweihander/Halberd and such.

  • Introducing perks in BR as books. We could have a different inventory space for perks like we can only equip 2-3 perks. We'll get books from chest that will contain perks. I remember Spook saying each Perks will have their unique logo. So I guess the books will have the logo on their cover once the logo is added in game. Although perks like current bloodlust/dodge should be rare.

  • Giving realistic medieval map for the players to see where the anvils/important places are. Anvil placement could have an RNG pattern. However, people can see it on map as soon as game starts. You can't see where you are in the map directly but if you see the drawing and places like castles/ hills etc you will be able to figure out your current location.

Conscript 173 445
  • 4 Apr
 Shovonem

You know the BR mode itself doesn't usually appeal me. However, I remember playing certain BR games making squads with friends and suddenly it was 10x more fun. I agree that squad BR with voip can make the mode better.

Although making the mode actually interesting is a lot more important imo. I feel bad for saying this but currently it looks extremely basic and will most likely be overshadowed unless significantly improved.

Conscript 173 445
  • 2 Apr
 Shovonem
  • 1 v X mechanic to farm multiple enemies as Mordhau was aiming to be at the beginning. "A good player will be untouchable in the battlefield because he's good at the game." - Marox

  • 6 distinctive angles instead of 240 angles. Stab will have only 2 angles as well.

  • Shield and archery balance, skill based and competitively viable.

  • Look up overhead aka Sky drag fixed.

  • More horses on map but they are more balanced as well. Horses in 6 v 6 competitive tournament/ esports would look really cool. It's made a tactical risky class with skill ceiling. Although I feel like that would never happen but I am just expressing my hope.

  • Competitive 5 v 5/ 6 v 6 scrims on Frontline. (Like we used to in Chiv Team Objective)