Mordhau
 Shovonem
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  • Likes received 270
  • Date joined 30 Apr '17
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Add more dance emotes and make them unlockable so we can combine different dance emotes and also use them near enemies without being locked in a single place.

Fite me.

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  • 18 Dec
 Shovonem

Hopefully new players won't get chivalry reverse PTSD from that.

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  • 18 Dec
 Shovonem

This needs more views.

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  • 17 Dec
 Shovonem

@wierHL said:

tbh I'm mostly just sick of the Chivalry colour scheme like the other people in this thread

Gotta agree with that. The same color looks very boring now.

I am also sick of the head explosion bullshit for blunt weapon that came from chivalry as well but I guess that's another topic.

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  • 8 Dec
 Shovonem

We need this laugh as voice command in the game.
Pls. xD

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  • 7 Dec
 Shovonem

Jumping attacks feels terrible to watch. I don't want to see jumping twirling in Mordhau like I did in Chiv. I used to use jump very frequently back in Chiv but I am hoping to have a different experience in Mordhau. Maybe make the parry box so attacks from top are easier to parry. It's unfun and unnecessary. I don't know why side hits get nerfed yet jumping attacks get promoted.

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  • 7 Dec
 Shovonem

@Goof said:
Ointment bombs - they work the same way as firebombs but with a healing paste.

Give that meat a good ole rub and good as new

What the fuck is a healing paste......

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 Shovonem

@Jax said:
freelook arma-style wouldn't work imo, as that restricts you from turning - Mordhau is simply too fast-paced for that to be useful, and it'd feel way too clunky

I found a random 30 second dying light clip. At 0:04 you will see the character quickly look behind and throws a flare. That's the kind of fast look behind(while running) I am referring to.

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  • 6 Dec
 Shovonem

@ÐMontyleGueux said:
Not a bad idea actually. A fairly simple "hold alt to freelook" like in rust or arma 3 would be a nice addition.

'Holding a button to look behind' is exactly what I am suggesting. As for exploits,, devs could easily put some limit to what you can do in the look behind state.

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 Shovonem

There are certain first person fighting games that has looking behind feature.. for example, Dying Light and it's pretty cool. Not like exorcist head spinning shit but more of a partial lookback(seeing only left part when looking behind from left ). Can work great in Mordhau as well. Firstly, to judge distance while you are running from an enemy. Especially a very powerful positioning tactic in 1 v x to run to a side so the enemies are on a single side of the player. Being able to look behind will help make positioning better. Perhaps the player won't be able to strike/parry while looking behind. It could also force to run straight line idk. Although being able to parry a side while looking behind could also make this feature quite powerful in 1 v X unless it breaks the game. In combat, player would run to a side, quickly look behind to understand positioning and then go back to fighting. Small feature but has a lot of potential. Maybe I am just being too ambitious since you guys have added climbing. ;)

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  • 6 Dec
 Shovonem

Bolas:
A bolas (plural: bolas or bolases; from Spanish bola, "ball", also known as boleadoras) is a type of throwing weapon made of weights on the ends of interconnected cords, used to capture animals by entangling their legs.

Bolas in Mordhau:
If bolas can trap people so they get stuck, it might be too powerful not to mention replace bear trap. However, it could do a little damage and force walk for maybe 5 seconds. During that period, the trapped enemy will also not be able the jump/climb. Parrying bolas will prevent the effect just like normal projectiles. To make it more realistic, bolas could also only force walk if it's hit on the legs. Hitting on body will only do the damage without any additional effect. Could possibly force the horse to walk if hit as well.

It will be especially useful to capture enemies that are trying to flee/delay someone who's running to hit your team mates from back. Also to bait an enemy horse and hit its legs when it's near your team mates so your mates have some time to finish him off. stopping the horse sptrint can also save your team from getting 1 shotted by the spear/halberd couch etc.

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  • 5 Dec
 Shovonem

@Mittsies said:
Held-block shouldn't drain stamina, because then it would lose the one thing it's meant to be really good at: blocking projectiles. There are other options, however, such as losing a lot more stamina when blocking a melee attack if your shield has been raised for longer than the parry window.

In my opinion, losing a lot more stamina for blocking melee attack will make holding just terrible in team fights. With the shield design I suggested, shield will still provide good protection against projectiles since shield can block them even without raising and you can still hold.. just not for long time. Projectile is a secondary feature of combat and as far as I know, getting nerfed. If you think about a competitive 5 vs 5, projectiles are mostly thrown at the beginning. I believe shield should be balanced focused on melee. This is what I hope for. Seeing more shield players in competitive. Even with stamina drain for holding, shield will provide better protection against melee than weapon.

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  • 5 Dec
 Shovonem

@colessmartshopper said:
@Shovonem

Mate change your region and make the same comment again, more people will agree with you. No one gonna take you seriously with that AU profile, it screams inexperience and irrelevance.

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 Shovonem

@conny said:
More sway paterns/somewhat random with visual indication in first person animation replacing the crosshair+staminadrain on draw, done deal. That would atleast require some practice to be useful with,

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.

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  • 2 Dec
 Shovonem

@Bodkin said:
Glint and louder shots are not really nerfs. They're just something to make things more fair.

The best way to attack the issue is to remove all possibility of people complaining shit is unfair without adding in gayass teleports and shit. One way to do this is to give visual and audio queues that archer damage is incoming. Like say you see the glint, you can quickly reposition yourself where the guy you are fighting is blocking the archer's shot. Say you are currently being shot at by an archer, if you are very good at reaction times you could use the bow shot sound to parry. The archer can try and wait for a panic like he can now.

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.

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  • 2 Dec
 Shovonem

Looks alright. The graphics is not good. More importantly, they are not actually showing the combat. For example, in Mordhau Dev blog, the video was long and the combat was shown in details and I knew the basis of it right away. This just looks shady. I absolutely love the map design and it's nice to see a medieval battle royale but without good combat, I am not in.

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  • 2 Dec
 Shovonem

@ArmedSpartan said:

Just to clear out things:

  1. I never said holding will require different button. It's simple. If block is held more than the normal parry window(375 ms) it goes to the holding state and lose stamina. It's not a separate mechanic.
  2. The point is not to make holding block useless. It will make it more situational except something you consistently do.
  3. I am not aware of the stamina drain value in current patch. But if it's not as it should be devs could buff it.
  4. This simply make shield require similar skill set to play as it does for 1h/2h hander weapon. If anything, I proposed buffing shield and making it better than 1 hander so it's worth investing points.
  5. It never makes it worse than weapon parry. Shield parry = weapon parry + extra layer of defense (holding).
Conscript 112 270
 Shovonem

There are many shield related topics out there. I have gathered ideas from different people (especially Wizardish, ÐMontyleGueux, Monsteri) and added my own ideas for a shield rework. I believe shield should be balanced considering both high level competitive scene and casuals instead of a noob crutch. Any input is welcome. Here's the model:

  1. Shield will work 'almost' like timed parry. If parry is clicked and no weapon connects, shield will be held for at least 375ms(parry window) and then as soon as it is dropped it will suffer from standard parry cool down. Doesn't matter if shield is dropped right after 375ms or 5 seconds(when it is held).

  2. If shield is held more than Parry window, stamina will start to drain and keep draining until shield is held down. Stamina drain will be noticable so that shield players are encouraged to learn timed block.

These two changes the key. It means if a shield user falls for feint he has 3 choices:

  • Drop shield after parry window and take a hit during cool down as a normal player would. If it's too hard to punish after parry dropped perhaps increase the parry cooldown so it is possible to punish.

  • Hold shield for some time, lose some stamina and take hit anyways during cooldown.

  • Hold shield until stamina reaches 0.
    Smart choice in duel would be to drop guard quickly and take hit. That means shield users will have to read feints, soft read with chamber attempts. If they chamber that means morphs/drags will force them to feint to parry. If a shield user chamber into ftp and the enemy morph feint, they fell for morph feint so they will either drop parry after window or keep holding and get stamina drained to the ground.

Other tweaks:

  1. If side hits and leg hits are buffed against normal parry, shield will be more useful.
    For example,
    Targe will have the same parry box as normal parry. The advantage of targe is just held block.
    Heater will have bigger parry box. So it holds and provide better defense against side hits.
    Kite will have even bigger parry box. It will be the best defensive tool in game.

This is a different approach to balance shield. It will force shield players to learn fundamental mechanics like timed parry, feint read, chambering instead of making them walk like a crab.

  1. After shield block a strike and is held afterwards there will be another parry window(375 ms). between that window shield will not suffer from stamina penalty for holding or parry cooldown if dropped. After this window, however, it will. Unless an enemy hit the shield again(during or after the window). Then the window will reset and start again. This will make holding shield possible for 1 v x without stamina penalty for holding while keeping holding out of duels.

But if shield is working so similar to 1h/2h weapons why use it? What is the advantage? What's the role shield is playing?

Defensive tool for team fights and duels. Period.

  1. The point of shield providing better protection against side and leg hits than normal parry is to make shield a defensive tool in team fights. With heater and kite shield, players will be able to parry better while being surrounded by multiple enemies.

  2. In certain situations where a shield user is in a bad position surrounded by many enemies he can hold block to survive people spamming drags, morphs, feints etc for some time to get his footing back and counter/wait for his team helping. holding block is a situational layer of defense in a team fight instead of a thing you consistently do. Shield users will fight with a combination of click parry and held parry.

  3. Shield will still neutralize drags, morphs with some stamina cost if the user does not attempt to chamber. But most will since they have to read feints, chamber feints, chamber morph feints etc.

  4. I suggest lowering shield cost:
    Targe - 1, heater - 2, kite - 3
    The point is to make shield better than using 1 hander. So it is possible to go 3/3/3 heavy armor with bastard sword and kite shield.

  5. I also suggest removing some of the movement penalty of shield users which only makes them more of a turtle while not addressing the problem of low skilled mechanic.

Casuals will still survive a bit longer than using just weapon with the suggested shield design but it's not entirely a bad thing. They will be punished with stamina drain and hitting them in cooldown. In high level, shield users will learn to time their parry to compete just like any other player would.

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  • 30 Nov
 Shovonem

Medieval war drums:
We have lutes. So why not drums. ;)
Although I don't how it will be in combat or if it will be used for combat at all but still can be a cool role-playing feature.

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  • 30 Nov
 Shovonem

Will we be able to turn off locational wound, head explosion gore (blunt weapon) and the shield pop up whenever parry is clicked when the game is released?

A lot of things can be turned off already but that option usually turn off some other features as well. I am talking about turning off specific features while keeping the rest.

For example, I love the new bone breaking gore for blunt weapon. However, head exploding like pumpkin along with the plate helm that breaks into a thousand shards? I'll pass. As for locational wound, Plate armor having over exaggerated locational deep cut like it's made of butter? No thanks. I don't even know why the shield pop up for parry is there except for putting an annoying pop up on people's eyes.

On a side note though, new climbing is fucking great. I would love to see more things coming from it. Maybe risky 'chain climbing' to infiltrate castle walls? We all know plate armors are a lot more mobile than some mainstream movies tell us.