Mordhau
 Koda
  • Likes received 457
  • Date joined 30 Apr '17
  • Last seen 25 Jun

Private Message

177 457
  • 29 Mar '19
 Koda

Sorry, I can't help you, just here to say I have this. I sit around 120fps but then occasionally in combat it will instantly dip to 80fps, it fucks me up gud.

177 457
  • 7 Mar '19
 Koda

I really hope the devs come up with something for this, I've made several posts about how CFTP is bad. I personally would prefer they just remove CFTP on misses, but keep it if you land your hit.

177 457
  • 24 Nov '18
 Koda

@Mittsies said:
and here's Koda's post rewritten by someone without an ego problem:

Often when see an enemy that is super bloody, I try to finish them off so they can't heal, only for them to survive my 34 damage hit. Maybe it's not such a big deal, but it seems unintuitive to hit someone who's bleeding from every square inch of their body and have them take that hit no big deal. I suggest only having heavy blood on someone if they are <25 health.

Just wanted to emphasize that this is a problem for more serious games too and not just a minor visual issue.

Also I'm easily best NA

177 457
  • 21 Nov '18
 Koda

I've been starting to play more competitive lately and one thing that's been bothering me, is when I see an enemy is super bloody and so I try and push around someone to finish them off so they can't heal, only to get the hit for 34 damage and they survive it.

Maybe it's not such a big deal, just stop doing that I guess, but it seems unintuitive to hit someone who's bleeding from every square inch of their body and have them take that hit no big deal. I suggest only having heavy blood on someone if they are <25 health.

177 457
  • 8 Nov '18
 Koda

I'm surprised a small studio like this managed to add vaulting especially with everything else on your plate. Seemed to me like that would be a AAA feature that we wouldn't be able to have, glad I was wrong!

Everything here looks awesome, I hope to see more map stuff soon. Also one thing I'm still looking forward to is the spear throwing, I hope that doesn't get scraped.

177 457
  • 31 Oct '18
 Koda

I don't have any clips or anything for you guys right now but I feel like with the latest update to the test server, attacks phase through people sometimes. I've seen reports from 3 other players that agree. Might want to look into that before pushing out to the base game (that nobody plays anymore though so who cares?)

177 457
  • 28 Oct '18
 Koda

I get that we're in a testing phase but this issue is plaguing large team modes right now and it would be nice if it could be fixed soon so that we don't have to suffer. I'm talking about how archers can shoot from spawn ledges and be unkillable by melee.

Here's an example of three scummy archers abusing this oversight to get risk free archer kills: https://gfycat.com/WillingCharmingBarb

177 457
  • 1
  • 28 Aug '18
 Koda

Makes sense thanks for the thoughtful reply on why I was wrong rather than the toxicity I was kind of expecting.

The ranged one I agree with, but the other gif, yes you found a frame where I was not aiming at him at the end there, but I genuinely don't think I was in release yet. Still felt mid windup to me, but I guess I'd have to get a better gif to prove it. But as someone who's used GS for most of the time, that stab was not ready to deal damage yet.

177 457
  • 1
  • 28 Aug '18
 Koda

Hello fellow alpha testers. So earlier tonight I had a couple of frustrating deaths to the zwei stab from the glorious naleaus. Both times I felt that I either started my stab before, or at the same time as him. Spook has confirmed to me that the Zwei's stab is 50ms slower than the greatsword, and yet I keep feeling like my greatsword stabs are taking longer to enter release than the zwei is.

Perhaps there is some desync going on with our animations, perhaps I'm just judging it poorly, perhaps the way nal stabs is just better than the way I stab, idk. I was thinking you guys could explain. In the first gif, we start at the same time, and my stab is not even close to being ready to deal damage yet. In the second gif it looks pretty clear that I start my stab and then he starts his, but maybe the way I'm aiming the stab is not as quick to hit?

I don't know, it just feels like I'm racing against a faster weapon even though I know that it has slower stats.

Here is the Gif #1: https://thumbs.gfycat.com/MeatyDisloyalBluefish-size_restricted.gif

Here is Gif #2: https://gfycat.com/gifs/detail/OblongRealisticAmericancicada

Thanks for reading :)

177 457
  • 31 Jul '18
 Koda

Have you got any estimate on when that might come? Based on Crush's recent statements about the progress we're expecting the patch to come in the next 8 days or maybe couple weeks. (90% done in last 90 days = 9 more days) so I imagine it's pretty soon.

177 457
  • 1
  • 4 May '18
 Koda

The developers of Mordhau are very active on discord and on random posts in these forums, spreading information about new features / tweaks randomly to individuals and whomever happens to also be reading that specific post or moment in discord.

Often times I see people talking about what's coming but I can't seem to find a place to actually reliably and efficiently gather information.

The point of this post is for people who are reading to reply with the things that they've seen developers say about the next update, so we can have a list here of what to expect in the next patch. So please share some of the things you've seen confirmed to be coming in the next patch, and keep it at that. This isn't a post to chat / insult each other, I'd love to keep it clean with just confirmed changes. If you include a source / proof that would be awesome too.

I'll check back here a few times for a while and edit any changes I see into a list here so you guys don't have to scroll through everything.
[

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(Maybe someone has a better idea of where we can do this?)

177 457
  • 4 May '18
 Koda

@Naleaus said:
The video in the first post looks like the sort of hitches in animations I see when messing with the m.maxpinginterpolation setting, so I definitely think it'd have more to do with that than drags.

As for calls for reduced parry size, it's already pretty easy to attack around parry (for me at least.)
When shield parry size was reduced, it was almost trivial to hit around them. And it's not like people didn't know that I'm about to spam waterfalls on them. It just didn't matter. I don't think people enjoy getting hit by those currently (check out Koda's other thread or the bunch of wtfs I get in game), making that sort of change would just exacerbate those style of drags. It's also a chiv drag, nothing new or specific to Mordhau at all.

The thing is that there are two sides. One side is saying make attacks a bit more strict to make them more natural looking and less extreme. The opposition says that will make it so parrying / chambering is too easy, so fights will last too long.

Then the people who want stricter attacks will say that the solution to that is to make parrying / chambering more difficult, rather than making attacks more extreme.

So one side wants crazy attacks and easy parries to compensate, the other side wants more believable attacks and harder parrying / chambering. I think there is a middle ground somewhere and the current state of the game is at or very near to this middle ground. I think the game has never been better and I wouldn't suggest further nerfs or buffs in that area. I'm really happy with the state of the game right now and if it were up to me, the devs would stop making dramatic combat changes to constantly try to appease whichever side is upset. I still see people complaining about drags, and a lot less than that wanting drags buffed, but most people I believe are happy right now, more or less.

177 457
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  • 3 May '18
 Koda

@wizardish said:
Standing still will allow for attacks to look strange like this.

Well if it's a weird attack, yes. It's actually the best way to see an attack as it is. If you are using footwork to make the attack look less retarded, that would be the illusion.

I want people to ignore me in this gif. I'm talking about the actual attack itself being completely ridiculous. People can't seem to get past what I could have done to somehow hide how ridiculous it was or to counter this attack.

177 457
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  • 3 May '18
 Koda

@crushed said:
Chamber failed not because of angle, but timing here

Right, I get it. If it was an accel I would have got the chamber I assume, but this post is not about me or my chamber attempt.

This was about the attack and nothing else. Does it not look completely fucked to you?

177 457
  • 3 May '18
 Koda

Gif: https://thumbs.gfycat.com/VillainousAdvancedDavidstiger-size_restricted.gif

Issue: Attack is going almost straight up, then passes my chamber attempt and is on a path that will miss me, then starts going in a downwards direction. This is the most severe I've seen it.

I know a lot of you will say "just use footwork, dipfuck" but I am not talking about me getting hit, I'm talking about how silly the attack looks.

177 457
  • 3 May '18
 Koda

@yourcrippledson said:
Should make it so an "attack lunge" can penetrate deeper into the bubble than you can by just walking. This will ensure that players will not be able to start attacks within the distance that makes them feel like an exploit, and that bubble does not interfere with attacks. Plus bubble disappearing on attacks only makes sense, as I imagine this bubble force is my character pushing against space invaders, and you can't really do that when they are attacking at you.

What if the bubble had some give, to act similar to magnetic repulsion? As if the player is passively trying to push you away.

Replacing our static, "hard" feeling bubble with a dynamic "soft" feeling one, where resistance increases as distance to another player decreases, would make things feel less rigid, with fewer problems getting stuck on team mates, enemies or the environment.

Good ideas

177 457
  • 3 May '18
 Koda

@Huggles said:
I say yes to nerfing safe space. The main reason the devs are probably against it is because they are aware it's pretty easy to get into that range and keeping distance is pretty hard tbh. Especially since kick doesn't really fill that purpose anymore. I think the better route is to give more ways to manage distance, a bubble is a lazy way to fix the distance management issue tbh.

Why doesn't kick counter the facehugging?

I'd love for someone to enter my safespace, as a kick would mean I get to severely punish them.

177 457
  • 3 May '18
 Koda

GIF: https://thumbs.gfycat.com/DisastrousNastyGuernseycow-size_restricted.gif

Issue: That's as close as I could get to the player and I aimed right at his head. The bubble around players means I can't get any closer, and the tracers on the maul mean I somehow hit his shoulder before his head. I think maybe the maul needs more accurate tracers? Like does the head of the maul have it's own box or is it just shaped like a stick?

Fix: Rework the maul tracers or hitbox or whatever, and maybe decrease the safespace we all have around us.

177 457
  • 27 Apr '18
 Koda

I'm not claiming there is no counter to this, I'm just saying this is ridiculous. Yes I could have ran away from your attack but just like in real life when someone goes from your top left to your bottom right and misses your head and shoulder, you don't keep trying to dodge the rest because it's just not possible to come back around and hit you with any real force unless from the very top it was an obvious crescent strike (Like where you are curving your attack around the entire time in the shape of a crescent moon).

Standing still is the best way to demonstrate the combat mechanics in the game as they are. Footwork just mitigates the broken-ness of it.

177 457
  • 27 Apr '18
 Koda

Perhaps I should have made the gif shorter, I was talking about the very first attack completely missing me and then turning back into me.