Mordhau
 Bear264
Knight
  • Likes received 70
  • Date joined 30 Apr '17
  • Last seen 5h

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Knight 60 70
  • 10h
 Bear264

I'm not an archery guy, but I think this would be a neat addition, different ammo types would definitely help spice archery up.

Knight 60 70
  • 14h
 Bear264

Crossposting from another thread about cloth physics.

@Bear264 said:
I made sure all of the console stuff was in order, and tested this with a friend (he also has a 1070). and here is what we found

the cloth physics only turn on when you get close and then look away
then when you back away the physics turn off

It looks to me like the only thing that isn't working as intended is the looking away part. It's worth noting not all cloth items do this.
It seems "crude plate skirt" is working as intended but "longskirt divided" is not.

EDIT: this test was done in deathmatch. Playing in frontline it looks like all cloth physics are off except for my own regardless of looking away or not, and cloth items.

EDIT 2: playing a bit more in frontline and paying closer attention, I was able to get some of the cloth items physics working with the look away method, some of the cloth items flat out didn't work, and only the "crude plate skirt" seemed to be working.

It looks like cloth physics aren't functioning as intended over all. I have a pretty high end system and cloth physics and performance are really inconsistent for me when I have them turned on.

Knight 60 70
  • 24 May
 Bear264

@Schwarzchild said:

@Bear264 said:
This move in FPV and TPV

I feel really dirty for learning how to do this, it's not even that hard to pull off like I first thought it was. I play with a really low sensitivity too, so spinning moves are supposed to be harder for me. I was regularly landing these in public duel servers, and it felt cheap each time.

As seen in the GIF, It's not a instant win move or anything like that. But it's just... Chivalry-esque ballerina shit. Mordhau isn't supposed to have spin moves like this.

Its not a spin move, the morph just makes it look like that but in reality the damage hitbox is nonexistant until at the last swing that you made

Considering that the main point of this move is to spin around to conceal a morph, I would classify this as a spin move.

In chivalry you can actually move the hitbox at full 360, as in one swing can be moved 360 degrees

I won't argue that, that kind of spinning in chivalry is WAY worse than what this is.

Knight 60 70
  • 24 May
 Bear264

This move in FPV and TPV

I feel really dirty for learning how to do this, it's not even that hard to pull off like I first thought it was. I play with a really low sensitivity too, so spinning moves are supposed to be harder for me. I was regularly landing these in public duel servers, and it felt cheap each time.

As seen in the GIF, It's not a instant win move or anything like that. But it's just... Chivalry-esque ballerina shit. Mordhau isn't supposed to have spin moves like this.

Knight 60 70
  • 24 May
 Bear264

Apologies if I got any terminology wrong

I'm not denying the skill you need to pull this off effectively, but it reminds me of an old thread about 360 drags. After reviewing the footage, I'm left wondering if this is something that was meant to be in Mordhau.

Knight 60 70
  • 22 May
 Bear264

Right now we just have to deal with it. You are not alone in your frustrations with the emote menu.

https://mordhau.com/forum/topic/15786/better-voice-emote-menus/

Knight 60 70
  • 21 May
 Bear264

@Lionheart Chevalier said:
Also we need more T3 leg cosmetic options.

Oh God yes, why are there only three options!?

Knight 60 70
  • 19 May
 Bear264

Yeah you could go 3/3/3, with whatever perks you want and no weapon, But the trade off is you start with NO WEAPON and have to scavenge off the field, and that is random and unreliable. You could have a friend drop you a weapon, but then your friend is still using loadout points. So they will be heading into battle weaker because they just gave you a weapon. You also have to have a pretty patient friend for them to do that every time you die.

Knight 60 70
  • 18 May
 Bear264

@Kaiowa said:

@Bear264 said:
Bump. There may be technical limitations for this, but it would be a nice feature.

I'm no expert but several games do it, even Chivalry. They probably just didn't think it was worth implementing for release.

I'm doubtful of that, they have had technical difficulties related to receiving gold and exp since it was introduced in the Beta

Knight 60 70
  • 18 May
 Bear264

It would make sense for heavier armor to be louder, for both balance and realism.

Knight 60 70
  • 18 May
 Bear264

Bump. There may be technical limitations for this, but it would be a nice feature.

Knight 60 70
  • 18 May
 Bear264

@SWSeriousMike said:
Friendly already reduces the damage you take.

Welp, I fucked up XD. I didn't realize while making this post that friendly had changed to reduce incoming team damage too.

Knight 60 70
  • 1
  • 18 May
 Bear264

EDIT: Looks like I forgot to read the fine print, as the "friendly" PERK already reduces incoming team damage by 50%. this whole post hinges on "friendly" only reducing outgoing team damage, so almost all of it is wrong.

We all know the perk "friendly" lets you do 50% less damage to teammates, but if we are being honest here, not many people are using it. With this new 1-pointer perk, "Standard-Bearer", you would take 50% less damage from teammates. Let's look at this hypothetically; take a teammate that is swinging a zweihander and hitting you in the T3 heavy chest doing raw damage of 40.

Keep in mind that in the current version of the game,

  • this raw damage is team damage and is reduced by 50%.
  • "friendly" reduces the sum of THAT by 50%.
  • all damage received in Mordhau is rounded up.
  • y = raw damage x= final amount of damage received
    and you can ignore the formulas if you want

Alright, on to the hypothetical 40 damage to T3 chest

  • Scenario 1: nobody has any perks related to team damage
    y - 50% = x
    Damage received: 20

  • Scenario 2: your teammate had "friendly" and you had no perks related to team damage
    (y -50%) - 50% = x
    damage received: 10

  • Scenario 3: you have "Standard-Bearer" and your teammate did not have any perks related to team damage
    (y - 50%) - 50% = x
    damage received: 10

  • Scenario 4: your teammate has "friendly" and you have "Standard-Bearer"
    ((y - 50%) - 50%) -50% = x
    damage received: 5

  • Scenario 5: your teammate has "friendly" and you have "Standard-Bearer" BUT "Standard-Bearer" and "friendly" do not stack, thus only one extra damage reduction is calculated
    (y - 50%) - 50% = x
    Damage received: 10

What happens most often right now is scenario 1, and I don't think anybody is too thrilled about it. After "Standard-Bearer" is introduced, I foresee the most common scenario being scenario 3. If players want to have the least amount of team damage and most amount of pushing power then people will take both "friendly" and "Standard-Bearer" and make scenario 4 more common. If scenario 4 is deemed too low amount of damage to be received, then we will have scenario 5 instead, which is practically identical to scenario 2 and 3.

I know avoiding team damage and team-killing is part of the skill in this game, but this seems like a nice addition that would alleviate some of the team-killing saltiness that seems to be in every frontline server. This idea is open to suggestions, modification, and criticism

Knight 60 70
  • 16 May
 Bear264

@Deckard112 said:
I hope this gets fixed. Can we someone report this in a more serious matter? I have a feeling this will not be fixed in the near future. If ever.

We are already have video of the bug, are bumping this thread, AND Marox himself posted here. I think the only thing left we could realistically do is more testing.

Knight 60 70
  • 15 May
 Bear264

@yvesgomes said:
Also, do we agree that Frontlines takes way too long? At least the public matches - I don't know about competitive.

I think the matches would be much more fun if they were about 2/3 a long as now. So, please consider either making points drop faster, or making team start with 700 points, instead 100

I like the fact they go on for so long, makes it feels like a proper battle. There is Team Deathmatch, Deathmatch, or skirmishes if you want shorter faster-paced games.

Knight 60 70
  • 15 May
 Bear264

The "chainmail" and "basic shoulders round" clip with each other on all settings with the body slider.chainmail and basic shoulders round.jpg

Knight 60 70
  • 14 May
 Bear264

Bump for an official answer, it's not super clear how it works.

Knight 60 70
  • 14 May
 Bear264

yeah, worked for me! Also had the nice side effect of cycling my main menu mercenary to show friends.

Knight 60 70
  • 14 May
 Bear264

So do you type "restartlevel" when it is doing the loading icon?

Knight 60 70
  • 13 May
 Bear264

I got this issue recently. purchasing was working fine until I bought "landsknecht arms". Maybe that has something to do with it?