Mordhau
 Cswic
  • Likes received 825
  • Date joined 26 Jan '16
  • Last seen 23h

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239 825
  • 3
  • 24 May
 Cswic

Block view tolerances / block angles for shields are no longer used. They have a parry box instead. I am not certain if all shields have the same parry box or if they vary.

block_2.PNG

239 825
  • 3
  • 21 May
 Cswic

No because friendly markers are in the game. No reason to limit customization to that extent when they have already added friendly markers that are enabled by hitting H.

Not to mention that every piece of armor or shield that has an emblem on it also has tons of the true team color as well.

239 825
  • 3
  • 16 May
 Cswic

Any eta on this? Not even SA, just wondering.

239 825
  • 5
  • 10 May
 Cswic

I setup a server in Sao Paulo for Frontline that's set to 48 slots for now. I kind of doubt it'll work well with that many but who knows. Sorry in advance if it is too shitty.

You can run open 35.198.62.138 in console to access it or look for Sao Paulo Frontline in server browser.

If you guys end up trying it out feel free to let me know how it goes.

EDIT: Just seeing now that this thread is kind of old so I guess this may no longer be an issue.

239 825
  • 9 May
 Cswic

This triangle scheme brought to you by g2a.

239 825
239 825
 Cswic

Asked if I could post this here so here it is.
Currently it is set to be 48 players, but may go higher or lower depending on performance.

If you'd like to join use either:

open 157.230.178.5

or look for

No Archer No Shields Frontline NY

There are things in place to enforce the rule set of the server.

Current Rules:
1) No archers allowed
2) No shields allowed

Other rule sets that may rotate in:

1) Fists Only (healing items and traps work as well)
2) "Dodgeball"

  • Dodgeball allows rocks, shields, toolbox (minus ballista), healing items, and traps.
  • Server damage is adjusted so that rocks will nearly always take 2 hits to kill a target.

EDIT: Posted this in the wrong section, mb.

And here is Bob Sapp stretching before his morning jog around camp.

Mordhau Screenshot 2019.05.07 - 20.46.49.17.png

239 825
 Cswic

Nice.

239 825
 Cswic

No point.

239 825
 Cswic

It is fine.

What isn't fine is seemingly every new player ignoring the part in the tutorial about ripostes and chambers.

Couple that with the fact that new players panic parry after being struck half the time and you have your explanation for why rapier, or any relatively fast weapon, is going to abuse them.

239 825
  • 1
  • 29 Apr
 Cswic

@Rattsknecht said:
not submitting yet, gotta fix some shit

ratinahat.png
3d990f6c7dd99dc37da4471f9881273f-jpg.jpg

Did you end up submitting this and it it a personal emblem or emblem for others to use too? It looks amazing.

239 825
  • 22 Apr
 Cswic

The rat delegation takes offense to being lumped in with archers. Nice emblem regardless.

239 825
  • 20 Apr
 Cswic

Hey everyone you know how you hate battleaxe stab? Well now everyone can have battleaxe stab.

239 825
  • 1
  • 14 Apr
 Cswic

I'm sure that lute is intended to have shitty combat properties, rightfully so. But something seems off with the stamina drain negation property of it and/or the parry drain.

Every weapon I've tried so far drains 20 stam per parry against a lute. Aside from a lute, which drains 30 stam for some reason.

For those who don't watch the clip:

Sledgehammer vs lute: 20 stam drained per parry
Dagger vs lute: 20 stam drained per parry
Lute vs lute: 30 stamina drained per parry?

Sledgehammer vs dagger: 20 stam drained per parry
Dagger vs dagger: 9 stamina drained per parry
Lute vs dagger: 4 stamina drained per parry

239 825
  • 3
  • 12 Apr
 Cswic

@Meph said:

@marox said:

Similar to the reason we extend parry into flinch a little bit.

What does this means? The ammount of time you get "locked" after being parried?

He means that if you're parrying and get flinched, you still parry for a tiny window after being flinched.

E.g. You are the 1 in a 1vX. Player A is behind you. Player B is in front of you. You go to parry player A attack. Your parry is now up. Player B attacks from behind and his strike flinches you before Player A's attack lands. At this point you are flinched. Player A's attack lands like 25ms later on your front and is still parried because the parry is extended into flinch a little bit.

That is my understanding of it anyway.

239 825
  • 3
  • 11 Apr
 Cswic

In a similar vein as the above, works with mini ballista too though not as useful:

239 825
  • 3 Apr
 Cswic

In reality it is just my guy chambering a quarterstaff stab from below and the executioner sword swing missed entirely.

239 825
 Cswic

Don't know if it has been mentioned yet, but you can chamber swings with stabs now and vice versa since the last update yesterday.

Was probably done to help out weapons that rely on swings or stabs heavily (eg mace for swings or estoc / rapier / short spear for stabs) but I'm just guessing here.
Pretty significant change, tough without patch notes.

239 825
 Cswic

If they make Mordhau BR 3 man squads I would rather they delay the mode and take the time to implement better in game communication.

Would making Mordhau BR 3 man squads right now make it better than the current version? Comes down to preference really rather than "oh yes 3s objectively better than solos". Both have their pros and cons.

I feel that releasing a 3 man squad BR where the only in game communication is typing or voice commands would be a bad idea. Let them add in-game voip first and then release BR with 3s. Do it right.