Mordhau
 Cswic
  • Likes received 866
  • Date joined 26 Jan '16
  • Last seen 7 Oct

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252 866
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  • 19 Jun '19
 Cswic

Short spear projectile snaps to torso on what should be a headshot from any angle where the opponents head is not facing you. E.g. you are chasing a fleeing enemy and throw your shortspear at his head, it will snap to his upper back giving you torso damage. Javelin does not share this issue (same exact projectile velocity and gravity factor) and neither does any other thrown 1 hander or dedicated projectile from what I can tell.

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  • 6 May '19
 Cswic

Nice.

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  • 14 Apr '19
 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

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  • 12 Apr '19
 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.

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  • 11 Apr '19
 Cswic

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

252 866
  • 3 Apr '19
 Cswic

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

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  • 3 Apr '19
 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.

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  • 30 Mar '19
 Cswic

Few of the items that have the leather color selections suffer from some issue with team colors. Thanks to monty for most of these.

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  • 27 Mar '19
 Cswic

Wooden stairs are climbable leading to some unintentional climbing when you just want to jump. This leads to being ragdolled if it happens the wrong time during combat.

Low wooden platforms in tourney also suffer this same issue. They are low enough to be jumped on top of, but are also able to be climbed.

Ideally tapping jump while on the ground would register as a jump and holding space bar for like 50ms or something would register as a climb if you're near something to climb. If you're in the air then tapping jump would register as a climb as well to enable quick / panic ledge grabs.

If some sort of solution to let you pick between climb and jump can't be reached, then I think you should remove the ability to climb on these areas. I don't think being able to climb on these areas benefits gameplay at all and it has the potential to be very annoying, particularly on the stairs. You don't even have to look down very far to climb on the stairs if you are trying to jump near them.

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  • 25 Mar '19
 Cswic

There are many areas on maps where you can get inside the wall / outside the map by using a mini ballista.
Once inside you are able to shoot at enemies outside with projectiles or hit them through walls with a weapon if they are close enough.

Just one such area.

The most concerning area is on tourney where you are able to get behind the wall / out of map near the area with the ammo box on the little stair platform.

You can go inside with a toolbox / 8pt ranged loadout and then have free reign to go anywhere you want along that wall shooting away. You can also access the ammo box through the wall.

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  • 17 Mar '19
 Cswic

In BR if you are disarmed and have another melee weapon in your inventory you get automatically instant swapped to it, or can instant swap to it, even while the disarm animation is still playing.

After talking with Monoxtr (guy in clip) it seems like this bug may be purely visual? He mentioned that he remembers spamming trying to swap to zwei before he got disarmed and he didn't get the zwei out in time on his screen.

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  • 21 Feb '19
 Cswic

@Huggles said:
The thing is tho, you really don't want too strong of a lunge period imho. People use the analogy of like ice skating to describe the game when lunge is crazy, but I think jet packs are more analogous.

It's just the BURST of speed that feels shit for judging range.

It's a burst of speed that is not obviously conveyed through animation. When lunge is too strong it feels like anyone can be in range at any time and it makes it crazy hard to track where everyone is in the middle of a fight.

It turns teamfights into basically just mindlessly riposting and doing the most ridiculous far fetched morph drag target switches with lunge.

It leaves newer players LOST like shroud who was just walking and such while swinging and everyone else is just VROOMING around everywhere with crazy lunge.

The part about shroud is just flat wrong. There are enough arguments against lunge so there is no need to put in misinformation.

Shroud, like many other newer players, did not know that you can sprint while attacking. That is why he was walking. Absolutely nothing to do with lunge.

He actually would have been much worse off without lunge since his range would have been even more gimped compared to people who know about sprinting while attacking.

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  • 20 Feb '19
 Cswic

@GAYFISH said:
Changing lunge based on armor worn could really help lighter loadouts.
The main reason footwork and dodging are so ineffective as a light class is because plate fatty can just zoom straight up to you and be immediately in range because of lunge.
I mean lunge distance is nearly identical to the dodge distance which just makes it feel useless.
Why ever go light when you effectively have the same mobility as a rat when it comes to small team engagements or duels.
It seems like the only melee meta the devs want is full plate accel/decel apes making their animations as unreadable as possible.
It's sad really

Early on we did have lunge scaling upwards with armor speed before they made it static since lighter lunge felt too strong or something. I think Izil suggested the same thing recently (before it was said we'd have this 25ms lunge nerf). 1/1/1 or 0/0/0 would have the current lunge and then anything heavier would have worse. Kind of the opposite of the original way it scaled.

Should definitely push for this depending on how things play out with the lunge nerf.

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  • 18 Feb '19
 Cswic

@PinkiePowPowMSK said:
stap edit comment..
What i mean by complicated is that all these things are either passive or doesn't really matter. theres a few solutions such as adding faster regeneration which would allow you to return upon the battlefield faster that could be useful but would also allow players to retreat or stay away from a fight when low health.

@Cswic said:
Armor already works this way to an extent and the overwhelming heavy armor usage has shown that the movement speed gap isn't worthwhile enough compared to the HTK.
The speed of each armor tier hasnt been balanced properly which is a reason why it isnt worthwhile compared to the HTK.

Sorry about the quick edits. I understand what you mean now. If tenacious was more expensive I think it'd be nice if it made healing start faster in addition to increasing the heal rate.

Honestly maybe a greater range of movement speed like you said in addition to the upcoming lunge nerf would be enough.

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  • 18 Feb '19
 Cswic

He isn't saying to feint a riposte. Pretty sure what he means is that instead of going to riposte all the time you just wait half a beat to see if the guy is going to run away after your parry. Most of the time they have to start their turn / run during your parry in order for it to work so you can decide if you want to riposte or wait to do a normal attack that can be morphed or feinted. The morph or feint usually lets you close the distance and hit the guy in the back.

I'd take more varied movement speed across armors than some of these other changes, the riposte run away is just one of the potential issues I felt like mentioning.

Just add it to the proverbial list since in the end the point of this thread is just to have some ideas for lighter builds.

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  • 18 Feb '19
 Cswic

@PinkiePowPowMSK said:
Why make it so complicated? Just make it about speed so that less armor makes u faster when walking and running. Both in terms of acceleration the amount of time it takes to get to max speed and in top speed. This will overall make the feeling of using 1h with light armor alot better than with heavy and will also give you an advantage against Heavy armor players using 1h weps.
Keep it simple and skillbased...

I don't feel any of that is particularly complicated. More complicated compared to movement speed increase? Sure.
Armor already works this way to an extent and the overwhelming heavy armor usage has shown that the movement speed gap isn't worthwhile enough compared to the HTK.
Making lighter armor faster means more riposte runaways which people seem to dislike.

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  • 18 Feb '19
 Cswic

Summary so far:

1) Flexibility: Either built into armor or a perk that increases the degrees of spine bending while standing and while crouched. Usually the lighter armor players like to be more evasive anyway so this is a good fit.

  • Possible issue if the increased lookdown would provide stronger accels / instas.

2) Jump kick perk: Pretty straight forward. You can jump and you can kick. Lighter armors jump farther as mittsies mentioned so this perk would also softly scale with armor type. If the stamina drain on jump kick is too strong it could be lowered via the perk as a trade off.

3) Climb speed based on armor / faster climbing for lighter armors.

4) Mentioned in other threads, but inventory slot perk or increased inventory slots based on armor. E.g. T0/T1/T2/T3 would have 5/4/3/2 slots respectively based on chest armor level. Reason being that right now if you wanted to give up armor to run more utility items like traps or medkits you don't always have enough slots.

  • Potential issue of increased firepot and throwing spam.

5) Higher Jump via armor type or via perk.

  • Potential issue of getting out of map or into areas you should not be.
252 866
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  • 15 Feb '19
 Cswic

@SherbershLemel said:
if were talking about letting lighter classes have more options in battle, might i suggest a few ideas

  • able to crouch and bend slightly further, make evasion tactics more viable

This is a good idea and one I hope they consider in the near future. It has the potential to make lighter armors better in straight up fights and does it in a way that is not just adding more hp like plate armor.

With the archery stuff:

A lot of recent archery changes have been made to discourage "shotgunning" so I don't think the crossbow hipfire would work out.

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  • 15 Feb '19
 Cswic

@Huggles said:
lowering dodge cost, raising plate armor cost, and adding certain perk restrictions for plate armor would be the best way imho.

I see light armor/naked spear/halberd/etc in combination with lots of powerful perks being very useful in lots of pubs, and also as a utility role ofc.
However, in small man teams and duels, I highly doubt anything will ever be worth more than plate armor at the highest level of play. Survivability is just too huge of a factor.

Dodge cost is going to be 4 points last I heard and have lower stamina cost.

I don't think plate armor costs too little, aside from maybe plate chest. I think the alternatives are not worthwhile enough. I don't want to take away the knight-esque loadouts people enjoy playing, I want them to be used as the standard for where alternatives should aim to be.

Perk restrictions based on armor type is something that has been talked about before and I think is on the right track in general. The big question then is what perks do you give lighter loadouts access to that are attractive enough to take a survivability hit? So far no one seems to have an answer to this, myself included.

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  • 14 Feb '19
 Cswic

There have been mentions of how "lighter loadouts just need some more powerful perks" to bring them up to par with your typical 3/3/x 2h weapon loadout. Afaik no info has been said on what those perks may be, or if they are already being internally tested etc.

Is the goal to make light loadouts be able to duke it out with heavier ones in a pure combat role, or is it to make them the high utility role?

Current perks and utility items don't provide enough useful utility worth taking (aside from maybe throwing axe spam) and there aren't any combat oriented perks that bring lighter armors + 1h up to par with 3/3/x 2h.

Honestly the heavy armor 2h loadouts or big weapon loadouts probably should be the team fight kings and that is fine. Utility or combat, either is fine.

If there are some powerful perks already in the works feel free to close this.

Edit: Loose definition of "light loadout" = willingly spending about 10 pts on weapons and armor with interest in taking 6 pts worth of perks or utility items. Personally I would not consider most zwei or halberd loadouts to be "light" because they are heavy weapons. Semantics aside, the zwei and halberd loadouts are still relevant to the discussion in the sense that perks that function well for lighter armors would potentially be used on those loadouts too.