Mordhau
 Cswic
  • Likes received 352
  • Date joined 26 Jan '16
  • Last seen 4h

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110 352
  • 15 Jul
 Cswic

Does damage decrease if a bow is not drawn fully? Eg if you fire off a quick shot during extreme sway is it still full damage?

110 352
  • 13 Jul
 Cswic

Will you be able to cancel a shot? Like draw your bow back and then decide to not fire?

Will weapon throws be feintable / able to be cancelled finally? Everything else can be feinted aside from ripostes. I don't really see why a throw, whether 1 handed or dedicated throwable, should not be.

110 352
  • 1
  • 13 Jul
 Cswic

He is NA. If there was some huge ping difference I wouldn't have bothered posting honestly.

110 352
  • 1
  • 13 Jul
 Cswic

There are going to be many places that archers can get to regardless that will feel unfair to others. They will run out of ammo eventually anyway unless you want to have teammates dedicated to shooting arrows up to them.

110 352
  • 3
  • 13 Jul
 Cswic

Last few days of playing without chambers has felt somewhat boring compared to previous chamber gameplay. For now though I am going to chalk that up to patch 16 no chamber play not being the same as how patch 17 will feel.

110 352
  • 12 Jul
 Cswic

I think it would be cool if shields had a collision box for them that would allow players to stand on them or run up them if the angle was shallow enough. I thought I read somewhere that shield block boxes were being redone to better match the actual shield object which is what made me think of this.

E.g. player A crouches down and holds up shield at a 45 degree or so angle for a teammate to jump onto and over a fence or other obstacle. Would be fun and could make for some silly, but not beyond the scope of "mordhau silly" (imo), interactions.

I think the player bubble extends past a shield held out in block currently so I guess that would be an issue.

Too out there or unfit for the tone of mordhau? Unfeasible overall?

110 352
  • 2
  • 12 Jul
 Cswic

I don't see too much of an issue with the current miss / matrix / dodge interaction. If you are using a fast weapon (500ms windup or lower) you have a decent chance of landing a followup even with current CFTP if the dodge is tight enough. You can always force the CFTP at least which goes a long way to winning the stam war.

The shitty feeling then is that if combat breaks for 1.5 seconds your stam advantage is now gone. And of course there are always chambers which currently contribute to the stam loss from the miss + cftp not feeeling as punishing.

Then you have the issues with disarm itself.

1) When you disarm an opponent it is not always immediately evident to the person doing the disarming sometimes resulting in missing the clash follow up. I have been on the receiving end of this and on the giving end.

2) Instantly catching weapons. The weapon catch window is pretty silly at the moment and with you can often see people teleporting weapons 10ft away from them just because they spammed their pickup key.

3) Instantly swapping to a fast weapon upon being disarmed to block. E.g. shortsword, dagger, rapier etc.

I think before they go to change dodging / combo miss window themselves we should see how it plays out with the alleged chamber tweaks. Also addressing the above issues with disarm would be nice as well, or at least 2 & 3.

Executioner sword fights are okay, but I don't think they showcase no CFTP that well. In the end exec sword is a slow weapon and quite easy to dodge so when we had a few days of exec sword duels it felt okay. With normal weapons I think fights would feel much worse without no CFTP.

110 352
  • 8
  • 12 Jul
 Cswic

There have been many times where I feel a swing has either gone completely over my head or has hit my torso only for it to be counted as a headshot. Typically I clip them, watch the clip and grumble, then delete and move on. I do not know how much of it is a factor of camera positioning, FOV, or head tracking. I just know that it is annoying.

This is a headshot:

Frame right before I died.

sqKnSz2

Frame right as I died.

0UURwKu

This is not a headshot:

cQn72tD

The first image I am going to guess that some part of the tracer on the sword touched my guys neck or something. I don't know. I just know that I saw a sword come in on the lower part of my screen on an overhead then headshot me.

Now the "not a headshot" image I suppose can be chalked up to the server saying that my swing hit his hands which were near his face since he parried prior to the image. That is all I can assume unless the swing counted as hitting his shoulder. If the case is that my swing simply hit his hands which were near his face due to the panic parry then it becomes a discussion of if hands should count as a hitbox in that instance since they basically blocked a headshot.

I typically play on 120 FOV camera distance 0. The above clips seem to be from 110 FOV camera distance 0 though. All instance I had around 30 ping, he had roughly 60.

https://www.youtube.com/watch?v=WgF8he9FYSM

110 352
  • 11 Jul
 Cswic

I made that gif to give izil false hope and screw with people.

110 352
  • 6
  • 10 Jul
 Cswic

TFW you never learned to chamber overheads well, but meta is changing anyway so it will matter even less than it does now.

As an aside I hope that right side overhead feints receive a bit of an animation tweak next patch. Especially on larger weapons.
The return to idle position animation of the weapon after a feint from this angle is quite fast and looks much more like a swing than a left side overhead feint.

110 352
 Cswic

Just want to make sure I am understanding correctly so far. So morphs, meant to be a soft counter to chambers (aka feint punishes), can't be easily punished by said chamber attempts / punishes?

Isn't that the point?

As for the return to idle anim part, are there specific weapons you notice this more on? When I went to look at some of the weapon anims for morphs in 3rd person just now I didn't see any that stood out as looking like return to idle anims the way some parries / riposte angle combinations can.

110 352
  • 7 Jul
 Cswic

Why are stand alone morphs the enemy? They seem easier to read than most of the lookdown overhead feints people are fond of.

110 352
 Cswic

@Izıl said:
Not sure if edited but some say its leaked:

If its real it means the devs are most likely experimenting with same side combos

The maul shall strike you down.

110 352
 Cswic

The first 2 clips are from patch 15 and the others are all from patch 16. When exiting a ladder with a 2handed weapon equipped if you swing right after leaving the ladder the animation will play but will do no damage and use no stamina.

Can sometimes be reproduced by climbing on a ladder with a 2-hand weapon equipped and swinging immediately upon exiting the ladder. Higher ping increases the chance of this happening.

  • Seems like this has to do with high-ish ping or that high ping makes it more common. The first 2 clips from patch 15 were at 40 ping and the other clips I took were patch 16 at 90-ish ping. I couldn't replicate it on local play when I tried.
  • Maybe server is saying you are on the ladder still so don't allow certain weapons to swing so you get a fake swing instead until half a second later when you can do a real swing.
  • Can also happen with dedicated throwables. Your character throws the projectile only to have it vanish midair.
  • Or maybe there is just some lock preventing actions from taking place right when you get off the ladder? Have that weird weapon swap at the end where I swap to maul only to have rapier appear again and slide around in my hand a bit.
110 352
 Cswic

On occasion a projectile will go invisible when someone throws it but will still be able to do damage. I haven't been able to purposefully replicate the issue so far, only have a few clips of it happening.

  • Seems to only affect the throwing specific projectiles. Smoke bomb, fire bomb, throwing knives, throwing axes, and rocks.
  • May be a bug on the client side of the game if that is possible? In the 2nd clip you can see my teammate next to me go to parry the firepot that is invisible on my screen. This leads me to believe that the firepot was still visible for him unless he was just guessing and couldn't see the firepot either.
  • Both examples happened using up the last piece of ammo for that slot. The rock that turned invisible was the fifth rock out of 5 he could throw and firepots only have 1 ammo per slot.
  • You can still see the firepot shell exploding on impact, but I am guessing that is just the "breaking / fire spread" animation that plays when the firepot hits something.
110 352
  • 2 Jul
 Cswic

@Naleaus said:

@Cswic said:
After 30 min or so of purposefully trying to windup stabs inside people I couldn't get any clips I felt were particularly problematic. Unless someone else wants to provide some clips or keep the discussion going I'd say the thread is dead. Thanks for info about early release as well.

Do you think the problem you thought existed would be that people are waiting to chamber instead of just forcing the parry?

Not sure. I tend to parry more than chamber and I never got to ask the other people who I saw type things in chat about weapon windups inside them.

110 352
 Cswic

After 30 min or so of purposefully trying to windup stabs inside people I couldn't get any clips I felt were particularly problematic. Unless someone else wants to provide some clips or keep the discussion going I'd say the thread is dead. Thanks for info about early release as well.

110 352
  • 1 Jul
 Cswic

2hand overhead hammer/axe throw makes a lot more sense than throwing a sword like a javelin.

110 352
  • 4
  • 30 Jun
 Cswic

How long is current early release window? And is it a static amount across weapons or different?

For the purpose of this thread the main offenders imo are stab windups.

Whether for just a stab or stab to slash morph mainly on longer weapons. Maybe the early release window on their stabs should be longer?

When I get to play tomorrow I'll try to get clips of what I think are the offensive situations that should be tweaked. If I can't get any good clips or people decide it is fine anyway then this thread is a non issue especially since early release already exists.

Edit: thanks for the screenshot info

110 352
  • 7
  • 30 Jun
 Cswic

Overheads windup over the shoulder. Lmbs windup quite a bit behind you as well. Stabs and stab to slash morphs would probably be the most affected and particularly only on the longer weapons. Like the next time you or anyone else play and find yourselves at a typical neutral spacing, try to run in as if you'd be forcing a parry on their windup. Unless the opponent is actively trying to force their weapon windup inside you there likely won't be many chances. This is something that is hard to judge how it will play out in reality but those are just my thoughts on it. The situation could very well end up like you and huggles feel it may, which I agree would be bad.

Still, for the most part I really don't think you're going to see people trying to actively run in and be able to parry someone's feinted overhead windup. The speed just isn't there typically and bubble helps to prevent this as well.

As for kick being the only anti facehug measure. The only time I see kick working and being fair as an anti facehug measure is when kick range is shorter than whatever the shortest weapon swing range is if kick stun is going to remain. Probably maul or mallet/blacksmith hammer. Right now kick is being used to discourage shorter weapons from fighting at the only range they can fight at which is simply retarded.