Mordhau
 June
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  • Likes received 58
  • Date joined 1 May '17
  • Last seen 8 Jul

Private Message

Count 19 58
  • 1
  • 18 May
 June

@Huggles said:

@June said:
Fix hand hits before making any other changes to kick. This was always the issue, all the way back to the original kick stun. Hand hits were "fixed" in one patch but that was the same patch kick stun got removed. Everyone stopped kicking and no one realized that hand hits were still there. Now that kick stun is back and people are kicking more its obvious that hand hits are still there. I've seen every good player in NA complain about it.

Everyone's complaints about the old kick stun was on hand hits. Then, rather then letting us try kicks as they were without hand hits, we got kicks nerfed into the ground. Now we are back to where we started and we are just going in circles. I don't think we can start to balance the mechanic until the fundamental issue is solved.

Hand hits are bullshit but you're still missing the point. Hand hits are the only thing that makes kick not completely worthless. Fixing handhits would remove any utility they have.

Making kick faster but shorter without hand kick is the only way to fix the bullshit while not making kick worthless.

I'm just saying fix hand hits before trying to balance rather than trying to balance around hand hits, which seems to keep happening.

Count 19 58
  • 18 May
 June

So everyone's noticed that walls are very unforgiving in this game, even with the tracer reduction. The question is, is it fine as is or are changes needed? I like the idea of being able to use the environment to my advantage, using a wall to stop extra angles of attack. But as it is that's not really possible. The argument for wall hits would be that players can effectively herd others into a position that makes them easier to take on. I think if wall hits were reduced to be more frontal there would still be ways to outplay others with the environment, mainly baiting chamber attempts to hit walls.

Here's some examples of the current status of wall hits.

https://clips.twitch.tv/BlindingFuriousClipzPrimeMe
https://clips.twitch.tv/BlushingRelentlessAnteaterPipeHype

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  • 18 May
 June

Fix hand hits before making any other changes to kick. This was always the issue, all the way back to the original kick stun. Hand hits were "fixed" in one patch but that was the same patch kick stun got removed. Everyone stopped kicking and no one realized that hand hits were still there. Now that kick stun is back and people are kicking more its obvious that hand hits are still there. I've seen every good player in NA complain about it.

Everyone's complaints about the old kick stun was on hand hits. Then, rather then letting us try kicks as they were without hand hits, we got kicks nerfed into the ground. Now we are back to where we started and we are just going in circles. I don't think we can start to balance the mechanic until the fundamental issue is solved.

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  • 10 May
 June

~950

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  • 5 May
 June

Patch #16

Removed extra damage to legs when being hit while jumping

https://clips.twitch.tv/MildFaintWombatNononoCat

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  • 29 Apr
 June

my clan so rude

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  • 21 Apr
 June

If you see on your screen your parry/chamber attempt go up but you still get hit then there is an issue. This is where compensation should come in. Here is an example of the same thing with a parry. https://clips.twitch.tv/WrongStrangeReindeerCharlietheUnicorn

The OP topic has nothing to do with chambers and whether or not they are a gamble, I don't know why you're derailing the thread unnecessarily.

Count 19 58
  • 20 Apr
 June

@Huggles said:

@das said:

@Huggles said:

@daWASTI said:
The sad part is ... i think with removing ripost feints they will have to remove chambering soon aswell, and then you have basically chivalry. Although in a sense the mechanic chambering is something that makes the way easier for casuals, to get better at the game and have a start in feint reading.

But sure, why not 100% trade ... you can already do the following in patch 15:

2v2 on both sides a naked to feed riposts to their teammate in heavy armour, let the big guys trade through each other.

I believe you dont have to piss off competitve players in order to be attractice to a broader audience at all.

holy shit feeding hit trades with hyper armor and high damaging weps....

ABORT ABORT ABORT

Unlike in Chivalry, hit trades can't be forced. If you hit them first, you can immediately parry worry-free (not like they're gonna feint you in a riposte). Developers added unflinchable riposte and riposte armor, it's the players who are getting hit traded by their own folly.

  1. Attack teammate.

  2. Teammate parries and ripostes

  3. Teammate is unflinchable for his entire attack now with bonus protection.

Are you saying you can't do that right now?

You can still just parry the attack or hit him and then ftp. Or just walk away. Its not a good strat and never was.

Count 19 58
  • 20 Apr
 June

Everything in these patches is experimental. Every patch or two has changed the way the game is played significantly. This will continue to happen. You can give feedback without saying "omg game is ruined forever" everytime. Yea this patch is much more on the side of being easier/more bland but it is in the best spot its been in terms of new player retention. The question is how do we keep this while making the game more enticing at the higher levels of play.

Count 19 58
  • 20 Apr
 June

The idea of making chambers better in 1vx is great. I think theres better ways of going about that though. Chambers are far from useless in duels even at the highest level, removing them would just make the current meta more stale than it already is.

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  • 21 Dec '17
 June

@vanguard said:
Idk what huge skill there is in just turning your mouse away from the direction that the attack is comming, or turn it into said attack, and why this is so much more skill based then feinting a riposte. There are problems with draggin alright, but I think they are animation related. A drag heavy fighting stile, while manageable to be fought against, it isn't fun at all imho with these animations we have right now because it forces you to gamble.

Not sure what your point was here and how it all relates to my post but alright.
Saying chambering is as easy is parrying? I'm not sure what to say to that honestly.
I never really mentioned problems with dragging in my post. Other than stab drags I like how the drags are currently.
Yes there are animation problems but these are in the works. Though after 400 hours of play I can say that the current animations are more readable than people think.

What fun there is in having to gamble your deffense technics because you can't know if its gonna be a accelerated or a delayed attack, for instance. This actually lowers the skill ceiling because forces you to gamble. Just like fake-out backswings were in chiv.

Everything you said here can be applied to parries as well. Unless that's what you were getting at in the first place?

This sorta crap needs to go, we need drags, and I love big release times and I don't want to see them gone. But something must be done with the animations, it isn't even a matter of git gud imho, they are simply not conveying properly what is happening. Specially with stabs.
I never read ANYWHERE on this forum, any serious user suggesting something even close to remove drags, so this is not what is going on tbh. And when I saw people asking to nerf drags, was actually pointed towards the most ridiculous ones, that ends up making you have to gamble instead of react, because the animations are not clear in showing you that it is a delayed or a accelerated attack.
I find feints much easier to deal with then drags on this game.

Pretty sure this whole thing was just a rant on animations, which is fair criticism, but was not the point of my original post at all.

Count 19 58
  • 21 Dec '17
 June

After a few hours with the patch I've found it to have some questionable changes. I'm curious how other people feel about this stuff too.

Last 15% of strike release tracers now no longer deal damage
Good idea, poorly implemented. Now it feels like the beginning of your attack and end just ghost through enemies. An animation change is needed here to go along with this.

Strike chamber/parry window reduced by 50ms
These changes were made to compensate for the drag changes but I feel like this hurts chambers more. With the drag changes it was mostly large, overzealous drags that were removed. These were never a problem for chambering because they were either easy to read outright or left you with plenty of time to ftp. This means that they removed something that was irrelevant to chambering but nerfed chambering anyways. Now slash chambers are down to 200ms. Factor in ping plus the fact that drags don't really beat parries but rek chambers makes this the first stage of making chambering obsolete. But there's more.

Brought back riposte feint with a small feint window
Adjusted feint lockout - early feints are now less clunky and easier to use for chamber baits
Riposte feints. Who even wanted these? They were removed once before and now they've been brought back. When I read the patch notes I thought nothing of it, figured they'd just be micro feints that are easy to read. So far this is not the case at all. Sure maybe they are micro feints, but they are micro feints that are coming from the fastest move in the game. Hell, if you put some work into it you can actually feint quite late. Factor in the fact that you can start your attack inside your enemies body means that, no, these are not as readable as I thought. Good luck reading this shit in the heat of battle.
Then you think, hey, feints are beat by chambers right? just gotta chamber the riposte (which btw was already barely possible, only time you could ever chamber a riposte was when the enemy was predictable) Even if you manage to read the riposte angle and go for a counter chamber it almost doesn't matter. If the enemy has a weapon of similar speed or faster than yours they can actually punish you before your counter chamber even lands thanks to the feint lockout change. Feint into attack will hit before a chamber attempt now which is it's own fucked up thing.
You can't compare riposte feint to chamber feint. One takes skill, is much slower and more choreographed, and (was) countered by other chambers.
Also I lol when I think about all the noobs that complained about feints in chiv. You had an excellent counter to feints that, even if it took a lot of skill would have made the casual audience much more accepting of this game. But guess what guys? If you thought feints were bad before wait 'til you try our game

No changes made to stab drags
The fact that I can take any weapon, release a stab on the right side of someone and bring it all the way around and hit them on the left is ridiculous. Of course I'm not saying they should be removed, just toned down.

So to summarize:
Chambers are harder to do. Pulling off this difficult move now only rewards you with some extra stamina. Parries are better than ever. Ripostes are better than ever. Feints are better than ever.
Feints and ripostes will become the meta, with chambers taking a backseat.
What game am I playing again?

Count 19 58
  • 9 Dec '17
 June

I am unable to unban a player from my server. Typing banlist shows the banned players id, and that id matches with their id that I get from steamid.io. When I type unban <playerid> nothing happens and the player still shows as banned under the banlist. There is also no playerid filled in the banned players slot in the server files.

Count 19 58
  • 28 Oct '17
 June

Wish we got to try the old kick (flinch) with the new kicks fixed mechanics (hand hits, turn cap changes) before just changing the kick completely. Old kick was strong enough to deter facehugging from happening in the first place, new kicks are more used to stop facehugging after its happened. The question is how we want the game to play.

Also I feel like flinch is just awkward as the only time you can get a reliable kick in is when you already have initiative, so one of the "strengths" of the new kick isn't really a strength at all. Maybe it will all make more sense when perks are added and stamina has more of a place in the game.

Count 19 58
  • 17 Oct '17
 June

When you morph a stab currently the resulting strike is limited to the side that the stab was. With the addition of morphs being able to chamber this mechanic feels outdated and clunky. The game has taught us by its game play that stab angles are mostly irrelevant, only being useful in making your stab drags work slightly better. No one is paying attention to their stab angles especially not when they're needed most: Chamber fights. A slash morph is beaten by a morph of your own. Stab morphs require a ftp unless you want to risk the morph which just feels like a gamble, when it works it feels great and when it doesn't you feel robbed especially if you use binds and the attack gets morphed to the opposite side of the bind you pressed. Speaking of binds, players that play with only binds are robbed by this mechanic currently as you cannot bind stab angles forcing them to use 240 when perhaps they don't want to.
It just does not make sense to make stab angle relevant for a single niche scenario.

Count 19 58
  • 6 Oct '17
 June

Also people say that chambering isnt rewarding enough for the difficulty and this just isn't true. Chambers are incredibly strong and beat out most other things right now. If you chamber someone you get to block their attack for free and have a highly acceled attack to return that can even be feinted or morphed. If they feint you get a free hit or forced ftp. You can beat slash morphs with your own morph, although stab morphs generally require you to ftp. If you fall for a drag you fall for a drag, whether you parry attempt or chamber attempt is the only difference and an attempted chamber is still superior as many drags are missed, giving you more free hits. The chamber window may be smaller than the parry window, but that just means you are forced to react at the last second which you should be doing anyways, in this sense parries are just building bad habits.

Imagine how good we would all be if chiv had chambering. All of us with 1000+ of hrs of experience would have us chambering whatever attack we wanted, whenever we wanted.

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  • 6 Oct '17
 June

Been seeing a lot of complaints about chambering lately and I'm worried that they will be made to be too easy. Chambering slashes and drags isn't as hard as people think, the game has only been out a few weeks and not many people have really tried to learn them. All that's needed is some animation touch ups and I think chambering will be in an excellent spot.

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  • 27 Sep '17
 June

Horizontal slashes are definitely a big part of what is making the windup animations hard to read. I think when a player is looking straight ahead the animations are fine. Its when torso movement is added to attacks that things start to look funky. The windups for a lookdown horizontal looks very similar to an OH, same goes for a lookup horizontal and an uppercut. Combos also seem to become harder to distinguish than first attacks, the windups become less prominent. It feels like the only way to determine what the angle of some of these attacks are is to pay attention to the hand position but I feel like there needs to be more of a tell than that, as checking the hands becomes unreasonable as skill rises.

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  • 11 Sep '17
 June

I will be streaming for a few hours after release before I go to work @ https://www.twitch.tv/JunipersKnot. Will also upload some videos on the days after.