Mordhau
 Bang
  • Likes received 131
  • Date joined 1 May '17
  • Last seen 9 Jul '19

Private Message

111 131
  • 13 Apr '19
 Bang

@Huggles said:

@Bang said:
You could test a 600ms flat attack lockout instead of band-aid 1vX solutions. That "clunky" feeling is just bullshit - no one ever said chivalry felt clunky because of attack lockout, and how would you know anyways since we actually never testing it? The only thing I can foresee bringing Mordhau up to par with competitive chivalry teammodes is mod support atm since the devs won't actually test anything.

Several people have said chiv felt clunky because of attack lockout. People mention clunkiness and brokenness everytime chiv comes up in a topic.

Chiv itself is just a janky, clunky, broken mess.


Number 1 thing @marox devs can do to help with 1vx without destroying the excellent teamfighting the mechanics have for us so far is addressing how chambers function in general or in that scenario. The issue is chamber, not parry lockout.

Being able to chamber the 1 in 1vx is what allows people to just spam it and circle strafe and there is pretty much nothing you can do about it even if you are reading everything and in general are way better than the x.

If two people on a similar skill level than you are destroying you in 2v1, I don't think the game is broken. I think that is actually good for teamfights and healthy for the game. But when two people way below your skilllevel can just fuck u up cus they spam chamber and there really isn't anything you can do about it period, I think that sucks and takes away from the core philosophy of the game. It being unforgiving and taking skill.

Well, if you increase the parry lockout you can't chamber as often in those situations. The issue isn't chambering itself, it's the ability to chamber ripostes, which makes 1vX shit since you're constantly getting attacked. I'm not suggesting 1vX should be easy, but there should be much more potential for 1vX, since that's where the greatest skillgap typically lies in games of this sort.

111 131
  • 11 Apr '19
 Bang

You could test a 600ms flat attack lockout instead of band-aid 1vX solutions. That "clunky" feeling is just bullshit - no one ever said chivalry felt clunky because of attack lockout, and how would you know anyways since we actually never testing it? The only thing I can foresee bringing Mordhau up to par with competitive chivalry teammodes is mod support atm since the devs won't actually test anything.

111 131
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  • 2 Nov '17
 Bang

Why don't we keep it simple?

W,A,S,D, Shift, Space, Ctrl are all inputs too - we could put more emphasis on those.

Not everything implemented needs to siphon left hand movement into right.

111 131
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  • 16 Oct '17
 Bang

I can sympathize with the philosophy behind kicks as facehugging looks quite disgusting in this game. However kicks and kick abuse brings about a myriad of other issues.

Remember in chiv when you could run INTO a drag or away from? Now I gotta hold S. People don't realize that in chiv you ran around people's bubbles A LOT, both in duels and teamfighting. It was all about moving in such a way to minimize the effectiveness of drags/feints and increase the effectiveness of targetswitching. That skillgap is long gone as holding S is almost always superior than using wasd and the mouse. Moving in close risks you getting chamber kicked, kick gambled, ect.

Kicks also reward passivity while teamfighting is all about being in the midst of things. Teamfights shouldnt be a bunch of vanguards trying to touch tips with each other - it should be chaotic and fun. Shits going to happen, people are going to get close, spaces will be confined and people are going to have their back to objects/wall/teamates. I don't want a castle sieges to look like a tae kwon do match.

111 131
  • 1
  • 16 Oct '17
 Bang

You guys need to stop circle-jerking each other. There are a lot of broken/cheesey ways to fight and all people really play is contraband. This understandably gets old after awhile.

Give the devs feedback and have some patience.

111 131
  • 12 Oct '17
 Bang

Because it deters from footwork, target-switching and team-fighting if we'll all jack-hammering each other. This isn't just a 1v1 game.

111 131
  • 12 Oct '17
 Bang

This is going to be controversial... but they should remove the ability to chamber ripostes and slow everything way the fuck down. I'd rather have everything much slower, with more parry lockout and windup, than to be able to chamber a rapier riposte with a zweihander.

111 131
  • 27 Sep '17
 Bang

It just needs to be able to consistently first hit flinch halberd. Yeah, it has longer tracers, but what about the windup/release windows?

111 131
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  • 26 Sep '17
 Bang

Do you think there's enough time to turn an active parry much before release? Maybe that's what people aren't used to.

111 131
  • 26 Sep '17
 Bang

@marox said:
I'm not really sure what would be considered wrong with it, I've looked at the code several times and everything seems to check out, haven't seen any videos that illustrate the issue, so it's hard to say.

For example, say you have two enemies around you - one to the front and one 90 degrees to the side. I riposte the guy in front of me, turn towards the guy to the side, whom is attacking, and my active parry fails. It seems to work only in a small cone in front of you - originating from the point of riposte and it can't be easily manipulated around.

I suggest going old-school, unflinchable windup so team fighting is more dynamic and less about long sticks and backpedaling.

111 131
  • 4
  • 26 Sep '17
 Bang

The game doesn't reward "lame", it's just that whiny idiots lose to basic drags and feints and break down thinking that the actual serious meta is like that.

Don't strawman me - I have no problem with feints and drags. Active parry is inconsistent and starts only where your parry starts - you can't turn it towards an oncoming attack and block it, assuming it even goes off. Also, since active parry is only a cone in front of you, teamfighting is no longer about being a parry/riposte bot but about being a backpedal halberd player. Facehugging can be mitigated with fluid movement and knockback - which the game is lacking atm.

Edit: The skillgap in chivalry was centered around teamfighting and isn't as high in mordhau as I'd like it to be. In chivalry, if I die in a 1vX situation, I immediately recognize what I could've done better/differently. In mordhau, once I'm surrounded, there's hardly anything I can do.

111 131
  • 26 Sep '17
 Bang

You guys need to address inconsistent team-fighting mechanics, backpedaling incentives, kicks, and the vanguard weapon meta. The game is overly rewarding for playing lame.

111 131
  • 25 Sep '17
 Bang

ITT: Noobs complaining about mechanics instead of learning how to counter them.

111 131
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  • 20 Sep '17
 Bang

@Monsteri said:

@das said:

@Pred said:

@ÐMontyleGueux said:
The lack of recovery phase after being blocked and the chambers encourages you to be way more aggressive towards your opponent. Trust me, feinting will get you killed a lot against more experienced players.

Feinting, as "we are both not attacking" are not very useful, as everyone spams like crazy at any opening and you get flinched, so this part is true.

But the initial phase of the duel is pretty much a competition who can get to combo-feinting first.

  1. You land a hit, press forward to facehug

  2. Combo to an unreadable lightspeed accel

  3. Feint

  4. Profit

This would be a lot less of a problem if the chambering angles for overhead and underswing were less silly. It's not that combo feints are unbeatable if you are actually patient, it's that the input to counterplay them (chamber) right now is very wonky against attacks that aren't stabs or horizontal.

Indeed, I posted a video on how to chamber overheads aimed at your hips or lower, and the way you have to do it is indeed very unintuitive and weird:

The developers have told me that they're working on a solution, though.

What if he just slams it down instead of telegraphing it?

111 131
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  • 18 Sep '17
 Bang

Wouldn't a 25ms nerf be pretty much negligible? That's 1/40th of a second.

111 131
  • 1
  • 18 Sep '17
 Bang

I've experienced this too - especially when my ping gets high. Was playing at 130 yesterday and it felt like every other attack was phasing through.

111 131
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  • 17 Sep '17
 Bang

At any rate, kicks only get landed when you have hard read on someone or they're cornered. Don't forget you can tech kicks on reaction as well.

That's not true at all. You're not abusing ripostes, morphs, combos and feints (like I said earlier) if you think its hard to land. It's overpowered, anti-fun and reduces the skillgap. If you can't drag, agress, parry or land a hit, just press F,

111 131
  • 2
  • 17 Sep '17
 Bang

The kick needs to be nerfed if anything. It does 10 damage, a free hit, gives back initiation, and punishes any close combat. Plus you can riposte kick, feint to kick, morph to kick and combo to kick. Maybe it's fine if you just backpedal with a spear but otherwise it's obnoxious and anti-fun. Plus it lessens the skillgap from matrix-like chambering to passive kcikboxing,

111 131
  • 14 Sep '17
 Bang

So alt attacks do more damage all around?

111 131
  • 2
  • 13 Sep '17
 Bang

Vincent you're a fucking god.

Edit: Thanks a ton, I'll be trying this out later and seeing how it goes.