Mordhau
 Gauntlet
Knight
  • Likes received 546
  • Date joined 25 Oct '15
  • Last seen 15 Feb

Private Message

Knight 253 546
  • 4 Aug '18
 Gauntlet

Definitely think the edges of the smoke should not trigger the blinding effect or the effect should be less severe. It's a melee game, fighting in smoke should be viable but chaotic. Right now it feels like pure chaos and the effect triggers too aggressively near the edge of the smoke.

Knight 253 546
  • 2 Aug '18
 Gauntlet

I agree Radfox, Survii's behavior will not be tolerated on the forums. As such he has been permanently removed. He was someone who was given too many second chances despite prior warnings.

Knight 253 546
  • 1 Aug '18
 Gauntlet

Advertises we eat at inferior seafood restaurants, but Ford's lobster shack & Abbott's is better and in walking distance from me.

I'm so sorry
Knight 253 546
  • 31 Jul '18
 Gauntlet

Sounds like a neat idea, like a quick easy filter to populate servers with specific maps for people just jumping in for the first time. I always love game maps too, and Mordhau does lack in the world & story department at this time.

Knight 253 546
  • 18 Jul '18
 Gauntlet

I normally support community made threads such as these as they are helpful for users who may miss things in the discord. This isn't the case here, given that much of this post came from leaked materials that weren't supposed to be publicly available.
Compiling leaked information into a public forum post ahead of the official devblog is unnecessary. Waiting a few more weeks, displaying discipline and patience, the new information would have found a more exciting platform for reveal in a video complete with information instead of a few screenshots and speculation. The devs would be in control of the quality of said material, ensuring that the presented content is polished for both backers and the general public. The more dedicated members of the community may be fine with raw content reveals, however devblogs are also for those who might not have the same vested interest in this product and may judge the game on unfinished assets or ideas.
Jax would be completely justified in terminating this thread, and I respect his decision to let the community get a slight teaser from the leaked materials. I know that when the devblog eventually hit, the community would have largely forgiven the long silence.

Knight 253 546
  • 1
  • 9 Jul '18
 Gauntlet

https://mordhau.com/forum/topic/9125/regarding-the-trade-of-alphabeta-keys/?page=28#c548

Apologies but there will be no key trading on the forums due to a high volume of scammers for these very limited keys. I'd highly recommend waiting for full release so as not to put yourself in a vulnerable position, as only about 3000 keys were given during the kickstarter campaign. At this point I'd be surprised if there was a legitimate key seller out there. Good luck and stay safe.

Knight 253 546
  • 20 Jun '18
 Gauntlet

I don't think the issue is balancing, but rather gameplay diversity. If weapons had three modes to select from and a lot of them overlap with already existing modes for other weapons, you wind up with weapons not having an identity or playstyle that is unique to them. Pommel throw is intended to be a kind of joke thing, not a serious alt mode. Plus you can only throw the pommel that's on your sword. Not sure if you can collect pommels laying on the ground.

You do have a point about estoc alt mode deserving to be halfswording, but consider that estoc is already a stab based weapon and an alt mode that is stab based is rather redundant. The mordhau grip for estoc is to give it versatility so it's not just the weapon that only stabs.

Knight 253 546
  • 7 Jun '18
 Gauntlet

grinder, you must realize you're not the only person who pledged to the kickstarter campaign so demanding significant change from this position is unfair to those who disagree with you. Your desire for double KO is not in line with the developers vision of the game. They have said this previously as well. Your suggestion is also not receiving much support from the current community. I would recommend waiting for mod tools and constructing your vision for the game complete with double KO

Knight 253 546
  • 1
  • 7 Jun '18
 Gauntlet

Since it's relevant I'm going to quote my own post regarding cftp from another thread. I'm not strongly for or against cftp. We are also able to experience this game without cftp right now by pairing any of the following against each other: executioners swords, alt halberd, alt bardiche, spears. Perhaps make a video featuring only non combo weapons and see how it feels?

It's an interesting mechanic; in Chivalry it was needed because man at arms could dodge any attack and force misses. Mordhau has no dodge mechanic, so there is no forcing a miss unless you outplay your opponent. Then you tech their miss with either a morph or a feint to bait cftp, which either they perform it and are punished or try to read your morph / feint. It creates a meta-game within a miss instead of just outright being punished. Think of the cftp from missed kicks from patch 14 vs the missed kick of patch 15.
I think it would feel better for the defender to be able to just punish missed strikes more simply by removing combo on missed strikes, and less of a technical response required. It would make more sense for new players, as you would normally suspect that a missed strike is something you punish. However this comes at the price of once more hurting offense and creating a dynamic where you play defensively to try and footwork strikes.
Removing cftp would dramatically change the entire game, it would also mean fights are shorter / more decisive and less layered. I wouldn't mind testing it but I have a feeling it would not be popular because suddenly a non-registering strike goes from "oops cftp" to "why didn't that hit now I'm fucked".

Knight 253 546
  • 20 May '18
 Gauntlet

Probably better to just disable catching weapons mid air, it doesn't even look cool, looks like you used the force to pull it back to your hand. Also highly exploitable, I've witnessed players who could not be disarmed because they would always instantly catch and parry the follow up.

Knight 253 546
  • 1
  • 19 May '18
 Gauntlet

@Duckalot said:
Cant bubble size scale with the weapon you are using? The smaller weapon, the smaller bubble. That way you will will always be able to get as close as you could ever need.
And i dont think this would feel inconsistent because it it would be natural being able to get closer with a dagger than a zwei.

I do like this suggestion however I think it runs into technical issues, such as will the bubble change when you swap weapons? If yes what behavior will be expected when a dagger user swaps to a zwei when in facehug with another enemy? Will it suddenly push you/your opponent slightly back or simply wait until the two bubbles are no longer intersecting to take effect? Could this behavior be abused?

I'm sure Triternion have thought about this suggestion and I'd like to hear from one of them about the issues of a weapon based player collision radius, if it's even possible, or if it might take too much effort for too little gain.

Knight 253 546
  • 15 May '18
 Gauntlet

Executioners sword does one thing very well that others do not, and that's leg chopping a guy w/ light leg armor for 80 damage. Those leg chops are extremely formidable. Also can't forget the 30 stam drain

Knight 253 546
  • 11 May '18
 Gauntlet

I'm not against the idea of your weapon load out impacting movement speed, but it would need to be uniform so you can't just equip a dagger for max sprint then swap to zwei. Maybe something like your heaviest weapon determines how much move speed is impacted, but this largely seems unnecessary unless you think light armor zwei/halberd boys are too effective. It'd be good counterbalancing should the high point cost weapons prove to be too effective.

Knight 253 546
  • 11 May '18
 Gauntlet

@vanguard said:
It's our gum now HAHA

The people's gum?

Knight 253 546
  • 11 May '18
 Gauntlet

I do agree that the game feels very much explored, however the way players interact with the combat has changed over time but they are subtle differences. I think the final layer that could reasonably be added to the combat are either perks or more weapon specials for more weapons (think like the billhook pull but more gameplay changing). This would open up more strategies and play styles. Maybe the game just doesn't resonate with you, Roshawn, and that's fine. I would never go back to chivalry after mordhau, and that's my opinion.

Knight 253 546
  • 8 May '18
 Gauntlet

It was bastard sword, war hammer, dagger, full point load out w/ plate. Your point stands however, and does seem abusable at this time with so many weapons available for pick up negating the point system.

Knight 253 546
  • 8 May '18
 Gauntlet

@Frise said:

@crushed said:
You should provide some examples how performing chambers is inconsistent when it should connect.

He probably means scenarios like this: https://thumbs.gfycat.com/VillainousAdvancedDavidstiger-size_restricted.gif

Where it looks like he chambered in time but the weapon floats in front of him.

Posting from mobile, yeah I agree that looks like it should have chambered but through no fault of the user it's the real time strikes system tripping up that 200ms window at the last moment. I do wonder if tighter sword turn caps would resolve edge cases like these. It is my experience that the sword manipulations are the most wild because of relaxed turn caps. My thoughts anyway, but it's a good example.

Knight 253 546
  • 6 May '18
 Gauntlet

Greets,
Like Humble pointed out there exists a thread to contain all the weapon suggestions for Mordhau.
Feel free to repost your suggestions in the appropriate location: https://mordhau.com/forum/topic/2583/stretch-goal-weapons-suggestions-megathread/

Editing posts is also proper forum etiquette instead of quadruple posting.

Thanks!

Knight 253 546
  • 1
  • 3 May '18
 Gauntlet

I feel like headtracking is something that should happen when you're idle, and based on whoever is closest to your reticle. It should almost always be disabled for crouching, that's where it looks goofiest and has gameplay implications when you're trying to duck.
Also the distance to your target needs to be significantly smaller, I shouldn't be staring at people through multiple floors in a castle that I can't physically see.

Knight 253 546
  • 1 May '18
 Gauntlet

Considering this isn't actually a thread for longsword discussion I'm going to close the thread.
I suggest that whatever beef you have with crush you take to private messages.