Mordhau
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Duke
  • Likes received 4008
  • Date joined 1 Feb '16
  • Last seen 31 Oct

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Duke 2266 4008
  • 4 Aug
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@Badass_Ben said:

@ToLazy4Name said:
I honestly have no other thing to call you people other than "stupid"

Realism can go well with a game, yes, but realism does not equal good game mechanics. Saying "this game mechanic is bad because it's unrealistic" is not a fucking argument. Mordhau is not realistic, it is not attempting to be realistic, and it is not a game that prioritizes realism over actually good gameplay.

You are literally contradicting yourself in your own post
"Realism can go well with a game"
"Realism does not equal good game mechanics"

Bro a philosophy 101 class would serve you well.

Those are not contradictions.

Saying something can be good does not mean agreeing that it is good in all cases no matter what.

I like ice cream. I also like ketchup.

Do I put ketchup on my ice cream? Uhhh FUCK NO.

Realism and Mordhau are the same.

Duke 2266 4008
  • 3 Aug
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@Badass_Ben said:
But then the question is, how do you even parry extreme drags if you have no reference, if any swing can seemingly stop mid swing, only to instantly resume for max damage.

I never use extreme dragging, and only the occasional feint and I have zero issue on getting hits on my opponents. Consistent hits? No, but I can make a fight dynamic enough without dragging to surprise someone to allow a hit to land.

But like these clips:
https://www.youtube.com/watch?v=-jObal2thYc
(dude looks straight at the ground as he starts the overhead, so instead of seeing any windup, I just immediately take full damage and never getting a chance to parry)

(sword stops midair, taking away any momentum making it what SHOULD be an ineffective strike. how the fuck am I supposed to read that?)

Its not skill to do the above, its mechanic abuse as the opponent never has a chance to counter it.
I can deal with feints well enough, even morphs, by tracking the opponent's weapon tip and waiting till the last second to parry, but the above, you literally have no ability to counter.

You use footwork to position yourself either at the beginning of the attack so you can parry it in early release or force a miss, or you position yourself away from the attack so you can parry/chamber as late as possible.

It is very skillful to position, predict, and pressure to land and avoid hits using swing manipulation and mind games.

Duke 2266 4008
  • 21 May
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@Zherot said:

@DylanS_98 said:
I want competitive modes.

Why? Give me a good fucking reason.

Cus it's fun to be competitive.

Duke 2266 4008
  • 16 May
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I think windup for spear can be buffed a tad and so can release

50ms less windup 25ms more release would make it worthy compared to alt grip halb. Would make it feel more nimble overall, more intuitive for beginners. Atm spear is probably way more clunky than it should be.

Duke 2266 4008
  • 16 May
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spear needs buff compared to alt grip halberd. Alt grip halberd should not fill the same role as spear and beat it in all areas.

Duke 2266 4008
  • 16 May
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Damn, I thought this was gonna be some noob post but you're right. Lmao.

Keep new range tho tbh imho @crushed

Duke 2266 4008
  • 1
  • 15 May
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I think the potential for horde is way bigger than how the mode stands as is. I think the main reason why horde is the way it is is because it was more or less meant as this neat arcade thing you do on the side with the meat of the game being pvp, and that's fair from that perspective, but I think it has the potential to be much more.

  • Nerf Projectile Bots

At the moment projectile, bots just make the mode a lot less fun and is probably a huge factor of why people tend to tower camp. No one has fun getting sniped in multiplayer, why would it be fun getting sniped by multiple bots who LITERALLY have aim bots?

  • Buff building and make it a focus

There is a place for the run and gun (run and slash?) playstyle, but I think when facing a massive onslaught of opponents standing your ground gives it a much more epic last stand feel. Maybe buffing durability of building and making building more accessible at the start would allow people to really fortify spawn points and give the whole scenario more of a badass last stand feel.

  • Up the player count & bot count

Just makes it feel like more of a badass cooperative experience all around, and creates more scenarios where players save the asses of other players. The servers that do this are a lot more fun imo.

Duke 2266 4008
  • 15 May
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Bloodlust can certainly be viable against other good players in larger group environments with the right build. I wouldn't say it's too strong, I'd say it simply rewards already existing skill.

It was really strong at the beginning of alpha when everyone was essentially a walking healthpack, but noobs have gotten surprisingly better imo at least at grouping up to kill one guy.

The more experience new players get the more the less the perk will help.

Duke 2266 4008
  • 1
  • 10 May
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@DOESNOTCOMPUTE said:

@Huggles said:
FOV issue with the camera not being directly on your eyeballs. The stab is not broken and on his screen he very clearly hit you.

so the only way to predict hits is to lower your fov to 50 so you can actually see what your character sees? On my screen it looks like hes a whole meter off my face

no, you just get used to it and learn that it doesn't have to go through your camera to hit you.

Setting camera distance to 0 or forward can make it less egregious for minimum FOV cost

Duke 2266 4008
  • 10 May
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FOV issue with the camera not being directly on your eyeballs. The stab is not broken and on his screen he very clearly hit you.

Duke 2266 4008
  • 4 May
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@DJSjana龙巫Wilgani said:
Hello,

As someone who has a long history in Mount and Blade: Warband, I really don't like having to use a button for the overhead and stab.
Especially since I ALSO still play Warband. Having to switch between control styles is rather annoying.
But I also don't understand why it's not a default option to switch them to mouse movement.

I've seen 6 side directions so far, and then there's left and right overhead and left and right stab.
There is plenty of room to add overhead and stab portions to mouse movement.
Of course you can keep the default settings on scroll wheel for people who are not used to precise mouse movement, but for those of us who have been using precise mouse movement for years it is rather annoying to have to swap to scroll wheel.

TL;DR - Please add mouse movement support for overhead and stab.

You want both stabs and slashes to be on lmb???

You really don't wan't this...

Duke 2266 4008
  • 20 Apr
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@crushed said:

@Peacerer said:
Talking about competive scene? First make friendly dmg mirrored! Make team dmg reflective

This will never happen in this game, ever. One of the worst suggestions

I agree, reflective damage sounds cancer.

However, what do you think about team flinch for ranked?

Duke 2266 4008
  • 13 Apr
 Huggles

@Frise said:

@Huggles said:
1vx isn't hard because of readability tho. They just cannot use many offensive options and get overwhelmed before they get a chance to make good plays.

That's my point. Easy chambers force the game's balance to revolve around unreadable feints. Feints are virtually useless for the 1, and the 1 can't abuse chambers like the X can. 1 doesn't get to use the main tactic the combat revolves around, yet has to hard-read that same offensive tactic which is designed to not be realistically hard-read, because ez-chambers would have no use otherwise.

Which is why the "We're not balancing around duels" thing baffles me. Feints are an awful mechanic to revolve the combat around if you're balancing around teamplay.

Original chambers also theoretically gave a superior player the ability to completely out-stam their opponent. Now we have the opposite; you need to pay stamina to defend against feints (stab feints at least), turning the tide even more against the 1.

The current implementation of chambers is a lazy, detrimental alternative to polishing their original implementation.

I wouldn't really be opposed to going back to old chamber honestly, particularly where teamplay is involved.

I always thought the main reason it was hated was because of dueler bois not liking how much original chamber invalidated lazy feints.

Duke 2266 4008
  • 13 Apr
 Huggles

Easy defense = bad and boring

Duke 2266 4008
  • 1
  • 13 Apr
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@Frise said:
A big issue with the current implemnatiom of chambers is that they are a justification for feints to be asbsurdly powerful. Even if chambers get protection, the stamina cost means ghat the 1 will always have to use it with caution while the X gets to crutch on it. So then the 1 has less access to the only thing that makes dealing with feints reasonable.

Chambers should go back to their old state of being a high risk situational defence; with accels now being reasonable, you can actually wait till release to react to an attack. The inability to do that was what made original chambers bad. But now chambers are just here to justify insane feints, which are a mechanic that will always be almost useless to the 1.

1vx isn't hard because of readability tho. They just cannot use many offensive options and get overwhelmed before they get a chance to make good plays. You can stay alive in 1vx just fine for a reasonably long amount of time if you are a superior player.

The issue is the x chambering to avoid reading the 1 entirely.

Also an fov thing. More vision would be rly nice

Duke 2266 4008
  • 2
  • 13 Apr
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@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.

Duke 2266 4008
  • 11 Apr
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@Bodkin said:

@MrGhostTheFlyingFlail said:
It seems people have forgotten about shields in addition to the fact that there is a large parybox against projectiles that goes as far down as your knee.

Tbh more arrows get blocked by random swings than anything. Hitboxes are huge on it.

Archer limit is a necessary evil because you could nerf it into the ground and it would still be annoying to fight a bunch of them

Archers on their own are currently not very strong. They are decent but not nearly as op as some people make it out to be. Annoying and OP are two very different things. The only times archers get ridiculous right now is on bad maps like pit where theres no cover or if you have many working together.

This is why archers are getting damage buffs to heavy (about equal to medium) while also heavily limiting the amount of archers present. Making individual archer stronger but keeping them from having 5 man archer deathsquads outside of maybe frontline

If someone is just really good at it and kicking ass, that is not a problem. That is someone doing really good and kicking ass. I guarantee someone really good in melee will do better in the majority of cases. I play archer a bit and I still find it easier to topscore as melee support than as ranged support. Ranged support just has more flavor. Like yea as archer youll die less if theres no huntsmen but getting kills is more time consuming.

Ya, archery in mordhau does take a lot of skill to do as well with it as a melee player. In chiv you could be a trash archer and still do better than melee because of more damage, faster proj speed, and lack of answers to ranged attacks in general. Buff and limit I'd say.

Duke 2266 4008
  • 8 Apr
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@Milosh_Obilic said:

@Runagate said:
Someone will make a mod for that tbh

Who on earth would want to make a mod for that? You must be dreaming if you think someone is willing to pay for costs associated with an MMO mod.
At it's core it is a bad business decision from the mod creators perspective: because you have no guaranteed capital, crowd funding or early access to project player base on release(it is a mod after-all). You would have to invest hundreds of thousands of dollars just for a server system alone.

You can't ask players for any money to pay for their server costs because it's a mod. Basically you have to pray and hope donators would pay for however much it would cost each month + development fees + the time you spent working on it. So your spending years to build something that has a high chance to turn out to be the biggest money sink you ever take part in (it would probably take more than 10 years unless you had multiple departments led by senior veterans in the industry that worked full time crunching through that content daily).

Absolutely zero chance you would be able to even build a team out of the community for something so difficult. You would literally need to fund most of the devs and all the servers yourself which combines to easily be over a few million dollars if you want to match the content and features of what people expect in an MMO these days. I don't know any mortal man stupid enough to do that for such a high risk/high cost endeavour.

It's already been done.

Persistent World for Warband

Duke 2266 4008
 Huggles

People who are very good at a game are generally resistant to changes that they do not believe will make them better at the game. Especially if they have the potential to be huge departures from the meta.

They also have a predisposition to think any style of play that significantly differs from their own is "cheesy" or "broken."

Duke 2266 4008
  • 6 Apr
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@Mittsies said:
Rush is probably the only perk in the game that's perfect as is. Not sure why you'd want to change it.

The issue with perks in general is that they seem like such tiny insignificant buffs that are big point wastes, and you would be much better rewarded with just getting as much armor as possible and as big a weapon as possible.

I think making perks more in line with different ways to play the game that give HUGE game changing benefits but SIGNIFICANT drawbacks would be way more fun and provide way more variety.