Mordhau
 yourcrippledson
Baron
  • Likes received 2087
  • Date joined 1 May '17
  • Last seen 27 Mar '19

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Baron 1551 2087
  • 16 Jan '19
 yourcrippledson

@Frise said:
120 was always inferior to higher FoV values in Chivalry. Yes, some high-tier players used 120, but doesn't mean that 120 is on-par with higher FoVs. Those high-tier players stayed on low values not because it was optimal, but because it didn't look like shit/they were just used to it.

Yeah and they weren't getting destroyed enough to warrant changing it. There are no backspins this game so the advantage is a fraction if what it was. I just want the game to not feel bad/restrictive next to its spiritual predecessor. Which imo it does.

Baron 1551 2087
  • 16 Jan '19
 yourcrippledson

Moving the camera back would help too.
88da563d8f314a64d145fdb62daf0c10.jpeg

This is a fairly accurate representation of where our first person eyes actually are for some reason.

Baron 1551 2087
  • 1
  • 16 Jan '19
 yourcrippledson

Just as many of the top chiv players played at like 120 fov as 140, with the average 130. So it shouldn't be the upper limit here.

If 120 is viable in chiv vs 140s and 150s, where backspins were still a thing, how would 140 fov be so "gamebreaking" here?

How about instead of shitposting the shit posts about it we just TEST it for a patch? Thought the point of testing was testing shit out.

Baron 1551 2087
  • 16 Jan '19
 yourcrippledson

@conny said:
Cuz then you got to make your game look like an oldschool-movie lsd tripp to avoid a disadvantage

Better than having to go download the FoV mod to avoid a disadvantage.

Baron 1551 2087
  • 1
  • 15 Jan '19
 yourcrippledson

@Frise said:
d.PNG

Dats da one

What is the point of an fov slider if one side is a joke and the other is barely acceptable?

Baron 1551 2087
Baron 1551 2087
  • 15 Jan '19
 yourcrippledson

@TRYTE said:
I built my PC back up again to play this game so I'm kinda bummed out it's not working :(

Meh. You're probably less disappointed this way.

Baron 1551 2087
  • 14 Jan '19
 yourcrippledson

How many bots/players did you test at a time with that fps?

Baron 1551 2087
  • 1
  • 11 Jan '19
 yourcrippledson

you're just supposed to explode the head and move on to another. Who has the time for such trivialities as this when combat is still unfinished?

Baron 1551 2087

@Rattsknecht said:
Why not do the same with just holding lmb? It would fix the attack direction in place while hlyou hold it, and start the attack when you release it. And to cancel it you just press block

https://mordhau.com/forum/topic/13052/holding-a-strike/#c10

" marox — Project Lead
The main issue with holding the button down and having the 240 react after the fact (or after releasing it) is input lag, which makes the input scheme quite sub-optimal. By input lag I mean the delay between pressing the button and releasing it."

Baron 1551 2087
  • 5 Jan '19
 yourcrippledson

@Stumpy said:
probably yes

do a video of that

Baron 1551 2087
  • 4 Jan '19
 yourcrippledson

@Stumpy said:
How to get 30-0 vs bots.
Equip maul.
Aim for head
Walk towards bot, bot will walk towards you.
The first thing the bot will do is attack you when you are in range. That means when you're ALREADY in range, and only then will they start their attack.
The trick is to start you attack before they/and you is within range so your attack lands on them when they are winding up/early release phase, clonk them in the head they will be ded. Super simple, try it and you will see how easy it is.
It's actually the same way as killing all of the arena combatants in Mount and Blade. Just charge at them, charge your attack early and hit them when they are in range they wont be able to do anything.
If anyone wants to see i can make a video of me clonking 30 bots without dying.

But... can you kill 50 bots without dying?

Baron 1551 2087
  • 4 Jan '19
 yourcrippledson

@Mittsies said:
Mordhau should have a highly-customizable training mode, similar to fighting games, where you can control virtually every attribute of the game and customize the bot's behavior in a convenient menu. Something as simple as making a bot constantly morph, drag, or feint over and over without moving can be an incredibly valuable way to learn how techniques are performed (and how to deal with them) in a controlled environment. Another feature that'd be nice would be a split-screen mode where you position a camera somewhere on the map so you can watch yourself from another angle. This could be extremely useful for seeing how convincing your feints look, etc.

They should just copy/paste Perfect Dark combat simulator.

In fact Mordhau should take place within a simulation like assassins creed. This would explain why quivers turn people into balloons and such nonsense.

Baron 1551 2087

@Jax said:
Extra angles allow more precision and removing them would reduce the freedom allowed.

The precision is pointless and the freedom an illusion. The only reason anybody thought 240 looked cool was because of the combat possibilities it opened up for directional play (that is currently absent from gameplay). So in place of cool directional combat, where you have to duck, dip, dodge and weave around blades and use actual skill when striking and blocking, we got timing based combat with a specifically directional based attack instead. was there even a drawing board?

I've always had 240 bound instead of binding my horizontal slashes. But after testing Bound slashes, It's clear the 240 cannot fill the same roll. (which is quite sad seeing as how it is the most basic and easy to perform attack) With 240 I lose a few milliseconds, a few millimeters to make sure I swing the right way. pushing it closer to the limit will always push you closer to swinging the wrong way completely.

Basically it's like you implemented the 240 to simplify the controls, but since it actually performs an entirely different function in combat, it's become yet another thing I'm forced to bind. IMO The game would be no worse off without it.

P.S. I have no fucking clue why the Alt button still doesn't reverse a 240 swing when the first time I watched the trailer it was obvious that when you are turning to your left but want to make a right swing, dur it's gonna cause you problems.

Baron 1551 2087
  • 15 Sep '18
 yourcrippledson

@Huggles said:
I think it is silly to think the game will ever look realistic with free form combat. It just has to look like people are being aggressive and fighting in real time as opposed to being passive and taking turns. Will never look remotely historical accurate.

What Monsteri said about swing manipulation making you feel more engaged in the combat and like you are the main driver behind the attack instead of doing some pre-scripted move is 100% true and the biggest thing I like about drags. I always kind of viewed feints as a necessary evil as opposed to an interesting game mechanic. I just don't feel as satisfied following up after a feint as I do pulling off a side stab or side overhead.

Fundamentally, you "read" a feint by doing nothing. If the best way to deal with a move is doing nothing, it isn't really engaging.

I hear it's all the same. Stouty "feints are the same as drags"
Naelas "it's all about making your attacks look like shit, it's all the same"

These guys have hours and status, so how can you argue?

Baron 1551 2087
  • 14 Sep '18
 yourcrippledson

@Frise said:

@Stouty said:
Dragging to get round a parry was always an unintended exploit, quotes from TB prove this.

How does this matter? TB were terrible developers that stumbled upon a great combat system and failed to make good use of it. Swing manipulation is a great mechanic, Tornbanner just made it shit because they made everything shit. The amount of freedom swing manipulation gives is great, the fact that with just a basic overhead you can do a delay, accel, waterfall, footdrag, and that all of this can be faked and turned into the other in reaction to the opponent is fucking great for a video game. They only feel like exploits to people who don't understand how it works, and that's an issue with the game not being clear about the mechanic.

Stouty "get outta here with this 200 iq bs that i can't understand. Feints are exactly equal to swing manipulation in every single way. I'm stouty. The best."

Baron 1551 2087
  • 9 Sep '18
 yourcrippledson

@Frise said:
Plus, these mechanics are not explained anywhere officially. If the concept of hitting different sides with the same attack was explained through official guides or in game tutorials, it would be easier to understand, and wouldn't feel like an exploit as it does to some people new to the game right now.

The difference between sidedrags being officially treated as a proper mechanic and them being a secret is what makes them feel like an exploit and not a proper mechanic.

If they had a training mode where each type of drag was broken down and explained in a hands on sort of way, and the player was made to preform the swing on a stationary bot until it was done correctly, there should be little confusion when they get hit by it in multiplayer.

Baron 1551 2087

@Stouty said:

Crippled thinks drags are high skill ok how? Literally just as braindead as feints

Maybe if you use them in a braindead way. If you are just going to do the same thing every time then sure. It is like a feint. But with a feint you can do like 4 of them in 1 second and just hope for the best, and a drag you shouldn't even know if you are doing one until you see how the enemy is reacting to your attack, and you react accordingly. Thus makes every single attack a unique opportunity to do thing differently. Where as feinting feels like the opposite.

Maybe you just don't understand how to utilize swing manipulation to its full potential?
So in chiv i am approaching my enemy and do an overhead. I can make it look like i am delay dragging and then accel, vice versa, i can go left or right, i can fake left or right, i can pretend to fake left or right while doing the above. And i can do all of that while I am doing my overhead. Swing manipulation gives options and keeps the enemy guessing. When you say feints are the same as drags it seems like you haven't even played these games.

Feints need drags to be interesting, and vice versa. Just saying we don't need drags cause we have feints and they are the same thing is just retarded.

Baron 1551 2087

@Frise said:
Swing manipulation is a glorious mechanic, it allows a level of freedom of expression that is found in almost no other game, it's a constant feedback loop of interaction, every instant of a drag, you're reacting to what your opponent is doing and vice-versa. Instead of "I feint, u read".

2 hard 4 nubs. They get confused and scared and angry and blame the game for their lack of understanding of it. Gotta sell game to many many nubs. Can't make nubs angry by making it too skillful.

Also 2 much work to balance all weapons around swing manipulation when you have like 30 weapons, 10 different footspeeds, and 5 main attack mechanics which will just get weird with swing manipulation, so just lose the swing manipulation and you can simply standardise chambers and morphs and shit for each weapon. Leads to simple combat, but gets the job done and if it looks nice nobody will care... hopefully

Baron 1551 2087
  • 11 Aug '18
 yourcrippledson

@Jax said:
It should be out this month - it's a big content and gameplay drop incoming and we are busy ironing out some of the finer details before we're ready to ship #17.

So patch #17 in late November confirmed! SO HYPED!