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

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Baron 1551 2087

It seems like most weapon's poke release are at 375ms, almost all of them, except the zwei and a few others in the 350ms club for some reason. It's gotta be more draggable than this. Especially if there are drag beasts like the estoc still available. Even the shortsword has 375ms poke release, which is a 1 point weapon.

Baron 1551 2087
  • 4 May '18
 yourcrippledson

@VampireDuck said:
Making use of the sliding collision allows you to avoid fall damage
Smooth fall (gif).gif

After a couple of tries I could start to do this fairly consistently so it is likely something that should be checked for in other parts of the maps as it can easily be exploited.

You can survive some shit on Grad this way... shh my secret tho

Baron 1551 2087
  • 3 May '18
 yourcrippledson

@ÐMontyleGueux said:

The wierdest part is the fact that kick doesn't stun when you block or parry. To me it should be the opposite.

Agreed. Forcing players to decipher between kicks and attacks only increases skill ceiling.

Baron 1551 2087

Should make it so an "attack lunge" can penetrate deeper into the bubble than you can by just walking. This will ensure that players will not be able to start attacks within the distance that makes them feel like an exploit, and that bubble does not interfere with attacks. Plus bubble disappearing on attacks only makes sense, as I imagine this bubble force is my character pushing against space invaders, and you can't really do that when they are attacking at you.

What if the bubble had some give, to act similar to magnetic repulsion? As if the player is passively trying to push you away.

Replacing our static, "hard" feeling bubble with a dynamic "soft" feeling one, where resistance increases as distance to another player decreases, would make things feel less rigid, with fewer problems getting stuck on team mates, enemies or the environment.

Baron 1551 2087
  • 3 May '18
 yourcrippledson

@Magnificent Father said:
the ragdolling from dead horses is hilarious, are there any more map scenarios where ragdolling could happen? like being hit by throwable while climbing ladder could cause you to fall. there seems a lot of potential

The halb secondary and the bill hook can ragdoll ladder climbers

Baron 1551 2087

This update feels REALLY GOOD. Really fun right now. Executioner is one of my new favourites.

I have so many loadouts now that I need a randomize loadout button.

Drags could be better. Parry box should maybe be smallerish..

Spawn zone death timer destroys immersion. I hate it.

Respawn time options would be nice. No need to waste precious seconds of my life waiting to spawn fighting bots in an alpha.

Some projectile weapons should flinch with headshots. If that is too OP, fair enough, they should still flinch if you hit them in the face from within a certain distance.. like 6 feet? Comeon.
It just seems wrong to me to see my axe embed itself in my enemies FACE without so much as a wince.

Baron 1551 2087
  • 2 May '18
 yourcrippledson

@JasonBourne said:
Lol. No plans in removing a bug in game hahahaahah. Ok then bring back feint flashing! It was also very usefull but drained alot of stamina and it doesnt need a macro to perform it.

EDIT: ok it look that you dont actually need a macro for jumpkick. but still its a bug.. :D

Some of the more interesting game mechanics invented are the results if mistakes. Same thing with any piece of art really.

Baron 1551 2087
  • 1 May '18
 yourcrippledson

Maul needs to be in the game.

Baron 1551 2087

@ThunderDuck said:
Hey is that Thank You Scientist playing in the beginning? Your music taste is gud m8

Leprous in the end too. No idea what a longsord is man but great music.

Baron 1551 2087
  • 1
  • 30 Apr '18
 yourcrippledson

@Pred Said:

There is another corresponding issue there, as the "short" Maul is not short at all with a light class, as its effective range can outreach and outgamble longer weps. This is a somewhat global issue, but particularly infuriating with Maul because of its stupid damage.

This is something I've noticed as well, in duels mainly. Not specifically an issue with the maul. But that without the Movement restrictions that Chivalry had for each weapon, the actual range of weapons seem almost like a non-factor the majority of the time.

The 1 handers especially all feel the exact same.

Baron 1551 2087
  • 1
  • 28 Apr '18
 yourcrippledson

@RingMaster said:
Funky bug i came across, knocking enemies off to their death (on grad at least) takes away LOD

20180427114003_1.jpg

i was able to replicate it again with 2 more enemies on grad and record it

I noticed this too. Walking out of the doorway, a bot fell on my head, LODless.

Baron 1551 2087
  • 1
  • 28 Apr '18
 yourcrippledson

@Lincs said:

@Ruby Rhoderick said:
Still having some issues with phantom attacks. Here's an example:

Wow, that's really bad. If anything, it looks like the phantom attacks have gotten more egregious over time, rather than less so. Wonder what exactly causes it?

It isn't just latency, because since last patch I notice it much more when fighting bots also. (I fight bots almost every day since release)

I assume it is just some kinks left to be smoothed out from the drastic timing and animation changes of patch 15.

Baron 1551 2087
  • 28 Apr '18
 yourcrippledson

@a_squire said:
its not really about it being high skill.. its more about just being different... got to feel like a jedi when things got boring

I liked it a lot and would be very fun in a game it is designed to be in. I hope that game happens too. Nothing like headshot reversing an archer with the polehammer...

Baron 1551 2087
  • 4
  • 28 Apr '18
 yourcrippledson

@Lionheart Chevalier said:

We need a high skill mechanic but why does it have to be spinning, delaying your swing or something absurd? Why can't the high skill mechanic be something that's plausible and doesn't feel cheesy, unreadable or sketchy? So it looks and feels like a fight and losing makes you feel genuinely outsmarted/outplayed?

This is usually the part where I go on about making parries more strict in regards to area/angle etc as opposed to timing.

Ye smaller parry box would negate the need for a "high skill mechanic" as the nuances and importance of dragging attacks and placing defences would be more emphasized.

Baron 1551 2087
  • 28 Apr '18
 yourcrippledson

@a_squire said:
OK GUYS right here right now tho, were going to give this shit a single universal name, so everyone knows what were talking about cause right know there are too many names for the “reverse overhand”, and calling it a “reverse overhand” hurts all our typers.
i propose we call them “spinnie spinnie doom dooms”
all agreed?
good.
onto buisness.

Empty my chamber pot squire.

Baron 1551 2087
  • 27 Apr '18
 yourcrippledson

@Jax said:
Rainbows or reverse overheads suck, they won't be in Mordhau.

Even if they added to the skill ceiling in CMW, they didn't do it in an intuitive or fun way. We have many more mechanics in place that increase the skill gap without needing to have them. As for the pace, it can be slower or faster than Chiv, you're going to have to play it for yourself.

I would say letting the more skill player control the pace of the fight seems to be what Mordhau is going for... I hope, cause some days I feel aggressive and other days I don't, I should still be able to enjoy the game when I am not in beast mode...

I liked backswing mechanics and the uniqueness helped me stay interested once I got the base gameplay down. But I want to see what a game is like without them. Save those for Chiv 2 (lol)

Baron 1551 2087
  • 27 Apr '18
 yourcrippledson

@Lionheart Chevalier said:

where controller sensitivity isn't gimped

Dude it isn't gimped. I spun around right before your eyes with a controller.

Baron 1551 2087
  • 1
  • 27 Apr '18
 yourcrippledson

@Koda said:
Standing still is the best way to demonstrate the combat mechanics in the game as they are. Footwork just mitigates the broken-ness of it.

It's weird how i disagree with you here, yet i feel there is a flake of truth to this

Baron 1551 2087
  • 1
  • 27 Apr '18
 yourcrippledson

@vanguard said:

i am literally looking at a waterfall shape and a rainbow shape.

The rainbow actually looks like it is a part of the skyline it is so pretty

Baron 1551 2087
  • 2
  • 27 Apr '18
 yourcrippledson

If you imagine the shape of a waterfall or a rainbow, that is basically the shape your weapon travels around you for each maneuver. Yep, so gay for coming up with accurate descriptors, what an idiot community that you are currently engrossed in lol.

This just looks like another basic messer thing to me.