Mordhau
 Shara
Knight
  • Likes received 40
  • Date joined 1 May '17
  • Last seen 25 May

Private Message

Knight 23 40
  • 16 May
 Shara

Hi,
since we can already disable team colors making everyone look unique.
I'd like to suggest a new feature that allows us to select the two primary colors for each team.

Knight 23 40
  • 3
  • 15 May
 Shara

@Roag said:

@Shara said:
I think it's time we get a dev response for smaller servers. Even additional objectives.

WDYM additional objectives?

Anything that prevents people from just going to one point. Let's say anything that would contribute to victory, too. - Maybe some sort of "mine" that would grant tickets when held, like have 3-4 of these around the map, so not all 64p would push for one point.

Then again that wouldn't fix the main problem, with the maps being too small - especially Grad and Mountain Peak

Since I didn't want to double post, here is just a prime example of how much of a shitshow 64p can be. Kind of bad quality on the image though, but you get the point. So many people, infront, behind and behind the enemy. Now count out the ones that are dead. On this portion of the map you have TWO chokepoints very small ones at that for 64p.

To me it seems clear that the 64 player count was an after thought just for advertisement reasoning to say "Look we got 64p massive battles".

6bWjVPcW.jpg

Knight 23 40
  • 15 May
 Shara

@RyMarq said:
I find that anyone that tries to get gets punished, as you have to be sufficiently close that you are literally rubbing the enemy, I have murdered dozens of people trying to kick me while I was blocking - who I didnt even see the kick coming, I just defended against it by stabbing or backing up, the range of the kick was too low for it to be reliable.

Yes I agree, which is why morphing or comboing into the kick works - by morphing or comboing you still keep moving closer until the kick starts. Due to the morph/combo the kick goes out faster, which is usually enough to catch someone that keeps blocking, by morphing from a stab into the kick you can trick the shield to keep it up, since he expects the stab to go into release.

Then again, in duels I'd probably just play the stamina game against a shield. - These things work well enough in frontline.

Knight 23 40
  • 15 May
 Shara

Go for morph kicks, even combo kicks by missing on purpose. - Jump overheads/stabs work, too.

Since kicking drains stamina when it connects, you'll win the stamina game even faster.

Knight 23 40
  • 15 May
 Shara

I think it's time we get a dev response for smaller servers. Even additional objectives.

Knight 23 40
  • 10 May
 Shara

Given the few people that actively use the forum, we can clearly see that there's a demand for smaller servers, that are not hosted by the community. Several threads asking for smaller servers, as well as discord conversations about how 64 is just too chaotic.

Knight 23 40
  • 8 May
 Shara

I cannot unlock anything without restarting the game.
Whenever I purchase something the circle in the middle keeps spinning and it doesn't complete the purchase and forces me to restart the game.

Also as Carl mentioned my level 35 unlocks aren't working either.

Knight 23 40
 Shara

For visibility, more doesn't always mean better!
We need lower player limit servers. 24p, 32p, 48p - anything's better than 64. The maps just aren't big enough for these numbers.

Knight 23 40
 Shara

@NumidianPikeman said:
The fact, the IDEA that the shield is a low risk high reward, And therefore it must be balanced, is WRONG.
Its a shield. It does what its meant to. Medieval ages were fought with shields. Not katana wielding Nerd warriors.

But we're talking about a game here, and if something, as you mentioned brings low risks, but high rewards to the table, it'll eventually turn into a "shield only" meta. I do agree with you to an extend, I am very well aware of what happened to chivalry and I wish the devs would have listened to the people that made the game grow instead of the half an hour players that left right after buying the game.

Most players I have talked to seem to agree that archers, shields and stab spam is a huge problem in the game. Which again is mostly tied to the absurd player-limit of 64 on these small maps. - So I still hope we will see some 32p officials.

In a 1v1 situations these problems don't exist, but why build such a good combat system to let it go down the gutter by adding means to avoid learning the combat (archery) and avoid most of the mechanics (shield). The buckler approach is far more appealing than what the actual shields do.
If archers had no crosshair and more sway and actually have to use the bow/arrow as an aim indicator, that'd be a different story.

Knight 23 40
  • 7 May
 Shara

I actually think shields are fine in 1v1 situations, but given the fact that they effectively counter three mechanics used to get around parries, they're still in a very strong spot. They can't be dragged (sure you can get around them with a drag sometimes, but not in the sense of avoiding the parry-timing), they can't be feinted, they can't be morphed.

The problem for me at least starts when you're fighting outnumbered against at least one shield. He doesn't need to do anything else but hold his shield up to prevent you from riposting or cleaving multiple people. So pair this with a rapier or short spear, you can sneak in stabs and interrupt someone that's already outnumbered.

So if anything that needs to be changed is the ability to keep the shield up for the entire time.
Just a random idea would be to increase the stamina drain on block depending on how long the shield was held up; so you can still tap the block like a parry and have minimal stamina drain, where as holding it for 3 full seconds would deplete 20 stamina or so.

Knight 23 40
  • 6 May
 Shara

Can we please get some 32p official servers?

Knight 23 40
 Shara

Hi,
during initial launch there was a downgrade to 48p from 64p and it was already very crowded.

I'd like to ask to have some official servers for Frontline with a 32 player limit, as 64 is just too much to actually enjoy the combat system. Especially maps like Grad are seriously over populated with 64 players on frontline.

Maybe adding an alternative matchmaking for Frontline 64p and Frontline 32p.

-

Best Regards,

Shara

Knight 23 40
  • 12 Oct '17
 Shara

@Monsteri said:

@Shara said:
Wouldn't that make accellerated riposte overheads even less readable?

How come? You'd have more of the enemy in view as he does the acceleration, not less.

As the character model wouldn't go into "blowjobmode", but the strike manipulation would remain the same, just the outside model would appear different. Since the angle of the view has been altered you'd bend down in a subtle way and still get an accellerated overhead.

Given that you'd be capped at the very most by 90° looking down, you'd look alot less "blowjobby".

Knight 23 40
  • 12 Oct '17
 Shara

Wouldn't that make accellerated riposte overheads even less readable?

Knight 23 40
  • 10 Oct '17
 Shara

@Jax said:
double parry is present

It is, I was under the same impression that I wasn't able to parry into another parry in 1vX situations.

Knight 23 40
  • 2
  • 6 Oct '17
 Shara

I really like this idea.

An addition to this that I came up with would be to counter the comboing on the shield - have the shield the option to "chamber" in a forgiving 45° angle.
Instead of having that chamber initiating a counter attack it would act as a regular parry to interrupt the comboing on the shield user.

Could work controls wise: Holding RMB and clicking LMB on the fitting angle to deflect the strike.

Knight 23 40
  • 1
  • 3 Oct '17
 Shara

@marox said:bolded text
It's not like a riposte, there's no need to do it right away, it simply means you won't be locked out of parrying again like you would with a parry that hasn't blocked anything. You can trigger the new parry at any time after you've blocked, you can wait for the animation to start dropping the parry, then parry as it is doing that.

So that means there's no open window to be attacked?

Even when stabbed by two people (as long as you have stamina that is).

I honestly was under the impression that it's not possible to parry everyone in a 1vX.

Knight 23 40
  • 3 Oct '17
 Shara

@marox said:
You can parry after a successful parry right away, you can also parry the moment your hit lands, even in release.

So you mean you can "keep" the parry up, if RMB is pressed again, right as a strike is deflected? - I always see that my character lowers the weapon, leaving him vulnearable for a second before I parry again. If that's true, I might have gotten the wrong impression, since some hits sometimes go straight through the parry.

I guess I'll try parry->parry like it's a riposte then next time ingame.

Knight 23 40
  • 2 Oct '17
 Shara

The active parry is only as strong as it is on larger weapons, since the active parry states that you deflect incoming strikes into early phases of release, thus having the windup AND early-release deflect on let's say a zweihänder.

With smaller weapons however, the active parry is hardly noticable. So I think having the parry-lockout removed as soon as you get a successful parry would help immensely dealing with 2 enemies at once, with smaller weapons that is.

Knight 23 40
  • 2 Oct '17
 Shara

Hello everyone,

I've noticed it quite a lot in 1vX situations that you can not parry 2 slightly different timed attacks from 2 persons at all.
Since stabs are so fast you'll end up getting stab spammed and die.

So I'd like to suggest that a successful parry should allow you to parry again, making it possible to defend yourself against 2 enemies. Whether or not you're able to counter attack, at least you're able to survive, maybe even long enough for backup to arrive.

This wouldn't even change anything in 1v1 situations, since you don't want to parry instantly again.