Mordhau
 LegendaryZero
Knight
  • Likes received 34
  • Date joined 1 May '17
  • Last seen 14 May

Private Message

Knight 27 34
  • 3 Oct '17
 LegendaryZero

Few players in the game and I noticed exactly same thing, too. Stab morphing from left side is problematic, but right side is fine. Stab morphing to overhead is not working and it defaults to underswing/uppercut, as you said.

In other thread, Marox just confirmed that chambers' flipped Y detection was a bug. Maybe the bug is related to this as well?

Knight 27 34
  • 28 Sep '17
 LegendaryZero

@Alphonse said:
Gameplay / controls

I'm still having a lot of troubles with directional stabbing. Flicking strikes is now second nature almost, but when I stab, my character will throw 4 left to right stabs even though I'm moving my mouse left to right. If I exaggerate the motion it will reflect the input direction, but just having to do so takes my ability to focus on the opponent I have in front.

To illustrate this, say my opponent is to my right. So I'll strafe left, and stab from the left. This stab is ok. Then I'll circle to the right, drag my mouse left to right and stab, expecting a drag from the right, but it comes from the left. It's a lot easier to parry them because no matter how you drag it, it's always right in front of my opponent's face.

I tried different mice and it's always the same inconsistency. A fix could be increasing the window for any attack that's bound to the scroll wheel by 25 ms, just because the scrolling motion is less sensitive and responsive than a button press, which occurs instantly.

Just chiming in to say that I'm experiencing this too. I had pointed this out a week ago or so. Directional stabbing is still inconsistent as compared to an attack bound to LMB. It would be interesting to see if the proposed solution (extra 25ms for scroll wheel) fix the issue. Other commenter had tried binding the stab attack to side button on mouse which fixed the issue with directional stabs instantly. So, we know for sure that issue lie in how the game treat scroll wheel.

Knight 27 34
  • 21 Sep '17
 LegendaryZero

Hear, hear!

Landsknecht outfit is not completed without these magnificent hat.

Knight 27 34
  • 1
  • 21 Sep '17
 LegendaryZero

Sound like extremely challenging to use IMO, if anything I think you would be handicapped. Currently, stab have its own 240 range as well, you could stab from above or under. How would it works if you only have 15 degree each side for stab? What about underhand swings that got elbowed aside for stab?

But I digress, it wouldn't hurts if you could toggle it on and off, the more options the better.

Knight 27 34
  • 21 Sep '17
 LegendaryZero

@EruTheTeapot said:

@LegendaryZero said:
Gameplay

Currently, after being stunned by a kick, you are turncapped and cannot crouch for the duration of stun. I don't think it should be a case.

My suggestion for the change to kick's effect would be that you should be able to duck or "matrix" (no turncap, free to look around, and free to crouch). Sort of similar to Chivalry. Of course, you would be still unable to attack, parry, or move for the duration of stun.

I feel it is more fun if you are free to make a desperate chance to dodge a sloppy attack rather than being paralyzed completely.

Do you know definition of "Stun" for sure ?

Ok, then instead of it's being a true stun, I would like to make it a partial stun. Is it that pedantic enough for you?

Knight 27 34
  • 1
  • 21 Sep '17
 LegendaryZero

Gameplay

Currently, after being stunned by a kick, you are turncapped and cannot crouch for the duration of stun. I don't think it should be a case.

My suggestion for the change to kick's effect would be that you should be able to duck or "matrix" (no turncap, free to look around, and free to crouch). Sort of similar to Chivalry. Of course, you would be still unable to attack, parry, or move for the duration of stun.

I feel it is more fun if you are free to make a desperate chance to dodge a sloppy attack rather than being paralyzed completely.

Knight 27 34
  • 21 Sep '17
 LegendaryZero

Loving most of the changes.

-I'm in love with new emotes, they are always fun (just need a way to bind them, or set up scheme for an easy access to emotes)
-rapier so we could be a dastardly gentleman;
-liking feints and morphs tweaks (the fact we now can feint-to-chamber would raise the skill ceiling further);
-blank emblems was needed;
-and few additional options like inverse attack direction to the setting menu - very excellent.

I just gotta say that I still found the attack direction detection specifically for stab to be slightly inconsistent. The 240 system for swing had been way better since alpha #3, but the stab is somehow still tricky sometime. Like I would attempt to stab to left only to have it coming out to right.

Maybe it's just a nature of scroll wheel (no hold down) as compared to LMB that's causing some problem for stab?

Knight 27 34
  • 20 Sep '17
 LegendaryZero

I agree, the game look really amazing! I was drooling over these horizon draw distance recently. The devs guys did really good work on the game.

Knight 27 34
  • 20 Sep '17
 LegendaryZero

@Monsteri said:
Mechanical counterplay and balance is a purpose of the alpha, however item balance is not. The menu screen is referring to the later.

Indeed, you're right. However, I believe item balance, weapons, are linked to windup length time, so you would have various windup length time for different weapons. That mean we can worry about tweaking windup length time later.

As I said earlier, I agree with the OP that the windup animation need to be improved, or exaggerated, for better telegraphing in the heat of the battle. Wouldn't hurt for Devs to take a closer look, I think.

Knight 27 34
  • 20 Sep '17
 LegendaryZero

Stability, yes. Combat balance, no. See, it said so right in the game -

mordhau-info.jpg

Knight 27 34
  • 19 Sep '17
 LegendaryZero

@Huggles said:

@Bang said:
You mean slower windups?

No, faster windups. They're pretty slow rn, but deceptive as they don't telegraph. The issue is in the telegraphing at the beginning imho.

It sounds like you pretty much want a more exaggerated purposeful animation for windup, which I agree with.

But I felt the length of wind up is currently good as it is, although I think it's in the realm of balancing which is not primary focus of this Alpha.

Knight 27 34
  • 3
  • 19 Sep '17
 LegendaryZero

Would be nice if we can have a working "god mode" or invincible command in local game, so I could practice chambering/drag with bots without any annoying down time due to death/respawn (waiting +5 sec every time).

Devs, perhaps you could add it in Alpha #5?

Oh, and here's one more useful command I haven't seen listed here -

  • m.inverseattackdirection 1

Good for one that want to invert their required attack direction (default is moving toward windup direction for an attack, and command make it so you can just move mouse in direction of your attack).

Knight 27 34
  • 19 Sep '17
 LegendaryZero

@.Bones said:

@LegendaryZero said:
Question - Does weapon need to be in release phase to chamber other weapon, or could it be early as wind up phase?

The opponent's weapon has to be in it's late release phase (nearly hitting you) when you start your chamber attack.

Oh, the timing is similar to parry then? Just attack instead of parry (provide that my angle matched)? That mean my "wind up" attack beat other's later release phase, thus chambering?

Knight 27 34
  • 19 Sep '17
 LegendaryZero

Question - Does weapon need to be in release phase to chamber other weapon, or could it be early as wind up phase?

Knight 27 34
  • 19 Sep '17
 LegendaryZero

NO, we don't need nerfs, we need..... BUFFS! When everything are OP, nothing is OP.

Knight 27 34
  • 19 Sep '17
 LegendaryZero

@Maci said:
buff this a bit
give us the ability to go airbone using this
reskin the weapons to resemble light sabers in legal realms

there,
jedi knight 3

Future mod, perhaps?

Knight 27 34
  • 2
  • 19 Sep '17
 LegendaryZero

Setting/Gameplay

I would love it if the option for inverting attack direction that you included in alpha #3 to be baked into the Control setting menu instead of enabling it by command "m.inverseattackdirection 1".

However, swings and stab direction need to be separated. "m.inverseattackdirection 1" also inverted the stab, which I don't want. I'm quite happy with stab's default attack direction setting.

Knight 27 34
  • 19 Sep '17
 LegendaryZero

Really like Monsteri's brainstorm suggestion on making shield usage more interesting (but not overpowering). Right now, the shield play is rather dull, would love it if shield could take on a more active defensive role.

Knight 27 34
  • 19 Sep '17
 LegendaryZero

I think life gain upon a kill is interesting idea worth an exploration. Like other said, it rewards a skillful play in 1vsX situation. That would make the game more fun IMO.

Knight 27 34
  • 18 Sep '17
 LegendaryZero

Guys, with Alpha #4's change to 240 system like you guys suggested, it already felt much better. Can even combo into different angle and all. What do y'all think?