Mordhau
 Flippy
  • Likes received 158
  • Date joined 1 May '17
  • Last seen 30 Nov '17

Private Message

67 158
  • 26 Sep '17
 Flippy

@afiNity

And this very hard to do mechanic is the one that counters feints, a mechanic that is very easy to do. I think this bugs me most right now

Well, ya gotta remember you don't have to successfully chamber an attack to counter feints, you just need to try to chamber.

67 158
  • 26 Sep '17
 Flippy

@marox said:

@Jax said:
2. Active parry inconsistency:
Totally agree here - active parry doesn't work like it should, and feels hit-or-miss when trying to fight with or against it. In theory, you could be in a 3v1 with all your enemies in front of you, and use a stab chamber morphed into a strike to block all three enemies' attacks and hit one of them. Doesn't really function reliably at the moment, but in time I think they'll polish it up.
Fix: rework the underlying systems of active parry attacks, and add better audiovisual queues.

I'm not really sure what would be considered wrong with it, I've looked at the code several times and everything seems to check out, haven't seen any videos that illustrate the issue, so it's hard to say.

Myself and other Tempest nerds also think it acts wonky at times, but it could very easily be just because we're bad. I'll try to get some footage when I get home later today.

67 158
  • 26 Sep '17
 Flippy

Oh my god Jax, they buffed matrixing. This is very exciting. We must train harder.

67 158
  • 1
  • 26 Sep '17
 Flippy

@DrEpochノಥ益ಥノ said:

@Flippy said:

@DrEpochノಥ益ಥノ said:
Face it this game is a game of rock, paper, scissor and then there's a random fucking shotgun called a drag that shows up some times

So you're just gonna willfully ignore a page of people telling you you're wrong, got it.

You're gonna ignore the post after post from other people saying its retarded. That "slow" weapons have 3 second damaging swings?

You're ignoring the people commenting in your own thread who disagree with you. Instead of countering their points and arguments, you're just continuing to repeat yourself. Take a step back and think for a second. If so many people disagree with you, maybe they have a point.

67 158
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  • 26 Sep '17
 Flippy

@DrEpochノಥ益ಥノ said:
Face it this game is a game of rock, paper, scissor and then there's a random fucking shotgun called a drag that shows up some times

So you're just gonna willfully ignore a page of people telling you you're wrong, got it.

67 158
  • 25 Sep '17
 Flippy

Parrying drags is easy, drags are fine. Just wait to parry until the release is about to hit you, it's really not hard.

67 158
  • 25 Sep '17
 Flippy

Are you saying that people who use binds have an advantage over people who use directional? That makes no sense at all.The attacks are all the same.

67 158
  • 24 Sep '17
 Flippy

Thank you for your input Havoc.

67 158
  • 24 Sep '17
 Flippy

@TheShade said:

@Flippy said:

@TheShade said:
This is not a problem if you use binds.

What? It doesn't matter if you use a bind, you still can't chamber them unless you're literally crouching and looking all the way left and to the ground, which is completely ridiculous.

Yeah... no, you're wrong. Any attack is possible to chamber, even if aimed at the toes or do not crouch, if you use binds. There are no problems with chambering with binds, only if you use directional. The hard part is reading the animation when your opponent is looking down and that is why we need newer animations. I have 0 complaints about chambering in itself, I just want to be able to chamber a morph with another morph.

I don't understand what you're talking about, what I said is correct.

67 158
  • 23 Sep '17
 Flippy

@TheShade said:
This is not a problem if you use binds.

What? It doesn't matter if you use a bind, you still can't chamber them unless you're literally crouching and looking all the way left and to the ground, which is completely ridiculous.

67 158
  • 22 Sep '17
 Flippy

Cool, glad to see this brought up. It's definitely an issue that needs to be resolved. If I get home later today I'll make a video that showcases the problem.

67 158
  • 22 Sep '17
 Flippy

@crushed said:

@Kaiowa said:
I was hoping they would fix everything that was wrong with Chivalry, that's probably the expectation most people had when backing this, but you can still basically face your opponent backwards and start an attack hiding your hands movements completely and still hit him. That's exactly what was wrong with Chivalry.

Reverse hits (someone hitting you while he's facing you backwards) aren't possible in Mordhau, unless there is a new bug we are not aware of in which case footage would be greatly appreciated. They do no damage and you can parry them. There was a bug which let you still do them in some cases which was fixed in Build 2.

I guess what you probably mean is the edge cases where people can still spin, do a full turnaround and hit with the end of the swing. They are not anywhere near as bad as actual reverse hits, but still bad, as they are annoying/unfun to fight against and look dumb. Currently thinking of a solution to get rid of them without destroying some other aspects of the game, but we will sort them out.

As for noobs, you have to keep in mind that this alpha is the worst possible entry point for them, as there is no matchmaking, and no rating system, no ingame tutorial and things are currently unbalanced/with some possible cheese existing. On top of this the vast majority of players ingame are melee veterans. Mordhau is most fun when played against equally skilled opponents, like any other skill based game that uses matchmaking.

As for feints, the game is definitely not balanced yet and in the future it will be a bit easier to defend against feints (currently thinking about possible backpedal changes and chambers being more consistent). As for feints being OP in lower skill levels, keep in mind the noob fights youre describing arent actual noob fights, in actual noob fights, there are no feints. And if there are, they are usually very badly executed.

What you are describing is someone figuring out how to do good feints against people who have no idea how to defend against them or even do them themselves. This is a common thing in skill based games, someone figures out a strategy which works against players of a certain skill level, and they use it to win games, climbing up the rating. But eventually they will hit a cap with this strategy where they are fighting people who can deal with it or do it themselves, where it balances out again.

Except that currently there is no "climbing up" and and its very rough, you have to fight the same people over and over and its an uphill battle right from the start, instead of a natural skill progression as it should be

I was gonna reply but Crushed pretty much summed up everything I had on my mind. GG

67 158
  • 18 Sep '17
 Flippy

@PJ_Ammas said:

@MeTaLAnGeR said:
Until they implement a better 240 system, my hype for this game is going down.

The 240 system is so easy to use. I don't understand people's complaints

Same, I really enjoy it. The only times I've ever had a "huh?" moment were in frantic teamfights and I was swinging my mouse all over the screen. In those cases I probably just moved my mouse in the wrong direction.

67 158
  • 1
  • 17 Sep '17
 Flippy

Havoc, literally everything you wrote can be shut down with "It's an alpha," and "Git gud."

That's not even me saying git gud to be sarcastic or insulting, it's just the truth. Even the best Chivalry players aren't very great at the game yet, it has been out for less than a week ffs. The only two things you said I can somewhat agree with are parries maybe being too easy and some of the windup animations looking really wonky and being hard to read. The second one is absolutely true and I'm sure the devs are gonna work on the animations and improve them.

The rest of your post consists of "Wah this is too hard I've played the game for 20 hours and I can't deal with it pls nerf."

67 158
  • 17 Sep '17
 Flippy

As someone who played Slasher, Mordhau is just a flat improvement. I don't see how you could possibly convince yourself that Slasher was better in any way.

67 158
  • 17 Sep '17
 Flippy

@DrEpochノಥ益ಥノ said:

@Flippy said:

@DrEpochノಥ益ಥノ said:
no, I think being able to kill someone behind you because a long weapon happens to go that far and you barely touching their char with the VERY last degree of your swing where you're basically already stopping your swing and hitting for full dmg is a little ridiculous

How often does this happen to you? Because I've seen it literally only once in 30-ish hours. Reverses are a non-issue.

Pretty often it seems. This is what causes the problems of drags.

If you think drags are a problem you may as well uninstall the game, they're not going anywhere.

67 158
  • 17 Sep '17
 Flippy

@DrEpochノಥ益ಥノ said:
no, I think being able to kill someone behind you because a long weapon happens to go that far and you barely touching their char with the VERY last degree of your swing where you're basically already stopping your swing and hitting for full dmg is a little ridiculous

How often does this happen to you? Because I've seen it literally only once in 30-ish hours. Reverses are a non-issue.

67 158
  • 17 Sep '17
 Flippy

Realism != good gameplay. No one wants to have to judge where and when they hit an enemy with every weapon in the game. It would just be boring and frustrating. It's fine how it is.

67 158
  • 16 Sep '17
 Flippy

@Lilboots said:
I don't find them to fast, I just find some of the windup phase animations to immediate. some are good, but repost upward strikes are the devil at the moment,

Gotta agree with this. It's the same for just about every weapon; riposte upswings are disgusting. Not sure what to do about it though.

67 158
  • 15 Sep '17
 Flippy

@Carlo_Mano said:
"i'm gonna get a boner"
XD

We've been playing with him for long we don't even notice when we say silly stuff like this.