Mordhau
 Pred
Knight
  • Likes received 2560
  • Date joined 3 May '17
  • Last seen 6h

Private Message

Knight 939 2560
  • 14h
 Pred

@ǀǁǂÐƦ₳ƓƟƝƁƟƦƝǂǁǀ said:

@Vermillion_Hawk said:
In respect to the realism comment, Mordhau's clearly leaning towards a late medieval/early Renaissance battlefield. Shields and archery both were becoming less effective as widespread and well-crafted plate armour invalidated the former and made the latter less effective.

You do realize that this argument is moot for 1) historical reasons, because in the same vein, crossbows should be able to do more damage on plate-armored opponents - one of the main reasons those well-crafted plate armors went out of style.

It was the other way around - crossbow was pretty much dead when Renaissance came because of advancement in armor. Plate armor was phased out about 200 years after crossbow.

Knight 939 2560
 Pred

@Kashi said:
the swing damage change is mostly to shift that to assists so it doesn't inflate their score and they would have to
1.) aim for the head more as you should with the maul
2) commit to fights more to finish the opponent

Dunno bruh, you actually want to be committed to big fights as Maul user, because that's what lets you maximize your kills - the more you are riposting (during which you will be taking less damage due to hyperarmor) and the more there are people nearby to switch to and regenerate health, the longer you can stay alive and rack up kills (obviously works best with bloodlust).

Getting a "fake kill" when you have hit a dude and he dies to someone else is not really THAT much of a problem.

Knight 939 2560
  • 6 Apr
 Pred

I don't think your changes would make any difference, Maul is so broken and so much "outside" the framework of this game, it can't be fixed with cosmetic changes. Yeah, random drive-by bonky boys might now get 85 kills and 15 assists instead of 90 and 10, but does it change anything?

Consider this excellent, hard, skill-based, focused gameplay and tell me 10 less damage on torso hit are going to fix it:

https://streamable.com/244n5k

Knight 939 2560
  • 5 Apr
 Pred

@Lionheart Chevalier said:
But some food for thought: How much better could Pred have done in that match with Estar or War Axe? War axe users play the same way and don't deserve 2htk T3 torso... and Estar is the weapon every. single. person. forgets to parry.

No chance of doing that with Eveningstar, it just keeps getting stuck on people who don't die. It's no coincidence it's almost never seen in FL/Invasion.

War Axe is a kind of poor man's (poor helicopter's) Maul I guess, sometimes when I ran into a bunch of people going out of spawn with 100% health each, it thought War Axe would've been better. Probably won't give you as many kills though.

Knight 939 2560
  • 5 Apr
 Pred

Excellent gameplay:

https://streamable.com/244n5k

1.JPG

(actually had 2 more kills, but lagged of a cliff twice)

That's +90 kills over 2nd place, almost exclusively thanks to right slashes, riposte hunting and beyblade movement.

Knight 939 2560
  • 31 Mar
 Pred

@Lionheart Chevalier said:
Longsword should require a head shot or stabs for 3htk T3.

That would make it one of like three weapons that can't 2 or 3HTK T3 torso.

Knight 939 2560
  • 1
  • 31 Mar
 Pred

@CazzyVR said:

@Pred said:

@Lionheart Chevalier said:
I don't mean to be contrarian, and I agree maul prolly shouldn't have been added at all...

BUT mauls like what we have in the game are a thing: https://military.wikia.org/wiki/Horseman%27s_pick

Capture.JPG

Looks Russian. Oh those Russians. But that looks more like a War pick instead of a Maul

That's an actual "Maul". Mordhau Mauls are 1h Warhammers/Cavalry picks/polehammers resized to a fantasy sledgehammer.

@Humble Staff said:
some people cried for a chivalry-like maul and they got it (not without some resistance, quite some of us didn't want it in the game). And thankfully is more balanced than chiv's

Totally disagree. Chiv Maul wasn't a game breaking "gimme 50-80 kills" button any shitter could push. Main reasons:

  • No 1-shot on horizontal swings (only on overhead)
  • No morphs
  • No hitstop
  • No Bloodlust
  • No health on kill
  • Limited to the slowest class
  • Less people on the battlefield

There were some other mechanical differences which ended up buffing Maul. Chiv Maul on the slowest class, with no health on kill, required you to walki in a middle of the meatgrinder and be able to survive there with your 100 health and nothing more if you wanted to mow people down. Way fewer people and more concentrated fights didn't allow you to just find an unsuspecting dude to bonk every 3 seconds. Mordhau Maul is a drive-by weapon which encourages pinballing between enemies on full sprint where almost every hit you land is also a health pack. Throw in 3rd person, Rush or Bloodlust, ez insta FTP and stab-to-slash morph in case some noob actually sees you coming and have fun farming kills.

Knight 939 2560
  • 30 Mar
 Pred

@Lionheart Chevalier said:
I don't mean to be contrarian, and I agree maul prolly shouldn't have been added at all...

BUT mauls like what we have in the game are a thing: https://military.wikia.org/wiki/Horseman%27s_pick

Capture.JPG

Knight 939 2560
  • 29 Mar
 Pred

@esturias said:
More focused could mean everything, so no idea what that was about.

It pertained to my comment that there was no structure to fighting as in Chiv's TO. Mordhau does have objectives, but various game design decisions work against them. Chiv was a chaotic meatgrinder - keep advancing and killing people or die - it wasn't perfect but it did a much better job of keeping it grounded, which is pretty bad since Triternion had years of experience and feedback to improve upon what TB had to work out from scratch. Triternion seems to operate on assumption that the more they crank up the chaos, the more fun game will be, which is totally not how it works.

Look at the new gate objective on Mountain Peak:

  • 50% of the area is on fire at all times
  • Everyone currently alive is there
  • Every Bloodlust or Maul helicopter goes insane with hail mary ripostes left and right, hoping they can keep regenerating health faster than they lose it.

Throw in a medieval gatling gun shooting right into the door, engineers blocking the path or trolls standing in the door or throwing smoke. Only thing that could make it even more Triternion-style would be to have cata or mortar that can shoot right into the courtyard.

Knight 939 2560
  • 1
  • 28 Mar
 Pred

*more

One time I was complaining (like I always do) about about main modes being an overcrowded, annoying spamfest and Marox said devs are looking into making them into a "more focused" experience.

This might've been about 6-8 months ago and there has been no progress on this front. I checked the new patch and, in fact, new stage of Mountain Peak right after the gate and cart pushing objective of Castello are hands down the biggest mosh pits ever created in Mordhau. All commander/noble objectives semi-recently crammed into every map also turn the game into campers vs. fire spammers 32v32 on area the size of my bathroom.

Maybe I interpreted it wrong and "more focused" meant bringing even more people to fight in one place?

Knight 939 2560
  • 10 Mar
 Pred

@Humble Staff said:
the most viable way to use fists should still be hard as shit. This is something triternion nailed,

Huh?

Fists were nailed in Chiv, you needed 5-7 shots to kill a knight from 100% health and the only class with dodge had unflinching fists, fisting was reserved for only the chadiest of Chads. 3-shot, no-animation, 3rd-person, dodge and Flesh Wound beta fists of Mordhau are a fucking disgrace and laughingstock of the fisting world.

Knight 939 2560
  • 29 Oct '19
 Pred

@LuxCandidus said:
A few minutes before you made that post, a hotfix went up that temporarily removes the mortar until a better placement can be figured out.

Well, that's progress then, because the classic way to handle it would be:

  • Leave it like that for 2 months
  • Make a minor nerf
  • "At least it's not as cancer as before"
  • Game balanced
Knight 939 2560
  • 1
  • 29 Oct '19
 Pred

Found on Reddit. Score with mortar:

Capture.JPG

It's literally the alpha cata 2.0, these devs just refuse to learn from mistakes.

Knight 939 2560
  • 2
  • 28 Oct '19
 Pred

It's a beatiful, climatic, very well made map with gameplay that is either boring or unfun, depending on the side or map area you are on.

AoE mortar able to bomb right into the middle objective is just classic Triternion.

Knight 939 2560
  • 10 Oct '19
 Pred

@ozemandea said:
Why is punching so slow?

Wut?

@ozemandea said:
Why are daggers slower than polearms?

Wut?

@ozemandea said:
Why does light armor not let you run faster?

Wut?

Knight 939 2560
  • 5 Oct '19
 Pred

@esturias said:
The idea of smokebombs killing fire is just silly to begin with and the firebomb itself started with the same dumb balancing like most other things in the game: "Just give it high damage, the rest is irrelevant."

What's funny is they were MUCH stronger in alpha, single retard with firebombs could shut down the only populated server whenever he pleased. Damage was higher and ammo crates had no cooldown.

Overall they are fucking awful, mostly used by trolls and idiots who throw them exactly where their team is supposed to go, thinking they are helping. They bring nothing positive to the game and are a staple of terrible decision making devs have been employing around gameplay since forever. But, wait, you can counter them with smoke so it's fine, BECAUSE FIGHTING 100% BLIND IS AWESOME. Pinnacle game design.

Knight 939 2560
  • 1
  • 28 Sep '19
 Pred

@elwebbaro said:

  • Riposte clashes will now overpower regular strikes

Does this mean when I riposte and clash with someone, my stike will continue and hit them? If yes, it doesn't work, I've seen it clash and then combo as always at least 3 times.

Knight 939 2560
  • 25 Sep '19
 Pred

Topic beaten to death for the past 2 years, devs won't do it despite everyone telling them they should. Don't waste your breath.

Everyone should switch to 3p so it becomes blatant how retarded it plays and game starts losing even more players, maybe that would make them reconsider.

Knight 939 2560
  • 1
  • 24 Sep '19
 Pred

@Xanith said:
and make them 24man so individual skill matters more and it's not just 30 orangutans swinging zweis around on both teams

Yeah, but ape warfare meta is a balance problem, not gamemode problem. Even in 16p TDM, when Mauls/Execs/Waraxes/Zweis reach critical mass there is nothing else you can do but go OOOGA BOOOGA LETS SWING AND HOPE IT CATCHES SOMETHING like everyone else.

Knight 939 2560
  • 23 Sep '19
 Pred

@Shitscrubber64 said:
I don't know why you're so quick to discard TDM/Skirmish. From your description of what a more "focused" gamemode should revolve around those two modes sound like what you're looking for.

I'm looking for a mode that would stop the player bleed and extend this game's lifespan, SKM and TDM have been dead almost from the start and just lack potential for that.