Mordhau
 Pred
Knight
  • Likes received 1748
  • Date joined 3 May '17
  • Last seen 13m

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Knight 680 1748
  • 22h
 Pred

@Tim_Fragmagnet said:
It's simple, there should not be a mechanic to help you in 1vX situations, as the only thing that gets you out of them, should be your own skill, or your teammates.

Don't know why it ever went any other way.

It went this way because it was possible in Chivalry and most of mechanical changes between Chivalry and Mordhau ended up stomping 1's potential in 1vX (chambers, morphs, no trades and backswings. Parry size too.) and AP/Hyperarmor were attempts to make up for it.

Knight 680 1748
  • 17 Feb
 Pred

@Nameless1 said:
Just placed into my favourites.
That said, I just watched the video and hated the fact that you decided to dumb down the "friendly attacks". So basically the consequence will be that instead of careful placement, movements, hits and a little bit of tactic we will have the players swinging carelessly and stupidly all the time. Because who cares, right?
Unfortunately I'll probably skip buying the game just for that.

Wut?

Hitting a teammate stops your attack.

Knight 680 1748
  • 17 Feb
 Pred

@owen said:

@Pred said:

@Lionheart Chevalier said:
Messer is still disgusting, like a copy/paste from Chivalry, though now it at least has less range. Was glad to hear there would be no norse/sow but gee, they added rapier and estoc which are identical in principle.

This is one of my main issues with the game tbh, weapons were just shamelessly ported 1:1 with all their accompanying problems. Range play being non-existent now, FHF buffing speed to the stratosphere and animation issues stacked additional pile of new problems on top of that and thus Mordhau weaponry was born.

how can u unironically say that mordhau messer is anywhere near as cancer as chiv messer was

If you mean you can't backswing or force trades with it anymore, it's because of changes in global mechanics, not the weapon. Otherwise it's more or less the same time-defying floaty paddle, you just now turn 90 degrees with it instead of 180.

Knight 680 1748
  • 16 Feb
 Pred

Couldn't we get combo to parry from a missed strike, but no combo to another attack?

This would:

  • Still leave you control with CFTP in team fights, when you landed a hit first
  • Reduce blind helicoptering
  • Get rid of infuriating cases when you footwork them or they overdrag and as "reward" you get to read their upcoming combo-accel, combo-drag or combo-feint.
  • Get rid of miss/ghost overdrag on purpose to bait a parry then hit with combo, which is possible with some of the supersonic weapons
  • Make it much clearer for noobs on what is happening, as in Chivalry CFTP sporadically got you accused of hacking like 6 years after release.
Knight 680 1748
  • 15 Feb
 Pred

@Lionheart Chevalier said:
Messer is still disgusting, like a copy/paste from Chivalry, though now it at least has less range. Was glad to hear there would be no norse/sow but gee, they added rapier and estoc which are identical in principle.

This is one of my main issues with the game tbh, weapons were just shamelessly ported 1:1 with all their accompanying problems. Range play being non-existent now, FHF buffing speed to the stratosphere and animation issues stacked additional pile of new problems on top of that and thus Mordhau weaponry was born.

Knight 680 1748
  • 1
  • 15 Feb
 Pred

@rob_owner said:
i see exactly what youre describing in my head but it looks really horrifying there, like a humpback with their knee shooting up to the sky, you should provide clips and gifs and stuff pretty please

https://streamable.com/gftxs

Clip is old but still relevant.

Knight 680 1748
  • 15 Feb
 Pred

Yeah, I brought this up a couple of times and it always seemed like I'm the only one having an issue with it.

It's especially glaring with when you watch in slow motion and "footwork drags" further exacerbate it. People walk 90 degrees to the side or even backwards, with legs clipping through each other while their torso is facing forward. Sometimes they look like skating on the ground. It's weird as fuck.

Knight 680 1748
  • 15 Feb
 Pred

@KineticWolf said:
You can make a parry look like a riposte? Is that a glitch, I'm confused, how could a parry look like a riposte?

By animation after you parry looking too similar to an attack.

Knight 680 1748
  • 1
  • 14 Feb
 Pred

@KineticWolf said:

@Pred said:

@KineticWolf said:

@Pred said:
Btw, look at this not-a-riposte from 475ms no-animation windup weapon:

https://streamable.com/jg0w5

Just git gud and read ayyyy lmao

Wait, that isn't a feint?

It's a morph, stab -> Slash. If you don't have the game, a morph is when you start an attack and during a moprh window you change it to a different attack, while feint is when you cancel the first attack and start a new one. So, they're almost the same thing, morph is just a slightly different feint, but y'know.... technically it's something else.

The issue here however is that you can't tell if the opponent is doing a stab riposte (which is instant and wouldn't allow him to feint or morph) or not (which allows him to feint/morph and delay the hit). So as the defender you are just guessing.

Hang on, you can morph or feint during the riposte window? That'd be crazy, taking Chiv feints to next-level impossibility, unless ripostes are no faster than normal attacks.

You can't morph or feint a riposte. You can morph or feint the next attack, after you went from parry to idle without riposting. The problem is that you can make parry animation look like you are riposting, even if you aren't.

@Frise said:

@Mittsies said:
it has almost nothing to do with animations.

With accels no longer being retarded

...hipothetically speaking, right?

By the way guys, is there a scientific explanation why looking up or down in windup still rapes animations so much?

Knight 680 1748
  • 1
  • 13 Feb
 Pred

@Mittsies said:
solution: don't play in 3rd person

better solution: remove third person from the game

Yes, 3rd person should not be in the game, but it's probably going to be.

I was just checking it out to see how much stupid shit you can do in 3rd (a lot).

Knight 680 1748
  • 12 Feb
 Pred

@crushed said:
It is most likely lag on your end or the server, obviously not normal behaviour.

Yeah, maybe but I'm reporting this because it was suspiciously semi-consistent for a random occurence of lag. Attacks where I would parry and move under the drag were very often registered or parried behind me.

Found two more clips:

https://streamable.com/emjbh

https://streamable.com/t4ukk

Knight 680 1748
  • 12 Feb
 Pred

@KineticWolf said:

@Pred said:
Btw, look at this not-a-riposte from 475ms no-animation windup weapon:

https://streamable.com/jg0w5

Just git gud and read ayyyy lmao

Wait, that isn't a feint?

It's a morph, stab -> Slash. If you don't have the game, a morph is when you start an attack and during a moprh window you change it to a different attack, while feint is when you cancel the first attack and start a new one. So, they're almost the same thing, morph is just a slightly different feint, but y'know.... technically it's something else.

The issue here however is that you can't tell if the opponent is doing a stab riposte (which is instant and wouldn't allow him to feint or morph) or not (which allows him to feint/morph and delay the hit). So as the defender you are just guessing.

Knight 680 1748
  • 11 Feb
 Pred

I tried playing some 3rd person over the weekend and got a lot of strange no-contact hits and parries behind my back. It happens very frequently on overheads and if it registers as hit, the part that seems to get hit is elbow area (there is blood effect there, not sure how accurate it's supposed to be though).

This is the worst example:

https://streamable.com/9xxyy

1.JPG

2.JPG

Parry:

https://streamable.com/dfb8o

Also, the stabs animation often makes it look like your attacks are ghosting through people. I'm guessing it's when they're already past release, but visually they give you an impression your strike is still active. Example:

https://streamable.com/fj6xt

Knight 680 1748
  • 1
  • 10 Feb
 Pred

Sorrey, but advocating for a game-ruining griefer feature because people can also sometimes put it to "intelligent use" is a recipe for disaster.

In Chivalry when you played offense your MAAs would, without fail, recognize the place your team needed to be as the place that needed constant firepotting. Because that's when defense gathered too. And in Chivalry it was less powerful and much more rare because only MAAs could have them (and only one) and MAA was not a very noob friendly class either.

Knight 680 1748
  • 9 Feb
 Pred

Capture.JPG

This is some serious disfigurement.

dddd.png

Knight 680 1748
 Pred

@AngelEyes said:
If it were up to me they would be removed from the game.

One problem is they bring negative value to the game like no other thing.

Another one is - if devs really love them in the game for some reason why the hell are they a viable "weapon" to get high scores? It's ridiculous, you literally make a Fire Mage class in the game. Someone correct me if I'm wrong, but I think even in shooters you can't play a grenades-only class and expect to high score.

Knight 680 1748
 Pred

Yesterday we played a round on Tourney that pretty much boiled down to fighting for control of ammo box and the right to spam the spawn entrance of the opposing team. One time I was trying to throw fire behind the enemies in a big group fight but it broke hitting a pallisade and I got a triple kill on my teammates lmao.

Some other time I got 21 kills + 15 assists and top score with only fire. Would have a few more if not for the team kill penalties ayyyy lmao amirite guys.

But yeah, they are terrible, pretty much a griefer tool to ruin the game.

@SherbershLemel said:

  • also let us be able to jump over them without taking damage, honestly.

Hahahaha, so now when a firepot lands in a group fight people will not only run the fuck outta there like a bunch of headless chicken, but they will be skipping like bunnies too! A sight to behold.

Knight 680 1748
 Pred

@Lionheart Chevalier said:
That clip is the story of my life but what's really offensive is how quick that knife was up to parry.

Why have archer limits (and less freedom) when you can just make bows cost stamina and make weapon switch from bow slower. Archers are only mildly annoying... until it's time for melee and you're best drag/accel isn't good enough but their weapon doesn't take any effort to morph/feint/cheese with and you're weakened from fighting and slowed down by armor.

Just git gud and read ayyyy lmao

Yeah, making it an even playing field by having to switch to Short Sword or Dagger yourself is, uhhhhh.... doesn't make much sense.

That's how people parry it:

https://streamable.com/u7fl5

It seems like devs are trying to balance Chivalry in Mordhau - "everything has to be viable by itself, otherwise people will never use lesser weapons", forgetting there is a point system to do that. Yes, it was a problem in Chiv where you would never be disarmed and weapons were assigned to classes, so there was never any point in using Falchion or Bearded Axe when you could've gone with Messer or Maul, but this is no longer the case.

If you spend all your points on armor and Baxe then you should be in a major disadvantage when you get disarmed and have to switch to 1p weapon, not suddenly stiop having to worry about defense and go head first for top kek tornado spam.

@idiotgod said:
I honestly hate the way that looks more than anything. It's why I think CFTP looks so bad.

If you know people can immediately FTP then you are just expecting to drag around it or get some stamina advantage and if the devs want it like that then whatever, there are worse things. But super fucking sonic riposte being undistinguishable from a non-riposte you can morph and drag is terrible.

Knight 680 1748
  • 9 Feb
 Pred

Btw, look at this not-a-riposte from 475ms no-animation windup weapon:

https://streamable.com/jg0w5

Just git gud and read ayyyy lmao

Knight 680 1748