Mordhau
 Pred
Knight
  • Likes received 2551
  • Date joined 3 May '17
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Knight 931 2551
  • 3
  • 12 May '19
 Pred

I agree to an extent tbh.

Mordhau has everything better except having Team Objective. And without Team Objective the only mode enjoyable for me is duels, and in rather small amounts, so I often feel like I would like to play Mordhau, but end up quitting after 20-30 minutes out of boredom.

FFA obviously sucked in both Chiv and Mordhau.

TDM is practically FFA with extra steps. Scores are meaningless.

Frontline is practically TDM with extra steps. Objectives are totally meaningless, maps are unbalanced and boring, game is often decided long before it's actually over. And it's a mindless spamfest with an additional dose of cata, firebombs, horses and throwables with their random unavoidable deaths. I know 60k people are playing and I can understand they can find it enjoyable for a time because "bik epic battle with swords lmao" and it's something new for them, but it does nothing for me. TO carried Chivalry, Frontline is just plain bad.

Skirmish is slow and people often want to duel the last alive guy, which makes it even slower,

BR is kind of OK, I sometimes run it for 2-3 rounds.

Knight 931 2551
  • 1
  • 11 May '19
 Pred

Reasons to not use Zwei in Frontline:

  1. Being super bad and needing to crutch on Rapier/Shield and the like for free hits

  2. It's too expensive for Bloodlust cheese builds

  3. ?

Yeah, that's it.

Knight 931 2551
  • 1
  • 10 May '19
 Pred

@Huggles said:
FOV issue with the camera not being directly on your eyeballs. The stab is not broken and on his screen he very clearly hit you.

The animation is horrible on lower stabs though. The first guy who had figured it out a few months into alpha made a career on that.

That's why I wish we had it on bind stab, it's a big disadvantage as it only has mid stab lmao.

Knight 931 2551
  • 10 May '19
 Pred

Capture.JPG

Knight 931 2551
  • 10 May '19
 Pred

@Pariah said:
Sorry but if you're all banging on the front of a shield instead of flanking a shield user in a 1vX situation to get a quick kill, you've got a way to go on the git gud scale.

https://streamable.com/9d0ze

Knight 931 2551
  • 9 May '19
 Pred

You must be doing something wrong because I fucking helicopter with Zwei everywhere and maybe once or twice a teammate stopped my attack where it wasn't actually my fault.

Knight 931 2551
  • 1
  • 9 May '19
 Pred

Frontline IS very different, it doesn't do any justice to the combat.

There are following available playstyles in Frontline:

  • Close range shankfest, where noboby parries and everyone mashes fast attacks until they hit something.
  • The same shankfest, but with shield
  • Long range stabfest
  • Archer

There is also One Zwei Army Riposte Hunter Noob Destroyer 3000 mode, which will be going obsolete when overall skill rises and matchmaking starts working. Bloodlust cheeser falls under this category as well.

5-8 pt weapons, the ones where Mordhau combat feels the best and the most combat-y instead of a cheesefest, are not that good for Frontline, they don't offer noobs the most valuable advantage superfast or superlong ones have - free hits and not having to parry as much.

Knight 931 2551
  • 9 May '19
 Pred

Recycling my idea, as it didn't get much traction when I posted it some time ago. I'm the new Analgrinder.

Instead of just going first to 100, split a 16v16 or 12v12 TDM into a contest of first-to-30s (or 20s or 25s, whatever). Red wins the first part 30-25, they now lead 1-0, kill counter is reset, but fighting continues uninterrupted. Now Blue wins 30-28, so the score is 1-1. We can play a best-of-3 or best-of-5. This brings some comeback potential and back-and-forth excitement that most other modes lack.

Then disable horses, toolboxes and other non-fighting shit in TDM so people who want to fight can have a mode where you fight. Can even have a rotation of melee-only, archer-only and mixed.

Proposing this, because if you want to play Mordhau for technical combat, duels are the only good option now and it's not enough.

Knight 931 2551
  • 9 May '19
 Pred

People who say shield is fine in 1v1 are low key admitting they only play against 20 hour noobs who never heard about half of the mechanics of the game.

Knight 931 2551
  • 9 May '19
 Pred

@AngelEyes said:
You can turn chat box off in options.

I’m not going to just say sticks and stones, but there really is no way to stop this. If these guys implemented a report function there would be 30k+ reports within the first week and half of them probably troll reports.

Come on, there is a 100 griefer/troll tools that everyone knew about and the game was shipped with absolutely nothing to remediate this. Team Damage is not shown and votekick is initiated from command line. And the box is barely visible.

Knight 931 2551
  • 9 May '19
 Pred

@urm said:

@Pred said:
@nohbdy

I put together two scripts in Python where you can check how much difference there is in reaction time when you have to make a decision:

One here - https://pastebin.com/usLZb1t1. Just press enter when it says "ATTACK" and it will print out reaction time.

Another one here - https://pastebin.com/9Ru6sAAQ. It says "ATTACK" or "FEINT", only press enter when it says "ATTACK". If you pressed enter after it said "FEINT", restart the script as I was too lazy to put in a check for mistakes, and it will give wrong results from now on. Actually no, I wasn't lazy, this is an intended feature as punishment for falling for a feint.

On the basic one I'm getting ~280 when I don't screw up. On the other one getting under 400 is very hard and you will end up pressing enter when there was a feint. This will also often screw up your time in the next attack try, because you will take more time to decide.

Weird, most people have around 200ms on the basic reaction time test. 280ms is pretty damn slow (like, slowest 15% on the planet slow)

https://www.humanbenchmark.com/tests/reactiontime/statistics

*Since this site was created, it's recorded over 81 million reaction time clicks.

The median reaction time is 273 milliseconds.

The average reaction time is 284 milliseconds.*

Knight 931 2551
  • 9 May '19
 Pred

@nohbdy

I put together two scripts in Python where you can check how much difference there is in reaction time when you have to make a decision:

One here - https://pastebin.com/usLZb1t1. Just press enter when it says "ATTACK" and it will print out reaction time.

Another one here - https://pastebin.com/9Ru6sAAQ. It says "ATTACK" or "FEINT", only press enter when it says "ATTACK". If you pressed enter after it said "FEINT", restart the script as I was too lazy to put in a check for mistakes, and it will give wrong results from now on. Actually no, I wasn't lazy, this is an intended feature as punishment for falling for a feint.

On the basic one I'm getting ~280 when I don't screw up. On the other one getting under 400 is very hard and you will end up pressing enter when there was a feint. This will also often screw up your time in the next attack try, because you will take more time to decide.

Knight 931 2551
  • 1
  • 9 May '19
 Pred

Yeah, reading all the terrible takes on how shields are counterable is the most fun I've ever had here! And I saw both Peacerer and rise and fall of Analgrinder, so that's saying something.

Actually I take it back, nothing comes close to Peacerer, but you guys keep doing your thibg.

Knight 931 2551
  • 9 May '19
 Pred

@nohbdy said:

@Pred said:

They are way different, one is action-reaction, the other is action->decision->reaction. The decision part is also very hard, that's why people often eat hits when trying to read feints, even from much slower weapons.

It's literally the same. You're deciding whether or not to click the mouse in response to visual stimuli or lack thereof in both cases

No, after a thing happens you still have to analyze and decide if it's the thing that you were supposed to react to or not and the react or withold your reaction.

They would be the same if feints, morphs, and locational attacks didn't exist and you would be only reacting to a real attack every time.

Knight 931 2551
  • 8 May '19
 Pred

There are pings going both ways too (attacker and defender).

Mouse imput lag.

And there is an initial part of animation, who knows how long, that is simply undistinguishable from rest position.

Knight 931 2551
  • 8 May '19
 Pred

@nohbdy said:

@Pred said:

@nohbdy said:
You should be able to tell if someone's winding up their attack relative to their body regardless of which direction they're looking

Well:

  1. Often it's not possible with 1h anims.

  2. You have to watch out and read for feints and morphs and morph feints. 250ms average human reaction time is based on a test when your screen flashes and there is only one action to do which is click as fast as possible, it doesn't apply to this scenario.

Yes, I've been addressing that context, and even in this context your only actions are A. click as fast as possible once you realize they're committing to an attack, and B. don't click when you realize they are not. The stimuli you're reacting to are different but your available responses are not much more complex than click when you see green and don't click when you see red.

They are way different, one is action-reaction, the other is action->decision->reaction. The decision part is also very hard, that's why people often eat hits when trying to read feints, even from much slower weapons.

Knight 931 2551
  • 1
  • 8 May '19
 Pred

@nohbdy said:
You should be able to tell if someone's winding up their attack relative to their body regardless of which direction they're looking

Well:

  1. Often it's not possible with 1h anims.

  2. You have to watch out and read for feints and morphs and morph feints. 250ms average human reaction time is based on a test when your screen flashes and there is only one action to do which is click as fast as possible, it doesn't apply to this scenario.

Also:

  1. I once watched in ultra slow-mo a mace riposte stab hidden by a shield and weapon was visible for exactly 100ms before dealing damage.
Knight 931 2551
  • 8 May '19
 Pred

@GAYFISH said:

@Pred said:

@RօռGɨɛʐ said:
shields are easy to bypass unless you're in a 1 man way tunnel. just go around them and they die as easily as the rest.

https://streamable.com/9d0ze

Gud gaem dezine

Too bad this went thouroughly unnoticed and unreported for 1.5 years of alpha testing... :(

Knight 931 2551
  • 8 May '19
 Pred

@nohbdy said:
A weapon's windup would have to be 250 ms or lower to be unreadable.

This would be true without latency and when attackers would stand still and attack staring right at you.

Doesn't work like that in practice, with ping playing a part and when you can hide most of your windup by looking down and to the side.

Knight 931 2551
  • 8 May '19
 Pred

@RօռGɨɛʐ said:
shields are easy to bypass unless you're in a 1 man way tunnel. just go around them and they die as easily as the rest.

https://streamable.com/9d0ze