Mordhau
 Pred
Knight
  • Likes received 2518
  • Date joined 3 May '17
  • Last seen 4h

Private Message

Knight 915 2518
  • 8 May
 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 915 2518
 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 915 2518
  • 8 May
 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 915 2518
  • 8 May
 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 915 2518
  • 8 May
 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

Knight 915 2518
  • 8 May
 Pred

@Pariah said:
You'll only see this in pubs so I don't really feel like the game needs to be adjusted to compensate.

99% of the game is played in pubs, they are a priority when it comes to fixing stuff.

Knight 915 2518
  • 5 May
 Pred

Rapier and some other fast weapons are zero-effort hit feeds symptomatic of poor ideas for balance and how the combat should work around first hit flinch.

Devs decided that weapon timings pushing on human reaction time are manageable from defensive standpoint in laboratory environment between dedicated players who play Mordhau every day for hours and can be defeated via stamina warfare, so they should be entirely fine for general population.

Well, they are not.

Noobs quickly caught on that having a faster weapon lets you just go bot-mode and attack at all times, which has additional pros that you will rarely have to parry, which is that hard thing that often gets you killed.

Rapier or Bastard Sword are simply asymmetrical, they take very little skill to use and a lot of skill to defend against.

Knight 915 2518
  • 5 May
 Pred

@Sektor said:
The only weapons I see on the ground are bastard swords or mallets. Stop talking shit. This is hardly a problem.

Lol wut.

Implying people in Frontline only use Bastard Swords and Mallets for some reason.

Knight 915 2518
  • 5 May
 Pred

@croikey said:
I cannot imagine how this could possibly be a "SERIOUS" problem.

  1. Spawn with 3/3/3 Bloodlust and Tenacious

  2. Find Zwei

  3. Generate full HP from destroying noobs with Zwei faster than they can get you to 0

  4. Profit

Knight 915 2518
 Pred

@nohbdy said:

@Peacerer said:
In alpha almost noone, literally, played shield (and arrows), while 90%+ "testers" played 2h weapons.

It was to be expected there will be more shield (and bow/cb) players at release when new players come unaware of how poorly everything else is but 2h weapons.

People are not stupid although. There's already decline in shield users (same with archery). New players quickly realize they can't utilize their potential with s+1h (even more with archery which is badly implemented) and switch to 2h.

Something i have been saying all the time while in alpha, only to face harassment of 2h elitists.

No one tested with shields because they make feinting, chambering, and morphing pointless, which defeats the purpose of testing. Stop whining

Shield were tested and everything what is wrong with them was written countless times here. Their current state and impact on the game is a surprise to nobody.

Knight 915 2518
  • 4 May
 Pred

Yes, also low shadows are made from up to 5 pixels and look terrible, so it's a better looking option to have them turned off entirely.

Knight 915 2518
 Pred

It's adorable when people with 10 hours in the game say things like "shields are perfectly fine and easily counterable" lmao

Knight 915 2518
 Pred

@wierHL said:
Honestly alpha patch 14/15 shields seemed pretty ok

Patch 14 shields being OK is a massive meme, it's just by comparison to all other straight absurd iterations they seem less broken then.

Basically the difference of patch 14 shields was that only Kite remained an impenetrable wall instead of all three, while for Targe attacks were going straight through it from perspective of the defender. It was also time when chambers cost 0 stam (which was a massive buff for 2 handers compared to current chambers) and there was no stam on hit, so even if you revert straight back to patch 14 shields, they would be indirectly buffed on top still being too good back then.

Knight 915 2518
  • 1 May
 Pred

@Cpt.Blitz said:

@Pred said:

@Cpt.Blitz said:

@Pred said:

@Soulcatcher said:
I need to git gud, but seriously shields need something done to them

Don't get your hopes up, game has been in development for 5 years and devs have no idea what to do with shields.

Just avoid where possible I guess.

So why not entertain the idea I proposed - Allow heavy weapons to sprint charge a heavy attack that can "break" shields...

Because shield would be 100% useless in this case, as people are sprinting for 80% of the time they are fighting.

There has been a ton of shield ideas thrown around for years, it's just too hard to balance because everything in the game was made for timing-based combat and shields by their nature are not subject to that because they have holdable block.

Did you skip over the part where if you miss or whiff or they dodge you, there is a huge animation lag and you're left very vulnerable... the high risk reward part...

You are not vulnerable at all when you miss because you can just combo or combo feint to parry, so your solution would require a major rework of whole combat.

Also, missing a shield when you just want to hit it dead center rather than go around it would be a high risk play? That shouldn't be a problem in your 2nd hour in the game.

Sorry bruh, but this is a complicated game with a ton of moving parts mechanics-wise, you are unlikely to figure out a solution to a 5-year old problem two days after you started playing.

Knight 915 2518
  • 1 May
 Pred

@Cpt.Blitz said:

@Pred said:

@Soulcatcher said:
I need to git gud, but seriously shields need something done to them

Don't get your hopes up, game has been in development for 5 years and devs have no idea what to do with shields.

Just avoid where possible I guess.

So why not entertain the idea I proposed - Allow heavy weapons to sprint charge a heavy attack that can "break" shields...

Because shield would be 100% useless in this case, as people are sprinting for 80% of the time they are fighting.

There has been a ton of shield ideas thrown around for years, it's just too hard to balance because everything in the game was made for timing-based combat and shields by their nature are not subject to that because they have holdable block.

Knight 915 2518
 Pred

@Soulcatcher said:
I need to git gud, but seriously shields need something done to them

Don't get your hopes up, game has been in development for 5 years and devs have no idea what to do with shields.

Just avoid where possible I guess.

Knight 915 2518
  • 1 May
 Pred

Shields are broken, so the best advice is "don't fight them" or "be a good player, hope the guy with shield is a bad player".

Fast weapons are literally free hit feeds right now, and you can rest assured that 24k out of 25k people that are now in game would just eat consecutive Rapier stabs.

If you want to stick with War Axe, you need to fight in groups and hit unaware people to deal damage. Picking 1v1 fights around the field with fast weapons is not going to work unless you are experienced enough to FTP their spam and work off chambers and ripostes.

Knight 915 2518
  • 30 Apr
 Pred

@Pred said:
The important question is - will the new players be nice to us?

It's day 2 of Mordhau live and I already got called a "feinting faggot".

And I actually did a morph XDDDDDD

Knight 915 2518
  • 30 Apr
 Pred

So the promised last minute fix for shields turned out to be a big meme? Who would've thought.

Devs had to be aware since day one of development 5 years ago that they will have shields in a medieval game and still haven't figured out any way to make them work, SMH.

Knight 915 2518
  • 29 Apr
 Pred

No double KO = not fun.