Mordhau
 machinegod
  • Likes received 41
  • Date joined 3 May '17
  • Last seen 17 Jun

Private Message

25 41
  • 26 May
 machinegod

The pollax alt mode is for guaranteeing 3HTK when your opponent has T2 leg armor. Getting a hit on T2 Leg armor will cause the pollax to be a 4HTK weapon.

25 41
  • 25 May
 machinegod

The game mechanics don't support this very well. Reach isn't a huge factor in duels due to lunge and morphing extending your range. You really just need to pressure better.

25 41
  • 25 May
 machinegod

@Lionheart Chevalier said:

@smellycathawk said:

@Lionheart Chevalier said:
I think a slight speed buff to main mode slashes would be in order. The weapon feels sluggish when trying to fight multiple people. The stabs may be the opposite, too fast but I would appreciate a slight speed buff to specifically slashes even if this takes away from it's drags.

Just make it like every other axe in the game then...

No

But it is an axe, and more specifically an axe on a pole.

This is pretty tangential, but a pollaxe isn't required to have an axe head on it, actually. Poleaxe is a more modern word but it isn't strictly accurate if you take it at face value.

Some of you will call this a lucerne hammer or a bec de corbin, but its really just a different name for a pollaxe:
test.jpg
https://myarmoury.com/othr_aa_bec.html

For the actual pollaxe buff, I think that making it longer is good. Maybe something GS length. Maybe focus on its stab potential over drags.

25 41
  • 23 May
 machinegod

I've posted about this before, but yes. For 7 points, pollax is undertuned. Greatsword is pretty much better in every single way right now. The pollax should have a point decrease, or increase its length/damage/speed to be worth 7 points. It was intended to be a longsword equivalent, but now that its 7 points it is now a GS equivalent and is lacking in this department.

25 41
  • 18 May
 machinegod

halberd is a top tier duel weapon. the issue with it is that since it costs so much, you can't wear sufficient armor with them in a duel.

25 41
  • 15 May
 machinegod

The eveningstar is one of the best weapons in the game, with 2HTK ability to T3 chest, comboing, and more going for it...and you guys want to buff it?

25 41
  • 7 May
 machinegod

@NumidianPikeman said:

@machinegod said:

@Lumi said:
Remove riposte when holding a shield, problem solved.

This. Maybe add stam drain as well.

No.

can shield crutch boy stop commenting on every topic about shields with his unnecessary input

25 41
  • 7 May
 machinegod

@Lumi said:
Remove riposte when holding a shield, problem solved.

This. Maybe add stam drain as well.

25 41
  • 7 May
 machinegod

I'm not even sure what sword of justice even means, but historical accuracy is definitely not a priority for this game.

25 41
  • 7 May
 machinegod

@Radix said:

you already can see a naked rapier meta developing, in 1on1 this is unmatched and for a good reason

this is not even true

25 41
  • 5 May
 machinegod

Maybe we could have stamina drain on shield usage. And be able to drag around shields much easier.

25 41
  • 5 May
 machinegod

@Christian2222 said:

@machinegod said:
I agree with this.

The combat is best in small scale engagements. I would like an objective based mode with less players (TDM is just killing) to emphasize this. I believe a 32 player or 16 player frontline would be very fun.

16 people running around on huge camp map? ridiculous.

Chaos is part of the game, get good, don't make me sound like a troll. You NEVER want to get flanked by someone or have to fight more than 1 person at a time? Thats WAR.

I'm sure it will be much different when clans start forming, and start using formations, and proper tactics.

I'm perfectly fine farming people in frontline. You are missing the point. The combat is best in small scale engagements. The combat is not as exciting in giant clusterfucks.

25 41
  • 4 May
 machinegod

The problem is have is that we've known that shields have been poorly designed for a while now and nothing has happened.

There have been so many complaints about them during the alpha, and we just get some vague "It'll be reworked" without any details. And then on release shields are basically the same. Shields ignore the core gameplay loop, making them a bad addition to the game. There needs to be a way for shields to enjoy the gameplay while also being shields.

25 41

I agree with this.

The combat is best in small scale engagements. I would like an objective based mode with less players (TDM is just killing) to emphasize this. I believe a 32 player or 16 player frontline would be very fun.

25 41
  • 29 Apr
 machinegod

@Monsteri said:
Yep, on low post processing settings the AO takes fewer samples and you end up with this checkerboard pattern.

Looks like thats the case, however it is still noticeable on high postprocess settings. Ultra is considerably better than high, but you can still notice some aliasing.

25 41
  • 28 Apr
 machinegod

@Ruby Rhoderick said:
Try turning off Ambient Occlusion at the bottom of the settings under the Video tab. I was also noticing that same artifacting until I messed around with each individual setting. Ambient Occlusion seems to have a huge impact on performance anyway, so probably best you turn it off.

That was it. The shader used in their ambient occlusion algorithm is probably doing some incorrect sampling.

25 41
  • 28 Apr
 machinegod

20190427173124_1.jpg

There seems to be some weird aliasing going on with metal armor for me. Does anyone else see this? It is not a smooth surface, but instead has this pattern or something.

25 41

This is a very minor UX issue, but I noticed it and it makes the user interface feel a little less consistent.

So, with 240 you can use angle attack after mouse press and it makes chambering with 240 a little bit more consistent. However, I noticed that when you attempt to morph with this option enabled, you must:
Stab -> angle attack -> Strike.
With this option disabled, your morph will be in the same direction as the initial stab unless you otherwise articulate the mouse in a specific direction. So the morph loop can be
Stab -> Strike
without having to angle your attack in a specific direction to morph, since the morph direction will follow what your initial stab direction was.

I find this to be inconsistent. I don't really care either way what the intended behavior is but I don't think the behavior should be different with this option enabled because I thought I was unable to morph with this option when it really changed the behavior of morphing from the default morph unintuitively.

25 41
  • 3 Apr
 machinegod

@Runagate said:
Poleaxe can 2-shot stab t3 head.

Is 2 more points worth that?

25 41
  • 2 Apr
 machinegod

Shouldn't it be longer than LS? Is it really that much better such that it costs 2 points more? I know it 2HTK T2 chest stabs, but those are stabs and bill does the same thing.