Mordhau
 woof_raff
Knight
  • Likes received 22
  • Date joined 4 May '17
  • Last seen 28 May

Private Message

Knight 21 22
  • 1
  • 5 Nov '19
 woof_raff

@CazzyVR said:
Yah, I always see the same "Tactic" being used by High levels. It's always Naked Dudes, Maul and a shit ton of Perks. They don't even bother Blocking or Fighting with some Sanity, just run straight into a Horde and Swing that Maul hoping to kill at least 10 People. Funny enough everytime I see them I stab in back with a Rapier and adopt a Defensive Stance with a Heater Shield and they fall like Flies cause now their Naked Maul Tactic got foiled. Doesn't always work but sometimes. But still annoying. Plus I'm sure not every Medieval Knight was A) Naked and B) used a Maul or Spear

I don't really agree with this opinion on the idea that the "high levels" meme in public frontline only, unless you just mean high levels as in people that grind the game and never really try to get better or play serious comp. I'm NA so I can only speak from experience, but "Ronguat" is probably the highest level player that often plays in public frontline and since he streams he attracts other high players to those games as well, and they just sweat in them. The players that use these meme builds I think are just average or above average players that think they're a lot better than they really are, and you're right in saying that they fall like flies even easier than other players CUZ meme builds get PUNISHED.

Knight 21 22
  • 12 Jul '19
 woof_raff

An even better way to do is to join a friend then cancel the join, it gives you full control instead of the weird chat bug control.

Knight 21 22
  • 9 Jul '19
 woof_raff

I'm about 95% sure that is just you being dragged, usually when you see your weapon completely in the parry animation before the weapon reaches you you're going to be hit by the drag. A red parry is different, usually it's you waiting too long to parry, sometimes it's entirely your fault, like if you play on green ping, or due to the server latency at way higher pings. Since you say you don't play on such servers any parry mishaps you get are likely your fault. Also, on a red parry you don't even see the parry animation at all it's so late of a parry.

Knight 21 22
  • 1 Jul '19
 woof_raff

I believe every suggestion based around low-level players in public servers should be taken seriously.

Knight 21 22
  • 28 Apr '19
 woof_raff

I've wanted to make a video like this for a while--but from other players' point of view with the demo recorder ofc.
But I would disagree with your mistakes--one, I would say you lost at the very beginning if the pointless chamber, but you definitely lost with the feint to parry right after it. I say this because you count the unpunished whiffs are mistakes too--those only drain stamina, just like the ftp!

Knight 21 22
  • 26 Apr '19
 woof_raff

@afiNity said:
The amount of times I was called a "clanfag" and got kicked for being either a drag or a feint noob.

I'm going to try to solely use right slashes for as long as I can against noobs. You'll always stam them out if you do no morphs/feints and make them miss/feint to parry. This way you'll show them that they're just bad while not making them thing you're abusing any game mechanics. They could only blame themselves.

Knight 21 22
  • 20 Apr '19
 woof_raff

@Dreamer19 said:
when-you-realize-you-spent-all-your-money-on-armor-5249085.png
How many different websites went into the creation of this image?

Knight 21 22
  • 23 Mar '19
 woof_raff

"The game plays in such a way where when you actually hit something it is devastating and when you miss you are very very exposed."
This will probably true for new players, so I can't be too angry but still.

Knight 21 22
  • 16 Feb '19
 woof_raff

Can someone show me where the forum poll showing we don't want female characters is on the image? I missed it originally and I would have loved to have been able to share my opinion in this community-wide consensus.

Knight 21 22
  • 30 Aug '18
 woof_raff

I thought about this recently when I saw that the special wounds do not heal when you regain health, I thought it would have been interesting for there to be a type of temporary/permanent damage system loosely based of off Exanima's fatal/nonfatal health. The "permanent damage" would have to be healed with a bandage held by either you or another player (like Red Orchestra?) and it would also get rid of the battle scars, while the other damage/blood would heal normally.
But, I don't think that this is in the dev's vision for the game as it would be unnecessarily complicate the health system. To your idea I don't see the point though; wouldn't going out of battle to be tended on just take up the same amount of time as just waiting to heal instead?

Knight 21 22
  • 1
  • 19 Jul '18
 woof_raff

I agree with this completely. One of my favorite things about games like Red Orchestra is the reinforcements system and having one team gradually die out, until there's one guy left.
It seems like Frontline will also have this system of respawning until the game ends since the "Resources" go down continually, so if one doesn't want any downtime they can stick to that or free for all.

One more thing, if I can see my team's reinforcments getting really low it inspires me to try a lot more than the enemy having 990 points since that way the game wouldn't just end beforw I get back to the fight.

Knight 21 22
  • 28 May '18
 woof_raff

Can someone tell me why the title of that video has "NEW" in it yet there are two games that aren't new?

Knight 21 22
  • 25 Nov '17
 woof_raff

I just want weapons to make some sound when drawn, realistic or not!

Knight 21 22
  • 26 Oct '17
 woof_raff

Yeah I get that the kick would lead to a free hit and that was a "problem", but this heavy/long windup attack you proposed would be just as bad, except this time it's not a kick but you're swinging your weapon, and this time you (presumably) can't defend against it. You could kind of defend against kicks with your own, but could this long windup attack be chambered or clashed? Is it's only purpose to break through parries? We already have drags that kind of fulfill the same purpose but in a much more fair way.

I'm really just confused at why you'd dislike this one cheap mechanic but want to add another cheap mechanic that does the same thing.

Knight 21 22
  • 26 Oct '17
 woof_raff

@Kingindian said:
Thenplease make it so you cant poarry everyattack. If a person makes a heavy(long windup) attack, perhaps makes it not possible to parry it so the player can do two hits in a row no matter what.

Would open up the game more i think

But then

@Kingindian said:
Personally i find it odd that "kick needs to be in the game" at all, why not make it so you can do stuff with your weapon and your personal skill instead of a button press?
That wouldnt only be more fun but more skillfull as well.

I'm getting mixed messages here. Why can't the kick be this "heavy(long windup)" attack? They would seem to serve the same purpose.

Knight 21 22
  • 14 Oct '17
 woof_raff

@DarkTiti said:
I'm not part of the alpha, just fyi.

Aren't parries and everything a lot tighter than Chiv already? I mean, making it tighter could become frustrating. It's not a game that will only be played by elite fighters let's hope (otherwise, it will die, I think that's obvious).

I am in the Alpha so I can comment on this. I really enjoy the different parry animations in this game, like how where you are turning changes how you move the weapon, but that's about the only difference I can see from Chivalry; in fact, you can even cheese this in a way - the top left parry animation for some swords looks very similar to a riposte, so if you always quickly flick that way then to the actual (see: general) location of the attack then you trick your opponent. But all that's beside the point. I agree that parries in this game could be much tighter, maybe they should be like 25 % easier than chambers (I really don't know how that works, just trying to put it into perspective) so that you feel like parries are fun to use. I try to use chambers as much as possible, and parries in comparison are literally just right click 90% of the time, I've even been able to pull off a turn-around-crouch-look-up parry on occasion.

I was hoping that with the perk system in place it would make it so using a shield would be a straight advantage. Not having a shield means you really have to aim to get parries or you could sacrifice some points and go for a shield, right now a shield doesn't really feel all that different to normal parrying to me.

Knight 21 22
  • 12 Oct '17
 woof_raff

The only realism I'm missing in this game is the fact that Plate armor makes the same sound when hit as flesh.
Exanima is a game that handles this sound difference perfectly there's still a metal sounding clash but you can tell when it's a hit and when it was parried or blocked. I also think this would be a good addition because it can only help players imo, I don't use sounds to tell when I've made a hit and I don't think many others do, you can "feel" whether or not you were blocked in this game by the way the weapon stops. The real use of the sound is when you hit someone to your side that you couldn't see (assuming you're in first person). There is already a special effect for when a blade hits armor, so why not have there be a special sound? People would get used to it and welcome it.

Knight 21 22
  • 8 Oct '17
 woof_raff

To start off with, I really enjoy the emotes in the game so far, but I have one really tiny insignificant problem with them. When the Alpha first launched one could weapon flourish unarmed, this was a problem but the devs got rid of it by making so the option to select flourish doesn't even come up when you press X anymore. I noticed there are also some emotes you can't do while holding a shield. My problem isn't that we can't do these emotes (in fact I know you can by dropping your weapon while having the menu open), it's that the input to the desired emote changed depending on what you're holding, and that bothers me!
I presume in the future there will be emotes to take up these missing slots as the devs have said they want a separate flourish for two handers, but in the off-chance that won't be the case I propose that instead of getting rid of the options and messing up the usual input paths there simply be a (Locked) or something where an emote you shouldn't be able to do would be, this way every other allowed emote stays in its usual place to be spammed mindlessly at the player's convenience.
Or just do nothing because this doesn't really matter at all, just a little thing I noticed that bothered me.