Mordhau
 Stauxie
Mercenary
  • Likes received 614
  • Date joined 4 May '17
  • Last seen 10 May

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Mercenary 179 614
  • 22 Aug '19
 Stauxie

Alpha testers don't want anyone knowing this. And thankfully no one has told you or will tell you.

Mercenary 179 614
Mercenary 179 614
  • 1
  • 14 Apr '19
 Stauxie

Having a held block by default would kill the game almost instantly. One of the most agreed upon unfun things in the game right now is shield. Shield has held block and has the common complaint of being boring to fight.

As Huggles said.

@Huggles said:
Easy defense = bad and boring

Having a substantial skill gap and high skill ceiling is what keeps the game alive not only casually, but competitively. Understandably it doesn't feel good to die 30/30 times to a veteran who has already but in 100x the amount of playtime as you have. But, believe the active players, held block would be horrid.

Mercenary 179 614
Mercenary 179 614
  • 31 Mar '19
 Stauxie

that video is too cursed for the forums

Mercenary 179 614
  • 1
  • 24 Mar '19
 Stauxie

Yeah, it wasn't planned to have any grounds/rules. I just joked about it and put it here just in case someone could take inspiration.

Mercenary 179 614
  • 24 Mar '19
 Stauxie

I kinda joked about explaining the entire story arch of the two factions at the beginning of beta, but I guess I could say it here too.

Basically, the Iron Company is an arms manufacturer that started carrying out illegal mining operations, the Free Guard were the mercenaries hired to take care of those illegal operations. The mining company hired mercenaries of their own to defend their operations so they could continue making money.

Consider this a writing prompt for the more creative of the bunch.

Mercenary 179 614
  • 19 Mar '19
 Stauxie

no

Mercenary 179 614
  • 1
  • 17 Mar '19
 Stauxie

My rant was placed in another thread and is more fitting here, but I don't want to spam. BR can be fun, but I wouldn't call it a BR because it more resembles Skirmish + FFA.

To summarize my points.

  • Spawnpoints tend to lead to unfun RNG, selecting where you go is much more enjoyable.
  • The difference between iron and wooden chests should actually be looked into because either can give you shit or god-tier loot.
  • EXP is foosed and doesn't actually reward good players.

Otherwise the gamemode can be fun, but there aren't enough elements to warrant it being a stand alone gamemode. I'm just glad that it only took about a week or two to actually make and it shows.

Mercenary 179 614
  • 17 Mar '19
 Stauxie

The biggest problem I have with BR is the randomized spawn points. It is the worst RNG in this gamemode because it can make your situation worse just for joining the game. You can spawn outside of the castle with no chests in sight, the guy next to you has spawned almost on top of a chest. You have to run to a place where you know a chest MIGHT spawn, and by then somebody who spawned much closer could've looted the place, or the other guy has been chasing you and ensures that you don't survive two minutes into the game.

Selecting spawns would be more balanced in general, because better players have more confidence and will hot drop and likely fight other good players hot dropping, thinning out the herd of good players. New players can choose to go outside the castle and loot peacefully to hopefully get enough loot to get them to fend of one or two other new players.

Chests are also kinda weird. A wooden chest as the ability to contain much better loot and more of it then an iron chest. I think an iron chest should have a much better chance to spawn pole arms, armor, ranged weapons (not throwables), and healing items. While wooden chests contain 1h weapons, throwables, other misc items, and peasant weapons. It just doesn't really matter which chest you choose. It's just alluring to open the iron chests first because its shiny.

Progression is also foosed. I can have a quick 8k game win and earn 80 gold, while I have a 4k game that I didn't even place top three in and earn 120 gold just because the match was longer. Playtime is over weighted compared to wins and kills. Me and some other players should be rolling in dough because we win so often. But we actually probably have less gold and exp then some other players that just ran/hid the entire match and lengthened it.

Mercenary 179 614
  • 14 Mar '19
 Stauxie

false

Mercenary 179 614
  • 1
  • 13 Mar '19
 Stauxie

Shield isn't useless, its just boring to fight. Held block forces players to only use swing manipulation to get around it, or spam kick to get their stam low enough to remove the shield after they block your last attack. Its also the main reason why you don't see many shield users. Who wants to fight them? I speak for myself, but I tend to avoid fighting shield in duel yards and I know other people do the same. So shield users might switch off of shield because people won't fight them.

If you only have shield it provides such a boost in survivability that I'm kinda glad that you can't punch or kick. Its such a chore to try to kill a shield user that players would much rather be fighting someone else that will be more fun to fight.

I haven't been hearing much chatter on where devs want shield to be in the next upcoming updates.

Mercenary 179 614
  • 1
  • 13 Mar '19
 Stauxie

chrome_2019-03-12_20-11-34.png

Also emblem is different on shield guy, didn't see that at first.

Mercenary 179 614
  • 7 Mar '19
 Stauxie

just delete game. can't bad game if no game

Mercenary 179 614
  • 2 Sep '18
 Stauxie

Okay, this is the second time this has come up in alpha testing when there is a bug reporting thread that gets looked at daily by devs. I said this before but this particular spot is known. I know you are doing your job in reporting bugs, but it reduces clutter if you just use the bug reporting thread.

Mercenary 179 614
  • 29 Aug '18
 Stauxie

It has also already been pointed out to devs and they know about it.

Mercenary 179 614
Mercenary 179 614
  • 4 Aug '18
 Stauxie

@Gauntlet said:
Definitely think the edges of the smoke should not trigger the blinding effect or the effect should be less severe. It's a melee game, fighting in smoke should be viable but chaotic. Right now it feels like pure chaos and the effect triggers too aggressively near the edge of the smoke.

This is just an all around better description of what I'm talking about.

Mercenary 179 614
  • 2
  • 3 Aug '18
 Stauxie

Smokes need to be addressed. They can be a very good tool in the game if they feel right when walking around them. Right now it feels awkward to be around because of the abnormally large "box" that surrounds the actual visuals. This is especially true for the vertical "box" as shown in these two gifs.

Smokes in CS:GO felt really good and is a good baseline for how smokes should look in MORDHAU.

Stairs - Grad: https://gfycat.com/GrayShorttermFritillarybutterfly

Grad: https://gfycat.com/PassionateSardonicDikkops

Just general smoke: https://gfycat.com/BeautifulAstonishingGuillemot

Edit: Here's a better description of what I'm talking about by Gauntlet

@Gauntlet said:
Definitely think the edges of the smoke should not trigger the blinding effect or the effect should be less severe. It's a melee game, fighting in smoke should be viable but chaotic. Right now it feels like pure chaos and the effect triggers too aggressively near the edge of the smoke.

Mercenary 179 614
  • 19 Jun '18
 Stauxie

git gud