Mordhau
 Stauxie
Mercenary
  • Likes received 612
  • Date joined 4 May '17
  • Last seen 27 Dec '19

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Mercenary 179 612
  • 2
  • 23 Dec '18
 Stauxie

The main reason I don't think this will be added is because of the heavy movement restrictions. A lot of this game depends on movement to keep fights interesting and to keep players engaged. How would the movement even work? Either you have a bunch of people wanting to move and only 1 can control it? Maybe people move in their own shield wall with the ability to always move when and where they want to. In which case, the game already has the ability to form walls, kinda. And it would just be terrible, no one would live into the 10th second of the round. With how limited and situational this would be as a mechanic, high-level players wouldn't use it competitively, and use in pubs would be very rare. Added on is how much added work is needed for the animations and potential UI elements.

Also, utility in this game can shut it down easily. We have catapults, which would be a free multi-kill waiting to happen, fire pots, ballistas, smokes, and potentially more equipment. If people use these any time a wall is formed, why would people make the wall again? Its just silly.

The effectiveness would scale to how many players would be in the line obviously, but coordinating that would be difficult, and having only 2-3 people would just be suicide as there aren't any benefits besides a "good" defense from the front.

There is just no way this would be added. You can make shield walls already in the game if you get a bunch of people to play along, but its mainly for role play.

Also, this game isn't realistic and isn't striving to be. So having a "true battle" isn't going to be a focus either.

Mercenary 179 612
  • 21 Dec '18
 Stauxie

ah so we're doing one of these again
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Mercenary 179 612
Mercenary 179 612
  • 1
  • 29 Nov '18
 Stauxie

oh so you're just going to upload my screenshots huh?

good man
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Mercenary 179 612
  • 25 Nov '18
 Stauxie

They definitely wont stop targeting you. If you are ragdolled on the ground for 10 seconds with absolutely no way of defending yourself, people will just hit the ground once and continue fighting. If anything it would just be a very annoying perk rather than adding anything gameplay wise.

I can't see any situation where the body would be ignored.

In a 1v1, obv you just died.
In a 2v1, you knock one player down and have to deal with another, to avoid a 2v1 again, you hit the ragdoll and continue fighting.
In a 2v2, there is no chance that you will be able to get up after 10 seconds because it is now 2v1 again with a ragdoll primed and ready to be killed.
Anything above 2v2, there will be enough players to spend less than a second dispatching that body.

This isn't even including throwables/archery.

I really don't see any reason to have this perk. There is just so much that can happen in 10 seconds to account for and would just be a losing hand everytime you get knocked down.

As for the second perk, I guess it would be fine for roleplay, but there is no doubt it won't be used outside of that.

Mercenary 179 612
  • 25 Nov '18
 Stauxie

I don't like the idea of being invincible AND not being able to move for 10 seconds for two reason
1.) It would delay games by a large amount and just be annoying to deal with. As the last one or two alive, multiple players would just be standing around your rag doll for a MINIMUM of 10 seconds without being able to kill you until those 10 seconds are up.
2.) If you aren't invincible during rag doll, no one would pick the perk because then it is SUPER situational and generally a waste of 3 points.

As for Merciful, why would you want to NOT kill someone? It just seems like a waste of points and applies the points above, but now its tied to one damage type.

I just don't think either of these perks would make it into the game, flesh wound is useful and less situational than both of those perks, but it is still annoying.

Mercenary 179 612
  • 22 Nov '18
 Stauxie

against maul i guess

Mercenary 179 612
  • 6 Oct '18
 Stauxie

heres my dog
shortendofthestick.jpg
she is very pretty

Mercenary 179 612
  • 27 Sep '18
 Stauxie

oh we doin this
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ofc im not going to post my 300+ screenshots but ya get the idea

Mercenary 179 612
  • 26 Sep '18
 Stauxie

I vote for huntsman works for bows, but doesn't work for throwables.

Mercenary 179 612
  • 19 Sep '18
 Stauxie

With the influx of new players, I think it's time to show them who one of the many pub stompers will look like.
Credit of screenshots to: Little_S

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Some bonuses:

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that_gay.png

Mercenary 179 612
  • 14 Sep '18
 Stauxie

@Lincs said:
"Babe come over"

"I can't I'm being officially recognized by the King as duke of my own fiefdom"

"I'm starting a mercenary campaign based around getting rich and doing naughty things to worthless peasants"

boring_hammer_cutout_resized_running_fast.png

Mercenary 179 612
  • 2
  • 14 Sep '18
 Stauxie

Lets bump this thread up back to visibility shall we? This is Mackdaddy btw

mack_cutout_resize.png

Need to put my boy Sir Boring here too.

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Mercenary 179 612
  • 12 Sep '18
 Stauxie

@EatAtRedLobster said:
Almost perfect.

Each of the Man-At-Arms should have motion blur from constant dodging.

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Mercenary 179 612
Mercenary 179 612
  • 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 179 612
  • 29 Aug '18
 Stauxie

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

Mercenary 179 612
Mercenary 179 612
  • 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 179 612
  • 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.