Mordhau
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Knight
  • Likes received 83
  • Date joined 4 May '17
  • Last seen 3 Oct '19

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Knight 26 83
  • 31 May '18
 GucciLoafers

If I turn Music volume to 0 in settings I can still hear very faint drumming of the music in the main menu.

Knight 26 83
  • 29 May '18
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This flipped cart has bad collision modelspoop (1).jpgpoop (2).jpg

Knight 26 83
  • 19 May '18
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20180519112339_1.jpg Started the game on 1260x960 4:3

Knight 26 83
  • 17 May '18
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Explain

Knight 26 83
  • 17 May '18
 GucciLoafers

I would argue that 3rd person is actually much of a hindrance to high level play due to the player model being in the way forcing you to look at the ground to see your opponent.

Knight 26 83
  • 1
  • 17 May '18
 GucciLoafers
  1. 3rd person is personal preference, Triternion have made it in such a way that it is not overpowered like in Chivalry (you are locked to above the head view and can't see behind you). There is no point of removing this, all it does is add more options for players to play the game.

  2. Kick stun was re-implemented to discourage face-hug play-styles which are intrinsic to styles adopted from Chivalry's top tier combat, something they were trying to avoid. This is also the same reason why the character bubble is slightly larger. Without the stun, from experience, players were not phased at all by adopting a face-hug style into their fights, some would say it was even encouraged. It has been refined over many updates and currently sits in a good balance of difficulty versus reward.

  3. Hit trades off ripostes, before we start on this, let's talk about why active parry was implemented and why it got removed. Active parry was implemented from day one as a mechanic to make 1vX situations a little bit more friendly for the 1. The problem with it was that after 14 or 15 patches (I don't remember) it still wasn't in a good spot and every high tier player I met disliked it for it's inconsistency and unintuitive nature. It had little indication of when an active parry would occur which in turn made it less desirable for the X to focus on the timing of their strikes. Hit trades off of riposte is a substitute for active parry, it allows for the 1 in 1vX to have a smoother fight as well as making the X have to commit to strikes. Why make it easier to 1vX? That's simple, when Mordhau launches, there will no doubt be lot's of new players running around the battlefield, without hit trades off ripostes coupled with damage reduction, new players would have a hard time getting any kills against good players. Something that Chivalry struggled with was the discouraging nature of it's skill cap. Not to say that Mordhau is an unskilled game, it's just a better experience for both new players and skilled veterans, it forces the veterans to not get bored and stay alert, and it gives new players short term gratification to keep playing the game.

  4. Jump kick is a bug and will be fixed.

Knight 26 83
  • 1
  • 7 May '18
 GucciLoafers

Zweihander is a specialised cutting weapon, it wouldn't make sense to take away this specialisation because it would make the weapons seem more or less the same. If you would like to stab with it and have a lesser turncap for swing manipulation you could try the alternate mode (half sword). After all, that's what it is there for.
P.S: Estoc is able to be dragged more than usual on the stabs for the same reason.

Knight 26 83
  • 1
  • 28 Apr '18
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Client-Side animation bug

Knight 26 83
  • 22 Apr '18
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1 = You attacked without initiative
2 = You attempted to chamber in lockout when you could have parried
3 = Git gud
4 = Latency
5 = You attempted to chamber in lockout when you could have parried
6 = Latency

Knight 26 83
  • 5 Feb '18
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Guys, the problem is solved, I'm just never going to chamber again! FUN GAME!

Knight 26 83
  • 2
  • 5 Feb '18
 GucciLoafers

Sorry, badly worded. What I meant to say was. There is no justification for chambering being in the game currently if they want to go down the path that leads to chambers become obsolete and a gamble. Why even implement a mechanic that relies on luck? That defeats the purpose of a skill based competitive game. No one is going to chamber if its a high risk low reward.

Knight 26 83
  • 5 Feb '18
 GucciLoafers

Why is chambering even a mechanic if it is a gamble 100% of the time then?

Knight 26 83
  • 4 Feb '18
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Main focus is on strikes in this post, you actually cant footwork away from them in medium armor.

Knight 26 83
  • 4 Feb '18
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The point is, you could parry everything and for the most part you could defend yourself pretty well, but chambers are currently rendered useless, it is 100% a gamble if you are vsing anyone with half a brain that knows how to exploit the drags and accels.

Knight 26 83
  • 4 Feb '18
 GucciLoafers

What he is trying to say is that the windup and release aren't noticeably distinct from one another. The torso movements aren't exaggerated as much as they can be as well.

Knight 26 83
  • 2 Feb '18
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Coming from 5000 hours in previous melee titles I can tell you that having distinguishable accels and drags is literally 80% of the skill cap, atm the game is just a gamble fest, if it continues there is no point in even attempting to get better at the game and i'd probably just quit tbh.

Knight 26 83
  • 2
  • 2 Feb '18
 GucciLoafers

Distinguishing a drag from an acceleration is not actually possible due to the timing overlap in which you can be hit from an accel and a drag respectively.

E.G. if you attempt a read for a drag, the point at which you have to wait to effectively read the drag is overlapped by the timing in which you can be hit from an accel, meaning that you have to wait past the point of being able to be hit before you can actually parry and chamber consistently for the longer kinds of drags.

You may be able to guesswork your way into reading a drag from an accel by the position of their torso but the turn cap on all weapons makes turning from an accel to a drag and vice versa too easy to do, resulting in an inconsistent form of reading. This concept is most noticeable by mixing between looking into accels in windup and doing the same but dragging after you have done the accel movement.

Wait until you can parry a chamber or drag, be hit by an accel, parry early for the accel and you get hit by a drag because they can interchange them after you have accommodated for the timing of the weapon.

I presume that with the animation update, it wouldn't fix this issue but would rather mask it with more noticeable and snappier movements, but the timing goes untouched meaning that the issue will still be present.

The issue could be solved with more turn cap (Not ideal, but may be a necessary evil) in the release state of attacks or making release state of an attack slower so it doesn't come down as fast which will make up for the overlap in which a drag can be distinguished from an accel.

This is my take on the turn cap and timings of weapons in Mordhau, I am open to anyone who would be willing to present arguments against mine but I haven't come to see any as of yet.

GIFS
Defense - https://gfycat.com/SafeScholarlyBorzoi
Attack - https://gfycat.com/UnfitWeepyBoutu
Video - https://www.youtube.com/watch?v=SjwTVqK04zA
Instant attack - https://www.youtube.com/watch?v=F8r5lcFFUP0&feature=youtu.be
Instant attack #2 - https://www.youtube.com/watch?v=LFbowbEfjEY&feature=youtu.be