Mordhau
 das
Knight
  • Likes received 1428
  • Date joined 26 Oct '15
  • Last seen 1h

Private Message

Knight 658 1428
  • 17 Jun
 das

Because Mordhau is in "EA but not EA because it's actually a functioning game and good" right now, TRUE Mordhau is released when the SDK is completed.

Knight 658 1428
  • 17 Jun
 das

Middle eastern cultures will probably be added to the game sometime in the future. I think most people would dub Oriental East as too much.

However, I would love to see a China v Korea v Japan theme with an early 1600 influence but lax in an exact setting (like Mordhau), either as a really high-effort mod or an entirely separate melee game altogether. Lots of room for simple, efficient weapons: Eastern equivalents of polearms and swords like guando and the famous katana, spears, clubs, bows, rifles. Asian siege artillerly like that Korean katyusha-like rocket launcher, cannons, etc. Then, the really unconventional, seemingly silly, or Eastern peasant weapons which you can often find a dazzling amount of in movies: three-section staff, nunchucks, kunai, bamboo whips, really expensive pottery that you can Jackie Chan onto people's faces, etc. Speaking of which, Mordhau needs to add usable barrels and heavy rocks already (the latter was in one patch, albeit with basically no animations lol).

Knight 658 1428
  • 14 Jun
 das

Really gets that beyond cinematic feel when the fight lasts longer than the movies' runtimes.

Knight 658 1428
  • 14 Jun
 das

Chivalry 2 could have other cool stuff like pommel bash, shove, shoulder bash, elbow bash, shield bash. Those would be a good alternative to chambers and instant-reverses and have the same defensive function when it comes to dealing with staggered attacks when you don't have initiative but read that they didn't riposte and thus gave up some initiative of their own.

Chivalry 2 is confirmed to have a drop kick (there is a clip of it not in the trailer) and downed fighting mechanics. Anyone's guess how this will work lol.

Chivalry 2 could have weapons handle extremely differently. Chivalry 1 already had flails and spears have a rather unique stab and overhead respectively. Chivalry 2 is still confirmed to have three distinct weapon attacks (slash, overhead, stab) whereas Mordhau has two (strike, stab). Chivalry 2's slash is confirmed to have a "Hold" modifier. Mordhau has morphs for both attacks.

From the footage, I speculate Chivalry 2 to have a new mechanic concerning the parry, I call it the blue parry. In the same aforementioned clip, you see a guy 1v2'ing some guys. The first enemy with an axe windsup and prompts the player to parry, but that axe guy misses. His buddy then swings at the player. The player still defends with the same parry, but blue sparks come out instead of the typical orange ones. This must be Chivalry 2's own solution to the intentional whiff in 1vX problem, but how it functions is anyone's guess.

Chivalry 2 could possibly place a bigger emphasis on aiming parries in exchange for making reading and stuff easier. I'm curious as to how they will handle this.

Knight 658 1428
  • 12 Jun
 das

That whole thing about people despising how horse pushes flinch you... it's even worse with ranged. Flinched parries when someone shoots you from somwhere unseen (above, behind) feels horrible.

The rotation limit is there because of animations, they don't want you to demonically twist your torso 360 like the North Korean suit prototype in Iron Man 1 since your legs are attached to the horse and can't turn.

Keeping only Crossbows available without the perk is an interesting idea. 3 shots, long reload, doesn't get oneshot with armor but cannot oneshot other archers on the torso.

Knight 658 1428
  • 12 Jun
 das

Add Pocket Sand to game.

Pocket Sand flinches enemies who face it when tossed.

Pocket Sand also snuffs out flames.

Now we have an anti-fire option that doesn't smoke up a whole area.

That, and the fire damage model should probably change a bit or something. It does a full 24 if you just skirt it for a millisecond. CSGO's molotov is way more sensible in comparison. Barely hurts you when you graze it, ramps up to extremely heavy damage if you just try to run through it.

Knight 658 1428
  • 11 Jun
 das

Sometimes I wish I could use Maul or Longsword for eco round in CSGO.

Knight 658 1428
  • 11 Jun
 das

Longbow feels extremely competitive and viable now. Anstii was consistently topfragging with it in PUG, which was basically never seen in the previous patch. The other two feel underwhelming in comparison. Crossbow is very good at counterarchery and that's about it, but in a sense that may be sufficient enough. Recurve Bow is when you half-ass both melee and archery and aren't particularly competitive at either. Recurve Bow might be better if future map objectives and splitpushing strategies encourage it more.

Knight 658 1428
  • 9 Jun
 das

what do you think about this:

So long as one enemy player is standing on a control point, you cannot spawn there even if the point is fully captured and he is outnumbered.

So long as one enemy player is standing on a control point that is under their team's control, you cannot convert the point to your team's control even if he is outnumbered. This means that so long as one red stays defending the red point before it is neutralized, the rest of the reds can continue working on objectives and backcapping. If the point was first neutralized, it follows the rules of the first paragraph: the red can be outnumbered and the blues capping the point, but they won't be able to finish the cap. If red steps out to let blues finish the cap and back in, the blues cannot spawn there so long as he sits there.

Knight 658 1428
  • 9 Jun
 das

Taiga is actually fun now though.

Knight 658 1428
  • 7 Jun
 das

Falchion is underrated in the general eye. For competitive play, it's at a weird spot where it's REALLY REALLY good for 3 points, but just too short to contend with the Halberds and stuff. Too expensive as a sidearm, too short as a primary. While a big weakness, range is also its ONLY weakness. It has 1h animations, 1h speed, very good flinch stab, and almost-Messer-tier strikes and draggability (2h strengths that a lot of 1hers don't have).

Kind of weird that, in whatever metric they're using, Rapier is A but Short Spear is C.

As everyone else already pointed out, Bastard Sword's placement is the most hilarious.

Knight 658 1428
  • 6 Jun
 das

In-game, I either stay at 24-48 ping (normal) or stay at 80-108 ping (on certain official West servers).

Knight 658 1428
  • 3 Jun
 das

Suggestion: Give Legolas/Zelda shield boarding down ramps and stairs

Knight 658 1428
 das

@OP: The point of morph feint is so that people who hurr durr me not read if enemy morphing, me chamber -> oops he morphed time to crutch one-click parry get punished. Otherwise, it's going to take centuries to outstam and kill every single low-mid level player who just found out what chambers do.

GAYFISH has the most reasonable suggestion. Again and again, parry recovery time has been nerfed. Double parries are indeed still a think if you try to completely reactively punish morph feints a lot of the times (morph feints tend to be flash feints, hence the quick queue to a new attack - but they're not as easy to read as standard flash feints cause of the morph).

I'm not sure I agree if it's NEEDED as much as he does though, I mean I do manage to punish morph feints with even a Zwei sort of often, as far as duels go that is. However, morph feint recovery nerf along with a parry recovery nerf might make pacing much better for teamfights and 1vX. I spam morph feints when supporting teammates in PUGs and it demolishes enemies as much as it does my stamina.

Knight 658 1428
  • 2 Jun
 das

Am I missing something obvious?

Yes, feint recovery already exists. Early feints have shorter recoveries but are doggone easy to read that they shouldn't be a problem for mid tier players. Late feints have much longer recoveries and, while more convincing and thus harder to read, are easier to punish if you do read them or go for a chamber (assuming no morph) because the window before they can start another attack is longer, long enough for even a Maul stab to punish first. Kicks are really good against this kind of stuff if they're facehugging and, if they space enough to avoid your kicks, they're far away enough for you to reliably read them.

Knight 658 1428
  • 31 May
 das

@Shitscrubber64 said:
Range is strong in this game. War Axe has virtually no range.

It's not the worst weapon in the game and can even be really good in Frontline but let's be honest, two plus two equals five there. Enemies falling for the same target-switching ripostes over and over again is in no way a good way to measure a weapon's viability.

I feel bad for anyone who still believes posting edgy scoreboard pictures to prove how well they did in a match has any relevance to this discussion whatever.

As a masochist who mained the Dubaxe for over 3k hours in Chivalry, I can say the War Axe is nothing new. Random misses because even the most heavily armoured targets "outplayed you" by casually walking a few steps back is frustrating. Consistently losing the stamina warfare against any semi-competent opponent who knows how to play around their weapon range advantage is frustrating.

If it were up to me either War Axe and Battle Axe were merged into one weapon or War Axe's damage was increased to the Maul's level since it's already a similar one-trick.

For now the only tip I have to playing War Axe is bringing a versatile secondary and accepting the fact you'll be much better off with that secondary against 90% of opponents.

This is why I use 111 with it, War Axe really isn't a Knight weapon in this game imo. Much, much harder to bubble and evade a Dubaxe-at-Arms.

Knight 658 1428
  • 30 May
 das

Legs:

T1 legs to prevent immediate 2HTK from a lot of weapons and 1HTK from Exec (and Bardiche next patch)

T2 legs to make legs as tanky as plate torso, jumping to force leg hits is now a good option

T3 legs to dramatically reduce damage against common duel weapons like Longsword and GS, especially on foot drags and such. Jumping to force leg hit can now make you 4+HTK against such weapons at the cost of stamina.

Knight 658 1428
  • 30 May
 das

Strange necro, but you have a common question that often gets answered unhelpfully.

This is assuming you both have weapons of similar speed.

At NEUTRAL, if you both start attacks near the same time and one morphs, he will lose so long as the other accels.

When one person parries or chambers, he has a timing advantage, an INITIATIVE. Ripostes cannot be beat in timing (but they can't morph or feint).

Chamber morphs will still come out faster than any attempt of yours to spam and flinch, so long as he morphs early and accels. On the other extreme end, a Halberd chambering a stab, morphing as late as possible, and dragging can be YOLO'd or clashed by a rapier in time. Everything in between can be more ambiguous though the ball's always in the chamberer's court and the onus is on him to not delay too hard.

Sometimes people delay counterattack after a parry so that they can feint or morph. Since this isn't a riposte, I like to call it a false riposte. False riposte accels still beat gambles because the parry lockout is long. False riposte morphs and morph drags are even more susceptible to gamble yolo flinches because they're so delayed.

Knight 658 1428
  • 29 May
 das

Expectations: Axe guy swinging and weaving around to get Fanatic stacks.

Reality: Some lame fuck with a spear poking from afar and eventually working up to AWP damage pokes.

Knight 658 1428
  • 29 May
 das

231 for general

132 still has tanky torso, but you must force headshot misses, whether it's by turning around and lookdown running when you fall for feint or friggin jumping to force leg hits. The reward for the risk is that you are a lot faster than 231 (and the additional leg armor is pretty good). I really like this for Zwei.

222... Well you won't get 1shot by anything, you'll just get 2shot more often instead while being a little faster than 231. Sits at a lukewarm meh between 231 and 132 imo.

11# is superior for spear, that weapon is all about spacing, positioning, support. Don't need to worry about how tanky you are if no one can reach you behind your team.