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Got switched to R.
It's possible, my account has black armor but if I log onto a different account and play, I can use my loadouts with black armor (well, at least whatever pieces I have unlocked). As long as I don't swap the metal tint to anything else, the black tint remains. Third parties have confirmed that I have black armor as a sub-70.
It wouldn't work for me until I reset the game.
In-game, I either stay at 24-48 ping (normal) or stay at 80-108 ping (on certain official West servers).
My friends and I went to a Los Angeles Gpower (err... is that what the server provider is called?) server a couple days ago that was unofficial.
Had the same problem as most Los Angeles officials.
My friend and myself who live in Norcal had no problem.
My friends who lived in Los Angeles had a consistent ping of 100.
It's been quite the half-decade.
slasherwhen
Brigand Shortsword is on slot 3, empty slot 2.
I've been told that the challenge with insta turncap removal is making it look good animations-wise.
What if instead of outright instant-turncap removal, it just halves it during the time period where it would look too spazzy, and be 0turncap the instant it wouldn't look weird anymore, kind of a compromise.
And/or parrying after landing a successful parry/hit doesn't get normal parry turncap, so you can aim the hell out of that second parry (and it'd convert into revenge parry too). A no turncap parry.
Also, forgot that one of the biggest difficulties in 1vX is that, with non-hitstop weapons, your attacks cleave through and are still in active release after hitting someone.
How about this: pressing feint while in release AND after hitting someone stops your release. This prevents you from comboing (it will look like a hitstop weapon halting upon hit) and you'd have to wait until strike recovery timing to queue up your next attack. However, this also removes turncap, returning you to normal sensitivity so you can aim your parry.
This would also have the double bonus of being able to halt your giant Execzweihalb LMB if you want to hit one guy but stop it before it cleaves into your teammate as well.
1vX stuff, both planned and suggestions. I've lost track of which ones are planned, but I figure it's nice to discuss thoughts onboth anyways.
The aforementioned AP at the start of ripostes, short enough that you'll want to PiP (parry into parry) staggered attacks, but long enough to be able to deflect near simultaneous attacks. Upon AP deflecting an attack, the riposte is now feintable (normally it is not) at no extra cost. Not sure what would feel best for AP window and post-AP-riposte-feint window. Riposte feint still nonexistent for duels because it is impossible to trigger the AP of a riposte in a 1v1 due to parry lockout.
Parry-into-parry (PiP), or parrying again within 350ms after first parry (impossible to achieve in 1v1), already costs no extra stamina.
Successful chamber into a successful FTP refunds some stamina.
Morph off a successful chamber has an AP. A successful AP deflection refunds some stamina.
PiP, Chamber-FTP, parry-during-kick-clash-recovery, parry-after-hit (e.g. you LMB through enemy and parry incoming attack), and parry-after-flinched (you parry an attack shortly after getting flinched, carving knife and friendly fire do not apply) activates new status, currently named easy parry but I like the sound of "revenge parry", lolrevengemechanic.
"Revenge parry" mechanics:
Has a sharper, higher pitched sound distinct from normal parrying and chambering.
Revenge ripostes can be feinted and morphed. Maintains other normal riposte properties: mini-AP, will/should unflinchable still be a thing?
Supposing you don't opt for an immediate riposte. Any attacks made within ~350ms after a revenge parry has a free chamber cost should you chamber with that attack.
Revenge riposte has a notably increased knockback on whoever parries it. Enemy chambers ignore knockback, be careful. Creates space on target of your choice if they opt to parry, and more space = more time.
Revenge riposte kicks are significantly faster. Normal riposte and chamber morphed kicks remain as they do now. Chamber-feint-W key-kick is already hard to read but doesn't do super damage + is very high risk due to the reach and whiff lag, so I don't think it needs to be buffed or nerfed since chamber into kick is possible in duels. I don't think I've ever been hit by riposte kick even when using short weapons like axes.
Hell, revenge kicks in general are now faster and can be comboed off of even if whiffed (albeit not without stam cost) and/or have less lag upon whiff. This applies to any non-morphed kick made within 350ms after activating revenge parry.
Make the stamina bar flash orange during the 350ms window after initial parry/getting flinched to activate revenge + violently pulsate orange during the 350ms revenge window so that players can literally see and learn/memorize the time.
Revenge parry activates mini-Rush, you gain a decent sudden burst in movement acceleration. Or instead a sudden overall movement boost that gradually fades over a 1.5s period, so lateral and backpedaling is affected too. Helps to position yourself, avoid sandwiches, and evade/generally outplay via movement. All the crazy ninja walljumping kickflipping nonsense in Mirage: AW was actually quite neat when it came to chasing and 1v2ing because of this, fights would take place across the arena like some dojo fight in Bruce Lee's diary entry.
I am in 100% agreement with the short spear change. 2/2 would be perfect but necessitate an increase in cost. If they ever add a parry-functioning buckler, I'd probably play this weapon a lot.
There have been boatloads of discussion around CFTP and some internal tests, I wouldn't expect this to change.
I've been able to gauge weapon ranges for quite a while, even when lunge was much greater. Now it's even easier than ever. This is one of those things where you just have to grind some time matrixing greedily and dying + remembering when you are too greedy. Eventually you remember and internalize the distances, just like a musician not looking down at the keyboard/fretboard. I've always disagreed with comments about it being inconsistent or too "impossible" to read.
Estoc is superior to LS in teamfights as aforementioned. One of the best stabs in the game and one of the fastest strikes among 2hers which gives it very good flinching ability. Also heavily rewards accuracy because stabs can 2shot plate and strike headshots on plate still do yellow damage.
I think they're buffing GS soon.
bye bye counterchamber
Probably.
Going to omit criticism of technical issues.
Dubaxe feels very true to its Chivalry roots with the general speed and feel, abysmal range and whiffing included. I like it.
New map buildables are cool and useful. Very nice to have "baseline" fortifications that don't require a toolbox, only a mallet or smithing hammer. These are useful enough as general cover and to force enemies to funnel into a choke or smash them.
I like how completing the bomb objective permanently alters the mid playing field. Really cool concept.
The pacing is sometimes really bad. When teams are generally evenly matched and mostly contesting for middle, the walk to the fight is horrendous and the game feels incredibly stale/like a more boring version of TDM. These portions really need some sort of contestable forward spawns or something. Belmez had those optional objectives to burn the outpost/granary. Maybe a non-permanent version of this for the centerfield, one on east and one on west, would be good. Either make them start off as a realistically soloable/ninja-able point to give rats/assassin's creeds an actual impact in this extremely open battlefield of a map, or tie different TO for the teams before they become a permanent capture point for that team (again, easily ninja'd/solo-capped as opposed to the main points which are slow to cap).
On the other hand, the final cart objective as Blue pushing into Red has great pacing (at least from Blue's POV) because you get into the fight so fast, kinda like Chivalry TO pacing at this point. Some say it's way too hard for Red to recap since Blue spawns quite close to it. I don't have an informed opinion on the balance. The spawn timings/distances are great, perhaps Blue's spawn location must be moved without compromising the former.
Catapults are absolutely obnoxious. The trebuchet fire is also still really obnoxious. Combined with long walks, this just becomes utter hell. Evading them isn't exactly a thing in mind when you're in a fight. There's really no other way to go about it, these things are annoying. Catapult vs a caste wall sounds like it could be interesting and strategically important. Catapult in Camp is just one guy YOLO firing away and getting casino AOE kills and TKs.
At any rate, my grievances are more map-specific than mode-specific now.
I'm hoping it's more the map's fault than the mode. Battlefield suffered the same pacing problems as an Agatha player. Now that FL is like a dynamic TO, I see potential in the mode for maps tjat get you in the action without tedious spawns.
Smoke bombs should be putting out fires, it's probably a problem with collision if it isn't.
Toolbox is certainly getting reworks in the future as mentioned by devs. How? I don't know. But they do want Engineer to be an actual important role in the same vein as Knight, Support, Archer, and Cavalry as opposed to just being cancermeme-gineer, and they've admitted that the Toolbox feels more like an afterthought at the moment while melee, archery, and horses are already much more fleshed out.
Let's see, we already have spikes, wall with archer hole, and ballista.
Wall and ballista upgradable to level 3. Walls become more reinforced with additional materials, level 3 has just enough health to withstand a full firepot duration but will crumble to a tickle to an old man's cane afterwards without repairs. Ballista upgrades increase turn radius, health, and max shot by 1/2 while altering appearance.
Camp tent, Frontline exclusive. Requires a bit of real estate, long construction time, construction can be sped up with mallet/hammer. Players can opt to spawn from the tent.
Ammo dispenser. Costs 3. Starts off closed, must wait for replenish duration.
Now we Team Fortress Engineer.
Weapon racks, mining, wood chopping, and blacksmithing is already coded in, so there's potential for more.
Same problem here, played a few games on my account in my brother's computer and then logged into his mostly untouched account with nothing unlocked. Had the exact same stuff unpurchasable.
I think AngelEyes actually alludes to what they had in mind back in the Slasher days (there used to be a cactus in the dusty map).
The player characters are always going to remain "generic" unless the devs start adding team-based restrictions (e.g. only one team can use the semi-Asian/Middle Eastern looking armor like the Mason Knight and Temujin MAA) which I doubt because it kinda goes against a big idea of theirs. However, the non-merc opposing faction's civilians, scouts, architecture, and siege weapons can be really different. Seeing notably different NPC sides and their neutral mercs alongside could probably help.
Horde has proven to me that Mordhau indeed has massive potential for PVE and even a PVE-only focused audience (which is actually sometimes quite serious in some games). In fact, I'm going to make a separate thread about it in Off-Topic with how inspired I am by it.
There's cheese available and I'm not 100% sure if the difficulty curve is granular and balanced enough among the waves for, say, a brand new group of 4-8 friends trying out Mordhau. But I think Taiga overall seems to be a pretty good "intro horde map".
copy pasting a discord post:
my computer's HDD or something has been really fucked for the last 2 years, which means i have to often boot my computer up 2-3 times before it works; PUBG is unplayable for me because none of the buildings and stuff are loaded by the time i drop, so i keep bouncing while everything looks like cardboard around me for literally 5 minutes. mordhau in general has that to a much smaller degree in the beginning (~10 seconds, and stutters for a minute), then everything eventually loads and i'm usually fine for the rest of the match, maybe a rare hiccup here and there. however, a joining player always causes a stutter, presumably due to loading in a new character. i've seen some people complain about stutters in BR, and i have the most stutters in BR, i'm presuming this is because my ill computer has to suddenly load in new models every time a chest is opened. just offering a possible explanation to others who might have cruddy computers - and i'm guessing the only alternative to this is even longer loading times to preload everything, as well as a dip in overall FPS.
Overwatch is similarly problematic in that, while I almost maintain a constant high FPS, the player models are STRAIGHT UP INVISIBLE, ranging anywhere from 30 seconds (before gates open if I join a new game) to an entire ~4+ minutes... I once told my team of my "condition", played a Soldier 76, and spammed wildly at air waiting to see numbers and hitmarkers to pop up... We won before the models and sounds loaded lol, it was just floating teammate names everywhere and maybe like 4 visible players.
CS:GO on the other hand has practically zero stuttering whatsoever. I believe Source preloads everything at once. However, if I've alt tabbed once, I noticed that my computer stutters everytime I go through like a new visleaf or whatever it was called, been a while since I used Hammer.
BR should be the premier gold farming method for those few who can keep winning #1-3, while Frontline and other gamemodes are a much more consistent stream of revenue imo.
The devs are aware of many of these points and suggestions, but I reiterate just for the sake of stoking imaginations: