Mordhau
 nohbdy
  • Likes received 418
  • Date joined 26 Oct '15
  • Last seen 2 Jun

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 nohbdy

Threads like this that show a complete and utter lack of understanding of this game's mechanics should just be deleted, regardless of whether it's a troll post or not since troll posts should be deleted anyways on account of being a troll post

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  • 3
  • 15 May
 nohbdy

Halberd, easily, especially when used in alt mode. The alt mode does more damage than the Zweihander, and it's longer than the Zwei. The speed disadvantage doesn't really matter much once you get good defense, and the inability to combo doesn't matter as long as you aren't completely whiffing your attacks, which is pretty hard to do with such a long weapon.

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  • 1
  • 13 May
 nohbdy

For what it's worth I would like to see the Halberd's normal grip be differentiated from the Zweihander though. I would prefer to use it since I hate not being able to combo but it doesn't seem worth using the Halberd over the Zwei if you're not using the alt grip.

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  • 13 May
 nohbdy

Oh look another new player that doesn't understand the game's mechanics making another super insightful suggestion.

Learn to chamber

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  • 13 May
 nohbdy

Alt mode Halberd needs a nerf if anything tbh. I don't think it's swings should get the damage buff that they have compared to the normal mode of use. Like I said before, only needing one swing to the head to two hit kill against three point armor is ridiculous for the amount of reach it has. The fact that the Halberd's swing in the normal mode does so much more damage than the Spear's swing is enough of a reason alone for me to use the Halberd over the Spear for more attack variety in morphs and for versatility. The Halberd alt mode's swing really doesn't need more damage. The reach buff on the alt mode is enough.

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  • 4
  • 13 May
 nohbdy

@OP You failed to cover the Halberd's alt mode, which is what makes Halberd the definitive best weapon in the game. Alt mode Halberd has an absolutely ridiculous combination of damage and reach, 2 hit killing 3 point armor with only one swing to the head and reaching close to length of the spear. Sure, it can't combo, but reach and damage are king in this game, especially in teams and at the highest level of play. GIRU's streams of comp play on Twitch are evidence of this if you don't believe me.

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  • 10 May
 nohbdy

@Optimates said:
Perhaps this is an unpopular opinion but,

I think the devs have done a good job of balancing shields thus far, i don't feel like they are remarkably good in a multi person skirmish, because there is such a limitation on the weapons you can wield, you can't exactly go ahead and swing a huge axe or a maul, or a halberd that has high reach and high damage, you're making a huge compromise and limiting yourself to mostly medium damage and low reach weaponry.

I think there is a bit of a culture in these forums of calling anything that people find difficult to play against as OP, this isn't healthy from a game balance perspective and I hope the developers make additional effort to be objective in the way they balance things, as i feel like they did during the alpha.

I agree with all this. Shield isn't OP. It's just cheese, or 'broken' if you will. Most of all, it's a crutch that dumbs down the combat and makes it so you don't have to learn half of the game's core mechanics. Honestly, I think it would be best if there is any way we could somehow balance shields while at the same time forcing shield users to time their blocks just like the rest of us. Some benefits to using a shield that don't involve a held block could be a better stamina drain negation, longer active blocking window as compared to a parry, shorter recovery between blocks, or maybe even the ability to morph/feint ripostes.

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  • 10 May
 nohbdy

I just wish you didn't get knocked down and lose like 20 hp when you parry the horse rider's attack, realism be damned. I gave up on trying to hit an oncoming horse rider since the horse just kept flinching me.

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  • 10 May
 nohbdy

Unless you're playing competitively who cares. There's no elo or anything you lose if your team loses, and the other team probably has their own players fucking around as well. Just have fun

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  • 9 May
 nohbdy

There should probably be 24 player Frontline servers as well though, just to have that option

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  • 9 May
 nohbdy

Just play TDM or Skirmish if you want lower numbers but not duels or FFA. TDM/Skirmish servers are usually 24 players

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  • 9 May
 nohbdy

@Reapy said:

@nohbdy said:
A weapon's windup would have to be 250 ms or lower to be unreadable. Rapier's stab windup is 475 ms. The only problem with readability in this game mostly comes from the attack morph window, which at least according to Spook is only windup minus 150 ms, meaning you can morph late enough into the windup of either a stab or accelerated swing that the opponent can't use their reaction time to distinguish between a morph or regular attack. People don't usually morph that late into windup though because people don't like to waste any time, and a later morph will naturally take more time to execute. It's simply easier to morph late into windup when your weapon's windup is shorter though, but that doesn't mean the problem with the unreadable morphs is a problem with that weapon's particular windup. It's not a problem with animations either, as so many other people seem to think. The morph window (and possibly combo feint window) should just be more like windup - 200/250 ms

Lil bit off topic question here, so during windup its -115ms to morph, but you can still parry and feint up until release? I thought the timing felt tighter but couldn't tell if it was just me or not, or is it the same for parry and feinting as well?

I think the feint and consequently feint-to-parry window is windup - 50 ms and combo windup - 150 ms, again at least according to Spook

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 nohbdy

What does or doesn't "have [a] place" or belong in this game in not for you to decide, nor is there any good reason to think that with regard to fire bombs.

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  • 8 May
 nohbdy

@Pred said:

They are way different, one is action-reaction, the other is action->decision->reaction. The decision part is also very hard, that's why people often eat hits when trying to read feints, even from much slower weapons.

It's literally the same. You're deciding whether or not to click the mouse in response to visual stimuli or lack thereof in both cases

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 nohbdy

@Pred said:

@nohbdy said:
You should be able to tell if someone's winding up their attack relative to their body regardless of which direction they're looking

Well:

  1. Often it's not possible with 1h anims.

  2. You have to watch out and read for feints and morphs and morph feints. 250ms average human reaction time is based on a test when your screen flashes and there is only one action to do which is click as fast as possible, it doesn't apply to this scenario.

Yes, I've been addressing that context, and even in this context your only actions are A. click as fast as possible once you realize they're committing to an attack, and B. don't click when you realize they are not. The stimuli you're reacting to are different but your available responses are not much more complex than click when you see green and don't click when you see red. You do have to read drags as well, but all of this also applies to 2 handers (even more so with regard to drags).

Also:

  1. I once watched in ultra slow-mo a mace riposte stab hidden by a shield and weapon was visible for exactly 100ms before dealing damage.

Now adding a shield into the equation is something I haven't considered. If there isn't any other visual cue (such as the arm holding the shield swinging as well like it did in Chivalry iirc) for an attack's windup other than the weapon's motion itself then that's definitely a problem if you can cover it with a shield. There should definitely be more arm and shoulder movement in the animations if you can completely hide it behind your body as well.

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 nohbdy

You should be able to tell if someone's winding up their attack relative to their body regardless of which direction they're looking, unless there literally isn't any animation playing. Tricks like that only exploit an opponent's focus on reading only a weapon's motion relative to the background, which is a mistake. You're right about latency though, although even then you'd need like 225 ping (at which point you probably shouldn't even be playing on that server) for a 475 millisecond windup to be truly unreadable by itself.

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  • 8 May
 nohbdy

A weapon's windup would have to be 250 ms or lower to be unreadable. Rapier's stab windup is 475 ms. The only problem with readability in this game mostly comes from the attack morph window, which at least according to Spook is only windup minus 150 ms, meaning you can morph late enough into the windup of either a stab or accelerated swing that the opponent can't use their reaction time to distinguish between a morph or regular attack. People don't usually morph that late into windup though because people don't like to waste any time, and a later morph will naturally take more time to execute. It's simply easier to morph late into windup when your weapon's windup is shorter though, but that doesn't mean the problem with the unreadable morphs is a problem with that weapon's particular windup. It's not a problem with animations either, as so many other people seem to think. The morph window (and possibly combo feint window) should just be more like windup - 200/250 ms

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 nohbdy

Also, y'all really need to stop overstating the rapier's damage. It needs a hit to the head to 3 hit kill someone in 3 point armor with all stabs otherwise stab spam 4 hit kills, the stab always 3 hit kills 2 point armor even with 2 hits to the head, and the slash damage does dick which reduces the effectiveness of its morphs.

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  • 8 May
 nohbdy

It's OP if you don't know how to parry, riposte, or chamber, sure

414 418
 nohbdy

@Radix said:

@nohbdy said:
Play full agility and get fucked by archers if you want. Even the recurve bow 2HKOs to the body and one shots to the head against no armor. Even if you luckily run to safety to regen you still get taken out of the battle then, not helping your team

There is nothing easier than to kite as full agi build, regenerative HP is a huge buff to no armor meta too

Still gonna get shot. Getting shot by archers is just a part of life. Mind you I'm traumatized by my competitive chivalry background.