Mordhau
 thecamguy
  • Likes received 24
  • Date joined 20 Jun '17
  • Last seen 17 Apr

Private Message

26 24
  • 15 Apr
 thecamguy

I don't like hit stop either, but I don't agree with all of what you say. I saw Boboknight11 suggest on another post that swinging through a team mate should cause your strike to instead land a glancing blow. This would fix getting stuck in parry recovery because the enemy is hitting each other, and also nerf idiots who blatantly swing through their team for kills.

26 24
  • 1
  • 15 Apr
 thecamguy

I really like the glancing blow after teamhit suggestion, that could be a great mid ground between team hit stop and lack thereof. Bear traps can be pretty annoying, so perhaps if they make them persist after death they should add a perk that stops the ragdoll effect, and possibly reduces damage at the same time. It really sucks that they disappear on death though, and doesn't make any sense.

26 24
  • 15 Apr
 thecamguy

The sound issue is not horse specific, and can't really be solved by making them louder. Mordhau has very poor sound attenuation. You make it more realistic by making distant sounds more quiet and mostly bass, while close sounds are loud and crisp. I would be completely shocked if Triternion managed to add that at this point, though. Slightly higher FOV could also fix the issue of horses sneaking up on you.

26 24
  • 15 Apr
 thecamguy

I really like all of Castello, I honestly think its one of the best maps so far, in terms of gameplay variety. But the last objective has TOO MANY damn stairs, regardless of which team you are on. The ladders right next to the stairs are an odd choice as well. Perhaps if you could slide down them, or add a perk that lets you climb them faster.

26 24
  • 15 Apr
 thecamguy

I'm no code monkey, but I imagine place-able holes would be very awkward to implement. Ammo box is a cool idea, though it would probably have to have limited usages (like the medic bag). Also, would you get builder box ammo from the buildable ammo crate? I can't see that making any sense lol.

26 24
  • 15 Apr
 thecamguy

It was pretty silly when the devs didn't have the foresight to stop this before release, but now its been 10 months. I can't even get mad at players who do it. If people can do a thing, and its effective, then they will do it. Hate the game, not the player.

26 24
  • 15 Apr
 thecamguy

I feel like I've posted about this a million times. Kick needs to be at least as good as it was in Chiv. Triternion does remember Chivalry, right? The game they entirely based Mordhau on? There needs to be a cool down for votekick, to stop people from spamming it so often that players eventually just give in and vote yes so they don't have to deal with the popup anymore. The current votekick stats suck as well. High level players are practically free to teamkill as much as they want. I feel most people don't even bother with votekick legitimately either, the team will just gank the offending teamkiller/troll. While funny as hell to watch it's still extremely counter productive, and can easily cause your team to lose. Having to use console to votekick is a total laugh as well lol, reminds me of the Deadliest Warrior days, a game that received no more than 2 official patches.

26 24
  • 15 Apr
 thecamguy

Armour or extra points would be massively appreciated. Extra points would barely cut it though, because always the good armour/weapons are spread so far across the map - combined with enemies spawning in the loot area, you often have an entire mob spawn on your face before you can run from spawn to buy anything anyway. I'm honestly sick of playing hide and seek to find good items on every single map lol. Castello is worst map for this by far, I've still never even seen about 6 different items I would always grab.

26 24
  • 15 Apr
 thecamguy

Would it be possible to make players spawn closer to objectives? For melee players this would probably be much more enjoyable than the current marathon you have to run just to get back to the gameplay. I get that there's a balance element, but maybe instead have slightly longer respawn, and fix up spectate so you can keep watching the battle. As it stands, you spend about 3 seconds looking at your corpse, maybe 2-3 seconds looking at other players, you gotta do the big run again. The top down view when you are respawning is pretty cool, but you never see it until the exact moment you respawn anyway. Perhaps use that more? Btw why can you still spectate the enemy team? Seems like a huge mistake in a game based on competitive balance.

26 24
  • 29 Mar
 thecamguy

Hey guys my FOV seems to be stuck at 101 or below. It can't go any higher. This is surely unintentional and I'm just wondering if someone else is having this problem?

26 24
  • 20 Feb
 thecamguy

Great post! Hopefully the devs see this, but I'm doubtful they will do much, even if they do see it. I reckon at least 60% of whats here objectively should be added, or really, should've been there already since release, new weapons and cosmetics aside.

26 24
  • 1
  • 20 Feb
 thecamguy

@danterazor said:
I've been playing with bows a lot, specifically with recurve bow, and I'm against its recent damage buff. Some people may struggle using this bow, but honestly 5htk to t3 chest was fine, because you could their low armored legs for 40 or 34 with confidence.

This is pretty flawed logic. Legs take less damage than any other body part, and it also assumes they don't just have T3 legs. I HATE archers but I still thought this buff was pretty necessary, if only to make the recurve even slightly worth using over a longbow/crossbow. There is serious skill involved in spotting low armour and then targetting that point in combat, but you're hardly gonna pick a recurve just so you can shoot some legs.

26 24
  • 19 Feb
 thecamguy

Build I've had since release that has never failed me: 2/3/1 Messer/Bloodlust. I barely practiced anything in Mordhau, most of what I know is just translated from Chiv, so I guess I just play it like a Chiv player. You can replace Messer with Waraxe if you want true EZ mode, at least until Waraxe gets a (probably) well deserved nerf.

Lately I have also taken a liking to 3/3/3 Longsword/Medic Bag/Rocks. Certainly not great for trying to top-score, but its a lot of fun, and very survivable.

26 24
  • 19 Feb
 thecamguy

Catapult has several spots where it glitches into the ground and becomes immobile. There's no way to solve this other than not moving cata near there in the first place. It always results in you having to destroy the catapult, and wait for it to respawn. I don't know if this is a map issue, or a problem with catapult itself. A few common spots: 20200220035013_1.jpg 20200220035238_1.jpg 20200220034741_1.jpg
And the worst of all:
20200220034417_1.jpg
On top of all this, catapult sometimes refuses to turn in some spots. Sometimes it eventually teleports to where you are trying to turn it. This part is more annoying than it is game-breaking, but it would be nice if that got fixed too. There are dozens of spots where this happens, but I can't really demonstrate it with screenshots, and I have no way to record gameplay.

26 24
  • 19 Feb
 thecamguy

This is unacceptable and really should have been fixed before release. It's simple - if someone plays team games without a team-colourable piece of gear, then simply force add some - ideally a neck or waist piece. This would have been figured out way earlier if we had been allowed to test frontline extensively before release, instead of just one day a few days before release.

26 24
  • 19 Feb
 thecamguy

This is almost exactly what Torn Banner did for Chiv, but in this case we do not have adequate map development tools. I can't even find any sort of documentation on how to make a map. I think it would be a great idea, if said tools and documentation were available. As it stands, you basically need to know how to make your own UE4 game from scratch to make even a basic map. I don't think I've seen a single custom frontline/invasion map so far, its just so hard to put together without a more specialised version of the UE4 dev kit.

26 24
  • 14 Feb
 thecamguy

Maul is probably fine. The idea is that you counter it with footwork, because it is absurdly slow and does lots of stamina damage. But more often than not, the majority of maul players are using light armour, or even no armour at all. It is exceptionally hard to footwork against someone with nearly 2x your movement speed. High movement speed also means more lunge, easier to flank people for easy kills, considering these things its no wonder the maul is so popular.

People playing with no armour are rewarded moreso than they are punished, which seems odd, but I guess get gud scrub.

26 24
  • 14 Feb
 thecamguy

There are two problems with team hits in Mordhau:
1) Strike tracers start at the very edge of your FOV, meaning you can team hit someone you didn't even see, either by walking backwards, or having a person run up beside you.
2) Team hits are not punished enough to incentivise avoiding them.

Hit stop addresses number 2, but also makes number 1 even worse. This is further compounded by footwork having a greater impact on tracers than swing manipulation. In other words, footwork is faster than dragging when it comes to swing manipulation. This can make it so even if you drag a swing away from an ally, they can just as easily footwork back into the path of the swing.

I doubt FOV/tracers/footwork will ever undergo any sort of radical changes, but if hitstop returns and these things stay the same, team fights will always feel clumsy.

26 24
  • 14 Feb
 thecamguy

I think the only extra thing needed in votekick is total number of hits on your own team. The team damage percentage is not very useful on its own, given that high level players can teamkill whenever they want, and low levels are punished for accidents, even if they have only hit one or two other players. Hit counter could also just be total damage dealt, so we could see precisely what kind of damage that TD% actually represents.

26 24
  • 14 Feb
 thecamguy

I'm don't like firepot spam either, but I think a more reasonable solution would be to make ammo box only restore 1 firepot at a time. I really enjoy classes being so limitless, and it would be a shame to have artificial limits like 1 firepot only.
Perhaps firepots need a more direct counter (other than smoke pots) like a buildable water source that would allow you to grab buckets of water to dump on fires. Smoke pots are annoying and often do more harm than good. I'd almost rather be on fire than be blinded lol.