Mordhau
 thecamguy
  • Likes received 9
  • Date joined 20 Jun '17
  • Last seen 14h

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15 9
  • 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.

15 9
  • 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.

15 9
  • 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.

15 9
  • 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.

15 9
  • 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.

15 9
  • 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.

15 9
  • 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.

15 9
  • 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.

15 9
  • 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.

15 9
  • 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.

15 9
  • 11 Jan
 thecamguy

I agree, I've seen noticeably less team damage when I played about a dozen games last night. It makes killing one enemy with a group of your own team so much less clumsy. With the old system, someone might hit their own team 2-3 times before they finally hit the target (or they just give up and walk away).

15 9
  • 11 Jan
 thecamguy

I agree, team damage is a real problem right now. But I'd rather someone accidentally hit me in the back and still manage to hit the target, thus flinching or forcing a parry, as opposed to me getting hit in the back and the front. I get that you think it will encourage poor behaviour, in the form of repeatedly striking through allies to hit enemies, but in those cases you should probably be using the votekick function.

It would be better to attack the source of why people teamkill so much. I think its partly caused by FoV being smaller than the area we can strike e.g. winding up a horizontal while backpeddling and you move past someone, or same situation but they sprint up beside you, meaning you have no visual feedback until its too late. The other part of the problem is that player movement is generally faster/more impactful than player swing manipulation. If an ally steps into the path of your swing, it is harder for you to drag it away than it is for them to step out of your reach. I find it easiest to simply move out of the way of incoming team hits, but with low FoV it is hard to do this consistently.

15 9
  • 9 Jan
 thecamguy

Oh boy you guys have a lot of posts. I don't mean to be rude, I'm just stating the obvious really - there's so much crud on the feedback & suggestions board that its barely worth reading and everything reasonable is simply buried. I don't mean to downplay the social aspects of posting here, just saying that nothing here will be implemented in any way. Sad times.

15 9
  • 9 Jan
 thecamguy

Lets be real guys, this is just a place for sharing ideas with each other. Nothing will ever be added to the game, and the majority of posts here are not going to be even going to be acknowledged by anyone significant. This game belongs to Triternion and none of what you think matters. Every week I check back here and read this big old board of "what if", but in reality you are all just wasting time. This may not be the game we wanted, but its the game we got - best just make the most of it and not think too much.

15 9
  • 30 Dec '19
 thecamguy

Just wanted to suggest a few relatively simple changes, that (I think) would probably be pretty easy to implement. Some of these might be controversial, so I'll leave those ones at the end. The other things are quite minor, and could be regarded as quality of life improvements more than anything else.

Loadout menu folders and searchbar: This is pretty self explanatory, but I understand this is only really hurting a specific kind of player. It is nice to have loadouts without perks for duels, or trying different armour levels with bloodlust/different perks in general, or even just experimenting with a new cosmetic look. I am faced with the choice of making this 100-long list even longer, or just saving over my existing classes, both of which I am not fond of.

Static number allocation for emotes: Right now, emote binds change based on equipped weapon - e.g facepalm is on 7 if you have a weapon equipped, but 4 with no weapon. This doesn't have a particularly huge impact, but it is confusing for people who emote a lot and have to commit several different menus to memory.

Temporary HUD markers keybind: Most of the HUD markers in Mordhau are shown at all times, so there's not a huge need for this. It would be extremely useful for trying to locate ammo boxes, and could also be useful for people who want to play without markers at all - allowing them to briefly turn on HUD markers when necessary whilst keeping the game immersive.

Better votekick UI: this one is also a bit of a no-brainer. I shouldn't have to know how to use unreal engine console to votekick someone. I think most players have to look up a guide on how to do it. A playerlist showing team damage % (just like chivalry) would be simple, but sufficient.

Better votekick stats: We already know from Chivalry that a "team damage %" system is geared towards veterans, and hurts new players. A player who has dealt lots of damage to the enemy can reasonable kill several of his team mates on purpose and maintain <20% TD, whilst a new player may accidentally hit someone in spawn and have >50% TD for the whole game. To remedy this, a value that tracks total hits on allies as well as TD% would be much more informative.

"Server full, retrying..." lock-in: There are probably technical reasons for this, but sometimes you have to queue for a long time to get into a popular server. It would be nice to at least look at/change some loadouts while you wait, or look at the server browser. Currently you are unable to do anything except wait.

Map vote screen lock-in: Being able to close the map vote screen instantly and return to gameplay/chat, or even just enabling chat at the end would be a welcome change for many. The losing team being disarmed at the end of a game in Chivalry created many fun interactions between players, and it is sad to see it absent in Mordhau.

Keybinds for each stab: it strikes me as odd that you can separately bind all the different strikes, but stabbing forces you to use 240 system. I understand this could be a pretty significant gameplay change, but at the same time, its not adding anything new - just allowing players to utilise specific attacks more easily.

These last few suggestions are a bit more controversial.

"Use" action priorities: Sometimes I will try to climb a ladder, or open a door, and my character will instead pull an projectile out of his body, meaning I have to press the button several times to get to the action I want. Most notably, arrows in your upper torso will do this. This is arguably something the player should manage on their own, but sometimes it is not obvious which action you are going to perform, and in rare cases it can get you killed.

Raise the FOV limit: I know people have been over this many times, so I'll try be brief. At present, frontline/invasion team fights are somewhat clumsy because of people running into the path of your swings from off-screen. Furthermore, while flanking and manoeuvring are integral parts of gameplay, is it not fun to die to something you cannot reasonably have seen coming.

Retreat button/ invasion out of bounds: I understand the logic behind this, but cutting off half the playfield and forcing players to respawn breaks up gameplay and breaks immersion. A compromise here would be to add a "retreat" button that pops up as each objective completes, and delaying the OOB killzone by about 30 seconds. This would allow fighting to continue and give defenders a bit more of a chance to get ready.

Player moderators on official servers?: I'm not sure if we have this already, but I think the benefits of this can be very worthwhile. Player mods of Chiv could easily stop votekick spam, acted as a sort of bridge of communication between devs and players, and were even looked upon as positive role models to some extent - ensuring less "toxicity" among the games community. There was no ambiguity about what was/wasn't votekick worthy while these people were around.

And that's it. Apologies in advance if much of this has been repeated, I know at least some of it has been brought up before. With a game like this its really hard to please everyone, and I really appreciate the lengths Triternion as a whole has gone to with the aim of achieving just that. This was a bit of a vent for me in a way, but these aren't demands, I just wanted to try start some discussion in a meaningful place. Thanks to anyone who bothered to read all of this.