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

Private Message

27 24
  • 9 Dec '20
 thecamguy

Wow, more skins! Overhauled visuals!! Hurry up with the proper map making tools, I'm sick of playing terrible maps made by terribly pretentious mapmakers. There are dozens of people in the community who can and will do it better, for free, in a shorter time.

27 24
  • 29 Mar '20
 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?

27 24
  • 19 Feb '20
 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.

27 24
  • 11 Jan '20
 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.