Mordhau
 Lionheart Chevalier
  • Likes received 2175
  • Date joined 19 Aug '17
  • Last seen 2 Oct

Private Message

1430 2175

This has actually been an issue for a long time. When you climb the ladder in the fort in Taiga, you get stuck at the top between the ladder and the doorway. Sometimes you have to get back on the ladder and try all over again to pass through the doorway.

This is the ladder right outside the gate that faces the mines/rope-bridge.

1430 2175

Yeah I've been having trouble on East coast servers, I get 70-80 ping on central servers this patch... and 150-180 ping on my home servers, East.

Packet loss too, some matches it will be constant.

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Yeah I get one shot fairly often despite my horse being stopped/slowed down and sometimes I get one shot right I hit someone for normal damage. So the juxtaposition can be very weird.

No idea if its lag, a bug or something that got overlooked. Things can get weird where horses are concerned due to lag.

1430 2175

Is it possible to learn this power?

Not from a Jedi.

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There is no more locational plays and a purely timing based meta is very stale... even back stabs don't work if they pressed parry or accidentally chamber at the right time.

I just feint/morph my way through Frontline... And in duels I just spam accels and feints with an occasional drag until I get lucky due to ping/reflexes. Disgusting. Even alpha or comp players won't usually read my feint/morph during their missed combo... and it's not like I do serious animation rape during my feints.

Parry should be much tighter to allow for locational deceptions and side hitting.

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Biggest problem with shields right now is stamina and obscured vision for 2 points... and the raised time buff doesn't actually help that much and still leaves you just as weak to feints.

Would be totally worth those drawbacks if it were actually useful to use in 1vX. You're better off spamming war axe with some perks for the points spent on sword/shield. Literally any two hander will fare better than onehander/shield with the exception of messer/axe.

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Why is the commander circle so small anyways?

Someone threw smoke and I couldn't tell I was even out of bounds and certainly couldn't find my way back in time.

I feel like there should be tents and campfires or something there, too. Make it feel more like a camp. Blue also gets too much time to complete the objective, but I think the devs know that already.

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I think team damage should do full damage. Hit stop or not. Perk should help though.

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1vX feels better. Also: Stabs still have hit stop on friendlies, so you cannot stab through allies.

And you have always been able to wind up inside allies and surprise your opponent... It's 90% of what a spear user above level 25 does.

1430 2175

@Duckalot said:
When ppl dont realize executioner sword was one of the most broken weapons for at least duels thanks to its drags and fast accells...

But it's really bad at feinting, please buff.

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Patchie when

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I actually prefer 1vX with the new experimental swing-through-allies change. No misparries because some idiot body blocked an attack while winding up his own.

But it can be a huge pain when your team mates try to slash through you and can look bad. It's also pretty cheesy when someone uses their team mate to hide their attackand it stabs through them into you.

I would be content with no hit stop on allies staying but I know alot of people dislike it for the obvious reasons.

IF HIT STOP RETURNS I think it should cause flinch on both allies so that they lose initiative altogether and it would be rarer for accidentally hitting team mates to act as a feint. This way 1vX isn't so painful and spammers have hit stop and flinch their team mates who might otherwise have benefited from a hit stopped attack acting as a feint.

1430 2175

Also, I've had a problem the last two patches where I'll be walking and it will suddenly be like I walked into a wall, cant move forward and moving left/right won't lemme past the invisible barrier. A second later it will go away and I can walk past. Sometimes it will appear and reappear over and over again almost like rubber band lag BUT

This isn't rubber band lag, it just won't let me walk or sprint past this invisible barrier. decent ping and I can input everything else fine, which wouldn't happen in actual lag. Never happens when I'm on horse, only on foot.

1430 2175

The devs failed to mention they added a hand gun, called the 1411, which is prolly a typo, meant to be the 1911.

I have no screenshots but its a hand gun that looks like a poorly imitated colt 1911, a dev was playing with it in a public server today, kinda funny. You can parry its bullets I heard some people saying in chat.

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Ah and the toxicity continues on a different thread.

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This happens to me every so often. I'd be angry but half the load outs lost are simply clutter.

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I used to have this problem. All through alpha and until just before patch 13 I had 90-120 ping despite getting great ping in all other games.

Not sure what happened but one day last week or before my ping leveled out to 65-80 and life is so much better. I wish I could give you advice but I'm not sure what changed.

1430 2175

The nobles one shotting with rapier is ridiculous. I would also argue that nobles shouldn't have any bonus damage at all if they can't be flinched and can move freely around the keep. I think it's cool that they do get to move around and aren't tied to one specific room, but the bonus damage is absurd. Leave one shotting and bonus damage for the commanders and guard captains or whatever.

Frontline objectives and point placement feel wrong. It would make the most sense to me if Feitoria was more like Crossroads: Two teams spawn on opposite sides of the map and choose which objective to take first and in whichever order they want, multiple at the same time should they choose.

If this can't be accomplished then the point order should be reversed: Where red has to take the village first, then town gates/ town square and then finally the keep. The objective in the keep could be killing the NPC commander much like Grad. Attacking the keep as the middle objective is just too blue sided and feels wrong. It would make more sense to attack the city first in Frontline. Invasion objective order plays fine, it's just in FL where it feels weird and plays too blue sided.

Also, killing the villagers/townsfolk in both Frontline and Invasion is way too easy. There needs to be either more of them or better defensible spots in the town that's less spread out.

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Frontline Feitoria should be a totally different from Invasion. Red should be attacking at the town's main gates and their closest objective should be at the bottom of the city while red's spawn is still at the castle. That way most of the fighting is in the streets for the castle but red still starts off outside the walls and can be pushed out of the city...

So first red capture point is maybe the farm right outside the city at the gates or something, their spawn behind it. Next objective, the middle objective is the city gates themselves or the courtyard. And the final objective is what was previously Red's first capture point on the castle. So the fighting is mostly in the city streets or just below the city walls and the siege engine can still be used to flank the middle objective or as an alternate but direct path when attacking the final point. And the cata can be useful from outside the walls in the right hands... even blue can come out to take the cata and try to make use of it.

1430 2175

Feitoris is beautiful. Very scenic...

BUT it lacks focus in Frontline. Sometimes getting lost headed to the objectives and I often get gang raped in corridors from both sides of a previously empty room/hallway or balcony, etc. Love the idea of the map, multiple routes and things to parkour... but even at 48 players sometimes you can get to the objective with 0 resistance... or find yourself in the one passage way the entire enemy team decided to take.

Map just needs less routes and more focal points for conflict.

Invasion mode plays great but somehow I expected more objectives. Maybe it needs a hella lot more villager NPC things in the final objective? Or one more objective after? Mortar can be mildly annoying in both modes.