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

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ALSO, objectives for ticket bonuses or taking away enemy tickets. Burning the farms on the enemy's side of the map (next to a flag ofcourse, so people fight in the same areas.) Killing their villagers for a ticket each or nobles for 3 tickets, etc. 64p chaos with even more chaos.

Also, why don't we push siege towers to enemy's walls or battering rams to enemy gates? Sure we can climb the ladders but crashing the main gate or using a siege tower should be the safest/fastest way to infiltrate an objective. This encourages team play as well, since attackers have chosen to use siege craft instead of climbing the ladders 1 by 1.

I really wanna kill villagers.

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@JasonBourne said:

@Lionheart Chevalier said:
Shields don't really have a role. They're not good at blocking hallways, chokepoints or 1vX since they stam out quickly and come down when hit, they aren't good at dueling since it takes little IQ to stam out a shield user, I can be winning a duel with full health but I've lost the minute I get morph/feint to kicked, ftp, miss or double block a gamble... They're not good for learning the game because it simply lets anyone spam the shield to win and they're clunky. Shields are so incredibly weak to kicks, you can raise it when feinted, see your opponent switching to a kick but can't move away or counter kick because of raise/lower delay plus ping.

Shields aren't even good at blocking projectiles. They're ok at everything but worse than 2h or even 1h alone in most scenarios, especially where decent opponents are concerned.

They're clunky and not fun to use or fight against and clearly this is the issue. Telling people who complain about current shields being pointless that they're smoking something funny is not constructive and turned this into a shit fest. Do not go into semantics with me because you refuse to rub two braincells together and kick a shield user or run away from 1h.

Provide video. Duel some shielders and post here.

Shields are blocking melee like a wall, but cannot properly block trowables. Its a broken mechanic atm..

The fact that no one uses shields anymore is proof enough.

There are no more shielders to fight in NA, I'm the only one left who occasionally pulls it out in earnest besides noobies who quickly switch to something else. Saul goodman sometimes tries mace/kite but I can spam him or stam him ez and he rarely uses it longer than a life or two in general... and he's a much better player than I am.

I want to see raise/lower delays removed and a smaller/accurate parry box for shields along with higher stam negation but for maybe Targe/buckler. I would also like to see shield-drop on hit removed altogether along with parry drop on hit while we're at it. This opens them up to dragging in duels while allowing kite/heater to 1vX effectively without stamming out and allowing them to react to opponents. With shield-drop on hit gone, shields can block a doorway/chokepoint, take a side hit or leg hit and won't come down and doom the shield user to 50 simultaneous front hits. Stamina negation also encourages chambering attempts since stam isn't everything and thus, opens them up to mischambering and eating hits that way in duels. Feint/morph to kick may still be effective but it's not a guaranteed hit due to raise/lower delays and certainly doesn't guarantee an end to the duel since stamina is no longer everything.

Because shields are stuck with 1h that don't do much stamina damage, giving shields stamina buffs won't give them a stamina edge since 2h still does the most stam damage and 1h will have a hard time forcing stamina advantage without forcing misses (requiring some skill.) We now encourage beginners to learn to parry accurately, try chambering, read drags and to footwork attacks instead of turtling until they lose their shield. Big shields are decent at dueling but shine in 1vX due to parry size, stamina negation and are basically a direct upgrade to 1h... small shields shine best in duels or last resort scenarios and are more about style preference than direct 1h upgrade.

No need for new shield mechanics or anything absurd, basically just tweak shield stats to where their usefulness depends on the talent of the user. What do you think of those ideas Jason?

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Shields don't really have a role. They're not good at blocking hallways, chokepoints or 1vX since they stam out quickly and come down when hit, they aren't good at dueling since it takes little IQ to stam out a shield user, I can be winning a duel with full health but I've lost the minute I get morph/feint to kicked, ftp, miss or double block a gamble... They're not good for learning the game because it simply lets anyone spam the shield to win and they're clunky. Shields are so incredibly weak to kicks, you can raise it when feinted, see your opponent switching to a kick but can't move away or counter kick because of raise/lower delay plus ping.

Shields aren't even good at blocking projectiles. They're ok at everything but worse than 2h or even 1h alone in most scenarios, especially where decent opponents are concerned.

They're clunky and not fun to use or fight against and clearly this is the issue. Telling people who complain about current shields being pointless that they're smoking something funny is not constructive and turned this into a shit fest. Do not go into semantics with me because you refuse to rub two braincells together and kick a shield user or run away from 1h.

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@JasonBourne said:
Those who think shield is useless, please list ur diet plan and whatever u smoke afterwards. I need that shit.

I'd like to see you duel high level players with shield and BS and show the footage of you raping them since shield is so much better. We know it has 0 weaknesses to low level players but it has 0 strengths against high level players... Prove me wrong and show me how well you hold up with a BS/shield against Giru, Stouty while they use 2h.

Then please list your diet plan and whatever you smoke afterwards. So I can avoid it.

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Squads an interesting idea, very successful in Battlefield. It would be interesting to see how that plays out with squad leaders and spawning etc.

Bonus points for squad asists, healing and saves etc.

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Lots of ping, fps issues as stated above, very frustrating to try landing hits as they often pass through doing no damage.

Very cool tutorial, prolly my favorite ever actually. Go and shoot Hans, he's had worse.

I was hoping for much more objective type stuff in the frontline, maybe pushing things to give the attacking team an edge or whatever when attacking a flag etc. Maybe the other FL maps will feature this stuff that made made Chivalry TO so much fun.

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Y'know most burns on these forums are just basic internet 0 IQ trash talk but I think Crippled actually got you there Mittsies...

WHERES PATCHIE HUH

Wheres that 100th day without Patchie terrorist attack you promised...? THEYRE GIVING US A FAKE PATCHIE and what are you going to do about it?

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I was going to add "they only learn not to use shield" at the end of that last post but I thought it would be useless since everyone else was playing inter-dimensional time chess like me.

You don't really learn how to watch for drags/accels or morphs with a shield with an impregnable parry box. You only know how to hold it up and get spammed by whatever tactic your opponent has decided to spam you out with. It's stamina warfare with an automatic disadvantage. No skill using it, no skill fighting it.

I want to see a much tighter parry box for shield and the raise/lower delays, flinched block and stamina penalties removed.

So a player can react to his opponents actions without clunky raise/lower and have to actively block where an opponent is attacking. Then a shield becomes an alternative means of parrying (locational instead of timing based) and helps give newbies an extra few seconds of life while they learn the game. It would require skill to defeat and more skill to succeed with. It also wouldn't be so boring to fight against if side hitting it and leg/head shots were a thing. Morphing and feinting it will then be viable for more than just kick spam.

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@SherbershLemel said:

@Pred said:

@SherbershLemel said:
in general all 1 handed weapons need speeding up

lol wut

1h weapons are already way too fast and need some major re-thinking on what their role is supposed to be. Weapon balance's overall "framework" was for the most part transplanted from Chiv, but the changes made didn't compensate enough for FHF and we ended up with 1h being just 1v1 cheese that you are not using right if you are not spamming as hard as you can at avery opportunity.

Everyone keeps forgetting that the current crop of players, many of which already racked up over 1000 hours, is different than an average person who will play this game. If you just walk up to a guy who plays Mordhau every day for 3 hours, stab him in the face two times in a row and he simply fails to parry both times, something is probably not right here and you can imagine how the game will play out in general pop after release.

yes, its clear theres an issue with the core game. as it is indeed a mirror of chivalry. there should be equal incentive to use all weapons. if 1 hand weapons shouldnt have more of a speed advantage, then what should they get?

Might seem offtopic but please read all the way through.

Parry is massively wide, who even successfully side stabs but for rapier and estoc users? Which have the best speed, reach and damage for stabs while also getting killer morphs... You'd think short spear would be good at sidestabs but it's not fast enough and parry is too wide... anyways,

Parry should be tighter and perhaps tied directly to weapon size. Sounds like a 1h weapon nerf because they get smaller parries... but this is where shields come into play and widen your parry and what not... Shield is in a bad spot right now but it should be a direct upgrade to 1h and hopefully they revert some shield mechanics/stats to make it an upgrade again.

What I'm getting at, is that 1h with a shield should be as good as 2h in terms of both stamina and offense. 1h + Shield getting the better defensive and stamina negation end with no timing factors while 2h gets the better overall offense/reach and stamina damage end and relies primarily on timing based defense. 1h on it's own has the smallest parry box and is weak to both timing and locational deceptions... making it best served as a last resort secondary weapon or the absolute best purchasable after spending points on archery.

Ofcourse, shields will have to be fixed and reverted to their former states (patch 14) and alot of people like an easy parry (c'mon parry is super wide, even a slight width reduction can't be that bad) but this would have been the best way to implement 1h vs 2h balance and the role of shields.

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My blood boils when I see a new player trying to learn the game with a shield and then gets kicked to death by some guy spamming the laugh emote.

Shield mechanics defeat the purpose of using a shield.

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Buckler sounds like it will be the only useful shield to be honest lol

I like how shields look and liked that they used to be a soft crutch for my high ping and for beginners... but that was in patch 14, now they're useless.

Bodkin about summed it up. They're impenetrable against low level players but useless against good players (even if the shield user is also agood player.) One kick and the fight is over... One miss or ftp and the fight is over... Shield mechanics defeat the purpose of a shield and your offense is already really weak because you're only limited to 1h cheese. Also shield feels incredibly clunky to use with raise/lower delays. Its like you can't react to your opponents, you can only sit there and turtle and then get punished for turtling. Why bother chambering if it's gonna be 100% stam warfare? If you default riposte to feint/morph you can get spammed and lose uber stamina. Just ONE ftp and you're done. A 2h fighting a shield can spam and ftp to avoid punishment all it likes and still hold stamina advantage. Some people just gamble kick a shield and when they finally get lucky, they've basically won...

Shields look cool but are currently only viable with mace and that's because mace is pretty OP and you'll kill anyone before they have time to spam whatever tactic will stam you out. Fighting a shield is as braindead as using one and it's pretty boring.

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@Izıl said:
Stab chamber is the only chamber that make sense over the angular ones

THIS

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You are a bad player.

Anyways, while we're on the topic of punishing misses... what about people who consistently 360 run away from facehug mess ups and force misses? While risk free-head down-sprinting away is a thing I don't think any new mechanics should be added to allow for whiff punishing and further complicate combat.

I honestly have no idea how this can be addressed, though, toning down lunge drastically will allow range play without ugly and infuriating running away bullshit to be absolutely necessary to pull off. Currently running away and some extreme matrixing is the only way to consistently pull off range play against shorter, slower load outs because of lunge... but then without lunge we might see even more run-away bull shit so who knows.

Back to whiff punishing, I like Pred's idea best, as much as I rely on miss-to-feint and miss-to-accel it's all kinda cheesy to be rewarded for missing at all. The worst is when you go to punish a miss and eat a followup attack or a gamble when you try to cftp mind game someone who missed. Removing combos from misses may gimp 1vX to a degree but it will definitely defang intentional misses while still allowing parry after a missed swing.

I don't see anything wrong with Frise' idea but I like Pred's better since I consider nerfing rewarded misses more important than misses being consistently punishable.

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@Sushiio said:
Nah basically I didnt realise I had another character named as the one I was trying to rename. But then sometimes I could make duplicates so idfk what was going on. I just got confused :(

This same thing happened to me!

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Stabs getting more drag kinda concerns me, I'm altogether opposed to making things floatier and I like that stabs require accuracy and are easily dodged/chambered (as they should be,) but on the bright side, maybe Z-stabbing will become viable for circumventing parry. If not, then it's at least a microdrag and will hold some value in fucking chambers.

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I know exactly what you're referring to and it's exacerbated by my high ping. I see them start their chamber attempt as my drag homes in and I button mash stab just to get insta'd anyways. This is mainly a side effect of my high ping BUT...

Should there even be late chambers in the game?

From my perspective it looks like the stab doesn't really get delayed by contact when chambering. Like whatever position the stab was in when it landed the chamber is now where it is in the thrust. Giving birth to late, sloppy chambers being faster than well timed chambers.

What if chambering reset your animation to a preset point no matter if it was late or perfectly timed? Yes this make successful chambers a bit floatier at their start but it would gimp chamber gambles without making everyday stabs draggier. Note: Im not saying to make successful chambers slower, just making them all "start over" instead of being wherever they were in the animation when the chamber succeeded. Just an idea, maybe devs intentionally wanted late chambers being better but riskier

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I heard T1 was getting the same speed as naked next patch. I could totally be wrong and I have no idea where I heard that, prolly in game.

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Maul doesn't even 1shot naked/light torso lol Its truly infuriating when my Longsword/poleaxe is deflected by a farmer's hat or naked chest. Cheap armor gives you no speed nerf from naked and more damage reduction fighting cheap 1h weapons but falls short against heavier 2h. Realistically messer, baxe and other slash/chop weapons should rape the shit out of light torsos. Would love to see naked/light get health nerfs (more 1htk torsos by 2h) in exchange for some of the buffs mentioned above or for more expensive T3 torso armor costs.

T3 torso= 4pts? Helmets/leggings are already well balanced by previous point costs and corresponding movement speed nerfs.

OR we can swap head/torso speed nerfs with each other, so torso becomes the heavier weight instead of helmet. Torso's alot more important/valuable than helmet anyways and this should be the weightier both realistically and in terms of balance.

I'd speculate either would make medium torso's more prominent... but let's be real medium torso's are meh. I think we would all appreciate more medium torsos.

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@Void said:

@ÐMontyleGueux said:
They should start by fixing the wierd behavior when around other horses or players. For some reason when chased by another horse your horse will want to turn by itself and often cause you to hit a wall and get killed.

I thought that this only happens to me. I noticed it on grad_64. I can maneuver the horse normally when alone, but when enemies are close it gets unresponsive for some reason.

Yeah I'm surrounded by people but I'm not actually trapped by the people so much as it's the horse feeling clunky and unresponsive that keeps me stuck.