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

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@PinkiePowPowMSK said:

@Lionheart Chevalier said:
They hear the grunt so feints and morphs don't work when their back is turned... they simply don't even know your feinting/morphing but they know when you attack by the grunt and 360 parry, not like they need to aim it well. They also hear your foot steps and know if you're chasing and when to 360 face stab with 1h. It really is better to let them run away.

Running away or turning away during a fight is mostly about timing and feeling. You can't 180 parry 24/7 and if someone with light armor and 1h would do that you could either follow up with quick feints because they just did a 180 parry and might panic parry or stamina drain them because they are using 1h and you have 2h.

When your riposte or attack goes and misses cause they're too far, gambling and comboing is not an option.

In this case/situation there should be a proper chase mechanic that would allow you to follow up to your opponent no matter their armor

Their 1h will win that gamble match every time. Sometimes I do combo just to catch them incase they try cftp mind game me but that's usually a free hit for them.

FTP if you combo and they turn back to "free hit" you.

Also, they may still be running away, why would your combo catch them when your first attack, which has lunge, failed? Just a waste of stamina. It really is better to let them run away. Least you can catch up on stam/health if they're sprinting away.

Yet again a proper chase mechanic would allow you to follow them and if they turnaround to "free hit" you FTP and follow up with either feint or drag. You would also have the option if you are low stam and health to let them get away.

I appreciate the time you put into replying with suggestions but I don't feel like understood my first post or my second post where I play out each of your suggestions before you even suggest them. That's ok.

There is a chase mechanic already but I've yet to find it useful when chasing someone, perhaps it does need to be improved or "made proper". Maybe more resistance at the start of a sprint to make back turn-running riskier but that may feel horrible... I just feel like sprint speed is so strong compared to weapon speed. People have literally outran my attacks by circling into my side (This is not to be confused with running into an accel and forcing it to fail... more like they run away to the opposite side of an attack and my attack fails because they were faster than my tracking/turning while horizontal swinging)... shouldn't my swing be faster than their sprint? May be a ping issue and controller has low max sensitivity but I've occasionally done this against other people too.

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@PinkiePowPowMSK said:

@Lionheart Chevalier said:
Cant feint a riposte and the act of not riposting and then feinting can be easily punished by 1h gamble... they also turn around really quick when they hear the grunt and parry. I feel like there's nothing I can do about someone running away except to not follow and let combat reset... chasing always gets me surprise smaked and killed even though I totally know whats coming.

First of all if someone runaway or turn they back to you during a fight then you can easily punish it with either a combo or feint . If you cant reach and he keeps running use a feint when he turns around to parry which are all depending on what they do. and the way that u can gamble or punish into these feints is something that could be "fixed or balanced" by making feints faster

They hear the grunt so feints and morphs don't work when their back is turned... they simply don't even know your feinting/morphing but they know when you attack by the grunt and 360 parry, not like they need to aim it well. They also hear your foot steps and know if you're chasing and when to 360 face stab with 1h. It really is better to let them run away.

When your riposte or attack goes and misses cause they're too far, gambling and comboing is not an option. Their 1h will win that gamble match every time. Sometimes I do combo just to catch them incase they try cftp mind game me but that's usually a free hit for them. Also, they may still be running away, why would your combo catch them when your first attack, which has lunge, failed? Just a waste of stamina. It really is better to let them run away. Least you can catch up on stam/health if they're sprinting away.

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Cant feint a riposte and the act of not riposting and then feinting can be easily punished by 1h gamble... they also turn around really quick when they hear the grunt and parry. I feel like there's nothing I can do about someone running away except to not follow and let combat reset... chasing always gets me surprise smaked and killed even though I totally know whats coming.

I never feel outsmarted

I like Cswics/Mittsies and other's previous ideas of giving jumping,cimbing etc speed/stamina buffs to light armor. The jump kick was removed for a reason and vertical wall running has to be a joke but otherwise I'm a fan.

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Horses are pretty unstoppable when paired with crouched weapons and half a brain. However, horses are pretty awkward to use for anything but spearing people with their backs turned. Trying to get around small dips in the map terrain, timing a jump over some small raised ground/fence or rock, and getting around small obstacles without getting stuck on them or walls. If you get caught in a corner, you're not really stuck by the enemies around you so much as by the awkwardness of maneuvering a horse. Sometimes I'll turn a horse meaning to turn a few degrees but turn a full 180 and still be stuck or something weird.

What if, in time, devs developed an AI for horses? Allowing horses to attempt jumping over short objects when sprinting directly into short objects. You can make a specific animation for jumping fences, similar to how players climb things... like approacing the feince and pressing jump activates it. What if this same AI gave horses the ability to sidestep thin obstacles... such as a fence post or gate, etc.

Horses also get butchered like retards when riderless, what if they tried running away from combat when attacked while riderless, adding to the chaos/unpredictabilty of melee. I'm not sure what can be done about the awkwardness when getting a horse near a wall but I'm sure there's a way to make riding a horse feel better, more accurate when turning and less clunky.

Maybe some of these ideas are not feasible or take away from balance somehow... but something to make horses feel alive would be nice. Currently they're mindless drones that run into walls, never turn how you want them to and sit idle while getting spam stabbed.

I hear horses are getting health regeneration removed and this is very welcome news... No more invincible crouched spear circuits around the map. But what if we got Benchmarked regeneration for horses? Lets say it's set to every 25 HP. What I mean is that a horse regenerates only up to the next benchmark, so a horse done 10 damage will regenerate to 100 HP but if if it takes 30 dmg it will only regen up to 75 hp. The next benchmark is 50 and then 25 etc. If that's too much 50 can be set to the max regen or something. So a horse keeps losing health and never regenerates until it's below 50 health and only regens up to 50 max health. I'm just worried naked horse will be useless for anything but archers and horse stealing will simply be good only for putting it in your spawn and denying the other team a horse.

Also, can we get maxed crouch time for a weapon to be like 5 seconds or something?

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I like Mittsies/Lemels ideas for passive benefits. Faster ladder climb, faster structure climbing, quick horse dismounting, quicker getting up when ragdolled and less fall damage. These are intuitive.

Horses are pretty powerful and remind me of the powerup given by, say, Ghosts in Halo, etc. But they feel more like a trap as well, very good but only for drive bys. Would be interesting to get a "jumping off' animation when galloping, especially for lighter classes who may not have a massive weapon to swing from horse back or crouch with.

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Can we shift the conversation back to Gold tinted armor..? We already have solid gold mauls and maces. I regret the title but lets be real. The devs are going to be pushing more content after release and maybe rewards for BR and other bullshit... I would say more armor tints will eventually be on the table.

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@EruTheTeapot said:
How about a golden dick ?
You guys amaze me tons of threads about how "YoU gOt WhAt U paID 4 ?!*11" and yet there are still more of the same.

You got KS rewards, you get supposedly in-game titles and shit. What more do you want ?

Umm please re-read my last post.

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I dont really care so much about backers getting it, I certainly wouldn't use it. But I want gold tinted armor in the game and I want it to be very rare.

Just look at the plethora of historical gold armors already posted in the Armor suggestion thread to see what I mean. Im not asking for plastic chrome gold lego armor pieces that glow in the dark.

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There's already Rainbow armor.

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Tasteful, not gaudy. Like the kind of gold armor worn by some medieval monarchs, not Sun-bright, plasticky or chromey-gold.

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Gold armor tint for alpha testers?

Golden armor might be obnoxious if available for everyone but gold covered armor was definitely a thing in the medieval era, wouldn't break immersion if some 3000 backers had access to it.

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@yourcrippledson said:

@Pred said:
Please don't let yourcrippledson's extensive track record of low quality feedback and poor ideas cloud your judgement on this. Yes, it would be very nice to see your arms.

Show me one comment with 0 hearts and i will delete my account forever.

Zero likes on this comment.

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I really like stamina on successful hit. I would hate to see it go. Allows a player to stay in the game against multiple opponents. I believe it was added specifically to encourage players to be more aggressive... though it may reward this too much so.

Do you think reducing stam on hit, as opposed to removal, would be a good middle ground?

Shields in their current state would not be viable at all without it.

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@GIRUGIRU said:
I`ve been predicting and pushing the meta since Chivalry for the entirety of Mordhau I've pushed the meta.

Just because you're unable to comprehend high level play doesn't mean anything to me nor validates what you think. If this wasn't the case then none of the devs would listen t me

The meta is disgusting, inhibits freedom, totally un-intuitive to beginners and too often do I walk into a duelyard where people are shit talking the game's current meta.

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@GIRUGIRU said:
U can just morph, if they gamble, accel, otherwise drag or feint

Misses are extremely punishing it's just a l2p issue

I'm convinced you only ever post to bait and troll your fellow Alpha testers.

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@vanguard said:

@Frise said:
Yes there will be; The whiffer can fake a whiff while staying at a safe distance and use footwork to stay out of the punish range, keep comboing, and punish the punisher's whiff.

But than we need to review the whole footwork thing, lunge, reach of the weapons etc. At the moment range play is basically non existent in duels at least. Most of range strategies here are simply not viable and the best you do is caveman your way into facehug and throw unreadable stuff at your opponent while using lots of armor and some medium tier weapon. There is no safe distance.

Its not LG in the last fight its me, poor LG what has he done to you to deserve this you fucking dumb, I`ll tell him right now

This.

When I see range plays, it's usually someone going for face hug and kick whiffs or someone turning their back when falling for a feint and running away... while wearing T3.

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I just made the switch to binds, sure chambering's a bit harder but my ripostes are exactly what I want and I can do first and last frame hits much more successfully.

My gameplay is vastly better and Crippled is right: Whats the point in all those extra angles if 6 binds will easily chamber them and there is no such thing as directional play??? It's actually easier to mask your attack angle with the 6 binds and body contortion than any 240 angles that aren't bound and become harder to input while contorting and footworking. Waterfalls are rarely successful but it's only the highest overheads and lowest underhands that can perform them anyways.

240 is really cool. 240 is really pointless.

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Three torso stabs to kill T3 with billhook is reasonable however I definitely do not think it should get a buff against T2.

Can we increase its point cost to 4 or 5 though?

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I like upper right stabs because I feel they have the most application for hooking over or around someone's parry.

I occasionally start a right underhand then morph to the upper right stab while sliding left. Sometimes Ill get a head shot if they parry too low and too right.

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Pretty sure this game is already 99% about timing and then spazzing through whatever means possible to surprise your opponent when an accel comes or trick them into thinking youre accelerating.

Every other mechanic added is just rock paper scissors.