Mordhau
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  • Likes received 84
  • Date joined 20 Aug '17
  • Last seen 28 May

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38 84

That looks geniuenly terrible...

38 84
  • 25 Aug '18
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Vader is that you

38 84
  • 13 Jul '18
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on the last clip you propably hit his hands i think

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  • 1
  • 20 Jun '18
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that burgonet knight looks damn sick

38 84
  • 16 Jun '18
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@Sir Zombie said:

@ℒℛAHTIKUURA said:
I hate how in the medium tabard the emblem stretches out, looks bad

I've realised that enabling cloth physics fixes this tbh

I have cloth physics turned on but still looks shit

38 84
  • 14 Jun '18
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ruins the experience for everyone

38 84
  • 13 Jun '18
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I hate how in the medium tabard the emblem stretches out, looks bad

38 84
  • 11 Jun '18
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@Pred said:
Is there any way that high mouse sensitivity would fuck up your movement animations?

There is this one guy, every time he's not turncapped by parry or attack animation, his player model has very robotic movements and is fucking TREMBLING like he's in 10 fps. He seems to do a ton of violent head and torso movements for panic parry purposes so I thought this has somethign to d owith the mouse.

I'd like to see a vid tbh

38 84
  • 4 Jun '18
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@Pred said:

@ℒℛAHTIKUURA said:
Fights to look like fights(I'm the enemy)

Messer fights apparently are destined to never look like fights, across all games.

what makes you think thats only doable with the messer? You can do the fishwobble the same with every weapon, also the ballet stretch. All it requires is to do the right mousemovement.

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mordiyukkoja2.PNG

here is some more

38 84
  • 17 Apr '18
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Seems to happen more often the worse my connection too

38 84
  • 13 Feb '18
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@Maci said:

@Zexis said:
in mordhau the game feels bad for high pingers but it does not feel bad to play against high pingers, which is more important

It feels bad playing against all pingers :))

You should feel bad for the high pingers :((

38 84
  • 13 Feb '18
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@Jax said:
mm you also have to take into account whether these are the official vultr servers or community hosted, that may play a part

but yeah most of these clippos look like the result of high latency

In my own experience, I haven't noticed a difference between community hosted and offical servers.

38 84
  • 13 Feb '18
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@Zexis said:
some of your problems are because of ping, especially your timing issues. mordhau is never going to feel "good" at 80+ ping, I'm sorry. there is a very noticeable difference from when I play on US east/central servers (20-30 ping), US west servers (80+ ping), and EU servers (110+ ping).

in mordhau the game feels bad for high pingers but it does not feel bad to play against high pingers, which is more important

I find this extremely frustrating, but it's true...

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  • 8
  • 12 Feb '18
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First off, I want to note that I'm playing with a ping of 80+ (I can't get any lower ping than that) on these clips, and that those clips are from a timeline of 3 days, 5h playtime

  • hits through parry, failed chambers even the timing is right, ghosting
  • unreadable animations(devs are fixing it), bad hitconnection
  • gameplay seems to be focusing too much around at TOO fast hits
  • inconsistency

-There is a group of issues which are very similar to what chivalry had: Hits through parry, failed chambers and hits ghosting through players

Hits through parry: they are relatively rare, but when they happen, its quite weird: you see your parry going up, but as soon as the enemy hits you, instead of the hit getting parried, it hits you and cancels your parry.

Failed chambers: these on the other hand, happen quite often. You see your enemy swing at you, you go for a chamber, the timing is right and everything, but instead of getting a successful chamber you just end up getting hit. It happens way too often, I'm not quite sure if its due to drags, but if it is, it's not good to have the drags being so unreadable.

Ghosting: this is also quite rare, and self explanatory. I have no idea why they happen and I'm not pretending to know.

-unreadable animations and bad hitconnection

Unreadable animations: This is something what keeps me from playing the game. First of all, the animations don't have any "power" behind them, it doesn't feel like you are hitting hard even though the hits are really fast. Also the swing animations are sometimes hard to distinguish from bodymovement animations, because they blend in: see this But as it's said, devs are working on a set of new reinforced animations.

Bad hitconnection: I haven't seen it being brought up a lot. As you can see in the video above, the hitconnection is quite off from the animations. I'm fully aware this is most likely due to the high ping, but it shouldn't be that way. This affects dragging, chambering, parrying and timing. It makes playing frustrating and leaves you feeling cheated by the unintelligible fast hits connecting before the animation.

-Too fast hits

Too fast hits: Let's take the rapier chamberspeed as an extreme example: If you find yourself in a stabchamber exchange with the rapier, its almost impossible to counterchamber it. The speed of the stab is too fast to be able to input a counterswing. Nuff said.

-inconsistency

inconsistency: Well, yeah, all the things above represent it.

This was my first "proper" post.

38 84
  • 6 Feb '18
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yeeh this is really annoying