Mordhau
 crushed — Art
Art
  • Likes received 5516
  • Date joined 25 Oct '15
  • Last seen 18m

Private Message

972 5516
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@Jax said:
We're not going to be hopping in your private server and VAC-banning people for saying mean words, like I was saying earlier - this individual was a problem on not only a single server, but the entire game.

To add to this, we're not going to be babysitting the servers even with rules in place, there will be a very lax approach when it comes to this stuff. The individual in question simply crossed the line way too far, there are many reasons why he got banned, including things such as threatening to DDOS Mordhau servers.

Nobody in this game will be banned for insults or being politically incorrect alone.

972 5516
  • 3 Oct
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@ÐMontyleGueux said:
I agree with the devs in this case. What they meant on discord isn't that they are more important people than others, it's that the intention behind harassing and insulting a random player are really different from actually targetting someone you know has the power to kick/ban you. The fact that he directly insulted the developers while being fully aware of who they are and what kind of power they have is making the whole thing even worse. That's what they meant.

I cannot support any unbanning for the simple reason that he entirely knew what he was going into, he literally asked for it.

This is correct. We will also have some rules/conduct in the near future to clear things up more, as well as an easier way to appeal bans.

972 5516
  • 3 Oct
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@MrGhostTheFlyingFlail said:
Can Devs enforce authority on players playing on private servers?

He was not banned from the private server itself, but he is on the official banlist. Our official ban system works together with VAC, so if server admins choose to use VAC, they also use the official banlist. This is entirely up to private server owners and they can disable it in server files if they choose to do so. He can play on private servers without VAC.

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  • 25 Sep
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Speaking of objectives given by the game, Frontline will most likely not only be capturing flags. We are currently looking into giving each team a proper main base, instead of a last flag point. This means that the bases would have classic attack/defense scenarios that do not involve flag capturing, and the attackers would win the game if they win their assault. This is our way of adding more immersive/persistent objectives into the game mode without breaking the dynamic tug of war gameplay of Frontline. Examples of such an assault could be raiding a base and destroying everything inside it, or more dynamic objectives based on the map itself.

972 5516
  • 25 Aug
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Discuss the new patch here!

972 5516
  • 25 Aug
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Alpha Build #16
1/5/2018

Gameplay & Mechanics

  • Added character ragdoll implementation to combat. Characters can now ragdoll, then stand up. Right now it happens to horse riders when the horse dies, when you get hit on a ladder/horse by a billhook or halberd alt mode strike and on couches that don’t kill (on vehicles only)
  • Kick followup attacks now initiate a combo for up to 400ms. This will make kick followup hits a lot smoother and faster. The combo does not have the regular combo windup debuff, which means that Kick is now also more useful in 1vX due to kick into kick combos, or kick into attack.
  • Kick stun time reduced significantly
  • Kick block now forces slowkick followup if kick is pressed again
  • Kicking in a kickblock will not attempt to queue it
  • Kick clash recovery time reduced
  • Morphing into Kick is now 200ms faster
  • If kick can't stun due to the character being in stun already it won't flinch either. Prevents stunlock/flinchlock.
  • Initial feint window increased 25ms
  • Combo feint window increased 25ms
  • Initial feint lockout increased 25ms (same as combo feint now)
  • Re-added recovery skip on successful hits. Animations now blend properly, making it look no longer broker. Currently at 400ms which is slightly slower than it used to be, also has queueing making it smoother to use.
  • Getting hit while riposting no longer has knockback
  • Attacking into a riposte now forces a 300ms recovery after dealing damage, this means you can no longer hit -> parry riposte hit trades without risk. The recovery is only 300ms short however, so only hit trades where the attacks are very close to each other are affected. This is telegraphed with bounce animations.
  • Riposte damage reduction buffed to 50%
  • Riposte window reduced 50ms (this will allow faster non-riposte follow up attacks after a parry, while keeping the riposte easy to do)
  • Riposte parry now uses initial feint windows, same as regular FTP
  • Riposte parry now requires eating up a pointless feint (which does nothing) before it can be activated. For people with bound FTP, this changes nothing. For those with bound feint or parry however, it means you need to double click rmb to activate parry in riposte. This fixes issues where it was firing off unexpectedly due to the input being different on that scheme compared to how feint to parry is done.
  • Health regen start delay reduced 500ms (3 seconds total now)
  • Removed the small knockback on teamhits
  • Disarmed lockout increased 25ms
  • Disarmed state now allows you to switch equipment right away
  • Disarm no longer has knockback on disarmed side, making it easier to followup with shorter weapons
  • All combo windups slowed down 25ms
  • Fixed a bug with morphs, would not chamber with the original attack type/direction they came from (only with the new morph direction/type) which made morph chamber done too quickly cause the chambers to fail. This is a pretty big buff to morph chambers, as it makes them more consistent.
  • Continuously missed attacks in the same combo now drain double stamina miss cost (if you miss, then combo and miss again, it will drain double)
  • Parry recovery of failed parries now forces a walk movement debuff. This will make it significantly harder to run away after falling for a feint/doing a mistake, which is a significant buff for offense. This is an experimental change in attempt to make short weapons more enjoyable to use and make the combat more grounded, without nerfing movement/footwork outside of this state.
  • Flinch now forces a walk movement debuff. This is an experimental change. Will buff offense and control over your enemy significantly and make short weapons more enjoyable to use. Light armors can kite better and keep enemies at bay easier, while heavy armor can now use this momentum to make it impossible to run away from if hit repeatedly.
  • Parrying projectiles no longer has knockback
  • Removed projectile flinch entirely
  • Easy parries now no longer drain stamina (parries up to 500ms after a succesfull parry. These parries also have easier angles)
  • Parry turncap now slightly less restricted
  • Shield block angles slightly easier
  • T0/T1 Base move speed values faster again, light armor went from 5% slowdown to 2%
  • Removed extra damage to legs when being hit while jumping
  • Added Federschwert (training sword)
  • Added Executioner’s Sword

Weapon & Equipment Balance

  • Weapon draw speed is now different for each weapon, with dagger being the fastest
  • Throwable projectile speeds & arcs adjusted, will be slightly harder to hit now
  • Dagger and Shortsword blade increased 15cm in length
  • War Axe point cost reduced by 1
  • War Axe strike release increased 25ms
  • War Axe strike windup increased 25ms
  • War Axe strike can now oneshot light armor to head
  • War Axe stab windup increased 25ms
  • Fists timing and damage adjustments
  • Bardiche & Halberd alt mode strike headshots now deal increased damage
  • Greatsword can no longer two shot plate armor
  • Kicks now deal more damage against lighter armors
  • Eveningstar alt mode stab turncap slightly less strict
  • Eveningstar point cost reduced by 1
  • Zweihander leg damage vs plate armor buffed slightly
  • 1H Axe strike windup increased 25ms
  • Shortsword windups increased 25ms
  • Throwing axe damage reduced vs plate
  • Throwing knife damage adjusted, now great vs lighter armors but bad vs armored
  • Throwing knife point cost to 4
  • Rock ammo increased to 5 (since global projectile flinch was removed)
  • Rock damage increased very slightly, damage now different depending on armors
  • Longsword torso damage vs plate increased by 1
  • Wood damage adjusted on various weapons
  • Bardiche strike release reduced 25ms
  • Halberd alt mode strikes can now pull like the bill hook
  • Adjusted couching values on various weapons, disabled couching for weapons where it makes no sense right now

Netcode

  • Made tracers 2x as dense as before, this makes attacks less likely to pass through thin objects
  • Added custom rotation interpolation for characters turn/lookup, it is now stable across different FPS as it's a simple linear interpolation and will make torso movements easier & faster to read while still looking smooth
  • Attacks are now visually slightly in the future. This makes parries & chambers a lot more consistent, especially waiting until the last moment to do both.
  • Added console variable for this, m.MaxPingExtrapolation by default it's set to 0.025 (25ms). This is essentially a visual way for the attacks to match your ping, which gives you a better hint when you should act. It does cause visual jankiness if too high, setting it higher than 25ms will cause bad side effects, so it is best to leave it at default as we found that to give the best overall result. It's a client setting, since this is purely a visual aid.

Animations

  • Feint animation adjusted, it can now be more effective if used right, but you can now see that it is a feint much faster, making it easier to punish
  • Recovery skip animation improvements

Maps

  • Added Mountain Peak map
  • Added Icicle traps (can be found on mountain peak)
  • Ammobox refill delay increased to 20 seconds
  • Added some fun stuff to test level
  • Layout changes to Frontline portion of Grad
  • Fixed various stuckspots on Grad
  • Collision improvements to some meshes
  • Set up gate on Grad
  • Added ammobox to Contraband

Visuals & Misc

  • Scaled up throwable axe and knife
  • Increased intensity of blood overlay a little bit, added pulse effect when health is critical
  • Tweaked tightened gambeson arms skinning to retain the shape in the elbow area
  • When toggle sprint is enabled and you let go of the forward movement key, it toggles sprint off (like pressing the sprint button again)
  • There is now a separate bind called Feint or Parry, that does what it suggests (it won't try to FTP), so you can now use both binds instead of being forced into one or the other.
  • By default scrollwheel down is bound to right upper strike
  • Auto pickup of projectiles is only possible 1s after they hit something, not before (previously you could instantly autopickup), active pickup via use key is unaffected
  • Switching mode will now unequip the shield e.g. if it needs to rather than preventing the mode switch
  • Changed how shield passive projectile block is implemented which might cause some new bugs, but prevents blocking projectiles that it shouldn't like ballista bolts, etc.
  • Added various LODs
  • HUD elements can now be individually toggled on or off in the game settings (can also be disabled using console commands)
  • Fixed grounding being turned on in blocked motion for kicks, which was a bit wonky
  • Fixed the alternate mode animation bug (on join, people could be using the wrong animations for the weapon mode)
  • Fixed bug with morph chambers which caused them to not spawn sparks
  • Fixed crank not working online

Audio

  • Adjusted attack yells so they roughly start being loud at the same time, some of them were a bit off before
  • Attack yells now play 50ms before release starts. Used to be exactly on release
  • Added low stamina breathing sound, starts at 25 stamina
  • Own character won't play breathing sounds on low stamina
  • If foot IK can't land a trace, it will use the last found trace to determine ground material. This fixes cases where the footsteps simply would not be playing in cases like steep inclines where foot IK fails to hit the ground properly
  • Boosted volume of muffled voices
  • Added door sound cues for a few varieties and set up the wooden ones as default
  • Added sounds to supply chests
  • Equipment switching sound now uses 1p attenuation in first person
  • Set up different environment hit sounds based on lite medium and heavy, also lowered some of the wood damage values on the smaller weapons such as dagger and shortsword
  • Added sound to doors being kicked open when they hit the other side

Vehicles

  • Ballista Bolt now always deals 100 damage
  • Fixed destroyable actors not being able to be repaired from 0 health
  • Ladder speed now uses the same movement % scale based on armor worn as regular movement
  • Ladder reduced character turn limits
  • Enabled 1H Weapons on ladder for testing
  • Being on ladder no longer stops health regen
  • Ladder does not force leave on damage anymore
  • Improved vehicle rotations online making them look smoother
  • Attacking from ladder now causes all angles to be overhead angle
  • Horses now support parry look-up-down additive anims, set up their own animation profile for horses for 1h and shield, shield angles at low angles so it doesn't clip into horse (unless aiming at front through the head)
  • Fixed horse rotation turn counteract bug online
  • Turned doors and gates into dynamic navmesh obstacles
  • Disabled horse hitstop for testing
  • Lowered threshold for horse fall damage, can still fall pretty far but will die from silly heights, About grad wall height is where it starts taking damage

User Interface

  • Fixed two team scoreboard being off center by a few pixels
  • Fixed emote menu showing / not hiding on vehicles

Known Issues

  • Emote menu page number doesn’t update properly
972 5516
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Ok guys politics discussions are against the rules again, you didn't manage to stay civil.

972 5516
  • 4 Aug
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Updated Politics rule

972 5516
  • 1 Aug
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last picture is proof that customization is too limiting

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  • 29 Jul
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You actually cannot morph at 0 stamina anymore, that has been removed for consistency. You can now punish morphs often with the kick, which is significantly faster (aswell as other things). Morphs and feints becoming more meta is intended with these combat changes, both mechanics had their windows buffed 50ms. If the morph stamina cost is too low remains to be seen.

Glancing blow flinches now.

Shield box is bigger because it now uses the new parry which has been reworked. Shields are now better at what they intend to do (prolong the life of a shield user), and have offensive downsides. Holding a shield in hand will now give you a movement debuff, as in reduce movement base speed % similar to armor, with the amount changing depending on how big the shields are. Shield blocked recovery was also reduced, allowing you to attack hesitant shield users faster. We're still looking into a mechanic which would allow shield users to be opened up, and more differences between each shield.

As for stamina, disarms are more punishing now, and give 1 confirmed hit. There is no more 0 stamina chamber, so no more ways to defend yourself without wasting resources. This is an important change and will get rid of the "useless" attack feel for attacks that got chambered. Miss stamina cost for two misses in a row with the same combo has been increased significantly and missing multiple times in a row with the same combo is now the fastest way to lose your stamina. Regular miss cost for initial attacks has not been increased. The stamina breathing sound start was lowered which makes it easier to pressure someone once you hear it.

As a result of these changes, stamina pool was increased, for parries around 33-40%. You gain 10 stamina on hit which is experimental, but has several implications. First of all, in theory, it allows you to keep going infinitely as long as you play perfectly, similar to how 0 stamina chambers, in theory, allowed you to keep going infinitely. Now that chambers cost stamina, it replaces that but in a different way. I believe this concept is important to preserve and was an appealing part of chambers.

It allows you to start a combo if you hit someone with 0 stamina, which gets rid of the clunky feel and adds serious comeback potential, which fits together with the new more punishing disarms. Offensively, it buffs correct play and makes the other offensive tools as "optimal" to use as drags. Defensively, it buffs active punishment (punishing a feint now means the enemy loses stamina, and you gain) - and nerfs passive stamina warfare. Stamina warfare is definitely still a thing, but we do not want stamina to feel like a "time limit", if we wanted that, you would lose stamina for hits, which would be quite bad. This also adds some momentum to duels, and allow you to snowball.

It is simply a way to buff stamina and give more options to players without buffing passive stamina pool into huge amounts. That said its experimental and there are probably implications which are not seen yet without longer testing. The amount is also not set in stone, we will test it with 10 stamina first, and see if that is maybe too much and if yes, reduce it to 5.

So in short, players have more freedom when it comes to offensive and defensive stamina, disarms are more rare but more punishing, missing constantly is punished much harsher.

The hyperarmor riposte you might not agree with, thats fine, but its simply a consistent way to add risk to mindlessly spamming the 1 in a 1vX. It is not supposed to make you auto win 1vX, it is supposed to give you a better chance and give a serious risk and downside to the most unskilled way to fight the 1 in 1vX.

That said, in short, the next patch will bring more freedom, more playstyles and generally be less limiting to players. Offense will be stronger, defense will be more consistent and easier and the "drag constantly to avoid chamber" meta is heavily reduced/removed.

972 5516
  • 29 Jul
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@Stouty said:
The market is saturated with FIRST PERSON SHOOTING BR games

There are only TWO melee BR games, minecraft hunger games mod and the culling

Hmmm

972 5516
  • 22 Jul
 crushed — Art

@ThunderDuck said:
His tweets are funny though.

I was going to ban you for this, but then I flipped a coin on it. Let's just say you got lucky this time.

972 5516
  • 10 Jul
 crushed — Art

8b9bd1d1c2835fb6a42de177ce72db20

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  • 2
  • 10 Jul
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@vanguard said:

I am advocating for genocide? Thats really funny crush lmao. I thought it was obvious that A) I don't believe in white genocide and B) even if it was real, I would not advocate for it because it just doesn't make any sense. That quote from marx was survii who came up with it, I'm just turning it against him.

I won't post that meme anymore, but this is quite amazing tbh and I expect to see the same posture when people start talking about jews, gays or whatever, which this very thread is already filled with. Don't get me wrong man, I think this what you are doing here is correct and hate speech should be supressed in this forum. But I am not advocating for white or whatever genocide lmao, the very concept of this shit is already a meme in itself man wtf. I don't blame modern problems to white people, jews or whatever, why would I advocate for any sort of genocide?

SNAP

972 5516
  • 9 Jul
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@vanguard If you keep advocating for genocide you will be permanently banned from this forum. Consider this your first and last warning.

972 5516
  • 4 Jul
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@PadanFain said:
Are these copypastas off YouTube or something. This isn't serious right.

ding ding ding

972 5516
  • 18 Jun
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All this needs is a vaporwave mordhau soundtrack

972 5516
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Neither will be removed and binds will not be touched. 240 system is being improved, and the upcoming crosshair makes it much better aswell.

972 5516
  • 5 Jun
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@BobSapp said:
that's actually not a swing at all. I think it's this weirdness that happens with combo blending sometimes. It's clearly not the actual swing being highlighted here

I see it very rarely, far from common enough to be an issue but something I figured they'd get around to eventually

Correct, it is an issue with long combo windups. Will be improved/fixed next patch.

972 5516
  • 5 Jun
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@ÐMontyleGueux said:
I have the exact opposite feeling from playing with shield. I get hit by drags that I would have easily parried without it. Most of the time I don't even understand where I've been hit and why It went through my block. For me shields are just a source of frustration.

Agree with this, the directional block angle on shields is smaller than parry which makes it feel frustrating and unintuitive to use a lot of the time. This will definitely be changed in the near future, along with other shield changes to give them a more clear role in the game.