Mordhau
 Monsteri
  • Likes received 2094
  • Date joined 26 Oct '15
  • Last seen 3h

Private Message

989 2094
  • 12 Feb
 Monsteri

You have to do the input before his chamber has connected, that's the only way to do it on >72 ping

989 2094
  • 1
  • 12 Feb
 Monsteri

The first video is 80% of my gameplay

EDIT: Might as well post this again for posterity

989 2094
  • 9 Feb
 Monsteri

He's been around a long time and I respect his perseverance

989 2094
  • 5 Feb
 Monsteri

Famous last words of a project never seen again

989 2094
  • 1 Feb
 Monsteri

It's something I complained about in prealpha - you don't read the release, you read the windup. Ideally you should be able to read both of them, but reading the release consistently is not possible. This is something markedly different from Slasher and even Chiv to some degree, and probably the reason some people liked Slasher more.

989 2094
  • 16 Jan
 Monsteri

A completely reasonable guy

989 2094
  • 7 Jan
 Monsteri

Yes yes

Teripper interview prealpha build vs current build vs edits

HUGE_Mordhau_Interview_-_Matchmaking_Customization_and_More-zx_GzGn1QYQ_00_00_32.000.jpg

color_pit_unedited.png

color_pit_warm.png

color_pit_cold.png

989 2094
  • 4 Jan
 Monsteri

240 needs improvement. It's only good enough for individual attacks or slash to slash comboing, otherwise binds are far better for consistency, timing and aim. Once you get over the initial chambering bump, you'll have a clear advantage over 240 users.

I use a mixture - an overhead and an undercut bind as well as 240. It's good enough for me albeit sometimes frustrating, but if I took this game more seriously on a competitive level I'd without a doubt drop 240 tomorrow and go full binds.

989 2094
  • 4 Jan
 Monsteri

I'll give you a third one cause, well, someone's gotta be the one to do the obvious joke

989 2094
  • 3 Jan
 Monsteri

still has the .psd file of a 2 min scribble saved and ready to go

989 2094
  • 3 Jan
 Monsteri

@RingMaster said:
What is a riposte feint? Is this a Chivalry term?

It's when you feint your riposte windup

989 2094
  • 2 Jan
 Monsteri

Before the curve was implemented overheads were completely worthless aside from the occasional riposte acceleration and footdrag. For the exact same amount of damage and speed you got an attack that was much harder to aim. To be fair the curve does need adjustments - it's too big and causes overheads to extend too much to the side of the character, leading to hits where they are looking away from you - but then again the release arcs, turncap etc. all need adjustments. If turncaps were reworked to allow for more responsive aiming, movement was adjusted to be less skittish, floaty and unpredictable, THEN you could be fine without a curve but as-is it is absolutely necessary.

Also it wasn't implemented to force you to telegraph your drags, it was implemented to do two things:

1) Fix footdrags
2) Make overhead easier to hit

And both of these things it accomplished.

You may not remember, but footdrags before the curve were completely ketty and unintuitive. You'd run at the attack with your parry held up, expecting to connect any moment now, but suddenly it just slid under your parry and hit you in the foot. That doesn't happen anymore -- overhead drags don't look like they just ignore your parry.

Well, they were replaced with very untelegraphed drags where your opponent is often looking somewhere else entirely, but as I said it's a matter of adjusting the curve - though much more than that, it's about changing the absolutely massive swing arcs.

Take a look here. This is a normal overhead:


629760_20180103011432_1.png


Look at how massive it is. It extends waay beyond the character on both sides, which really shouldn't happen to this extent. You really wouldn't want it to go beyond this line much:


629760_20180103011432_2.png


And see here, this is an overhead done while turning away from the attack. This is roughly how your normal overhead should look like instead. Couple this kind of change with less turncap (or turncap that works differently) across the board, and I think you'll fix quite a few issues.


629760_20180103011617_1.png


Also the curve was my idea, so you really should stop lambasting Crushed about it. Lambast the release animations instead - they are the root cause of issues here.

989 2094
  • 2 Jan
 Monsteri

Riposte feint windows on some weapons are ridiculous and need adjustments.

It's a bit too easy to riposte feint inside someone. Some movement nerfs or more knockback might be necessary.

Parry should be made less susceptible to latency - sometimes on 70+ ping your parry fails to register if you wait the whole feint window before doing the input.

And then riposte feints will be fine.

The decreased parry recovery in mordhau necessitates that riposte feints exist, since the player isn't given initiative for a dragged or feinted follow-up attack. This led to stale back-and-forth riposte fights where neither side was really under any pressure. It's also a welcome addition to 1vX, where you often had no choice but to keep riposting predictably.

989 2094
  • 2 Jan
 Monsteri

Update

Capture.PNG

989 2094
  • 28 Dec '17
 Monsteri

who is this

989 2094
  • 27 Dec '17
 Monsteri

Uhh, can you record video of this happening?

989 2094
  • 25 Dec '17
 Monsteri

Sexually
Indecent
Emir
Gobbling
Erections

989 2094
  • 24 Dec '17
 Monsteri

Unstable man yells at cloud

989 2094
989 2094
  • 21 Dec '17
 Monsteri

That's not a roast you dumb archer larper