Mordhau
 Monsteri
  • Likes received 2678
  • Date joined 26 Oct '15
  • Last seen 8h

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1197 2678
  • 28 Nov
 Monsteri

@Hadeus said:
Tobi pretty much nailed it.

Some people might not agree with this, but I would recommend taking away Bardiche's short-alt grip.

It would become more of a diet-halberd (support weapon) - unable to combo.

This would let bardiche remain powerful - yet remove its swiss-army-knife like utility.

?

It's had a long grip unable to combo for several months.
Or do you mean changing the main mode so it can't combo?

1197 2678
  • 23 Nov
 Monsteri

naw man pencil on paper is the single best way to practice fundamentals

1197 2678
  • 17 Nov
 Monsteri

Tight turncap in the early release would be really bad, you remove all legitimate aim and target switch potential while keeping the worst-looking parts of swing manipulation.

1197 2678
  • 13 Nov
 Monsteri

Stop with the politics. You can discuss the inclusion or non-inclusion of playable female characters without taking ideology into it. Any post dwelling into politics from here on out will be deleted, and if you keep doing them a temporary ban will be issued.

1197 2678
  • 13 Nov
 Monsteri

They need a better windup animation.

1197 2678
  • 11 Nov
 Monsteri

We Viet Cong now.

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1197 2678
  • 10 Nov
 Monsteri

@intTobey said:
Pick one. The best attack is the one that's most useful.

They're not the most useful in all situations whatsoever.

Overhead strikes offer more release time than stabs, allowing you to drag them out for greater effective range.

I doubt the extra release time makes up for the animation discrepancy. The arms are fully extended for a very small period of time in the overhead animation, whereas they are fully extended for the whole stab animation.

Stabs may be the most accurate for tagging heads, but they're also easiest to miss with. With such a small release time, there's little time to correct if they wiggle, duck, turn their back, matrix, whatever.

Stabs are not easy to miss with. An overhead aimed for the head is actually really easy to dodge for good, but stabs can easily be redirected to the waist for a sure hit. Overheads go past the body and the turncap prevents you from bringing them back in, which is not the case with stabs.

Overheads are not the best attack.

1197 2678
  • 10 Nov
 Monsteri

The meta right now is the healthiest it has ever been, and it's all thanks to the ability to drag out a parry with a regular attack. This patch actually has the most variance in viable playstyles. By nerfing drags you destroy their effectiveness against high level players, the TTK will shoot up, and the game will become stale again.

Overheads are also not the best attack.
Not a single attack is the best attack, but if I were to rate one, it's stabs that are up there.
Different situations call for different attacks, though, and you are finally able to mix and match them together in creative ways effectively enough where a lot of previously niche things are viable.

Slashes are the most likely to hit a dodging player or multiple people at once. Slash riposte is very powerful. Undercuts are good when chasing an enemy from above, and they are also good at occasionally hiding your attack when your enemy is looking elsewhere. Overheads are the most versatile. Stabs are the best in teamfights, giving you the greatest range and precision, and usually strong damage as well. Easiest to headshot with a stab for sure. Kicks are a great initiative stealer and often free damage if you manage to push your enemy against a wall.

You have to change things up and use a variety of inputs, or else you give your enemies a very easy subconscious read on your next move. You can alternate between overhead riposte accel and delay all day, but very quickly your enemy will pick up on you doing only this one move and start to easily punish your predictability. This is why there is no single best attack.

...

However, some specific weapons like the Greatsword and Halberd could definitely use small turncap nerfs. Their drags are not only strong, but often outright broken and appear to float inside you while your parry just won't register. It's not only overheads either, but pretty much all strikes.

1197 2678
  • 10 Nov
 Monsteri

It doesn't matter that clicking is 'better', it's not going to do anything as long as shields have a low raise time. Increasing the raise time makes shields feel really clunky.

It's not a good approach.

1197 2678
  • 29 Oct
 Monsteri

@Mittsies said:
It's a map design flaw.
You shouldn't be able to see anything from your spawn other than the 1-way exit.
This can be done by:

  • Spawning players in an elevated room (Think tower) and you leave by dropping down.
  • Spawning players on a cliff, but their view is obscured by trees/buildings/etc. until they drop down and proceed.
  • Spawning players in a room where the only exit is a 1-way "slide" down to the battlefield.
  • Spawning players in a catapult, of which they are immediately launched into the fray.
  • Spawning players in a catapult, of which they are immediately launched into the fray.

Make this happen for the BR mode

1197 2678
  • 29 Oct
 Monsteri

You can punish late morphs intended to get past a parry quite consistently with some footwork. If they're doing a morph to bypass a chamber attempt, you're likely not gonna get the first hit, though.

Being brazen with initiative and having quick input is really the only way.

1197 2678
  • 1
  • 26 Oct
 Monsteri

Chambers are a great offensive mixup all the while being a soft-read of any feints. Compare the offensive potential between chambering and parrying 1v1 - one lets you only riposte, and although it's a strong attack due to its current draggability (a good thing), with chambers you can morph, morph feint, or have an extremely quick attack, and the morphs can be dragged as well.

Your bread and butter is the parry, but occasionally you will want to chamber for its soft-reads and feint capability. Players not as good at reading feints can chamber more often to help them deal with that.

Chambers are in the best spot they've been so far in the game's lifespan, that's for sure.

1197 2678
  • 25 Oct
 Monsteri

@ÐMontyleGueux said:

@Mittsies said:

@ÐMontyleGueux said:
not having morph to chamber anymore feels terrible. Why was it removed ?

@Lionheart Chevalier said:
Morph to chamber removal seems dubious to me

In the current patch you can just mindlessly early-chamber everything, which means you can basically ignore feints and drags and just gamble non-stop. The main problem is that the chamber window is huge now. Morph-matching wasn't a problem back when the chamber window was very small. This is just one of those situations where if you change one aspect of the game, then other aspects of the game become fundamentally broken, and you have to decide whether to revert the changes or just keep changing more things until it works.

But it takes training and coordination to pull it off, it's not like you had just a single button to press. I couldn't do it often but when I did, I felt like I was getting better in the game, from struggling to identify angles to actually morphing to the right attack in a heartbeat to chamber. Now it gets dumbed down to ftp systematically. I will definitely miss it.

Low skill cap

1197 2678
  • 20 Oct
 Monsteri

Yeah, report these kinds of issues here https://mordhau.com/forum/topic/10084/bug-reporting-thread/?page=31#c609

You should only make a new thread if the bug is particularly game-breaking and needs an immediate fix.

1197 2678
  • 15 Oct
 Monsteri

There were originally 360 days in a year

1197 2678
 Monsteri

Retsnom I appreciate your enthusiasm, but politics are not allowed on this forum. Furthermore, you're derailing the thread.

Take it to PM if you want to continue.

EDIT: Well upon further reading I noticed you're done. The warning goes for everyone else as well, however. No politics, no derailment.

1197 2678
  • 6 Oct
 Monsteri

As Void pointed out it's very unlikely there are any legitimate unused keys left. For this reason and the large number of scammers, key sale threads are currently not allowed on the forums.

https://mordhau.com/forum/topic/9125/regarding-the-trade-of-alphabeta-keys/?page=28#c549

1197 2678
  • 6 Oct
 Monsteri

@Xatrian said:
If you don't see the communist boogeyman around every corner, then you're a leftist SJW drone. If you don't see the nazi boogeyman around every corner, you're a nazi sympathizing bigot.

Keep the discussion away from politics, please.

1197 2678
  • 1 Oct
 Monsteri

Take up the matter with developers privately.

If you absolutely wanted your case to have public attention then at least show some composure rather than going on yet another shitposting spree.

1197 2678
  • 29 Sep
 Monsteri

@Peregr1ne said:
I still don't see why it is more annoying to get shot from an archer when fighting someone else than it is to get hit from behind from a melee strike. The way I see it, both are equally annoying. When ranged is balanced right, projectiles can be fairly easily avoided and in this particular medieval title, blocked. Of course when you are fighting someone else it naturally becomes more difficult to avoid or block arrows but then again it also becomes more difficult to block or avoid multiple melee strikes. Now, I understand that in regards to melee you have to get closer but the trade off for that is that landing a melee hit is easier than landing a ranged hit.

Huntsman should be either removed or limited to be more skill-based because otherwise longbows (and possibly crossbows too) will be the common meta. What will that involve? People camping far away, corner spamming from towers, rocks, walls etc. and dishing out massive damage one shot at a time. Any recurve bowman that tries to play against them will get destroyed way too easily meaning the only counter will be another huntsman longbow archer. Pure melee set ups won't be able to close the distance since they can generally fall back into another wave of teammates due to being so far away, or they are perched up on a wall or tower. See, the whole reason I want some sort of change to the huntsman perk is because I DON'T want archery to be OP. I don't want any weapon to be so ridiculously easy to use that it's unfair on everyone else. Maybe it's just the longbow that mostly needs a nerf but then again a change to the perk isn't a bad idea either.

Dunno mate I top score with recurve consistently and usually win my fights against other archers, you included. Also keep in mind that in pubs enemy archers will constantly be preoccupied with something else and thus easy targets - it's not difficult to just dish out headshots with the recurve from the side and take out multiple enemy archers much faster than you could with the longbow. I think it's a pretty even fight with recurve and longbow though, and map choice will eventually determine the superior option.

Dunno why you're even mentioning the crossbow, it's a complete meme weapon that is far worse than just getting two throwing axes.