Mordhau
 Monsteri
  • Likes received 2858
  • Date joined 26 Oct '15
  • Last seen 9h

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1297 2858

They could be buffed for sure, but the 30 stam gain on disarm is actually very significant. Combined e.g. with Bastard Sword, which almost gives you free hits at times, it allows you to survive far longer than you can on any other loadout. It's not viable in FL mostly because you need to kill people quickly in that swarm of gamblers.

1297 2858
  • 7 Jun
 Monsteri

There are much more recent threads regarding this subject. Please read the rules and do not necropost.

1297 2858
  • 29 May
 Monsteri

Input started getting wonky around some of the post-release patches. I'll randomly FTP my ripostes and indeed, attacks sometimes don't input like they should, but this is not nearly as common for me as you describe. You're probably having both legitimate issues and placebo issues with intentional game mechanics.

1297 2858
  • 28 May
 Monsteri

20190528034638_1.jpg

Played mostly SKM and BR

1297 2858
  • 23 May
 Monsteri

Dodging forward would allow you to jump out of telegraphed drags on the regular and it'd actually be a massive buff.

1297 2858
  • 19 May
 Monsteri

@Mackintoke said:

@SWSeriousMike said:

Hit trades are already in Mordhau and the comp scene doesn't seem to mind.

Oh shit, really? I didn't notice them. You're saying that after the windup, during release phase (after your character grunts) the swing won't get cancelled if my guy gets hit?

I just remember in Chivalry this was the case - if my pole hammer came a swinging and you stabbed me you'd get smashed still, but in this game that never happens, at least with me. I swear to god I thought this was just like comp mod, where they removed hit trades and it was a whole different meta.

I'm not a pro by any means. I just like hitting people in this game.

Hit trades can only happen during riposte.

1297 2858
  • 18 May
 Monsteri

It's time spent in the air. There might be some special exception when falling on people, I'm not sure.

1297 2858
  • 18 May
 Monsteri

Yes, that's very much intended.

1297 2858
  • 17 May
 Monsteri

Sounds pretty crazy, without a video or we can't really know what you're talking about.

1297 2858
  • 15 May
 Monsteri

I used to have this problem, figure it was a problem with my CPU (FX-6300). Don't have a fix for you, but when I upgraded to my current rig it went away. Would probably be helpful for devs if you listed your full computer specs.

1297 2858
  • 15 May
 Monsteri

Eveningstar is an S tier weapon in both duels and teamfights. It's only a poor weapon compared to long cleaving ones in pubs, and that is because the average joe can't defend themselves from the simplest of drags or anticipate that a teammate might fail to parry. Point cost also matters nothing as long as you can afford 3/3/X, so ES is in the clear.

1297 2858
  • 8 May
 Monsteri

There's also a thing called early release, which extends the non-damage-dealing part of attacks. This is a dynamic % based on the y angle of your camera, where the higher you look the more early release you get. I don't believe we have accurate numbers on this, but it's definitely reactable, so I assume it's in the ~200ms range.

Stab feints are harder to read (you pretty much need 0 ping to consistently hard-read them) because they're pretty much perfectly accelerated every time, starting inside your body by default and the transition animation is much more subtle.

1297 2858
  • 28 Apr
 Monsteri

Yep, on low post processing settings the AO takes fewer samples and you end up with this checkerboard pattern.