Mordhau
 Monsteri
  • Likes received 2731
  • Date joined 26 Oct '15
  • Last seen 2h

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1223 2731
  • 7 Feb
 Monsteri

Recurve after the recent balance changes is useless against other archers, but in focused engagements it's actually superior vs melee. This is due to its ROF, and mostly because its sway pattern actually helps you aim by going straight up - you only have to line up the horizontal aim and time it, vertical aim is taken care of by the bow.

1223 2731
  • 7 Feb
 Monsteri

@Peacerer said:
Yeah, AOE dmg would be nice. Each enemy gets 15 dmg which they will ignore without noticing anything hit them at all. Oh wait, even single target hit often do 15 dmg. 0_o

You destroyed shields, now destroying arrows. I predicted that more than a year ago. Unfortunately it came out true. Current archery is a joke! And you know that.

Archery is strong, but you need to have good aim to be efficient. 2shot on T3 helmet is no joke.

1223 2731
  • 4 Feb
 Monsteri

Never erect

1223 2731
  • 28 Jan
 Monsteri

Here's a dedicated thread for testing text shenanigans:
https://mordhau.com/forum/topic/2510/mordhau-forums-code-dictionary/

1223 2731
  • 28 Jan
 Monsteri

As far as I've talked with crush, it was added to encourage aggressive play and make sure that with the removal of zero-stam chamber there would still be a way to stay in the fight, especially with 1vX in mind.

1223 2731
  • 27 Jan
 Monsteri

CTF + Melee = recipe for disaster

1223 2731
  • 25 Jan
 Monsteri

@Runagate said:

the animations aren't unreadable, and there are many ways to mitigate their difficulty

Such as?

Well, you can go over the nuances all day but it basically boils down to:

Footwork

Chamber FTP for crutch

1223 2731
  • 25 Jan
 Monsteri

Why the necro?

1223 2731
  • 2
  • 25 Jan
 Monsteri

If you're in a position where it's possible for him to do an ambitious drag, you can always do a chamber attempt to ftp to play it safe.

There's two parries in the game, a long parry and a wide parry, and the long parry is significantly easier to time. Aim roughly at the middle of the weapon to get the most out of your parry range, never aim at your opponent (as you're often doing when getting hit), especially with these horizontal drags.

You're also often parrying early when you have far more leeway, at least a 100ms or so. Mind where your enemy is looking and mind your distance at the time, there's only so fast he can be at x angle and y swing travel time.

Your footwork and aim is stuttery, you're stopping to think too much and thus you're not mitigating nearly to the extent you could be.

If you're in a position to just turn and run, don't be afraid to do so. Perhaps it wasn't the point of the video and that's why you didn't do it, but e.g. in video #2 at 0:05 you could've easily ran away and forced a whiff on the combo, same at 0:15. Doing this will not only mean you don't have to try and read at all, you also make your enemy wary of doing big drags and chip away at his confidence.

While the general rule is to backpedal or run away, when he starts doing big facehug insiders then looking down and running forward is perfectly viable. Executing an insider that can't be parried takes a lot of precision, and by running forward and perhaps doing a chamber attempt, you'll often force a miss and get free initiative (even a free hit if you manage to turncap him). If he doesn't miss you'll still chamber him.


While there's all this counterplay, sometimes you will indeed be in a position where you don't have any good footwork options and your stamina is too low for a chamber ftp. You will simply have to take the punishment and try to hard read the drag. Sometimes you'll succeed, sometimes you won't. This is a good, healthy thing for the game. If all attacks were readable in a vacuum the game would be broken.

You can read and mitigate until you can't. Either you were outplayed or you exhausted your resources. Eventually, someone will die. Hope this helps.

1223 2731
  • 20 Jan
 Monsteri

I recommend you equip the flesh wound perk.

1223 2731
 Monsteri

@Vegust said:
There is no unique advantage, 5-10 degree attack angle difference matters nothing when you start considering other factors like timing and positioning. As you said, the directional play is almost nonexistent. If there a was a superior to default angle that could potentially let to misleading attack tracer or some shit everyone would just bind it, even the players who prefer directional input (if you think there are, show them). There are obvious disadvantages no matter how comfortable you are simply because your input overlaps with other important actions like body movement and tracer positioning that you need to do at the same time. For me, the most important one is trying to do a right attack angle while you are trying to catch a riposte in a 1vX. Maybe you could master instant pixel-perfect inputs for all 234 secret additional directions after like 10000 hours I guess, would love to see that.

The reason to keep this scheme is that it's much easier to understand compared to binds which are probably also 2-button binds for alternative attacks. It's intuitive and other popular games like For Honor and M&B have a similar control scheme (though they have a number of fixed directions). Now If you remove the additional attacks, an actual major disadvantage of a 240-degree system will arise - inaccuracy. Suddenly a 3-degree shift becomes a completely different attack you didn't want to do, right now thanks to procedural attacks it's completely smoothed out. This will make probably the main input mode for most people on the release actually inferior to binds, which will incline the game towards being a niche product for the small elitist community even more. The 240-degree system is also essential for lute and other perspective new mechanics.
Different degrees of freedom with different control schemes is not a new story, controllers have joysticks that allow regulating your movement more precisely, especially in many isometric games where keyboard leaves you with only 8 directions at max.

The real situation right now is that new interesting control scheme that allows to lift off some previous input restrictions for at least more visual concord between what you press and what you see for all players gets bullied by tryhard minority, because they are paranoid it can potentially be somehow abused by themselves using their own artificial control system.

Here's a post of mine from June last year.

@TheKingInTheNorth said:

@Monsteri said:
As someone who used 240 since slasher and up till a few months ago

I'd prefer the 240 procedural system be removed, and replaced with 6 attack directions with each having a unique animation. Keep the input scheme, i.e. flick to choose angle and lmb to start the attack, but with only 6 possible angles.

It might be painful for the devs but this would be a gargantuan improvement for the game.

I can elaborate further

The in between angles are literally the only (tiny) advantage of using 240. I wouldn't remove them tbh, would basically be the same as removing 240 imho.

The tiny advantage that inbetween angles provide is vastly overshadowed by the disadvantages removed by limiting the system to only 6 possible angles. Currently the actual desired zones of input are tiny compared to the undesired ones. This makes using the system in conjunction with all the aiming requirements of this game a fickle balance. Simply put it's way too hard to use. It's a terrible system for even the casual players, whom are supposed to find it easy and convenient.

Capture.PNG

The reds represent zones of useless input. These are angles that have no value and only mess up your aim. Notice how they're the vast majority of angles provided? Yeah, that's ultimately why this system is bad. It requires way too much accuracy for no reason.

If you replace the 240 angles with only 6 angles, you increase the correct input angles hugely. A crude gesture of up or down, left or right is much easier to do and feels much more consistent to the player.

ympyra.PNG (1).png

1223 2731
  • 8 Jan
 Monsteri

@Mittsies said:

@Stouty said:
I've tried both, obviously I was very good even when playing with directional but from first hand experience I know binds are superior. I can hit all my binds without any wrist movement, you could argue that there's a slight delay as my brain goes to figure out which bind I need to hit but that will only get faster with practice. The delay in 240 will always be present and I doubt any 240 player will be playing at the very top level. Wizardish was probably the best to do so but he switched to binds long ago and acknowledges binds are much better

For the record I also have a mouse with many side buttons, and I personally don't feel that moving my thumb around to hit all of these buttons is any slower than the other possible input methods, I'm only playing devil's advocate.

The difference is that you can move your thumb over to the correct mouse button in advance. You can't "prime" the correct attack with 240.

1223 2731
  • 4 Jan
 Monsteri

I wish the extra procedural angles were removed and we had only the 6 normal angles.

This way you could have so much better and more distinctive animations, and it opens the possibility of having special timings/moves on some of the angles. For example long weapon undercuts make no sense, you're forced to look up or you'll hit the floor every time, and these are easily some of the worst looking animations when not taking any manipulation into account.

It would also be far easier to input the desired angle with only 6 of them available, since the correct input zone for each is many times larger than in the current system.

Simply put the game would vastly improve.

1223 2731
  • 3 Jan
 Monsteri

Making early release easier to parry translates to make the parrybox big vs early release

This feels like shit for the attacker
Leads to some real wonky parries
You can't anticipate when you get parried

1223 2731
  • 2 Jan
 Monsteri

What renaissance said, please use the search function next time.

1223 2731
1223 2731
  • 28 Nov '18
 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?

1223 2731
  • 23 Nov '18
 Monsteri

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

1223 2731
  • 17 Nov '18
 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.

1223 2731
  • 13 Nov '18
 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.