Mordhau
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 Monsteri
  • Likes received 1870
  • Date joined 26 Oct '15
  • Last seen 3h

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878 1870
  • 16 Oct
 Monsteri

Proficiencies balance the loadouts. Perks are preferential side bonuses.

878 1870
878 1870
  • 15 Oct
 Monsteri

Clearly the ultimate solution is to allow us to turn our heads around while dead

878 1870
  • 15 Oct
 Monsteri

@marox said:

@Jax said:
@marox while you're at it, could you implement "inverse strike" and "inverse stab" keybinds, which would make the attack come from the opposite side of where you looked?

I know there's already an option to toggle this, but I prefer the default system - however, sometimes when I'm doing successive chambers or trying to track an enemy I run out of mousepad or get too off target.

(I might have overlooked an option in the settings, though.)

This might quickly spiral out of control in terms of buttons, given that one person might want left/right swapped or up/down swapped or both. :(

A single modifier button (lAlt) that flips both axis when pressed will be enough. I've outlined many of the problems with 240 input without such a modifier button here: http://mordhau.com/forum/comment/101882/find/

878 1870
  • 15 Oct
 Monsteri

I have a consistently higher ping as well. The EU Central servers are presumably located in Germany, and e.g. in CS:GO I'd have roughly 50-60 ping there, but in Mordhau it's 80-100.

878 1870
  • 1
  • 15 Oct
 Monsteri

Better yet, implement a singular modifier button that flips both axis of the 240 system for the duration it's pressed. It's a must for effective acceleration and tracking targets.

878 1870
  • 15 Oct
 Monsteri

As far as I know neither have the initiative at that moment, once the clash occurs both can combo at the same time. Faster weapons might have easier time on the followup attack, though.

878 1870
  • 1
  • 15 Oct
 Monsteri

Have you tried chamber feinting? Reading that is no joke. Regular chambers are great if you have a fast weapon.

When riposte feints were removed, chambers became worthwhile.

878 1870
  • 1
  • 14 Oct
 Monsteri

@Huggles said:

@Monsteri said:

@Huggles said:

@vanguard said:
You can't remove these extreme drags without messing with turn cap and release times as far as I understand. I'd rather have parrying and chambering being easier to perform then having limited turn cap and short as fuck releases.

An elegant solution would be to use the same technique that made reverses impossible, except now apply it to the veryyyyy end of swings and stabs. So you can no longer do the full release of a stab and then drag it into someone's back for example.

That technique is just extending early release the higher you look. How would this remove stab drags?

oh, idk, but once an attack is fully release it shouldn't do damage past that is all I'm saying. Like I shouldn't be able to miss a stab, then drag it back into my opponent at the last couple hundred ms.

The last couple hundred ms? Stab releases are roughly 500ms at their largest, you're proposing to nerf stab release to 300ms or lower -- smaller than the duration of the parry. Coupled with the ease of chambering stabs they would be come useless, even if you reduced the parry box significantly.

On topic, I agree that ideally chambers should be about making the weapons collide. That's what's new and innovative about this mechanic in the first place, and having such a simple rule in place would certainly be more intuitive than the current requirements.

878 1870
  • 14 Oct
 Monsteri

@Huggles said:

@vanguard said:
You can't remove these extreme drags without messing with turn cap and release times as far as I understand. I'd rather have parrying and chambering being easier to perform then having limited turn cap and short as fuck releases.

An elegant solution would be to use the same technique that made reverses impossible, except now apply it to the veryyyyy end of swings and stabs. So you can no longer do the full release of a stab and then drag it into someone's back for example.

That technique is just extending early release the higher you look. How would this remove stab drags?

878 1870
  • 14 Oct
 Monsteri

I think the parry buff only applies to consecutive parries. I'd rather it be possible to actually aim your next parry, it feels like there's a huge turncap atm.

  • Feint queue now works based on endtime instead of starttime but remains 200ms

What does this mean?

878 1870
  • 14 Oct
 Monsteri

But when parry box is reduced, wouldn't side-stabs etc. be doubly effective and near a guaranteed hit?

878 1870
  • 13 Oct
 Monsteri

I'd have way more fun with slightly limited drags than having to play pussyfoot with my weapon every time I try to attack.

878 1870
  • 13 Oct
 Monsteri

The distant parries have been my pet peeve since the beginning. Here's a video showcasing them in pre-alpha:

It's usually not that severe, more often they get parried halfway later. Regardless it makes getting parried feel bad and in a hectic situation you often can't tell what happened and who parried you. It also stops some drags because people can just parry your weapon out of the air -- it's very noticeable on chamber morph drags, happens with basically 100% consistency.

Make happen only when weapon clipping player model pls

878 1870
  • 13 Oct
 Monsteri

Distant parries are a thing, yes, they look awful and they need to go away. It's my biggest visual gripe with the game by far.

I also experience stabs hitting me way before they should.

878 1870
  • 13 Oct
 Monsteri

Clashes are supposed to prevent shady first hit flinch situations from happening. They don't do it all the time, but there's that.

878 1870
  • 13 Oct
 Monsteri

20171013163512_1_preview.jpeg

The 2h sword animations seem to break sometimes, notice the hands.

Been unable to replicate consistently.

878 1870
  • 12 Oct
 Monsteri

@kEsa1996 said:

@Jax said:
As long as it doesn't create too big of a discrepancy between 1P anims and 3P hit tracers, I'm all for it.

The problem I came up with was that parries would now be centered above the center of your screen, thus making aiming them harder (Not that it is very hard now).

Many small issues with viewmodels and camera limitations would arise, and you'd likely need to change some 1p animations as well, so it's definitely not a small undertaking, however I think the results would be worth it.

Gameplay-wise nothing much would really change though; for example you don't parry with your animation, the game simply checks the angle of incoming attacks and the angle you're looking at and decides if the conditions are right for a parry. This has small implications for parrying, for instance you'd be a bit more protected from down low attacks even when looking horizontally (intended) and less protected from above when looking horizontally (also intended).

There are probably some issues I haven't foreseen though, the devs would have a better knowledge of that.

878 1870
878 1870
  • 12 Oct
 Monsteri

@Shara said:

@Monsteri said:

@Shara said:
Wouldn't that make accellerated riposte overheads even less readable?

How come? You'd have more of the enemy in view as he does the acceleration, not less.

As the character model wouldn't go into "blowjobmode", but the strike manipulation would remain the same, just the outside model would appear different. Since the angle of the view has been altered you'd bend down in a subtle way and still get an accellerated overhead.

Given that you'd be capped at the very most by 90° looking down, you'd look alot less "blowjobby".

Attacks wouldn't be altered. Doing them might look different in 1st person, but from third everything would look exactly the same -- the only change would be in what people can see in which body stance.