Mordhau
 GAYFISH
Knight
  • Likes received 111
  • Date joined 6 Sep '17
  • Last seen 1h

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Knight 40 111
  • 14 Apr
 GAYFISH

@Crandaddy19 said:
This game is going to be AMAZING! I cannot wait!

Did you seriously go through a years worth of posts to necro this? That's some dedication right there.

Knight 40 111
  • 12 Apr
 GAYFISH

@Peacerer said:
I want bears. We have bear traps available, but i don't see any bears. 0_o

Imagine if there were bears that could maul you patrolling Grad during the BR mode, that'd be hilarious and terrifying at the same time.

Knight 40 111
  • 12 Apr
 GAYFISH

@Lord Petyr Baelish said:
Might aswell give a spreadsheet that flashes infront of you that explains to you exactly what and how you need to do to parry melee attacks. Put a flashing 100m red circle under horses aswell so you can adequately prepare against anyone that dares to get on a horse.

You guys are clearly misrepresenting what this guy said to make it sound dumb and to stroke your own egos. He never once mentioned HUD affecting melee.
Do I think what he said should be added? Probably not.
But if all you're going to do is shit on someone instead of discussing what they said you're just an asshole, especially considering that this guy hasn't even played the game.

Knight 40 111
  • 12 Apr
 GAYFISH

@Havoc said:
what the fuck is wrong with you people?

Obviously this isn't going to happen for good reasons, but why do you guys have to shit on someone who obviously hasn't played the game?
He's just offering suggestions, even if they're not feasible.

Knight 40 111
  • 1
  • 11 Apr
 GAYFISH

@Lusoctane said:
I have a suggestion that can help balance the melee guys against archers.
This system could help melee players have enough time to defend themselves against arrows, so my suggestion would be to show a signal on top of the archers as soon as the arrow was coming out of the bow, so players could at least predict a few shots, and could block the arrows in a short time.
So, the players would have an opportunity to defend themselves based on their momentary skill instead of taking unfair shots.
I do not think the proposal to limit or remove archers is correct, there are other ways to combat this, there has to be a way to satisfy all styles in order to give freedom to choose what we want.

I've heard people mention having the arrowhead shimmer or have a glint right before shooting.
You'd probably have to limit the visibility of the shimmer to close ranges to not gimp archers though.
Idk if this would be helpful or not but it's an interesting idea and a lot less intrusive and immersion breaking than giant floating HUD.

Knight 40 111
  • 11 Apr
 GAYFISH

Our valiant hero has returned, PRAISE BE ANAL ERROR.

Knight 40 111
 GAYFISH

Out of all the things listed, the tighter turn caps and longer parry lockout sound like very effective and simple changes that could greatly benefit this game and 1vX specifically.
At the very least changes like this should be tried just to know how it'd affect the game.

Knight 40 111
  • 5 Apr
 GAYFISH

@Christian2222 said:
I have to give this community props for not just being about realism, I have always believed gameplay > realism. Maybe there is hope for you guys yet :) I threw in a realism idea, and it got slammed.... I'm actually proud of you guys ^-^ maybe the future of gaming will not be so bad.

Keep putting these realism kiddies in their place.... gaming was never about realism, that is just some new strange concept people are throwing out there, and failing to implement correctly. Games are supposed to be fun :)

People might take you more seriously if you weren't being so condescending and arrogant.
Or maybe if you actually played the game, that'd probably help.

Knight 40 111
  • 5 Apr
 GAYFISH

@Jax said:
head is harder to hit, but headshots deal much more damage than chest hits. so even though they work a bit differently, they're about equal in terms of importance - therefore they have the same movespeed penalty

They're simply not equal in importance, there's a reason everyone runs 2/3/1 armor instead of 3/2/1.
It's because the time to kill is so quick regardless of where you get hit, which is why torso armor is objectively better and is why it should be heavier.

Knight 40 111
  • 4 Apr
 GAYFISH

I understand why head armor weighs a lot more than legs, but not why head and chest weigh exactly the same.
Chest armor objectively gives more survivability than helmets, so why not make torso armor moderately heavier than helmets?

Knight 40 111
 GAYFISH

@Christian2222 said:
People are nuts =D How is remembering 8 different attack buttons easier than just picking my attack direction via a mouse twitch? You CMW players. I'd like to see some MNB players put in their 2 cents. I'm sure it is nice to have a few specific attacks keybinded, like direct overhead, etc. Not sure why we are discussing one or the other when you can make good use of both. It is also probably way easier to chamber with 240.

The fact that you think 240 would be easier to chamber with shows that you've never even played the game.
So why are you throwing out downright stupid suggestions when you have no idea how the game even plays?

Also calling people CMW players because you're too low IQ to come up with a rebuttal to your awful suggestions while simultaneously having never played Mordhau yourself is truly next level down syndrome.

Knight 40 111
  • 25 Mar
 GAYFISH

@Snake Skin said:
Ever since the end of the stress tests I have had consistent frequent packet losses and lag spikes in combination with higher lag.
I dont know if I'm the only one to experience this on a regular basis but it's so awful in my case that the game is almost unplayable for me.
20190325195227_1.jpg
20190320161700_1.jpg
20190320150112_1.jpg

Did something happen to the servers in the meantime or is this just on my end?

EDIT: Usually my ping prior to the stress tests would be 60 to 80, but nowadays it's always clocking around 100

I've had the same problem, before the tests I'd get 30-50 ping regardless of player count in Chicago servers.
Now though it's 60 at best when the server is low pop and it goes up as more people join, I've also had the packet loss icon coming up every few seconds consistently ever since the tests.

Knight 40 111
  • 1
  • 21 Feb
 GAYFISH

@Lionheart Chevalier said:
Maul doesn't even 1shot naked/light torso lol Its truly infuriating when my Longsword/poleaxe is deflected by a farmer's hat or naked chest. Cheap armor gives you no speed nerf from naked and more damage reduction fighting cheap 1h weapons but falls short against heavier 2h. Realistically messer, baxe and other slash/chop weapons should rape the shit out of light torsos. Would love to see naked/light get health nerfs (more 1htk torsos by 2h) in exchange for some of the buffs mentioned above or for more expensive T3 torso armor costs.

T3 torso= 4pts? Helmets/leggings are already well balanced by previous point costs and corresponding movement speed nerfs.

OR we can swap head/torso speed nerfs with each other, so torso becomes the heavier weight instead of helmet. Torso's alot more important/valuable than helmet anyways and this should be the weightier both realistically and in terms of balance.

I'd speculate either would make medium torso's more prominent... but let's be real medium torso's are meh. I think we would all appreciate more medium torsos.

I'm almost positive that helmets and torso have identical speed debuffs, T1 is also slightly slower than naked.
But I like the idea of 4 points for heavy torso

Knight 40 111
  • 20 Feb
 GAYFISH

@Cswic said:

@GAYFISH said:
Changing lunge based on armor worn could really help lighter loadouts.
The main reason footwork and dodging are so ineffective as a light class is because plate fatty can just zoom straight up to you and be immediately in range because of lunge.
I mean lunge distance is nearly identical to the dodge distance which just makes it feel useless.
Why ever go light when you effectively have the same mobility as a rat when it comes to small team engagements or duels.
It seems like the only melee meta the devs want is full plate accel/decel apes making their animations as unreadable as possible.
It's sad really

Early on we did have lunge scaling upwards with armor speed before they made it static since lighter lunge felt too strong or something. I think Izil suggested the same thing recently (before it was said we'd have this 25ms lunge nerf). 1/1/1 or 0/0/0 would have the current lunge and then anything heavier would have worse. Kind of the opposite of the original way it scaled.

Should definitely push for this depending on how things play out with the lunge nerf.

Ye that's how I'd like it, previous light lunge was absurd but to balance it by making lunge static is just plain lazy.

Knight 40 111
  • 20 Feb
 GAYFISH

Changing lunge based on armor worn could really help lighter loadouts.
The main reason footwork and dodging are so ineffective as a light class is because plate fatty can just zoom straight up to you and be immediately in range because of lunge.
I mean lunge distance is nearly identical to the dodge distance which just makes it feel useless.
Why ever go light when you effectively have the same mobility as a rat when it comes to small team engagements or duels.
It seems like the only melee meta the devs want is full plate accel/decel apes making their animations as unreadable as possible.
It's sad really

Knight 40 111
  • 15 Feb
 GAYFISH

I think more mobility perks could be attractive to people. Maybe some form of faster backpedal acceleration, but that could be hard to balance.
Improved climbing would be nice.
An expensive perk that gives upgraded climbing mechanics like short vertical wall runs would be hilarious if it could be balanced properly.

Knight 40 111
 GAYFISH

@Huggles said:
imho game needs more variety overall. It seems like basically everyone plays the same way now and it kinda sucks. There's a few people who try to break the mold like gay fish and I really appreciate people like him but people tend to play sort of the same now. There def feels like the game really hard pushes a "right" way to play and it feels boring. At least in duels.

I appreciate ur luv <3
And def agree that this game pushes the big ook morph feint meta way too hard.

Knight 40 111
  • 7 Feb
 GAYFISH

@idiotgod said:

@GAYFISH said:

Just imagine seeing a dude's jaw hanging out from the bottom of their helmet after a phat ES smak or mol to the face, would be glorious.

Fuck.. they should add this for head hits to the face from blunt, and make it so it can happen while you are still alive if you have the second chance perk, who's name escapes me

Flesh wound is the name, but it wouldn't work because it doesn't activate on headshot kills

Knight 40 111
  • 5 Feb
 GAYFISH

I always thought all the bone breaking sounds were too high pitched.
I feel like it should be a bit deeper sounding since bones are pretty dense.
Head explosion also looks really bad too. I know it would've been harder, but a jaw joint with 2 connection points for partial and full dismemberment would be much cooler.
Just imagine seeing a dude's jaw hanging out from the bottom of their helmet after a phat ES smak or mol to the face, would be glorious.

Knight 40 111
  • 28 Jan
 GAYFISH

@Bodkin said:

@GAYFISH said:
Honestly I thought whiff punishing was in a great spot before the introduction of stam recovery on hit.
If you were skilled enough to force misses and punish your opponent's poor stam management while remaining aggressive you were rewarded by winning the stam war.
But now that stam on hit exists punishing whiffs and poor stam usage is much more inconsistent since you can regain anywhere from 13-20 stamina by landing a single hit.
I feel like this greatly encourages more brainless combo/morph feint spam because poor stamina usage is much more difficult to punish.
I really don't know why this mechanic was added, did anyone think it was necessary?

It was added so that weapons with bad stamina matchups against heavier weapons, which also tend to be feint/stam-use heavy, would not feel as if they are on a 20sec timer to kill someone who is using something heavier before they get free disarmed and killed for doing nothing wrong really.

Basically faster weapons in a nutshell from old patches. Have to feint/morph to land hits with them due to a lack of meaningful swing manip capability, but thats exactly what the enemy wants so he gets a free kill off of 1 or 2 reads

I really hope that's not the reason it was added, because adding a mechanic that affects all weapons while trying to buff only 1H weapons is the epitome of bad game balancing.