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In this thread there's a pretty simple mute for the lutes
https://mordhau.com/forum/topic/16391/please-give-client-side-option-to-mute-the-lute/#c3
These changes only affect double parries, something exclusively used in team fighting.
Not regular parries
I don't have a picture but the hood cosmetic for T3 helmets also clips pretty bad with shoulder cosmetics like short mantle and others.
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
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.
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
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.
Flesh wound is the name, but it wouldn't work because it doesn't activate on headshot kills
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.
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.
Shields already aren't viable and the stam mechanic doesn't change that. Stam on hit should probably only exist as a perk, with a nerfed amount.
Or maybe only on ripostes, cus fuck it might as well turn Retard Strength Ripostes into GodMode ripostes already. (Isjoke)
You have a point about it being good for team fights or 1vX but the consequences it has on smaller engagements seem too great to warrant it imo
I think we both agree on stam currently being an issue, I just think it was in a great spot before the new stam mechanic and maybe you disagree.
Personally I like stamina being a big part of combat because it forces you to be more mindful and precise when fighting.
The last thing this game needed was rewarding spam even more and that's precisely what the stam recovery on hit does.
The thing is that the stam on hit mechanic adds a ton of artificial survivability though, because as long as you're able to land every 1 out of 2-3 hits you can keep being mindlessly aggressive and not worry about blowing your load too early.
The reason you see so much chamber botting and morph/feint spam is because the chances of you being punished for bad stam usage aren't good, especially if you land an occasional hit.
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?
Tried to edit a typo and instead quoted nothing, mobile is an awful platform :c
"Noobs don't CFTP, what's the issue?"
You're acting as if pressing parry after a blatant miss is somehow an advanced tactic. Anyone with more than 5 hours can easily CFTP more than 80% of the time.
But Crushed thought combo spam wasn't already incentivized enough with lunge and always available CFTP, so he added stam recovery on hits. Now combo spam is not only greatly enouraged, but it's basically necessary.
Makes perfect sense, if you're too careless or greedy to not TK when fighting you deserve that -1, their should definitely be a forgive option though.