Mordhau
 GAYFISH
  • Likes received 20
  • Date joined 6 Sep '17
  • Last seen 1h

Private Message

8 20

@ÐMontyleGueux said:
Good ideas here. Especially on the building part, because some people have been defeating horses by building a palisade instantly in front of one and enclosing it before the horse could escape which is a bit silly.

One thing though, I really disagree with losing a kill when team killing someone. I think the kill column in the scoreboard should accurately reflect the amount of enemies killed (it doesn't make sense to have -1 kill).

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.

8 20
  • 8 Dec
 GAYFISH

@PadanFain said:
If u see ur gonna miss a kick u can still ftp u just have to be quick. I thinks it's good the way it is.

I'm talking about parrying after missing the kick, since you can't kicking is almost always a gamble. It's very easy to make someone miss a kick if you're paying attention too

8 20
  • 5 Dec
 GAYFISH

@Goof said:
I would be ok with 20-30 stam but 30-40 is a little much.

It would be too risky to ever use a kick.

I'd prefer 20-30 but for whatever reason they thought it was necessary to remove when that was what it originally cost, so I made it a lil higher.

8 20
  • 5 Dec
 GAYFISH

Since this was removed using kick is almost always a gamble unless you have the guy pinned somehow. Now that kicks don't stun anymore, for good reason, there's no reason to keep that nerf. Just have it cost 30-40 stam like it used to so it's still punishing the player for missing.

8 20
  • 5 Dec
 GAYFISH

@Mittsies said:

@PadanFain said:
Typical VQ just toxic they have like 1 good admin something Daddy is his name

The only non-toxic member of Vq is Blink. I was told this by Blink himself so I know it's true.

What a meme

8 20
  • 17 Nov
 GAYFISH

Whenever a kick lands to the groin there should be a voiceline along the lines of "OYE MY BALLS".
You're welcome.

8 20
  • 13 May
 GAYFISH

@Huggles said:
More unique mechanics on certain weapons like the billhook has are what the game needs imho.

Also maybe a fresh new mechanic that brings something new to the table in terms of distance management maybe. I always wondered what the game would be like with some type of quick grab and throw mechanic for instance. As a long term smash player I always missed that kind of thing in a sword fighting game.

Not something spammy and obnoxious that does a ton of unavoidable dmg or sets up unavoidable dmg. Just like a quick semi risky move that creates distance but not much else.
More mechanics that encourage different playstyles is always gud, but it'd definitely need to have a high risk high reward trade off to it

8 20
  • 13 May
 GAYFISH

@das said:
Have you considered that it's because we did so much exploring on Chivalry already? Imagine if Chivalry never existed and this game got released out nowhere with zero cool or educational Youtube from Jax, moosey, Sharantil, Giru, etc. You'd probably have the same half-decade slow meta optimization and discovery process of matrixing, spacing, aiming, etc. We've discovered the big, obvious, macro mechanics long ago. There's still a lot of subtle depth not being touched imo. I'll elaborate furthermore.

I play mainly with US West Coast, which means I do play a bit with some US Central and East, but the best players there tend to only Private Skirmish these days.

Gauntlet and Bob Sapp are two good examples of players comfortable with a blisteringly fast playstyle. With weapons like Bastard Sword or some other 1hander, their aim is to condition you with a barrage of riposte and chamber accels, then mix it up with morphs (punish blind counterchambers), chamber feints and empty ripostes (punish parries). The Bastard Sword in particular is quite versatile because it can drag a bit like a 2h. Unfortunately, I can't have a fair superspeed 1h vs 1h with them because either one of us is gonna lag.

GAY FISH has a pretty solid and underrated "neutral" imo. He's among the best at baiting and initiating a fight that has yet to start. Very good spacing and matrixing. A lot of people telegraph pretty badly and don't give much consideration to a duel in that beginning phase when neither player has attacked, or when the fight has reset with neither player flinched or out of turn (thus, neutral).

Nauleaus, wizardish, and Huggles really ingrained in me just how essential footwork is in tandem with chambering and overall defense. Combine this with GAY FISH's matrixing to force later hits/whiffs, and your defense feels so much more in your control. Still not common, but I think people are slowly starting to utilize more and more waterfall/wessex drags. Not the most reliable thing, but it's good against stationary chamber bois and can screw over even regular parry attempts with their deceitfulness.

Speccing and playing against Prince is always a good "barometer" of sorts in learning how to play with and against stab drags. It's taken me a long, long time but I've finally understood how stab drags play out on both sides of the fence (well that and the recent patches make it look less silly lol). Both my defense against stabs and my estoc/rapier gameplay have improved tremendously in the past 3 or so days just from conscietous practice and observance with the one player everyone here loves to hate.

You want to diagonal strafe AWAY from the hand he's winding up with (go WITH the stab flow, not AGAINST it). If his hand is raised (thus starting a "high" stab), do a crouch tilt back matrix and chamber a little late, you're forcing him to do a late stab drag by taking advantage of his turn cap since you're "dodging". Your smaller hitbox also disallows him from doing mid to headshot drags. Since he started winding up high, he won't have the turn cap to do a headshot to foot drag with a stab. If he's aiming lower, it could be a side stab or aimed at the foot. Sprinting sideways will buy you time to chamber the former reliably. For the latter, doing that and aiming low should suffice.

So let's say YOU are Prince. How do you start gnawing at the defenses at a guy who knows how to chamber your stab drags? Start using your strikes like a quarterstaff! Estoc and alt spear have blistering speed LMBs that are ALSO really long. Mix up those chamber feints and morphs, ripostes, heck even drags because of their lengths. Condition your enemy to move in a way so that, when you morph or riposte back into a stab, they'll be caught "in the middle" of your stream and have immense difficulty reading/guessing which side you'll stab drag to. The worst scenario to be in against a spear stab is backpedalling with no lateral movement; from here, he can drag from sky to head, side to left, side to right, torso to lower, and any combination of these since you're not footworking to limit his options. Of course you can parry. If he's conditioned you enough to parry in these troubling spots, whose to say he won't feint the next time your feet are tied?

The way I approach the same people with Zwei, Rapier, Estoc, Battle Axe is all pretty different man! I adopt different philosophies in range playing (or lack of -> facehugging unga bunga me axe man), mixup "patterns" (more morphs on Zwei rather than feints, more parries and feints on Rapier because it's tough to FTP or morph with it), and emphasisbon aiming. I love adopting to enemy reactions and their own unique adaptations. For instance, I headshot Prince with my rapier aftee he falls for a feint. He begins crouch 180ing when he falls for a feint, thus dodging my headshot attempts. If I whiff and didn't combo, that's bad news. Now, he's soft forcing me to aim for torso hits as feint punishes, which is significantly less damage. Or, I disarm him or successfully feint him from a distance. His reaction is to 180 and sprint - darn I can't reach him! Except oh wait, I'll chuck my damn sword at him!

Forget about duels. There's so much freedom in how you want to approach team fights and what "role" you wish to play. You can play nimble, backstabbing rat with a rapier, flinching enemies any moment they don't look at you. Or, similarily nimble footed, you can wield a mighty Zwei, Halberd, or Maul instead and sneak up for some nasty headshot and cleaves. Or you can play more with the team and support them with pokes from the backlines with spear, halberd, or Zwei. Maybe you prefer 1hers but want to be more of a frontliner? Well, how about a shield + 1h messer, bastard sword, or shortspear? Fire pots and smoke pots leave a lot of room for clever play, and this will undoubtedly be even moreso with Frontline maps. And we haven't even considered archers or cavalry and potential counterplay styles to them... Billhook + caltrops, anyone?

Agree with everything ur saying cuz u complimented me and made me feel speshul