Mordhau
 GAYFISH
Knight
  • Likes received 267
  • Date joined 6 Sep '17
  • Last seen 31 Mar

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Knight 103 267
  • 14 Jun '19
 GAYFISH

@Haanz said:
if they have a lute equipped and spamming midi files with a hack program. plz fix

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

Knight 103 267
  • 19 May '19
 GAYFISH

@Q said:

@ToLazy4Name said:

@Q said:
Nah I agree, parry has become easier than Chiv, especially in team-fights & 1vX (I think the parry box gets bigger during multiple incoming hits, or something). It wasn't always the case though.

citation fucking needed, and even if that's true it still isn't possibly bigger than Chiv's on top of being a shorter duration

I don't know all of the exact numbers for both games, but here is the changelog (#17) thread for the parry rework: https://mordhau.com/forum/topic/10158/changelog-thread/?page=3#c55 . Also check out some of the other changelogs for parry in that time period.

I also mentioned the issue in this thread (back in May 2018, before the rework): https://mordhau.com/forum/topic/13068/current-state-of-combat/

These changes only affect double parries, something exclusively used in team fighting.
Not regular parries

Knight 103 267
  • 12 May '19
 GAYFISH

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.

Knight 103 267
  • 1
  • 21 Feb '19
 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 103 267
  • 20 Feb '19
 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 103 267
  • 20 Feb '19
 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 103 267
  • 15 Feb '19
 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 103 267
  • 7 Feb '19
 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 103 267
  • 5 Feb '19
 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 103 267
  • 28 Jan '19
 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.

Knight 103 267
  • 1
  • 26 Jan '19
 GAYFISH

@Lionheart Chevalier said:
I really like stamina on successful hit. I would hate to see it go. Allows a player to stay in the game against multiple opponents. I believe it was added specifically to encourage players to be more aggressive... though it may reward this too much so.

Do you think reducing stam on hit, as opposed to removal, would be a good middle ground?

Shields in their current state would not be viable at all without it.

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

Knight 103 267
  • 26 Jan '19
 GAYFISH

@Huggles said:

@GAYFISH said:

@Huggles 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?

The issue is stamina being a huge part of gameplay in general imho. Stamina should be less of a balancer and more just as a barebones mechanic that keeps fights from lasting a zillion years. Stamina was simply too limiting in chivalry and I think it's changed for the better in mordhau, but that being said there are simply too many powerful moves solely "balanced" by stamina. Chief among all these being the chamber. Chamber is a read anything mechanic for the cost of stamina and it's pretty gay that way imho. And everyone just morph spams everything and it overall leads to combat feeling extremely non-committal and less than lethal with a lot of prolonged artificial survivability.

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.

Ya ik, that's my point. Stamina being so crucial to gameplay at all is the issue imho. You're kinda confirming that it's a huge deal because the excess of stamina has made everyone way too survivable due to brain ftp and chamber spam that is way too powerful because stamina is so abundant.

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.

Knight 103 267
  • 26 Jan '19
 GAYFISH

@Huggles 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?

The issue is stamina being a huge part of gameplay in general imho. Stamina should be less of a balancer and more just as a barebones mechanic that keeps fights from lasting a zillion years. Stamina was simply too limiting in chivalry and I think it's changed for the better in mordhau, but that being said there are simply too many powerful moves solely "balanced" by stamina. Chief among all these being the chamber. Chamber is a read anything mechanic for the cost of stamina and it's pretty gay that way imho. And everyone just morph spams everything and it overall leads to combat feeling extremely non-committal and less than lethal with a lot of prolonged artificial survivability.

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.

Knight 103 267
  • 25 Jan '19
 GAYFISH

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?

Knight 103 267
  • 1
  • 23 Jan '19
 GAYFISH

Tried to edit a typo and instead quoted nothing, mobile is an awful platform :c

Knight 103 267
Knight 103 267
  • 3
  • 23 Jan '19
 GAYFISH

"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.

Knight 103 267
  • 2
  • 18 Dec '18
 GAYFISH

@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.