Mordhau
 GAYFISH
Knight
  • Likes received 263
  • Date joined 6 Sep '17
  • Last seen 26 Aug

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Knight 99 263
 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 99 263
  • 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 99 263
  • 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 99 263
  • 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 99 263
 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 99 263
  • 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.
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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 99 263
  • 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 99 263
  • 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 99 263
  • 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 99 263
  • 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 99 263
 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 99 263
  • 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 99 263
  • 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 99 263
  • 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.

Knight 99 263
  • 26 Jan
 GAYFISH

Giru and Lion both of you need to just hate fuck already, the sexual and emotional tension will be too much for u poor boyos

Knight 99 263
  • 1
  • 26 Jan
 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 99 263
  • 26 Jan
 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 99 263
  • 26 Jan
 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 99 263
  • 25 Jan
 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 99 263
  • 1
  • 23 Jan
 GAYFISH

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