Mordhau
 ÐMontyleGueux
Knight
  • Likes received 1494
  • Date joined 10 Sep '17
  • Last seen 14m

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Knight 590 1494

They should start by fixing the wierd behavior when around other horses or players. For some reason when chased by another horse your horse will want to turn by itself and often cause you to hit a wall and get killed.

Knight 590 1494

@Bodkin said:
Because recurve is much cheaper, you are able to bring T3 torso and be able to tank bodyshot from any archer weapon, while many of the Longbowmen will be naked torso (huntsman recurve 1 shots). If they have T1 then its 2htk for both of you, when you have the easier to use weapon (in regards to sway and rate of fire) with better "suppression" given you have to miss for them to get initiative on you.

This. I told peregrine in game that he would do much better if he changed his loadout a bit. I personally like using 1/3/0 with a recurve, falchion and bandages. The falchion is a solid weapon if you want to mix melee and ranged, and the bandages allows you to quickly recover from a longbow or crossbow and huntsman bodyshot.

Knight 590 1494

A rework of the lutebot is comming, with live midi input (from midi compatible devices) as well as support for abc and midi files. I've assembled a team to help me deliver it faster. Thanks for Giru Giru and Ky Wild for joining in !

The lutebot is also now open source. The code is here. The master branch contains the ongoing rework code and as such isn't working (it doesn't have any music player). The old branch is where you can get the code of the latest working lutebot version, but it will only work if compiled on windows 7 (which is mostly the reason why we have to redo a big part of it)

Knight 590 1494

As someone with a terrible internet prone to ping spikes, I would say that the parry clip is most definitely a ping spike of some sort. The "high ping" logo on the hud tends to show up late whenever a short ping spike happens.

Knight 590 1494

@Bodkin said:
T3 torso crossbow fuckers are hard as hell to actually kill as an archer tbh. Like you can wound them easily but they'll just hide if you don't land the headshot and they tend to be farther off. I guess they aren't shooting anyone at that point though so it's not as bad.

That's something I hated in chivalry and it seems that it's comming back... "Oh you wanna play with a bow? Too bad, there's a crossbowman in the enemy team, enjoy getting oneshot right out of your spawn until you play something else." I never play longbow just for that reason.

Knight 590 1494

@Pred said:

@Runagate said:
you dense goblin, give me the exact numbers at which you want archery damage to be or you are full of shit.

Unfortunately Peacerer keeps finding new audiences who take him seriously for a moment at first. Please don't waste your time.

To answer your question, he was constantly complaining about archers being nerfed to shit in Chivalry "because Torn Banner gave in to cries of elitists". Mind you, we are talking about Chivalry where two archer weapons could 1-shot everything and five other archer weapons could 1-shot everything that wasn't a knight.

So what kind of damage does he want? 1-shot kill on everything wasn't enough, so I guess one arrow should be able to kill multiple enemies? Don't know.

I've always said that archers were overnerfed in chivalry. Not because they deal shit damage, but because Torn Banner decided that a good way to balance archery would be to reduce their health drastically. So now get to play a class that get oneshotted by everything and is forced to sit way back and snipe. It would have been much more intelligent to encourage archers to stay closer, take risk and generally be a class that requires both aiming and melee skills. I get where his frustration comes from.

Knight 590 1494

@Jax said:
To address some of these:

  • Finite waves. Scales up in terms of strength and number of bots with some special waves too (like tomato firepot yeetwave).

Please add a patchie invasion themed one !

Knight 590 1494

Thanks to devoted for recording the event !

Knight 590 1494

I'm not a fan of archery either atm. If you try to support teammates in a melee engagement, your arrows have a good chance to be either deflected by an attack or worse, randomly parried by the enemy, giving him a free riposte. Even if they don't get deflected, chances are your enemy is in riposte and you will deal negligible damage, or your teammate moved in the way and eat your arrow. And because the arrow speed is quite slow, a lot of these things can happen after you shoot.

Even if you try to shoot at enemies before they engage your teammates, your efficiency as an archer is very r much limited. Your range is significantly shortened by the fact that arrows are stupidly easy to parry after a certain distance. Even if you do hit, passive regen is fast enough so that the damage you caused may not even grant you an assist. On top of that, many players can carry bandages now, which can practically instantly heal a T3 headshot with a longbow.

Firepots or throwing axes loadouts are much more dangerous than bows or crossbows loadouts at the moment.

Knight 590 1494

I want my purple helmet back.

Knight 590 1494
Knight 590 1494

@MrGhostTheFlyingFlail said:
. Perhaps you can make a strap like a device on the torso with an armor point value of one giving the players the ability to equipped all arm cosmetics

Better have no armor on it, it would be misleading if a bare strip of leather had more protection than peasant clothes.

Knight 590 1494

@Mittsies said:
A proper 1v1 ranked duel mode is a lot more work than it sounds if you actually want it to be really nice and not something that's just been haphazardly slopped together. We'll need smaller or segmented version of maps to avoid people running away and being obnoxious during a fight, because whenever recorded K:D or elo-rating is on the line people suddenly become extremely cancerous and will do anything it takes to win. In Chivalry's duel mode, when certain people would start to lose duels they'd switch to man-at-arms and just spend 10+ minutes running around in circles until their opponent just gave up and quit. And of course devs will need to do all of the UI elements and scripting to put everything together, and they have more important stuff to focus on currently.

The duel-yards are good enough for now.

I think he meant more like a duelyard mode where you can't damage each other unless you agree to a duel. Chivalry had mods like that, not sure why people kept playing old duel despite having to fend off noobs not knowing what old duel was.

Knight 590 1494

This is art.

Knight 590 1494

Sounds great! Don't forget to notify your friends and let them know they can add mordhau in their wishlist now.

Knight 590 1494

If you don't like manipulating config files you can always use this : https://mordhau.com/forum/topic/13221/mordhau-loadout-manager-thread/

Knight 590 1494

@Stouty said:
The combat is finished, any balance changes are purely subjective at this point*. There's a case to be made for shield remaining the same as it is. To pretend that the game's combat isn't intensely polished (especially in today's day 1 market) is pure dishonesty. Frontline is still going to be tested prior to release as well, more misinfo

I would like to see insiders adressed and a little bit more stab dragging ability. Other than that I agree that the combat feels refined enough at least for a release.

Knight 590 1494

@Maci said:

@Jax said:
Additionally, making heads server-side objects would increase the amount of items simulated on a server, reducing performance. If we only added it to heads, people would be upset that it couldn't be done with every limb, and so we've decided to not include it, as it's a mainly cosmetic addition that would negatively impact performance.

ok so basically you were too lazy to do what games from 2004 did
copy that

I doubt that in 2004 you could throw the head of a heavily customized character in a 64 player battle... The only way to do this would be to make a generic severed head model like insurgency sandstorm does with severed legs, but that would look like crap. No point in head throwing if people can't tell whose head you just threw.

Knight 590 1494

@Andersnordic said:
MML is a coding language associated with bringing player made music into games themself. Some prime examples of MML usage can be found in Maplestory 2 and Mabinogi. What I suggest is we have a similar system to those games be added to Mordhau so we can play nearly any song we want on the instruments that are available in the game. This would be a great way to add more "player choice" to the game.

It does have shortcomings, but the lutebot is a tool that can already play any midi file on the ingame instruments.

As much as I would like to support MML (or abc like in starbound) because both seems much more suited than midi for the in game instruments, the lutebot is based on a ready to use midi api and I would have to redo the lutebot entirely to support them.

Knight 590 1494

I don't really see how the config file your loadout were stored on could have been erased...

It seems unlikely, but the only possible explanation I have is that the steam cloud had only the default loadout stored and after the crash it replaced your local files with what was in the cloud. If that's what happened you might be out of luck.

You can use this tool https://mordhau.com/forum/topic/13221/mordhau-loadout-manager-thread/ to backup your loadouts if you're afraid of losing them again.