Mordhau
 ÐMontyleGueux
Knight
  • Likes received 1855
  • Date joined 10 Sep '17
  • Last seen 2 Jan

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Knight 685 1855
  • 21 Apr '18
 ÐMontyleGueux

@Jax said:

@Frise said:
but then Giru's fragile ego crew would complain that they can't win only with footdrags and tactical Q pressing

Can you stop insulting people and make constructive posts, please?

I'm not defending him, but the thread has made its time tbh. Both parties have repeated their arguments over and over, It doesn't surprise me that's there is nothing constructive left.

I kind of agree with both in that case. I agree with Frise, there is a lot of bullshit that prevent consistent chambers, forcing you as jax said to analyse an attack and only chamber when you're sure you're going to chamber successfully. The thing is imo, there is close to no situtation where I feel safe chambering and only do so either to get used to do them in duels or because they look cool and I have enough hp left to survive if I miss. Add to that the input lag issue shown in another of Frise's video and chambering becomes way too dangerous to attempt, even with stabs.

Knight 685 1855
  • 20 Apr '18
 ÐMontyleGueux

@Huggles said:

@Peacerer said:
I just wish developers didn't remove shields of the game. Still waiting for them to come back so i can play Mord again.

I've had more fun playing with shields this patch than at any other point of the game. Shield changes were probably the only thing in this patch I agree with 100%

Well it is easier to play with shield without the shield-punishing kick of the patch 14.

Knight 685 1855
  • 20 Apr '18
 ÐMontyleGueux

@LuxCandidus said:

  • Clash on disarm. Like the kick, I am happy to see this feature but it needs to be tweaked. Currently it means there is no way for a disarmed player to outplay their opponent. I recognise being disarmed should be punished, but you cannot deny how immensely enjoyable it is to watch someone lose their weapon and still win through sheer skill, and how satisfying it is when said person is yourself. Once the fist animations have been made more readable, the disarmed opponent will be hopeless enough. Maybe make it so the armed player cannot combo after the clash? Make it clash but deal less damage? Anything to give the defenseless player a chance while retaining initiative to the armed player.

Getting disarmed grants you a partial sprint boost iirc. Which means that you're supposed to 180° and run as soon as you get disarmed.

Knight 685 1855
  • 20 Apr '18
 ÐMontyleGueux

I told marox about the grunt being "misplaced" not too long ago. The issue is, the grunt had to start on the very beginning of the release due to the big feint window. In chivalry, the grunt started before the release so that you can react on time.

Now that they reduced the feint window, they should be able to change the grunt so it plays slightly before the release.

Also I've noticed too how some attacks seems to hit you before they actually reach you like on your video, but it only happened to me with blunt weapons so far.

Knight 685 1855
  • 20 Apr '18
 ÐMontyleGueux

@Jax said:
omfg stop I'm gonna cry lol

on a real note though, as CM it isn't a "one-way street", I'm just as much an asset to the devs as I am to you all -as CM, what to do you all want to see from me? I probably can't do everything you guys want (gib release date etc.) but I'll try my best. I'm here for you <3

I do have a few suggestions :

  • "Real time" changelog for the next update. Make a stickied topic where you write the changes we are sure to see in the next update. Basically whenever a dev tells you "I changed the timing on this, or the damage on that", add a line on the topic to complete the changelog. I've also noticed that the devs often responded to topics complaining about something with "will be fixed in the next patch", it would be great to see it appear on a changelog post as well so everyone knows about it, not only that specific topic's contributors.

  • Dev blogs. Certain things are still obscure about the future updates planned. We know next to nothing about the perk system for example. Would be nice to know how it will work. We could also have a short devblog on a to be released weapon, showing either concept art or an early model of the weapon.

  • Q/A A topic destined to avoid clogging up the forums with simple questions, and to avoid Crush and Grator getting almost harassed with questions while playing the game with us.What does the dev think about this weapon's balance. Which changes are planned for the kick. Will the active parry or the riposte feint be introduced back into the game at a later date ? Stuff like this.

  • Approximate progress bar As I've suggested on this topic, Just a very rough approximation to how much is done for the 4 main features mentioned in the roadmap. As I've said, this doesn't need to be accurate, it just gives us an idea on how things are going. A progress % on the next update would also be nice, I'm getting weary of "surprise updates".

Pick what you want !

Knight 685 1855
  • 20 Apr '18
 ÐMontyleGueux

Even with a decent ping of 40-50, chambering extremely fast strikes is hard, I often get hit after doing the right input on time but too late for the server to register. The same happens with parries but it's really rare now.

Knight 685 1855
  • 20 Apr '18
 ÐMontyleGueux

That's some great news. I hope that we will get more information on upcoming patches, as well as the general direction of mordhau in terms of combat and balancing.

I'm looking forward for your contributions and I have faith that you will, as you unofficially always did before, fit the job perfectly.

Congrats !

Knight 685 1855
  • 18 Apr '18
 ÐMontyleGueux

@VampireDuck said:
I haven't checked but I know if just walking from inside to outside it is only temporary. If this is true for the archer slits as well (I don't see why it wouldn't be) I think this would be good at preventing people from constantly peeking for a split second to get a shot off then hiding again as it would mean they would have to leave themselves exposed for a bit before they can see where to shoot.

That won't be relevant as long as the filthy 3rd person perspective will remain in the game. Remove when ?

Could it be the same issue as this tho :
https://steamcommunity.com/sharedfiles/filedetails/?id=1364785830

(the thrown rocks on the floor looks odd, they are bright white)

Knight 685 1855
  • 18 Apr '18
 ÐMontyleGueux

Here's some random footage of the night trying the new patch on my server :

10/10 patch tbh.

Knight 685 1855
  • 17 Apr '18
 ÐMontyleGueux

@Frise said:
On one side, I want them to make kick short and fast so that it actually is able to punish facehugging properly; but on the other side, I really like how it works right now, it's useful, fun, and makes the combat a bit more interesting.

This is exactly how the state of the kick feels right now imo.

If they're gonna keep the kick like this, they really should add some form to punish facehugging properly. A light and heavy kick would do the job imo, but the cooler option would be to add butt-end/pommel bashes.

I like the idea of pommel bash, it's original and much more readable than two different kick.

So you can press V, for example, and you throw a quick, short range attack that does very low damage. Quick enough to interrupt someone if they get too close, and short enough to only be useful at facehug range.

I like that idea a lot. Please make it happen.

Knight 685 1855
  • 17 Apr '18
 ÐMontyleGueux

I like how triternion is taking risks with mechanics, I'm all in for the kick stun. That said, I miss the patch 14 kick which was efficient enough at punishing facehug, without being an absolute cancer. The new kick can't punish turtling shields as efficiently as the old one. In short, I think that the game needs both.

Why not simply making a light kick/heavy kick like in chivalry ? Press F for the light kick that works as a facehug punish, hold F for the heavy kick that stun enemies.

Knight 685 1855
  • 16 Apr '18
 ÐMontyleGueux

I've just made a topic on the subject of communication about updates. Leave your feedback and suggestions.

Knight 685 1855
  • 16 Apr '18
 ÐMontyleGueux

Do we have any idea when patch 15 will arrive ? In a couple of weeks ? A month ? More ?

It's getting stale very fast to duel the same players on the same 5 maps everyday.

Knight 685 1855
  • 14 Apr '18
 ÐMontyleGueux

As I played around with map pickups in duels, I've found something odd about the rusty longsword in mordhau grip.

After testing with another player, it turns out that the stab of the rusty longsword in mordhau deals 40 damage to a heavy chest whereas the loadout longsword only deals 25 in the same conditions. I don't see any reason why a rusty weapon would deal that much more damage than it's loadout version.

This is the only map pickup I've found odd so far but there might be more strange stats on these rarely used weapons.

Knight 685 1855
  • 30 Mar '18
 ÐMontyleGueux

@Stouty said:
It's also very confusing from a gameplay perspective and fucks with 1vX

I've managed to win a 3v1 with a longsword's alt grip recently, I didn't feel like the hit stop was a problem. It's even better in some cases since I've been able to target switch faster thanks to the hit stop.

I love that mechanic, the only problem I have with it is the transition between the hit stop animation and the next attack of the combo, which makes it really hard to tell what your opponent is doing. For example whenever I get hit with a warhammer I always fail to parry the following attack, I never see it coming.

Knight 685 1855
  • 28 Mar '18
 ÐMontyleGueux

One thing about the grunt though : Chivalry's grunt started slightly before the release of an attack, meaning that you had enough time to hear the grunt and react. Mordhau's grunt start at release, which means that you can get hit at the same time as you start hearing the grunt, making it useless, especially for feint reading.

Knight 685 1855
  • 23 Mar '18
 ÐMontyleGueux

@EruTheTeapot said:
Smoke effect is amazing tbh
I literally feel scared for my life inside that, kinda love losing my direction sense in there too.

But entering and leaving the smoke range needs work imho. I feel like my vision is fully blocked near instant I get close to smoke,while not physically inside it yet.
Fading in and out should be a thing instead of near instant tbh imho

I think that this is intended, people outside of the smoke should see you before you can see them.

Knight 685 1855
  • 21 Mar '18
 ÐMontyleGueux

I spotted a few issues already :
-new character's eyes seems odd.
-ammo box doesn't replenish ammo if they are entirely depleted (i have to only use one of my firepots if i want to be able to get more from an ammo box for exemple)
-balancing : some throwing weapons are way too expensive, the rocks cost 3 while seeming like a very cheat throwing weapon, the throwing knives cost 5 while the throwing axes cost only 3 and seems better.

Otherwise great job ! Smoke and fire pots are fine, the new feature of the billhook is a nice touch, I like it.

Knight 685 1855
  • 19 Dec '17
 ÐMontyleGueux

Glad i'm not the only one here complaining about the grunt. I thought i saw something about the grunt being broken a while back on the forums but i couldn't find it back. My main complain about the combat system right now is the grunt.

I'm definitely not the only one who trained on chivalry with my clan trying to block with my eyes closed to train my feint reading, relying solely on that grunt. And while it worked perfectly fine in chivalry, i feel like it's completely unreliable in Mordhau as i tend to get hit by an accelerated attack while the grunt sound is barely starting to play, living no room for reaction. I wish this sound effect will be fixed soon enough to serve his purpose and not be purely cosmetic.

I will try to get some footage today to show what i mean.

I also definitely agree with you on the chamber, although it doesn't seem to be an opinion shared by many seeing the success of my post about it. In short, the chamber grind sounds great, but it doesn't happen all the time. When it doesn't it's hard to tell if it was a chamber or a parry from the audio.

About the voice effects, i think it's planned and coming, it's not there simply because they probably have more stuff to work on.

Knight 685 1855
  • 16 Oct '17
 ÐMontyleGueux

Why would it be the WiFi ? I play using my phone as a router via USB which works flawlessly within Mordhau. Depending on your landline, WiFi should be better than a phone's network.
One of my clanmate also experiences heavy lag on Mordhau (can't block anything, constant high ping symbol showing) while having a stable ping around 50 in game and around 20-30 with a packetloss under 0.5% on our teamspeak ( both are hosted in EUW ). Mordhau is the only game where the problem appears.