• Likes received 37
  • Date joined 12 Sep '17
  • Last seen 8 Nov

Private Message

9 37

Haha, yeah. You can try, but he don't give a fuck. Just look at his face

9 37

neuarcher01 - loingdoing.jpg

neuarcher02 - amorchad.jpg

My two newest archer loadouts, Loingdoing (longbow) and Armorchad (recurve)

9 37

@Brewhλwk said:
Agatha Archer
Agatha Man at Arms
Agatha Vanguard
Agatha Knight
Mason Archer
Mason Man at Arms
Mason Vanguard
Mason Knight

Nice. I've also been working on my own Chivalry Loadouts:

MHchiv-V2-Agatha Knights.jpg

MHchiv-V2-Mason Order.jpg

9 37

YES! I heard about this bug somewhere else on the forums (or in reddit-- can't remember which) and it JUST happened to me today. It had something to do with clicking around the character customization options, and it was either accidentally clicking on the voice or hair style menu that randomly gave me gear from another loadout I had just been editing before that and renamed my current loadout to other said loadout. I'll have to get back to you to find the forum or replicate it myself, but it's pretty bad. You're not the only one.

9 37

Here's Ranger from Quake

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@Earraigh said:
Made a fair hard-working tax-paying man. Kills Geralt cosplayers instantly but hard-countered by Shrek cosplayers.
BRUH! Nice to see someone else in the know of Heroes 5. I actually made a bunch of HOMM5 loadouts myself


9 37

Getting back on point: I think to fix crossroads you would definitely need to fortify and defend the spawns way better than they are now. Horses shouldn't be able to rampage through and spawnkill players un-challenged, so in addition to proper walls and barricades preventing that I think there should be ballistas, ammo crates, and/or other measures to enable counterattacks against cavalry. Blue should also (still) have an easier route into the center castle, as that hasn't changed one bit since the last update. In the meantime red's infantry should be moved farther back from the point, because they are still roughly in the same area compared to where they spawned previously. And on top of all that there should be some minor spawning advantage to the team holding the point.

Other suggestions:

  • Move the preexisting team barricades to places where the team can actually use them. Blue's barricade being all the way over at the side gate makes no sense, doesn't get it much use, and doesn't do much of anything. Red's barricade at blue's chokepoint into the castle doesn't make any sense either and also rarely, if ever, sees use.

  • Move the god damn mortar somewhere else. It's possibly the most useless thing on the entire map.

  • Do something about the catapults. Either create a fixed variant and replace them with that or even remove them from the map if possible. Nothing more annoying than having to harass the enemy insta-killing half of my team on the point.

  • Please make some changes to the map or game that keep horses off of the point.

  • Those spiky things around the map (Cheval de frise)? Make 'em hurt horses. That's what they were meant for right?

And one last thing, they should definitely have some sort of content testing servers open to people. I think they could afford it and it would probably help prevent unfinished stuff like this from being rushed out.

9 37

Adding on to this there should be a drag and drop function to move and prioritize loadouts. I can't express enough how annoying it is to click the little side arrows repeatedly to get my mercenary from point A to point B on my pitifully disorganized list.

9 37

So I have an idea for a really big theoretical gamemode for a future update.

What if Mordhau had a campaign-mode, where players would play a series of maps in varying gamemodes with the goal of advancing territory? Think frontline, but on a much larger scale. Maps would function like control points, and depending on the particular gamemode of the map, sometimes roles would be switched depending on who currently owns the stage the map takes place in. Team bases in this situation would always be one-sided sieges; last stands for the losing teams.

When a player picks a team, they would be fully committed to that team until they leave or the game finishes and starts over. If a player leaves early, they'd have to wait a set amount of time before they could rejoin (meant to prevent team-switching). Gold would be granted by round, but far larger rewards would be given to players who see themselves through to the end of the game, based on how much time total they spent playing the campaign.

Measures could be taken to make sure games don't drag on. Maybe after a certain amount of times a map/stage is played it is claimed by default and victory goes to the team with the most territory. Maps in this situation would be based in a victory-loss system (imo should be out of about 3 rounds per stage).

Here's a picture of the general idea and some potential scenarios I was thinking of:

Mordhau- Frontline-Campaign Demo 00.jpg

Mordhau- Frontline-Campaign Demo 02.jpg

Mordhau- Frontline-Campaign Demo 01.jpg

Mordhau- Frontline-Campaign Demo 03.jpg

I'm not sure what the dev's plans are with eastern invasion, but It'd be awesome if we had something like this in the game, even though it probably would take a really long time to figure out and balance.