Mordhau
 JasonBourne
  • Likes received 451
  • Date joined 15 Sep '17
  • Last seen 1h

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  • 15 Jan
 JasonBourne

Do u have any other UE4 engine game ? If yes, try and see if they start up. also u could check the crashlog in Mordhua and send to the devs.

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Go to you appdata folder (C:\Users\ yourname \AppData) You will have to enable show hidden folders in options to see it. You will see 3 folders (Local, LocalLow, Roaming). Explore them and delete every folder named UnrealEngine or Unreal Engine, there should be a couple of them and then try to start your game and see if it works.

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  • 31 Dec '18
 JasonBourne

Lets combine it. Fist person cam with 150 fov and a small box in the topright corner of a 3rd person cam.

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  • 22 Dec '18
 JasonBourne

@Stouty said:
I don't understand the argument against higher FOV. The people complaining about exploits in chiv were annoyed presumably because you had to use a console command/ini edit to go past the 120 limit. If you think high FOV is too advantageous I might remind you that 3rd person exists

Personally I find the current FOV restricting and claustrophobic, especially when combined with the current meta of run to your opponents side whilst LMBing. I find myself playing in 3rd more often now when I just want an ezgame

High fov is advantageous, and yes 3p has more view but you cant fight properly like u can in 1p. Imo 3p should be removed.

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  • 21 Dec '18
 JasonBourne

@MasterM19 said:
1.jpg

nice!

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  • 21 Dec '18
 JasonBourne

Nah, I think fov is spot on. Its better for the health of the game. Also good to avoid "This video is utter rubbish and does not represent Chivalry at all but a warped very high fov of which the player demonstrates his lack of respect for the game and other players, a common theme in all of his crass videos. " types of comments.

In chiv I played with 150 fov and it felt a bit weird when playing mordhua, but once u get used to it its fine.

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  • 21 Dec '18
 JasonBourne

@Pred said:

@JasonBourne said:
mord hours.jpg

Damn, and I thought I hate myself.

I played alot in the beginning

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  • 20 Dec '18
 JasonBourne

Added another video

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  • 17 Dec '18
 JasonBourne

nostalgia

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  • 20 Nov '18
 JasonBourne

The alternative to active parry is the easy parry

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  • 19 Nov '18
 JasonBourne

@Prince Oberyn Martell said:

@intTobey said:
Please excuse my ignorance, but what exactly do you guys mean by 'locational' play? I'm not familiar with that terminology. Do you mean positioning and dodging?

They're referring to when the parry hitbox wasn't so giant, so if you attacked someone's legs, they actually had to aim their parry at their legs to successfully parry the attack; if you attacked their head, they had to defend their head, etc., etc.

According to crush, the parrybox was always the same. U didnt need to aim feet to parry the feet. The only difference was it was an angled parry instead of box parry but didnt work as supposed to.

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  • 18 Nov '18
 JasonBourne

Here are some example`s of the ghost swing problem in the game, and it happened more frequently then previous patches:

Also when this happens u get a huge stamina penalty for it.

Another issue I feel is, the recovery animation that floats into u looking like an attack swing. This is very confusing and forces u to parry, I`ll see if I find a good video example I will post here.

heres a recent one:

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  • 14 Nov '18
 JasonBourne

Yea windup anims need rework

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  • 14 Nov '18
 JasonBourne

@REKTKWONDO said:

@Jax said:
AP was bad because it was supposed to be an 1vX tool for the 1 but it made the X just spam the shit out of the 1 in most cases.

Not true, it dont change anything. X can still spam, they will just get trade instead of activ parry.

Mechanic like this shouldnt exist, pretty unskilled.

Just bring back Riposte feint so the 1 just have to play defensive, tempo and wait for his teamate to help him

Ripost feints itself is a good mechanic but man the ripost anims are so broken that its best to wait for re-adding ripost feints tbh.

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  • 14 Nov '18
 JasonBourne

@vanguard said:
All true tbh, game too fast. It's like DW, I remember some samurai swords having a fucking fast release that was a pain to read. Chivalry had a lot of this too, it just wasn't as used because backswings existed. Maa's and sow knights did this frequently.

I had a comrade who was really good at doing this back in chiv with the greatsword overhead, absolute pain to read it, real subtle drag tbh

I come from DW and yea the swings are super fast, but it wasnt unbalanced because it had damage reduction. Accels did the least damage.

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  • 14 Nov '18
 JasonBourne

If attacks are to be slowed down, then parry time must be buffed to compensate it. Accels would be readable and parrying drags would be the same as now because of compensation. Maybe itll work yea. Worth a try I think.

Also the ripost animations need more crispy windup anim. Especially that lmb ripost.

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  • 11 Nov '18
 JasonBourne

fgshdgf

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  • 11 Nov '18
 JasonBourne

Both AP and hyperarmor lol why not add 1hk ontop of it too. When u catch a parry u get AP, hyperarmor and u kill ur enemy in the first hit. awsome

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  • 8 Nov '18
 JasonBourne

AP looks better yea but it was broken. It didnt kick in properly, it would parry from the back ect..