Mordhau
 vanguard
Conscript
  • Likes received 4197
  • Date joined 27 Oct '15
  • Last seen 12h

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Conscript 3610 4197

It needs a slow and low damage stab imho, so its more of a meme. You know, make it slow to the point where you can scare noobs with it. Brandistock in chiv had this characteristic lmao

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I'm loving this band tbh

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  • 18 May
 vanguard

@Zexis said:

@vanguard said:
240 feels better but plays worse. The main problem with it is that sometimes you will try to left-to-right overhead, but it will instead right-to-left

this is my biggest issue too. it's player error, but one I can avoid with binds

Indeed, it is a player error but I think it's caused because of how the mechanic and the game works. You gotta look everywhere all the time while fighting, you most probably will already be using mouse movement for something else when you want to attack, so for instance, footworking and winding up the proper attack you want can be quite the challenge.

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  • 18 May
 vanguard

240 feels better but plays worse. The main problem with it is that sometimes you will try to left-to-right overhead, but it will instead right-to-left or a absolute random angle, which is INFURIATING when you are trying to chamber stuff. It is the very definition of "fighting the game", lmao.

But the thing is, you can play and win with it, as you are not required to chamber all the time, and a riposte coming of in a funny angle isn't exactly the end of the world most of the time. It can be fucking retarded like, you kick your opponent and combo into a overhead, only to have a uppercut out of the fucking nowhere that completely misses your stunned opponent.

See, this is the bad side of it. It leads to retarded situations and it's annoying on a very deep, personal level. It doesn't affect your drags, it doesn't affect your general timing in a fight, the problem with it is inconsistency and unresponsiveness.

But, it feels really good and natural when it works. It is such a elegant solution, you would need 1827418975 binds, with the 240 system, you need only 2, one for stabs and other for cuts. It's very convenient tbh.

It could be better if we had a crosshair that showed the angle we are imputing, so you would actually know what attack you just started before its too late, allowing you to feint if you were about to chamber, or properly adjust the swing manipulation accordingly.

Keybind is absolute best if you want precision and consistency, but you can play and beat a fuckton of people with absolute no problem with the 240 system.

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  • 18 May
 vanguard

Look this drummer, absolute monster tbh

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  • 16 May
 vanguard

@das said:
@vanguard

I really do agree with you.

Co-op commanders, despite being SUPER barebones and kind of devoid of content in the beginning, is one of the crowning achievements of the Legacy of the Void expansion for Starcraft II (yet another hardcore game, except it's also 1v1 focused so it has the lovely bonus of being LONELY AS FUCK TO PLAY).

I mean shit, CoD: World at War began with just one zombie horde map, but that evolved into something much bigger throughout the game's lifespan and then later throughout other CoD iterations.

Not that I've thought out some sort of grand strategy for this, but starting with a simple but casually appealing horde mode and then either expanding on it later or "sponsoring" the best community creations into the official game seems like a good (if oversimplified) approach. The bots are there, bot personalities are there, you can mod elite bots with extra hp and a tendency to unflinchable riposte, etc. The repairing, map interaction, pick up weapons/improvisational weapons, tactical firepots are there too... And heck, even if the mode isn't "endless", I think a gentle, gradual difficulty increase per horde wave to the point where even a full group of comp players would struggle is good enough to retain replayability while people work on more coop maps. Perhaps special achievements for soloing to a certain level and whatnot too, really bring out the speedrunner/two brothers playing together aspect and leave them wanting more desperately rather than not realizing the potential in the first place and leaving the game for good because PVP is too hard.

Exactly man, I mean, I'd say the hardest part of all of this would be the AI right, at least it is what Rising Storm, Chivalry and many other games seems to struggle with. The bots here are legit good, I find fucking impressive to FFA them, all the actions they perform and things they react to, its really a convincing opponent specially because they got "personality" in how they fight. Of course I understand nothing of making games so yeah

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  • 16 May
 vanguard

What I think its worse here then in Chiv is what seems to be insta-hits, or hits landing on you earlier then it looks like they should.

@das said:

@vanguard said
Once I stopped doing this and fought normally, I could use footwork to chamber attacks that probably were aimed to throw of my Parry, that is, those more telegraphed, less subtle drags. Turns out that if your opponent doesn't expect you to chamber a lot, he ends up throwing attacks that are easier to chamber.

In the end, if you put yourself in a situation that you need to chamber, and your opponent knows that, you are fucked. Like being out of stamina, is one of these situations.

What I'm doing is, playing really conservative with lots of parryies, not using radical drags that can easily miss and using range mind-games to try and force my opponent to miss or ftp, so I win the stamina game. Chambers are a bonus that can help me win the stamina thing. Hard reading Feints and morphs also rekts their stamina real fast.

I'm playing more around punishing mistakes or dumb risks taken by my opponent, denying chambers and stamina management.

This is a pretty eloquent summary. Balancing chambers, parries, and utilizing footwork to supplement the two (along with hard feint reads, successful baits, and successful kicks being increasingly bigger bonuses) is what it's all about.

For instance, Zwei's good at stamming out people because it's a heavy weapon and it's too risky to chamber all the drags and morph drags, but it's not good at killing fast in a duel since the feints are useless and it's not hard to parry it per se and you definitely can't interrupt/flinch greedy/gambley plays as easily with it like you can with a Rapier. Something more versatile like a Greatsword is generally more threatening in a duel because it has more potent feints and accels while still retaining competent drags, so it's tougher for the enemy to know whether to parry or chamber, but the slightly shorter range and lesser stam negation could mean it takes that one extra crucial attack to stam someone out. On the other extreme end, fast weapons tend to be on a bit of a timer because their lack of draggability makes them easier to chamber, they're harder to chamber with because they're shorter, they have less stam negation and drain, and they rely more on feints. If you can't force the duel to a halt to regain stamina when you're low, you're in some trouble.

True man, the zwei can be quite versatile if you consider its alt-mode. It works pretty good in duels, give it enough speed to be considerably safer against gambles, and makes easier to reclaim initiative.

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  • 16 May
 vanguard

@yourcrippledson said:

@das said:
Zwei's good at stamming out people because it's a heavy weapon and it's too risky to chamber all the drags and morph drags, but it's not good at killing fast in a duel since the feints are useless and it's not hard to parry it per se and you definitely can't interrupt/flinch greedy/gambley plays as easily with it like you can with a Rapier.

This is why I complain about zwei for duels. Give me a poke to work with so it is more than just a BORING battle of attrition every time I fight another good player with it.

I kinda like these battle of atritions tbh, I always liked to play more defensively, so zwei and this fighting style suits me very well.

What gets to me is what appears to be insta hits. Fucking hate these things man, specially annoying because I use light class.

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  • 16 May
 vanguard

I was here thinking, Grad would be pretty cool in a VIP mode, where humans start inside the castle, with bots trying to break in, and players have so escort the VIP outside the castle. Chiv had a map like this, but against humans this is kinda broken imho, against bots should work better, maybe lol.

This could be fun even for playing as the VIP alone, like a challenge. Could have achievements related to doing so as well etc.

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  • 16 May
 vanguard

Wasn't this record that day that I played with you? Holy shit, having to deal with these waterfalls with 170 ping was PAINFUL lol

I spoke mad shit when I said that using footwork to force chambers was theorycraft. It just seemed to me way too unreliable, and tbh it is, if you do as I did.

What I was doing sometimes was trying to chamber everything, for science. To try and find a way to reliably chamber your opponent, while he knows you will try to chamber stuff and actively try to throw you off. Needless to say I could not find a way to do so.

Once I stopped doing this and fought normally, I could use footwork to chamber attacks that probably were aimed to throw of my Parry, that is, those more telegraphed, less subtle drags. Turns out that if your opponent doesn't expect you to chamber a lot, he ends up throwing attacks that are easier to chamber.

In the end, if you put yourself in a situation that you need to chamber, and your opponent knows that, you are fucked. Like being out of stamina, is one of these situations.

What I'm doing is, playing really conservative with lots of parryies, not using radical drags that can easily miss and using range mind-games to try and force my opponent to miss or ftp, so I win the stamina game. Chambers are a bonus that can help me win the stamina thing. Hard reading Feints and morphs also rekts their stamina real fast.

I'm playing more around punishing mistakes or dumb risks taken by my opponent, denying chambers and stamina management.

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  • 16 May
 vanguard

@yourcrippledson said:

@Survii said:
1526399737777.jpg

I do not understand how this ^gets to stay

chain_mail_by_byttenbyaviper.jpg

But this ^ gets taken down

Racism is cool xdxD human body is a SIN

Who knows man..

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  • 16 May
 vanguard

@das said:
Unfortunately I think time and manpower restraints means no official coop is coming anytime soon.

However, I think that leaves room for a modder-turned-dev to create a possible "population resurgence" set of coop maps that go from custom to official quality.

Yeah Dasman it was what I thought, time, money and manpower restraints. But, I do think that it is worth the cost, specially if the game lauches with said mode already, even if with only one or two maps for it.

Hear me folks for I bring a history of another game, Rising Storm 2: Vietnam. So games only launch once right, devs might want to re-launch the game or do marketing tricks, but the real deal only happens one time. Rising Storm 2 launched, sold a fuckload of copies but the game had really few maps, no offline mode with bots, no nothing. It is a pretty damn hardcore game. The retention was absolute fuck.

Nowadays that game has more maps, more factions, weapons and all, but all those people ain't comming back.

Mordhau is pretty damn hardcore, more then Rising Storm, and possibly a dying simulator for novice players up until the point they git a little bit gud. How many of those big maps are planned for release? 3, 4? Rising Storm did about the same number. Don't you guys find rather risky to launch such a hardcore game without a casual mode?

I mean real casual, co-op is basically PVE, you can't get much more casual then this. It is a game mode that brings veterans and noobs together in a healty, cooperative envyronment, and veterans, both from chiv as alpha testers will play a big role in how the community will develop tbh.

I think it is really important that we have something like this at launch, even if barebones and patched after release you know. The game will only launch one time, the first impression is highly important, and a co-op casual mode might give a good first impression for those who would, in a competitive envyronment, have sorta bad salty first impression!

It could be roleplay paradise as well lmao.

Mods would play the role of expanding this game mode, creating maps and so on, so you devmens just kickstart it you know. While I think that mods are fundamental and amazing, most of the people won't play mods, neither modded maps. At least in my experience this is the case in most of the online games I've played to date.

Imho, this casual side is too important to be left for modders, who knows how much time will it take to someone actualy make it? It's the whole first impression at launch thing, mods can't help with that.

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  • 15 May
 vanguard

Favorite solo

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  • 2
  • 15 May
 vanguard

Hey, so this game has awesome bots already, and I think its kind of a waste to not capitalize on them. Day of Infamy and Insurgency both have pretty cool co-op modes. I heard Day of Infamy has sort of a LTS, where the human team must reach X place on the map while waves of bots try to stop them. The cool twist day of infamy has is that, if you are the last person alive, you can respawn your mates by returning to the spawn area.

Maybe a V.I.P. mode, with a player being the King or some other authority, and the team has to get him alive to X point on the map in Y time.

You guys could use maps that belongs to other already existing game modes for this, the new icy map for instance could probably be used to test the idea.

The point is to be something easy to develop that doesn't take much time to make, and that could help with retention of less competitive players.

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  • 15 May
 vanguard

Take your time devmens, experiment with everything!

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  • 15 May
 vanguard

Hey the lunge idea could be really good, as it could be used both offensively AND deffensively at the same time. You could attack and create some space between you and your opponents simultaniously.

I absolutely support messing with the clash mechanic tbh, who knows what might come up from it. Its a real, REAL fun mechanic (I imagine noobs will get a hard on when they have their first clash fight), and its not all that present. I can't think on any way it could help in 1vX though, but I haven't put any thought into the idea yet.

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