Mordhau
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Conscript
  • Likes received 6302
  • Date joined 27 Oct '15
  • Last seen 11h

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Conscript 4564 6302
  • 5 May '19
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The server browser here still behaves in a funny way. I have to wait more or less one minute for things to show up, when the game mode filter is set to "all" it seems to not find any game! Overall still feels very glitchy imho

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  • 25 Apr '19
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Was the intro of the trailer song inspired by the intro of this music? If so, very gud. If not, very gud too. I was having a brainstroke at work today when I reminded of both songs and thought the trailer song sounded like this

Conscript 4564 6302
  • 25 Apr '19
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Fucking devs exploiting us without paying!1! I say we should unionize right now before more abuse comes towards us, the playing class

Give money for tutorial or riot!1!!1!

Conscript 4564 6302
  • 18 Apr '19
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10/10 job, both from Trix and Attallas! Really impressive stuff imo

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  • 18 Apr '19
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Holy fucking shit, I have the beta and I still got hyped by this trailer, very well done! Awesome trailer, there is no way someone watches it and goes "meh", you guys are selling the game and the idea behind it really well with this imo. Was it your work Jax? I remember that you did some of the older videos isn't it

The music dev, 10/10 job comrade absolute good work you are doing here tbh you should really be proud of your creation!

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  • 18 Apr '19
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@Frise said:

@vanguard said:
Personally I didn't liked it because it made highly subtle unreadable drags absolutely necessary to do all the time to avoid getting chambered.

IF ONLY THAT POINT HAD BEEN DISCUSSED IN THIS SAME THREAD

Shut ur fuck up Frise let me express myself!

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  • 17 Apr '19
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@Huggles said:

@Frise said:

@Huggles said:
1vx isn't hard because of readability tho. They just cannot use many offensive options and get overwhelmed before they get a chance to make good plays.

That's my point. Easy chambers force the game's balance to revolve around unreadable feints. Feints are virtually useless for the 1, and the 1 can't abuse chambers like the X can. 1 doesn't get to use the main tactic the combat revolves around, yet has to hard-read that same offensive tactic which is designed to not be realistically hard-read, because ez-chambers would have no use otherwise.

Which is why the "We're not balancing around duels" thing baffles me. Feints are an awful mechanic to revolve the combat around if you're balancing around teamplay.

Original chambers also theoretically gave a superior player the ability to completely out-stam their opponent. Now we have the opposite; you need to pay stamina to defend against feints (stab feints at least), turning the tide even more against the 1.

The current implementation of chambers is a lazy, detrimental alternative to polishing their original implementation.

I wouldn't really be opposed to going back to old chamber honestly, particularly where teamplay is involved.

I always thought the main reason it was hated was because of dueler bois not liking how much original chamber invalidated lazy feints.

Personally I didn't liked it because it made highly subtle unreadable drags absolutely necessary to do all the time to avoid getting chambered.

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  • 29 Mar '19
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It would be cool to build traps tbh, could be a tripwire with firebombs or smoke bombs to temporary deny areas/cause confusion. Spike traps on walls/low ceiling activated by tripwires on the floor too, to deffend tunnels and inside castles and shit. Make so other engeneers see the traps highlighted and disarm them easily/faster, so they are also useful in attacks and not only as a defensive class.

The spawn poin thing is a must tbh, both to make this class less of a meme and more important gameplay wise, as to make the maps less clusterfucky and more strategic in the teamplay sense.

I think that firepots being nuke against constructions is bad because they are very common and therefore can turn constructions into a meme, and consequentialy the whole engeneer class as a noob trap. Would be better to give some tool to engeneers that makes them great against constructions, either a special maul or some sort of explosive that you have to build close to a construction that you wanna destroy and can be "disarmed" by opposing team engeneers, idk, so again, engeneers are less of a noob trap and are actually useful teamplay wise. Maybe make like, all these tools and shit are only avaliable when you choose the "peasant" perk, you get kinda shitty melee weapons and amour but great teamplay stuff. This would naturally limit them on a server, and the few present would be very important strategic wise. No reason to use the peasant perk right now anyways, make it usefull tbh.

Would be awesome to use engeneer peasant with a lute, so you increase ur team morale with epic songs while things are being constructed 10/10 best class in the game

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  • 19 Mar '19
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Its a fucking awesome game mode, much more fun than I thought it would be. 10/10 amazing job, this by itself already makes the game worth for me. Mordhau has infinite potential tbh

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  • 3 Feb '19
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@marox said:

@Milosh_Obilic said:
Will there be any plan to get Bots sprinting enabled/integrated as a variant behaviour tree for each Bot character. Possibly a setting you can enable/disable when creating a LOCAL game? If not, will there be changes/additions to bot behaviour trees prior to SDK launch? Very happy with the current ones, however kiting them with back-peddle + repeated stab or long ranged slash is OP 1v1. Pretty well optimised for horde mode though. A sub-variant behaviour for offline games only, to accomodate players that want to practise 1v1 would be much appreciated by myself. Based on the fact sprint enabled combat for bots would be real useful in SDK modding applications, I feel this is a reasonable request/question.

Bots have had significant changes, especially basic movement. Among the changes are also things like being able to open doors, clear destroyables, climb (sometimes), use ranged weapons where appropriate including throwables, use emotes and voice commands, look for weapons when disarmed (or simply without a weapon), duck attacks and footwork, they also avoid having too many bots on single enemies (usually at most 2) and will position themselves opposite to other allies to maximize their ganking potential.

Their parrying behavior has been reduced a bit to make them more enjoyable to fight instead of being these impenetrable walls, although Seymour remains unaffected.

The bots alone already have so much potential. Imagine what people will do once modding tools are available! This might even open up opportunities for people try and make single player mods!

Absolutely epic tbh, every aspect of this project is fucking impressive imho, from the art team both visual and sound design wise, to the whole coding wizardry that goes on behind the scenes in things like these bots. 10/10.

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  • 30 Jan '19
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RELEASE SOON AM HAPPY YES

Tutorial and horde mode on release, very good move tbh

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  • 23 Jan '19
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@Frise said:
Yes there will be; The whiffer can fake a whiff while staying at a safe distance and use footwork to stay out of the punish range, keep comboing, and punish the punisher's whiff.

But than we need to review the whole footwork thing, lunge, reach of the weapons etc. At the moment range play is basically non existent in duels at least. Most of range strategies here are simply not viable and the best you do is caveman your way into facehug and throw unreadable stuff at your opponent while using lots of armor and some medium tier weapon. There is no safe distance.

Its not LG in the last fight its me, poor LG what has he done to you to deserve this you fucking dumb, I`ll tell him right now

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  • 9 Jan '19
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It could work, might be a bit weird to get used to it but I think it could work. The thought process involved in it is completely different from both binds and what we have in the 240 system right now. Chambers could be weird to do with this system, at least in the beggining.

Idk tbh I'd test the fuck out of it

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  • 11 Nov '18
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Holy shit Frontline is going to be huge! You guys are taking interaction with the map in such a interesting way tbh, this changes everything. Are you guys developing the battleroyale too or just frontline for now? Have you thought about how building stuff can affect it (br game mode)?

Which mode u guys think will end up being more popular?

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  • 4 Nov '18
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@roshawnmarcellterrell said:

@Mittsies said:
just keep in mind the bots are extremely dumb and are a terrible representation of what a real 1vX fight will feel like

Aw that's unfortunate, they do seem a hell of a lot smarter and fun to fight than the bots in Chivalry.

They are man, I think that they kinda do a good job simulating a few human fighting characteristics, like failing to read feints for example.

The problem is that if you study how they fight as you usually do against another player, his fighting style gets predictable real fast. But I think they are still impressive and will give a hard time to new players, that is, they also have good educational possibilities.

I love the bots, they are amazing! I'm so glad this game has them tbh.

Conscript 4564 6302
  • 28 Sep '18
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Building system and BR will be awesome! Thanks for the info Padan, I didn't knew BR was confirmed man!

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  • 20 Sep '18
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intense fast paced high level duels

Conscript 4564 6302
  • 19 Sep '18
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Here it takes AGES to get into the menu, looks broken.

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  • 18 Sep '18
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@MickaeL said:
So, as a Kickstarter backer for Release, what I understand from this announcment is that I can now have access to current version, is that correct?
If so, where do I download Mordhau? I already have the key, only the game is missing ...

Activate the key on steam comrade!

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  • 2
  • 16 Sep '18
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Wow great job Jax! The video is amazing man, really well done and professional! Very good work devs, as always.

The light effetcs on the new maps looks so good too! Grad and camp looks amazing, I specially like the sky on camp.