Mordhau
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  • Date joined 27 Oct '15
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  • 4 Apr '18
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@LuxCandidus said:
This one issue with the game bleeds into everything else: you cannot wait until the last moment to parry an attack because attacks can suddenly go faster than you can react to, so you have to panic parry a lot of the time.

Undeniable imho, this only gets more evident with chambering but it does bleed into everything else to a great extent.

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  • 29 Mar '18
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@rob_owner said:
Okay buddy boy i figured out why they happened and i dont think its the same reason why you think they happen, its Not a registration problem buuut the first clip you had idk how the HECK he backparried you, since from the data i collected, that idle anim shared by zwei and greatsword and longsword actually has a weaker right side, stronger left side of parrybox.

No idea how zwei guy parried that, its actually super easy to exploit his right side of parry. For Bastard sword, estoc, messer anims, the left side is weaker than right side. I was told there is no weaker side but when I tested the parrybox i noticed a discrepancy so just to make sure im gonna show spook and what not to check if its not all just some crazy dream.

i got a pretty good rhythm of poleaxe backparrying me, hopefully i can reproduce it when i show spook but honestly no clue how that zwei boy backparried you, tried to see if maybe there was just some janky thing going on with where hes looking client side, server side, with respect to your client or some nerd stuff like that i dunno

I'm the zweiboi, I think what you say makes a lot of sense, because I usually try to parry with the screen centered on the opponent, just making some small last moment adjusts with the mouse to avoid drags and evil stabs, so maybe the server has a problem showing where people are looking precisely

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  • 29 Mar '18
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240 system is superior HAHAHA peasants can only stab in one way lmao

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  • 28 Mar '18
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The only thing I don't like in shields is how slow it tends to make everything. Fighting a decent shield user takes ages, shield agaisnt shield plays pretty dumb imho it is just a eternal back-and-forth that leads nowhere interesting.

I find shields overal pretty annoying, but not OP or broken. I guess they do pretty well what they are supposed to do, make its user become a goddamn bastion.

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  • 26 Mar '18
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Maul being a small weapon should make its feints less of a threat, because you can always just run away a bit, enough to not get hit or make any feint atempt look pathetic. Now, if you are facehuging it, holding S like your life depends on it and leting the maul person have the initiative, well, then honestly you do deserve to get your head crushed by it tbh.

Footwork takes a long time to develop, really a long time. Mostly because most people goes by instinct and just hold S you know, never putting to much thought behind positioning. You gotta keep doing it, you will miss most of the time tbh but eventually u get the feel for it, then feints from shorter weapons stop being such a big deal my good comrade.

Try it out, stab a maul user at the maximum reach allowed by your weapon, then when he tries to riposte you, hold W+D or A and run away from his attack. Mouse movement is highly important here as well.

Also, notice that going backwards is not always the best option footwork wise, might sound suicidal but sometimes it is safer to run towards the sides of your opponent to get away from a attack. Like, the dude overheads you, from your view the attack is comming right-to-left, what you do here is look down so you lower your torso, hold W+D and run towards your opponent's right side, in order to run under the overhead, and then hit the person in the back.

When you start doing these shit more often, people will feint you and your reaction won't be to parry, but to try and footwork it. Then, as soon as you realise you are being feinted, you are A) probably good positioned and B) since you haven't panic parried, you are not in any sort of recovery, thus you can deffend yourself from any follow up attack. More often then not a successful footwork manuever will make your opponent panic and act retarded, which is quite the advantage.

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  • 23 Mar '18
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Is there any way I can see how the parry box works? In chiv there was a command, I dont remember now tbh but it showed you the size of the parrybox or something

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  • 21 Mar '18
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Holy shit devmans, this is a lot of stuff lmao. Downloading it right now but it is taking a long time, my internet is bad tbh

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  • 19 Mar '18
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Ok so I was looking around the radeon program thing and I found out how to record videos, I'm on the next level now. I'll record a video of this, but brothers, the video I recorded have about 1gb, wtf this is too big, it will take ages to upload on my shitty internet. So I ask, how 2 make small video pls help

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  • 10 Mar '18
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Yeah, I feel like in the tutorial it would be a good idea to mention both the 240 system and the binds, tell the player a bit about the difference between about these 2 systems. When talking about basic controls, give the player the option to chose between them or make his own. But for this, we need a official default bind settings maybe.

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  • 9 Mar '18
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@Pred said:

@vanguard said:
I wouldn't say it drastically limits, it does add sort of a random chance for you to wind-up a wrong attack, but that's it. It is indeed inferior to binds in this aspect imho, and this random factor that is added doesn't greatly decreases the skill ceiling, just a bit imho, I can play and win normally most of the time against tryhard cunts. I think that with practice you can reduce this random factor.

But you are a dedicated player and you spent couple hundred hours getting frustrated, right? Imagine the new players who won't be so emotionally invested in this game/genre as all us basement dwellers. They will probaably just get pissed and quit.

Absolutely!

I mentioned this before in other threads as well, while you can learn to use the system and it is fun and all, it is exeptionaly difficult compared to your other option, that are binds. And this makes the whole thing really frustrating, because you can lose a lot of time trying to learn the 240 system, still not be good with it, only to find out latter that you could have been using binds all this time and completely avoiding attacking in random directions.

I just don't think it is so much worse then binds, it is worse to some point, yeah, but I don't think you are required to use binds to be competitive, for instance. I think it is possible to do so with the 240 system, but it will require huge tryhardism.

Don't get me wrong, I'm not saying that the system is in a good position right now, and want it to be improved really, but this is a hard subject for me to talk about honestly because I can't suggest effective stuff to make it better, as I am a caveman in computer subjects, so the best I could do is "HUE devman like, make it better so simple man xD". The HUD indication thing might be a very good thing to make the system better, in the sector of how responsive the system is, this is where I can't give any suggestions tbh.

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  • 3
  • 8 Mar '18
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@Huggles said:
240 system by design limits footwork potential as movement is tied to camera movement as well.

This is not a problem tbh, as you need to make a real subtle movement in the camera to input a attack. It won't mess with footwork at all, unless u are using it absolutely wrong.

It makes your attacks more telegraphed and predictable as a whole.

Also not a problem at all, for the same reason above. I have a video to show u this, will edit this post soon

Here the video, I'm the one doing the overheads at the start of it, I don't see any movement before the windup that could telegraph what I was about to do imho

It drastically limits you as a player and is straight up inferior to binds, greatly decreases the skill ceiling as well.

I wouldn't say it drastically limits, it does add sort of a random chance for you to wind-up a wrong attack, but that's it. It is indeed inferior to binds in this aspect imho, and this random factor that is added doesn't greatly decreases the skill ceiling, just a bit imho, I can play and win normally most of the time against tryhard cunts. I think that with practice you can reduce this random factor.

I agree with your point in this last part tbh just not the intensity of it.

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  • 7 Mar '18
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I'm only using the 240 system, I have no problems doing acccels or delays with it tbh, I don't get why people say binds are better on this sense.

The only problem always present that I see is the attack going on a random direction sometimes. I want to windup a left to right overhead but it does a right to left overhead instead, these sort of things. Happens much more often when riposting or when trying to chamber under pressure.

Although since I started playing this has always been a problem, it is getting better now, I just think it is painfully hard to get used to it, if you want to get competitive right now, you won't use this system only, because you will have to learn to use it, it is not easy and tbh can be quite frustrating sometimes, feels like bullshit when you try to chamber but the attack direction comes from your ass instead the direction you actualy wanted. But I do believe it is possible to be consistent with it in competitive level.

The benefit I see is that it is fun to use tbh. Really fucking fun imho, it is one the main reasons I want to keep playing this game.

What rob says is true about the "hold lmb to use" mode, made it a lot better to play and I got used to it I think, because playing the old Slasher build felt really fucked up.

A crosshair indicating the direction you are looking at would help a lot.

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  • 16 Feb '18
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Hey man, if possible, post something like the best moments of it or something along these lines here after it happens! This is a good initiative imho

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  • 10 Feb '18
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True tbh, chiv was pretty damn unintuitive and unfair

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  • 9 Feb '18
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Hey man you did the community a great favor, truly a hero of the proletariat imho

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  • 8 Feb '18
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These last 2 posts made me really happy tbh, it is exactly the point Lux, very well written imho.

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  • 7 Feb '18
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Lmao yeah, that looks pretty strange tbh and cancer to read

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  • 7 Feb '18
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It is a pretty cool idea imho

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  • 7 Feb '18
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@Hadeus said:
@vanguard

Your correct in that its hard to distinguish between the two, especially up close. I agree that they need to make it more noticable to distinguish the two.

If we are going to use Chivalry as a standard, the slash backswings were even moreso difficult to determine if its going to be a drag or an accel.

That is what I am hoping they will accomplish with the new windups for overheads.

Holy shit don't even remind me of that. Halb0rd fake backswings, zwei slash backswings, damn. We are actually in heaven here

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  • 1
  • 7 Feb '18
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@Hadeus said:
The entire purpose of performing an accel is hitting an opponent before he has time to react with a chamber.

The entire purpose of a drag is to punish players for reacting with a chamber too soon.

Parrying both an accel and drag is much easier than attempting to chamber it. This was intended to act as a 'soft counter' to chambers.

Its not impossible to chamber well executed drags, its just really difficult. I personally would want it no other way.

It is dificult because the animations doesn't convey what is going on properly imho. It should be difficult, but for another reason, be it more restrict timing or angle.

Also keep in mind - The new animation for overheads should make it easier to determine what your opponent is trying to do.

If you put in enough hours into the game, you will develop both the mechanical skills and intuition necesary to make those split second decisions between chambering and parrying something.

I find out that the most effective offensive posture is to parry at least 80% of the time instead of chambering, use just subtle drags not to bypass parries, but to fuck with chambers, and if your opponent starts to parry more, then you start to feint more, once he tries to go back to trying chamber you, you go back to subtle drags. Against feints, either hard read them or gamble.

I'm talking about duels here tbh. I'm avoiding to chamber all the time, unless my opponent does bik telegraphed delays of chivalry, that are easy to read, or when I'm about to get stamina fucked.