Mordhau
 Bluhman
  • Likes received 35
  • Date joined 23 Nov '17
  • Last seen 22 Feb

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31 35
  • 20 Feb
 Bluhman

The kick in its current state is a bit more flexible with its jump-approach, but it's still usually a disproportionately punishable, slow attack that makes misjudging distance a huge risk. To recap the kick's benefits and drawbacks:

  • Ends a held-up shield block.
  • Provides a potentially fast surprise-hit at very close-quarters: ideal counter to use if using a large weapon and in a corner, or need to repel a close-ranged weapon.
  • High knockback, ideal for forcing people off ledges
  • Extendable range via jumping
  • Ragdolls people instantly if you use it from behind a door (sometimes. weird game engine jank, honestly not usually a fan of this.)
  • Drain's enemy stamina on hit.

  • Use case to use as a counter against a held block is extremely narrow, because who even uses held blocks nowadays

  • Kick is still parry-able via normal means, which sort of loses sight of the original intent of the kick?
  • Time it takes to morph or feint into a kick never seems consistent. A plain kick comes out very fast from neutral, but is incredibly slow if transitioned?
  • Extremely low range when used on ground since you cannot move, and it also mysteriously cancels out your aerial inertia which is really counter-intuitive.
  • Extremely high stamina cost when combined with jump, and misses (1/5 of total, combined with potential extra costs of a morph lead-in.)

At the same time though I don't think the kick should necessarily be removed. If anything it needs some buffs, but the number of benefits it can gain that could round out its performance are limited mostly by pragmatic reasons (ex: footwork is disabled and needs to be disabled because how can you kick and walk at the same time). For now it can be left as-is, used for its narrow shield-based/door-based use cases, and bound to another key.

small arbitrary thought: perhaps it can be used to immediately one-shot a pavise; help mitigate the impact of people building 20-shield barricades out of them? Of course alternatively the simpler solution probably would be just to make people only able to put up to like 4-5 pavsies up at once instead of infinite ones.

The suggestion: Pommel Strike

grapple.png
The idea here is to introduce a more applicable close-ranged fighting technique. The traits of such an attack would include:

  • A low-damage blunt attack.
  • Flinches, is precise (allowing it to bypass a parry or drain significant stamina on a parry), and can force a shield lower.
  • Since it doesn't use the legs, the user can still maneuver while using the attack.
  • Can easily morph into this attack from a strike.
  • Slower morphing from a thrust.
  • Constant-speed, quick morph on single-handed weapons or when using a shield (uses an off-hand punch or shield bash for this technique)
  • Absolutely no comboing or feinting on this maneuver.
  • If chambering or clashing this attack immediately loses and the pommel-striker just gets hit. (disclaimer below...)
  • Basically has 0 knockback compared to the kick (essentially why the kick would still need to exist).
    As for the trait of chambering on this attack, this might be negotiable, as most late-medieval combat is also characterized by grappling in combat - what if, against blunt weapons (such as mordhau-ed longswords), the maneuver might be able to initiate a grab of the enemy's weapon if chambered and executes the pommel bash from there? In this way the attack could be usable as a close-ranged or stunning positioning tool - similar to most fighting game grapples, it could place the enemy in a set position from the user after it's completed.
31 35
  • 13 Feb
 Bluhman

@Quenquent said:
Throws and climbs absolutely deserve to be able to be feinted.

It's so easy to mess up a throw and, since you can't stop it, you are forced to go all the way to, well, throw it at the ground. On top of that, it would make Throwing Axe and Knives more interesting to use. I'm not sure, however, if it's deserved on normal weapons with a throwable alt-mode : they are unexpected enough to be viable.

That these cost stamina or not, I don't really mind.

But I'm not sure about ladder slide-down.

In itself, having it bounded to feint isn't the right way to go since you can use weapons on ladders and, well, feint their attacks. Maybe binding it to sprint might be a better idea ?
However, I don't really want Mordhau's ladders to become For Honor ladders : what should happen if someone sliding down slide into someone else ?

Sprint probably would make more sense for that ladder function, true.
As for what would happen if a sliding player collided into another one, it'd probably make the most sense to just have them stop sliding. It does remind me of another kind of dumb thing that happens in this game right now - if you jump off a ledge on top of another person, the game's solution to that conundrum is: don't hurt or flinch the person you just jumped on the head of, and instead cause you to ragdoll.

31 35
  • 13 Feb
 Bluhman

Stuff that the Feint Key (q) soreley needs to be able to do:

  • Feint out of weapon throws - With the new speeded up throw rates, it's really easy to start throwing a weapon before you're actually ready to get it out, or in other words, you throw a second shot before you're ready to have aimed. To add to this is the extremely slow javelin windup, which spells, basically, a complete waste of a javelin if someone sees you winding up and is just ready to parry.
    People might say: "just aim it at the ground!" Well sure, but that's making you more vulnerable while your POV is aimed at dirt, and also it's inherently unpredictable as to how a throwable will bounce when it hits. Honestly, bows can un-nock, so it only seems like it should be fair to allow thrown weapons, with their much more restrictive ammo, to be able to cancel out of a throw.

  • Feint to cancel a ledge climb - Ledge climbing can be really sensitive at times, to the point where if you're trying to jump to avoid a low attack, or trying to move unpredictably against a ranged attacker, you might be next to a ledge, and then you're nailed into a channeled, 2 second long animation. Whoops now you're super-vulnerable. Make it so that if you press the feint button while climbing, up until you're about halfway up the ledge, you should just have the option to drop down back to the ground instead of climbing up.

  • Feint on ladder = Slide down it - It's already possible to use the interact button to let-go and regrab a ladder to try and descend it faster, but it's not that safe and you have a pretty narrow window of time to do it so that you don't take fall damage (which already is unreliable). Make it so that just pressing Q while climbing will allow you to instead do a fast slide-down a ladder.

31 35
  • 26 Jan
 Bluhman

arrowhold.jpg
medieval_arrow_stand_hire_02.jpg
Costs 4 supplies to place, and only can have one placed at a time.
Structure that will refill ammo for all thrown and arrow-loaded weapons when used (does not refill ammo for toolbox).
Extremely fragile (same HP as the fire pit). Will put all other arrow stands and supply boxes on cooldown when used.

Basically acts like a placeable supply boxes, for maps where they aren't placed in central locations such as Feitoria or certain lanes of Mountain Peak. Can be used to help make ranged fighters more useful at specific locations on the map, or for an engineer's own use for a quick refill of a smoke bomb if they have one.

31 35
  • 1
  • 21 Jan
 Bluhman

Bomb

9 point cost
1 ammo
bomb-isolated-white-background-31551670.jpg
Old_bomb_590.jpg

  • Lights and throws a bomb that deals high armor-ignoring damage in a burst and knocks down.
    • Damage based on distance from bomb: 0-3 meters is death, 3-6 is high-damage and knockdown, 6-10 does moderate damage with no knockdown.
    • Sizable damage to wood and stone, spectacularly effective on stone objects - on same tier as pickaxe.
    • Heavily reduced damage dealt to objective-based targets (nobles, kings, commanders etc). Similar principle to what's applied to catapult damage (or what should be applied to catapult damage).
    • Damage dealt ignores Friendly traits making it very dangerous to your team as well as the enemy (prepare for a lot of auto-kicks if you set this thing off in your base)
  • Its fuse makes the bomb only detonate after 5 seconds. It does not explode upon contact when thrown. Deals low but noticeable damage when it hits (~20)
    • Bounces wildly off attacks. Strikes/thrusts tend to send the bomb directly back from where it came from.
  • Makes a loud hissing and emits sparks while lit. Also could show up as an icon onscreen if nearby one(? might only be reasonable for allies.)
  • Use alternate wield to light the bomb in your hand. Allows you to throw the bomb with a shorter fuse - or do suicide bombings.
  • Diffused either with a smoke-bomb, or can be interacted with if someone's quick to just snuff the fuse - bomb can then be picked up again and relit, though the fuse's duration does not reset.
  • Fairly heavy (about twice the size of a firebomb), has a long weapon-switch animation.

Main use case is anti-personnel rather than area denial and structure removal that firebombs provide - firebombs only slow down enemy teams rather than eliminating them. Provided more maps that use stone structures this could also be a tool applicable for sapper builds that can basically petard their way beneath castle fortifications.
Obviously needs to be carefully balanced to the point even I doubt the suggestion itself is reasonable right now. Think of it as a catapult shot in a pocket that can reach locations catapults can't, but then also requires the bomb user to get up close and not be disarmed in the process.

31 35
  • 19 Jan
 Bluhman

If it's gonna get nerfed, it'll need to be in a way that makes its half-swording stance actually have a use case. Right now that's the only thing I can think is wrong with it.

31 35
  • 19 Jan
 Bluhman

That or give T2 torso a slight speed nerf 'cause now I'm trying to shoehorn T2 armor on all my prior T1s and discovering how ugly and limiting the T2 chests are.

  • Low-padding chainmail, something a bit more loose-fitting than the default chainmail and how it's wearing a yeti suit of gambeson underneath.
  • Mail or Brigandine Doublet, incorporating some metal into a doublet. We really need more options in T2 that let us actually pick waist options.
  • Maybe make the Brigandine's color options make sense? Why on earth is it categorized as leather when it then doesn't have the material consistency/shininess of leather and then just has an alternative color scheme that gives it cloth-colored stripes? Maybe just give it a third coloring option for solid cloth color.
  • Scale mail

Unrelated to torsos:

  • T2 T3 foot options for Greaves + Sabatons - Basically for applicable T2-T3 options grant us some options for foot parts that are a combination of knee, shin, and foot armor. Something with a similar principle as the T2 shin-guard piece, but... interchangeable with other things than just weird tights. This would also encompass maybe some new T2 options that look like T0 ones, but then have these greaves/sabatons as the only foot options available? Consider a use case like this: this build's wearing T0 wanderer pants with some rider boots that are just colored to kind of look like armor (as best as I can because materials).
    namelessKnight.png
    Imagine that being T2, with the same pants, but with some greaves on.
  • Chainmail skirts sans cloth - They're by far my most used skirts since they're essentially the only ones that don't make me look like I'm about to trip over myself. Ones without cloth would be great though.
  • Loose chain sleeve - Similar principle as the loose gambeson sleeves.
  • Full-chain sleeves - Continuous chainmail from shoulder to the tips of your fingers with chain-mitten hands. No separations between those, it's one continuous garment. Like these:
    a70a6ace68c32f1f50684e64d446c590.jpg
    Similar to the bracer part, would likely have limited glove options.
31 35
  • 1
  • 19 Jan
 Bluhman

My advice on maul:

  • 90-99 damage on head would be acceptable for probably only t3 helm. Damage thresholds are really important since when it comes to 1v1 there's basically no difference as to whether a given attack type does 99 damage or 50 damage because that's still 2 hits to kill your opponent. I'm honestly wary about doing this because if the headshot damage is nerfed too much against different target types heck you might as well just use the War Axe because it's the same range, faster, can combo, does higher structure damage, and then still basically kills in two hits anywhere on the body for t3
    The leftover HP after a hit though is a much bigger deal in 1vX because now that's a target that can get hit by something like a stray throwing knife from left-field, anywhere on the body, and still get killed. And inversely, if the target's currently engaged with someone else and has dealt any damage, then the maul will still basically be a guaranteed kill. That's the core use case for Maul that should be held onto - it's just that the maul can go toe-to-toe with others with feint spamming because landing a hit anywhere also follows this exact pattern to the point where its theoretically bad stabs are still a guaranteed two-shot.
  • So that all in mind: bigger suggestion here is to just lower the body/leg damage or further increase its falloff with armor. It's so deep into the orange two-shot damage tier that it means any kind of hit from the maul regardless of where it's aimed is extremely punishing. It's also part of why its thrust is so nefarious because a body-blow on even T3 makes it so that any kind of maul thrust (or other 'green' category damage attack of 25+) will be a one-hit kill.
    Basically, apply the principle of the current body-blow of a maul to the headshot of the maul for high-armor targets - not instant death on headshot for full-armor knights, but it makes them incredibly weak and able to die to something like a dagger strike, or even a kick. Considering the main place you see lots of T3 is in crowded team battles, that's still going to make the maul quite reliable in those cases.
  • Depending on how one feels, the stab could also have its damage nerfed but perhaps sped up. Everything else changing surrounding the thrust would likely alter its use cases otherwise, meaning it'd be best to be conservative with changing the thrust up too early to see what the other changes would result in. The rationale for a faster & weaker thrust would at least to make it a little more capable of mixup when forced to go toe-to-toe. In the face of this change though it'd probably need to have its damage nerfed across the board to be in the 4-5+ hit kill territory. Still really weird how the thrust from this thing is so much more mysteriously powerful than the thrusts on stuff like any of the Axes or even the Mace/Warhammer.
31 35
  • 17 Jan
 Bluhman

@TombstoneJack said:
cavalier pointless since horses and teammates already show up on the map before spawning

vanguard just wait im guessing this current iteration of shields will change some how

Clarifying here: Horses show up when they're actually physically at that location (i.e. it's a horse that's ready to ride). Players with the perk would know in advance where they would spawn so that they can pre-empt those locations in case their build relies heavily on weapons suited for horseback.

also yes i'd hope shields get tweaked again. Frankly these two might as well just be game features by default.

@esturias said:
Siege engineer: Hell no. Those instakill things are bad enough already, no need to make it worse.

Morale: Hell no. All that instant heal nonsense is just stupid.

Southpaw: That should be an option in the game settings, not a perk.

Further rationale for siege, learning curve on those weapons is heavy, and highly-punishing if executed incorrectly (i.e. killing your own team). Maybe that's just me, since I'm pretty comfortable with controlling every other aspect of the game aside from catapults.

For morale, reminder that someone scoring a melee kill restores 25 health to that person only without any extra perks. That's survivability that's lost for other players if a kill is stolen, especially for people locked in a 1vX engagement at low health - someone rushes to their aid, throws out an attack and then just accidentally kills the person they were trying to save because they had low enough health that even a friendly-perk swing with an arming sword was enough to kill them. In other words, instant heals are already a thing that's in the game, and as is it's a mechanic that dissuades allies from helping one another.

Southpaw: For effort, I'm pretty sure taking existing animations and just mirroring the kinematic points for each part would work? Failing that, not sure if it'd screw with the model's polygonal normals, but there's also just having the character's scaling factor for X-scale/width to -100% instead of 100%. This is the exact same principle by how they do both the Ogres and Firebombers in Horde - Ogres probably have a global 150% scale or something, while the firebombers have like a 50% scale on the Y axis which is what makes them look squished.
For making it a free option, I will say that there are a few effects that inverted stance would have in practical terms:

  • Shield in Right Hand - This means you're passively blocking projectiles from a different angle than someone who's right-handed. This is the most immediate effect I can think of.
  • Altered hitbox - While it's possible, I can't possibly imagine the hit volumes for a left-handed strike or stab are exactly the same as a right-handed strike/stab. Probably most significant is that it might change what angles or locations in where you can or cannot execute a swing in tight corridors...
    Also this kind of was a historical point to how staircases in castle turrets were designed: they spiral upwards clockwise, meaning right-handed soldiers would have a harder time drawing their sword if they were heading up, as well as exposing more of their body in the process.
    The perks are in order of rough priority/usefulness/feasability, so yes southpaw's probably the most minute of the bunch.
31 35
  • 15 Jan
 Bluhman

Deep Pockets (1) - Increases the ammo of all ranged weapons held by x1.5 (rounded down).
For maps where ammo boxes are scarce (i.e. Feitoria Siege Tower segment), or for builds that specialize in ranged skirmishing harassment to the backlines via throwables. For ranged-devoted builds that always go Huntsman/Ranger for bows, this would introduce an alternative of Huntsman/Deep Pockets that'd cater more to throw-based builds.
x1.5 ammo rounded down's the amount I decided on since this means it wouldn't give extra ammo to some popular fire-and-forget weapon choices such as Firebomb.

Cavalier (1) - Locations where horses spawn are marked on the map when picking spawn location. Locations show up as icons that display time until a new horse spawns.
Helps reduce collision case where you might spot a horse on the spawning map - at the same time as another player. Two players, one horse, one player takes the horse and then the other one has to cross way more distance on foot to reach the battle. People with the Cavalier trait can spawn in in advance to pre-empt people who don't have the perk for priority usage of horses.

Vanguard (2) - No movement speed reduction while shield is raised.
Choice for anti-ranged melee builds that want to rush down harassing archers/marksman without being hit with projectiles. Note that it does not and should not improve turn radius - once in range shield users should use their parries as normal.

Siege Engineer (3) - Can visualize and plot out the trajectory of Large Ballistae and Catapults in advance. When using these devices, they reload 50% faster and deal 50% less damage to allies.
Catapult-focused perk that should help minimize cross-fire mishaps, and improve aiming with the weapons without having to make test shots (similar display to Crossroads mortar).
Note the benefit of a faster reload requires the Siege Engineer to stay on the device, meaning they have more potential to be ambushed.

Morale (4) - When you land a kill, allies nearby your victim regain 12 health.
Essentially grants half the melee-kill heal to nearby allies. Works with both melee and ranged builds, and can help mitigate possible risks of kill-stealing denying an ally a health benefit. High cost as it's a burst of healing that can apply to many targets at once without any action consequences like using a bandage or medkit.

Southpaw (1) - You're left-handed.
Essentially mirrors your model/animations and will alter the physics/hit areas of your attacks accordingly. Potential to throw off people in melee?

31 35
 Bluhman

Offhand throwing weapons

Because if you're going to open the can of worms of shield throwing as an option for throwing attacks that keep your main melee weapon intact, you might as well make this an option since they'd do about the same damage and offer no parrying benefits.

Heck it could be a black powder derringer for all I care: 1 ammo, volatile, short-ranged and inaccurate, equally effective on light and heavy armor (like how the targe throw is!) Just without the increased stamina efficiency of blocking. Hooray the anachronistic hand cannon's more balanced than the shield that's actually just a war frisbee.

31 35
  • 6 Jan
 Bluhman

Bump since I still think the points for this horse balance are pertinent. Though the spear buff does help a little.

The spear buff does give me an idea though, perhaps it would be enough if the bear trap caused the horse to immediately stop moving and then suffer a permanent speed debuff? Would help avoid having to try and animate a 'get up' animation for a horse.

Between when this thread was started and now Beartraps also got buffed with the visible-ally icon, which helps a lot with coordinating their use in tight spaces but still is prone to accidental trips in narrow corridors. Placing these in the open to counter horses would both be a lot easier for footsoldiers to avoid and still be difficult to spot by high-up cavaliers. Would also be a more natural use of beartraps to put them in the open, rather than their most optimal use right now which is in tiny doorways and stairways.

31 35
  • 6 Jan
 Bluhman

Is that why I run behind an enemy at times and then suddenly my 3/3/3 guy is moving like a football stadium streaker?

That is jank as heck, I thought at times maybe it was some lightly-armored guy behind me that was pushing me forward somehow. Honestly it devalues throwing weapons a bit. I can't suggest a solution to it, but I agree it needs some kind of adjustment.

31 35
  • 19 Dec '19
 Bluhman

Problem: some griefers like walling in their allies to spawn by building fortifications directly in doorways. Huge problem in some spawn locations such as Defensive Grad, Defensive Feitoria, 2nd-point Offense on Tundra. Worse is that these don't show up as a team-damage stat to make it immediately clear that this is why they're getting votekicked.

Solution: why on earth are they even able to build walls there in the first place? There's no map objective to even defend there. Define map volumes where the toolbox cannot place structures in relation to spawn. In fact, this already is in the game, that's why this isn't something you usually run in in the case of like Iron Company on Mountain Peak. it's just a matter of expanding the area just a little further for some maps.

31 35
  • 19 Dec '19
 Bluhman

I'd like it, would be a nice fit for medic builds.
Watch out for armies of light-armor edgelords wearing this stuff though.

31 35
  • 19 Dec '19
 Bluhman

In light of the recent shield rebalances:

  • I don't know why sprint removal was even considered in the first place. One of the biggest factors for using a held block is ranged-attack coverage for advance, so reducing the user to a crawl seems entirely counterintuitive to this function. It's a good thing it got added back after one day, but even so - strange decision to remove it to start.
  • Control Awkwardness: This isn't a valid balancing point in the slightest. Sure the shield now has massively improved stam. negation with its held block, but you could have just as easily just kept it the way it normally worked with held blocks without the strange "hold stance change" button input.
  • A lot of metrics really need to get tweaked to get reflected on the advanced stats menu. How much longer is the parry window for these things? I did some testing locally and honestly I couldn't tell the difference between timings for a heater shield from a cleaver. Also the throw damage on the shields is entirely hidden.
  • Thrown Shields: This is a change that has deep and dangerous implications that I already saw a lot of after just one day. Targes and Bucklers are now ways to initiate a battle by doing ~40 damage to your opponent on the way in or forcing a parry, without any of the downsides regularly associated with throwing. For both thrown weapons and alternate-use throw, you're left vulnerable to melee either before the throw via disarming, or immediately after when you need to draw out a new weapon. This isn't the case with a shield toss because you can then immediately follow up that throw with a melee swing.

So my suggestions surrounding all that boil down to:

  • Revert hold shields to old functionality/control, though retain the stamina drain buffs with held block. The extended block's traits are activated if holding the block beyond just a single tap/press of parry. Without the control awkwardness this use mode still has plenty of balance to keep it in check - massive stability and easy blocking from one direction, but sluggish turning and slower movement makes you vulnerable to flanking, and there's still the threat of kicks.
  • If the issue of offense out of extended blocking is an issue, you could add a small cooldown after a (non-riposte) block before the user can start an attack, which could have the same practical effect the held-block stance might've been going for.
  • Change the shield throws. There's more balanced alternate-uses for these things than just tossing them as death frisbees. Failing a mode change, these would facilitate a big damage nerf. The addition of alternate uses for these shields is, otherwise, a welcome addition, but it needs to be tuned into something that would make a greater deal of sense for them, as well as make the performance between the two types of shields a bit more even. My recommendation would be:
    Bash - Alternative kick-like attack with faster windup, shorter range, wider arc, high stamina cost, and a post-use cooldown. Doesn't preclude movement when activated and can chamber strike attacks for free (not stabs, also the stamina cost is basically pre-included in executing the bash maneuver). Different shields would have different bash stats:
    Kite has slowest bash (1/4), moderate damage (3/4), and highest knockback (4/4)
    Heater has 2/4 speed, 1/4 damage, 3/4 knockback.
    Targe has 3/4 speed, 2/4 damage, and 1/4 knockback
    The Buckler (Metal Fist) has the fastest speed (4/4), highest damage (4/4), and fair knockback (3/4) - this would justify its lack of ranged protection in the face of its semi-disproportionately high point cost.
31 35
  • 30 Nov '19
 Bluhman

I wrote a big guide on Steam that basically goes through each weapon, strengths, weaknesses, etc. I feel like the most recent balance changes with tradeoffs between recovery time and general weapon size are pretty good, and most of the balance steps were in the right direction. Here's how it could perhaps keep going in the right direction IMO:

General

  • Stabs and Lunges: Give the stab extra lunge versus the swing, especially if you consider realistically how a 'lunge' is done in a sport such as Fencing. Especially considering how stabs tend to be harder to land in close-quarters, this would make them better as opening entry moves, and really right now the Stab needs as much help as it can get.
  • Weapon Weight and Recovery: It seems most of the recovery times were based more on weapon length instead of weight (see: maul). Not sure I entirely agree with this, but I'll stick by it. I'd change it to be more with the comparative mass of the weapon than its length, though, if we consider this other balance change:
  • Lunge distance and Weight: Swinging or Thrusting a heftier weapon would send you flying further forward. This would make using a fat weapon like this more dangerous per-hit, but combined with longer recovery and slower swings, that would also correspond with more down-time between attacks and leaving yourself open in a position much closer to the enemy - more vulnerability on miss. Would be a good character-fit for risky weapons such as the Maul. The lunge could also be counterbalanced via a ratio between 'weight' and weapon length, with lower lunge on something like Zweihander, and much lower lunge on Spear.
  • Stabs and Hit Timing: The fact that a stab attack can hit well after the actual animation is finished is still pretty misleading IMO. It's there for balance, sure, but animation-wise it's like you've just touched the tip of a stationary object and then suddenly took 50 damage, and it's also real unintuitive how you can bend a stab somehow to hit multiple people who aren't in a line. A lot of the other suggestions on stabs here probably will also need to get put in since this would make the already semi-difficult stab even more difficult to use form the attacker's point of view.
  • Stabs and Armor Penetration: From a historical point-of-view, a lot of weapons could be used in ways where the thrusting tip of the weapon could be precisely directed into the weak points of an enemy's plate armor. This doesn't get well-reflected in most of the Mordhau weapons at all, and this could be a big game-changer for how this attack type's used: heavily armored targets will have a harder time sidestepping these attacks, even after their attack windows are shrunk, so this would make using the attack type more desirable on them. I'll call out some of the specific stabs I feel like could get the largest benefits from this change.

Now for the actual weapons specifically:
Cleaver

  • This elephant in the room really needs a damage nerf. It got a parry nerf, sure, but even then the thing can still be used alongside a shield to immediately remove that as a weakness. Even so, it's still insane that this thing three-shots most people with the speed it has. Really, its strike should probably 4-shot T3 people and it's frankly ludicrous that this thing does more damage to armor on strike than an Arming Sword or Billhook.
  • This can afford to get a little bit of performance restored to its stabs in exchange.

Dagger

  • Its stab should probably do a consistent ~50 damage on headshot to even T3. Really, this should be a good low-tier option for anti-armor to reflect its historical usage, and would make it all the more appropriate to have on the Knight default class.
  • Because the stab requires a bit more aim, as well as the rigamarole of all that stab balance I discussed above, this really should retain its three-shot stab status on T3s elsewhere on the body.

Short Sword

  • Maybe make this a bit faster. There's almost no appeal to this weapon when the Cleaver/Dagger are faster, and then the Arming Sword is just this but more damage and longer. Maybe that's the point though.

Falchion

  • Make its body-shot damage on T3 25-33 damage. Like the cleaver it needs to be less effective against armor, though I wouldn't say to the same degree of nerfage since it's a bigger point-sink. Similar with the Messer, to the point I'm not sure it'd warrant a full-on nerf?

Heavy Handaxe

  • Something about this guy's stab needs a nerf: either damage or speed, as its non-aerodynamic profile would make it pretty awkward to thrust forward quickly or strongly. Wouldn't be that big of a deal considering how just about everything else about this weapon is spectacular.

Buckler

  • Considering that this thing works basically like a maximum-endurance-reduction parry with almost no ranged attack coverage like all the other shields, I'd lower this thing's point cost to 2. That or at least make the benefits it offers to parries a bit more clear beyond just stam. cost.

Short Spear

  • It didn't deserve this, especially considering it wasn't that powerful of an option to begin with, and its demotion has really ruined the number of options for 4-point weapons, even with those options all being pretty solid.
  • Its non-comboing awkwardness could maybe be given to a medium-length spear that switches one/two hands? But that's its own can of worms.

Billhook

  • Probably should have a 33-49 strike somewhere on full armor. As I said before, it's kind of nuts that a tiny cleaver does more damage to an armored soldier than this thing would.
  • If I really had my way this probably would be a much higher-tier weapon that's on par with halberd or bardiche performance, but with the added mobility restriction options, but that probably would blow its balance way out of wack in the current scheme of things really.

Estoc

  • I don't know how it's coded up, but really this thing's strike should act like a blunt weapon - because that's what it is, an estoc's 'blade' is a big square-shaped pyramid that tapers into a point. As such, it'd probably do a bit less damage to unarmored, but have its damage output decline less.
  • To add to that, that change would make mordhau less useful - and that's fine because also mordhau isn't even a really fitting stance for this weapon, half-swording was much more commonly used. Maybe its alt-mode could be a mordhau swing with a strange reversing-direciton stab that has half-swording traits? Anyways, the main motivations for using a weapon like this in half-sword (that's already stab-focused) I'll discuss below.

Greatsword

  • Half swording buff: This really should get some solid 50-80 damage output on its thrust on a T3, considering Half-swording was made specifically to force that blade through tough armor. This would apply to the estoc too - its normal stance stab would have better range but not be quite as effective on armor. For the greatsword, it'd help a lot since right now its half-sword stance really does almost nothing of benefit for the weapon at all, with no improvement of number-of-hits taken via stabbing, even with its damage improvement.

Maul

  • Strange decision to give this thing a shorter recovery time - guess things were done by length instead of weight - but sure.
  • I really don't think this thing has any business three-shotting with its thrusts. Reduce that to like 26-33. Right now that powerful three-hit has no business being there, as it makes what's already the ultimate sneak-attack ambush weapon also way too good a mixup dueling weapon as well. The nerf wouldn't be that big of a deal in the situations where the Maul's already good with threat, as a Green damage range would still be enough to finish off someone who took a body shot from this thing. Also consider how strong this thing's stab is compared to the anemic stabs of similar axes, which likely have more thrusting leverage than this weapon, and are about as blunt too.

Held Block Shields (Heater and Kite)

  • Why such low stam. negation? These are tools where the user already has to concern themselves with more kicks if they're blocking too much, so if you end up using these like normal parries these end up just being point wastes (aside from the questionable extra parry taken upon full drain that sends the shields out of your hands). Shields probably should just get a global stam. negation buff, but these at least deserve to be on par with most of the heavier one-handers (doubly so since they right now are only offering unequivocal buffs to being used alongside stuff like cleavers and daggers and who on earth charged into battle like that)
  • Kite vs Heater realisim: Kite probably should have a bit slower rotation than Heater. I also kind of hate how the heater is so obviously weaker than the kite in every single way, also considering how it appears that the Heater Shield is made of a stronger metal material than the kite shield. Maybe all shields should just globally be 2 points.

Peasant Weapons

  • And inversely I'm baffled as to why so many of these have way higher stam. negation than most actual weapons. Not that this is a big thing since they're pretty bad in every other way but even so, kind of weird a sledgehammer is so noticeably better at parrying than a maul is?
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  • 30 Sep '19
 Bluhman

There's ways to optimize terrain destruction to make it accessible to most systems running a game - it probably won't look as spectacular as it does in that demo, but it'd still be possible - I mean, the maps in Minecraft are fully-destructible for instance, and something tells me that some of the design principles that guided Fortnite were also part of implementing this. The big issue is representing that game world or map in a way that's able to account for that destruction, and in the case of a non-voxel-based game, actually making it look realistic.

The demo shown up there also doesn't detail how it's actually being done in the context of UE either: maps in UE can be built out of a combination of static or dynamic models, as well as Binary Space Partitions (which are great for basic level structure layout, but only allow for really rudimentary polygonal shapes, meaning it's only really good for artificial/modern things. I don't think there's a single map in Mordhau that uses BSPs). If it's mainly for BSPs, that's not going to help much, and if it's for static meshes then that's still extra work that's needed to detail how those assets will break apart, what they look like inside, and so forth.
In fact, going a bit more in-depth about how exaclty this is done from Epic's own documentation on the SDK reveals some of the work it takes to actually construct items to work with the Chaos tools.
(It's also for UE 4.23 while, from what I've gleaned from modding guides for Mordhau, this game's strictly built on engine version 4.20.)

So that said, this is one of those game features that would either need to be accounted for in the core of the game's features, or worked on for a significant amount of time, which makes me think it's something for a different game to expand on instead.

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  • 28 Sep '19
 Bluhman

It absolutely does not occur when I'm wearing actual headphones. I'm thinking it is because it's recognizing my main speaker sound-system as some surround configuration on my Win10:
siderearspieakwhat.png
AFAIK these settings/etc still remain even if I try and set this sound system to stereo. The speakers I'm using are very old (from 2006) and are a stereo model that have a subwoofer, so because they're all analog it doesn't surprise me that Windows/Morhau doesn't necessarily recognize what kind of speakers they actually are.
Solution for Mordhau Devs would be to just add an option in the sound menu for Mono/Stereo/Surround so that it stops trying to play noise on speakers that don't exist.

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  • 17 Sep '19
 Bluhman

I've been getting this too, makes it feel like I'm dying to ghost latency instead of a legitimate zweihander blow to the back of my head.