Mordhau
 Bluhman
  • Likes received 15
  • Date joined 23 Nov '17
  • Last seen 4 Oct

Private Message

14 15
  • 30 Sep
 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.

14 15
  • 28 Sep
 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.

14 15
  • 17 Sep
 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.

14 15
  • 17 Sep
 Bluhman

this game mode makes vanilla frontline look balanced

A lot of the objectives on the different maps get super fucked up for offense side:
Overall:

  • Not nearly as many opportunities to gain points like there is on default frontline. I think that's a big contributing factor as to why it feels like people go off and fight in stupid places way far away from actual objectives, doubled by the fact that point gain is almost entirely agnostic as to whether you're being focused on achieving objectives or not.
  • Also with that in mind, way more opportunities to get points on offense than defense. I think the average score of attacking players gets a good deal higher than defending ones. To tie to that, the most important jobs to defense, mainly repair and engineering, don't generate much point value at all - not that just fully walling off objectives should be the answer.

Tundra:

  • Part 1 has way too many chokepoints, and the forester distribution is weirdly frontloaded to the point that usually people get stuck here on the very last three guys because of just how much the defense team is able to fortify around them.
  • Fort-burning segment is decent since at least it's more than one spot where you can get fire to burn stuff down, but again, really chokepointy stuff.
  • Carrying barrels to the mine has to be one of the longest, least forgiving treks across a no-mans land for progressing an objective. It's very easy to have defending engineers entirely wall off access to the cart (this is a common theme we'll be seeing a lot)

Grad:

  • How to win instantly: hit the Commander with a catapult! Strange how he's able to withstand assault from 6 different soldiers but a slightly big stone causes him to crumble to bits.
  • The best way to play Warden and Commander is to hide in a building with engineers as they build barricades literally everywhere. Don't be a hero.

Camp:

  • This one's ok I guess, though it comes through a bit strong on momentum, either blue is entirely stonewalled at the first point or they usually get it all the way.
  • I blame part of that on the frankly kind of stupid default layout of the map. Why is that tower on the left even there, it's the most cheesable thing in Horde and it doesn't really contribute anything in frontline because battles so rarely take place over there. In Invasion it's a contributing factor to the first leg of the cart journey being the hardest, 'cause sometimes a pair of jerk marksmen just make camp up there and distract half the invading team.
  • This one has probably the best answer to engineer cheese by just having the map have two alternate ways to complete the invasion on leg 2, either by bombing all the towers or just pushing the dang cart far enough.

Takeaways:

  • Object-carrying objectives are really dumb, please at least put some kind of no-build radius around the objectives.
  • Making the Commander/Warden playable was a mistake.
  • Should be more than one way to complete an invasion phase.
  • Maps need opening up
  • Objectives need to generate more points for both sides. There needs to be something in the gap that Frontline cap points left in its wake.
14 15
  • 17 Sep
 Bluhman

cosplays
dork the durring.jpg
I know I saw an attempt at this one in the past but they didn't really screw with the face enough to make him have that frumpy Dirk The Daring look.
also this is a bit outdated and he's got chain leggings now but i'm not at my gaming pc so this is the best we get.

gass ton.png
When the objective switches from pushing carts to eating eggs

14 15
  • 17 Sep
 Bluhman

Short-ranged weapons (i.e. most one-handed weapons) work best with lighter armor: that extra mobility extends the effective range of these weapons a lot. Also, not being 3/3/3 on your one-handed build means that the enemy 3/3/3 won't be outrunning you when they try to pull off that 180.

You'll only really be able to use a one-handed weapon effectively with heavy armor if you've got a shield, which usually just means you'll be blocking until your enemy moves in for a kick, in which case you gotta get good at spotting when those are starting up. Otherwise yes you're just gimping yourself.

Also, you'll definitely want a one-hander if you're going to be climbing any ladders.

14 15
  • 17 Sep
 Bluhman

Parrying Dagger/Main Gauche/Sword Breaker

https://en.wikipedia.org/wiki/Parrying_dagger

NP-H-291.png
Custom-Parrying-Dagger-600x400.jpg
yubsjuo4veiy.jpg

Despite being a dagger, it's a left-handed shield-type weapon. Alters parry counters so that they use this dagger instead. When the counter is activated, the attacker has some of their stamina sapped (making disarms more likely) followed by the hit of the parrying dagger. Its counterattack has similar traits to a normal dagger otherwise, and it doesn't expand the timing or hitbox of the parry any.

Good counter for min-maxed one-weapon builds?

makes me wish the default dagger wasn't based off of these.

14 15
  • 1
  • 16 Sep
 Bluhman

Hey for people who played in third person mode and actually found it to be a bit easier to gauge distances and spacing with it, could we get a few QoL things to help with playing using it? Including:

  • Ranged weapon aiming - please make the character model become see-through. Some shots get blocked by my player model. Actually, most shots, because a lot of the time you're adjusting for projectile arc and the character model is lower-center on the screen so it's a bit tough to gauge where my target is when my own head is in the way thanks.
  • Alt-weidling - have some kind of UI model next to health or somewhere to indicate this, and with ranged weapon, have an indicator next to the ammo count to tell whether it's loaded. Using crossbows in 3rd person is a crapshoot as to whether you'll fire your weapon or enter a channeled uniterruptable 2 second-long reload animation because you can't directly see the loaded bolt on your crossbow in third person. For other weapons, can also be difficult to tell at a distance whether your weapon is in the correct grip at a distance, so just having some UI element to inform this would be super-helpful.
  • Also could we get an option to start our games in third-person mode? Thanks.
14 15
  • 1
  • 16 Sep
 Bluhman

Thing about horses is that they're actually kind of fragile. They're also not stone-faced stationary 'stand in place while I wail into their head with 5 halberd strikes' beings, no they're weird fickle finger-walking weirdos that are cowards as well as sometimes jerks that will kick you in the face, so for gameplay reasons, here's how I'd suggest balancing out the horses so that they aren't the be-all end-all of combat in Mordhau.

Remember, there's already some balance in place for these things. Let's take some stock:

  • Big plus - If you land a hit on horseback, it's basically a guaranteed one-shot.
  • Big minus - If someone lands a hit on you while you're speeding past, it's a guaranteed one-shot... Of you.
  • Big plus - Even on failed pass-bys, you deal 1/5th a person's health if you run directly into them, and unless they have ranged weaponry they won't be able to retaliate. Those tramples also usually will interrupt an attack if they're preparing to take advantage of the above point.
  • Plus - even people who parry are knocked prone and lose their weapon, as well as all their stamina.
  • Minus - if you run into a corner on accident your horse is stunlocked and you basically don't have any good options. Counter to that, skilled horsemen usually won't charge their horse straight into a corner, nor will they engineer situations where this will be the case.
  • Big minus - If your horse dies, you flop to the ground and are just about guaranteed to die, especially if you just rushed in behind enemy lines on your horse.
  • Big plus (and also a big thing I'm advocating against here) horses never get stunlocked or stopped unless they die. They can charge right over beartraps for example, and can flatten a sufficiently damaged spike barricade (more often than not the speed they move at usually kills them.)

Overall: way more pluses than minuses, and there are absolutely ways for someone to play chiefly around cavalry's strengths. For a game which, in many cases, boils down infantry to infantry melee combat, it's a bit odd that this fighting approach doesn't have a hard counter like such that exists for ranged weapons (smack the marksman in the face, they drop their weapon), siege engineering (throw a firebomb), and catapults (rush them down).

So here's my suggestions on how making horses just a bit more realistic will balance them out:

1. Beartraps cause horses to fall down and become crippled.

This is the biggest thing for me, because right now all beartraps really serve as in most cases are cheeky traps to set for enemies at best, and trolling tools that get set off by your teammates at worst. To add to this is the realisim aspect: horse legs are dang fragile, to the point that if a horse gets a lame leg, they rarely, if ever, recover successfully. So these things easily could develop into the hard counter that cavalry needs by:

  • Cause the horse to collapse when it runs over a beartrap (sends the rider flying right off: they don't take any direct damage, but they are left incapacitated)
  • Any horses who stepped on a beartrap (and survived) are debuffed to move slower permanently.

This is also a great solution in my opinion, because the other prime method of engineering a counter to a horse-rider is to build lots of wooden spikes - that doesn't really work, though, because the horse rider can still just slow down and turn back, because these things are so visible. Meanwhile, the vantage point and speed of riding a horse means that beartraps are going to be really hard for riders to spot, countered by the fact that beartraps also don't cover the same amount of ground - that just means that a beartrap can be laid down as a punishment to horsemen who decide to ride their horses around in really predictable circuits.

2. Significant damage to a horse causes it to panic.

A significantly powerful blow to a horse should cause it to lose control. Something like a ballista shot that takes out half its health should instinctively cause the horse to veer away from that source of damage if it's in motion, or rear back and force the rider off if they're not moving. As perhaps a little extra leverage for the rider in these cases, perhaps this motion could also proc a melee attack against nearby players that does light damage but heavy knockback.

3. A player who crashes their horse into things enough times gets bucked off.

Simple one: as you run your horse into more solid objects and force it to rear back, that should cost stamina to the rider, and if they deplete it they simply get forced off the horse by knockback. This could help discourage players from attempting to execute a pinpointed OHKO on a player who's in front of a wall (though this already is a poor tactical decision even discounting a potential stamina cost).

4. An unmounted horse that gets beaten enough should just run away.

A combination of the implausibility of a horse kind of just standing in place as it gets butchered by 7 longsword-weilding knights until dead, with also the way the game also encourages this with point gain is what drives this suggestion (let's be real, in frontline it's just an excuse to smack something to gain points when you could just as easily be doing something productive such as fighting a real enemy or reinforcing a door - which begs the question as to why inherent repair of things other than specific barricades doesn't generate points). An unmounted horse that takes enough damage should just high-tail it out of there. Let the AI take control, have it avoid all players, and just despawn after it gets far away enough. Of course, let it have limitations - a horse who's ended up cornered because their rider decided to ram it into a nook will likely still get torn to shreds if the horse and its rider are surrounded.

14 15
  • 28 Aug
 Bluhman

@Lionheart Chevalier said:
I have Dodge on several of my light load outs but I never use it. Just a waste of stamina and it's more like a crutch for FL noobs than a useful competitive perk. Using it in a real duel is just blowing off stamina.

I can dodge with normal footwork and light armor speed boost, why am I spending 4 points on Dodge? I forget I even have it on my light load outs.

Spear and dodge isn't particularly good but its definitely obnoxious since you can dodge after misparry or getting parried and spam poke. These suggested nerfs would make Dodge less of a noob crutch or obnoxious fluke and more of a spacing tactic for armored and unarmored players alike that doesn't break combat. Have a like.

Yeah it also doesn't really match the vision of a 'dodgy' kind of build either. The current implementation of it focuses on kiting which is why it goes along with spear, but then try and leverage it with daggers, falchions, short sword, or basically any other higher-speed weapon that would be key for punishing through a successful dodge and the reasons as to why to even use the perk are thrown out the window. That also seems to be a big factor as to why two-handed high-cost weapons are so heavily focused on in the meta.

I'm not keen on the point decrease, I'd imagine that's going to introduce a big possibility of heavy-armor builds using light weapons. I could slap that on in place of Flesh Wound on my knight build without a second thought: I don't plan on dying any time soon and having some flexibility to add to my feints with a backstep is going to make fighting me all the more troublesome. Don't know how much the dodge mechanics realistically stack or interact with the way movement speed works however.

The rest with making its timing a bit less spammable is solid otherwise. One thing I do like:

Please make a distinctive and better dodge animation.

This'd be key to making Dodge work really well especially in a game based heavily on exact hitboxes (what you see is what you get). Having Dodge provide a way for the player to drastically shift that hitbox, without making huge distance between them and their target, would be huge I'd say.
I'd say add a bit extra, and adjustments, such as:

  • Keep the 4-point cost
  • Duck and Jumps are augmented with unique animations: Duck has a split-second at its start where you dip much lower than usual, while the Jump causes you to lift your legs much further off the ground. Timing on these is similar to chambers; in the case of the jump, it only compresses the user's hitbox further, doesn't actually make them jump higher. This one's real important I feel because usually a normal duck or jump isn't going to do well to avoid an incoming attack, as it's not that big of an adjustment the user needs to make to still hit you.
  • Crouch+Sprint initiates a quick step in the direction you're moving (including forward) with a fast low step that rises into standing position. Quick approach, but still readable: there's no magic bullet for phasing through swords here, but would help a lot with closing in with light weapons.
14 15
  • 28 Aug
 Bluhman

Some stuff for more express role specialization in Frontline, and elsewhere I guess

  • Mule (3) - Kicks push enemies back twice as far. If kick reduces target to 0 stamina the target is knocked down.
  • Testudo (2) - Parrying stamina costs reduce for consecutive hits, but each parry also makes consecutive attacks you attempt do less damage. Effect wears off after 1 second of not parrying.
  • Scaler (4) - Can sprint on ladders to climb faster, and reduces time taken to climb on to ledges.
  • Guile (4) - Character does not vocalize (i.e. go "YAAAH!") whenever they attack, making their attacks harder to read.
  • Sturdy Bones (5) - Reduces incoming blunt damage by 10%
14 15
  • 28 Aug
 Bluhman

Clearly the weapons we need are

more instruments

Gimme some:

  • Fife
  • Clarion
  • War Horn (maybe even make this and clarion generate an icon when used to call for help with cooldown? swap between normal playing and extremely loud honk?)
  • Tambourine
  • Drum strapped to the front of your guy

Also some possibly actual weapons

  • Sling - Fast ranged weapon, minimal damage, can be used in melee without disarming, but cannot block.
  • Pike - Very expensive weapon, like 10ish points, ridiculous range but poor at most everything except stabbing. When activating its alternate stance, you hold it out in front of you like a lance, which makes it act similar to a spiked barricade. Has up-close blind spots, making tradeoffs with the full spear.
14 15
  • 26 Nov '17
 Bluhman

Here's how I'd picture the game mode working:

Problem: Most Battle Royale game modes have the players drop in from a flying spawnpoint, which obviously isn't going to work for Mordhau's setting.

This method of spawning is now standard in the genre for a variety of reasons, since it essentially counterbalances the randomness of weapon and crate spawns on the map - by both aiding players with knowledge about where items and vehicles can spawn, as well as players with skill that can actually maneuver their drop trajectory skillfully enough to get there before other players.

Considering Mordhau's pretty heavily melee the classic "Hunger Games" spawn method (everyone around a depot with weapons) could work, but the drop-in style's become pretty ubiquitous. I'm not sure if having the game mode center around it potentially devolving into a ton of peasants fistfighting at the very start is the right impression to give (if we want people starting with a bare loadout, which I highly recommend).

Best I could figure is having the game start with an overhead parchment map, and people place markers on it determining where they want to spawn. People can see other people's intended spawn areas, and can reposition based on this during a 30 second timer. Brainstorming, but perhaps it could also incorporate a dartboard theme?

Problem: Figuring out analogues for existing genre conventions, such as arena shrinkage, crates, etc.

Most Battleroyales use a glowy ring barrier for their arena edges, which always stand out pretty clearly. The standard for most crate spawns are via airdrop that are traceable through the air, and if we want 'danger zones' encorporated, those are usually airstrikes.

For the arena's edge, I think it could be suitable to have it be a semi-fantasy based threat. Possibly something like an encroaching wave of darkness. Perhaps a huge wave of miasma. Both work well since these elements are supposed to kill a player gradually.

Crate drops probably would be fine just if they spawned in, but with the caveat of maybe introducing them with a large flowing banner flying above them. They could be things like 'lost trade caravans'.

Airstrike hazard replacements are probably the easiest - trebuchets throwing explosives and fire in from a distance.

Most of the other game elements would be pretty easy to match up from there I'd say - drops are the game's variety of weapons, the player can find horses to quickly travel around the map, potentially chariots for team-based battle royales, and plates of armor to equip and change the player's armoring class for the head, torso, and legs. I opine that the player possibly could have a custom class for this game mode, which has no loadout defined, and four costumes for no armor, light armor, medium armor, and heavy armor that get combined depending on what parts of armor the player finds.

Opinion: Should there be quality-differences between items dropped?
Consider the possibilty of finding a longsword. Should there be differences between what kind of longsword can be found? (i.e. could it be a shabby longsword? A masterwork one?) Or would you know instantly what kind of weapon and attack power you're getting from your weapon, just from what it's called? I think it might be a better idea for the latter, considering that there's a pretty big variety of weapons that are implemented in the game - and having a weapon just have one set of stats to spawn with could possibly greater encourage mastering the playstyle of weapons the player wants, rather than being forced to roll with just the strongest sword or hammer they can find.

There's also this question pertaining to armor - maybe instead of just swapping out costume parts, what if there was the potential to find costume parts that were mapped to certain armor values (i.e. weaker Crude Plate compared to stronger Gothic Plate). Again, personally, not a fan of the varied style - keeping drops simple with just light/medium/heavy/none would both allow people to enjoy customized visual style more, as well as make more tactical differences (especially with fighting versus running) on what kind of armor to wear.

anyway that's enough prattling out of me.

14 15
  • 23 Nov '17
 Bluhman

Probably one of the few iconic helms that the game's lacking right now, frogmouth helm:
frogmouth.jpg

Some grotesque helmets with face-like details would probably be super neat too. Maybe some animal motifs.
slitvisor.jpg
grot.jpg