Mordhau
 LemonTroutsky
Sellsword
  • Likes received 28
  • Date joined 27 May '16
  • Last seen 9 Sep

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Sellsword 31 28

Regen in ranked duels is cancer

Sellsword 31 28

@ExecuDoge said:

Biggest issue with morhau is that it is very focused on a two handed wep play style which essentially means alternative play styles are weak in comparison. (balance is very skewed in this direction)

one-handers are really strong in duels...

Sellsword 31 28

The cheese are insta-accels with eveningstar or battle axe. that wonky looking upper-right stab that's seemingly acceled.

I was watching giru and someone was saying NA league is full of people who specialize in the worst possible animation glitches and that's all they do whereas the EU top players do different things?

It's quite possible that different regions are developing different metas and the EU high-level meta doesn't see the same wonkiness that the NA high-level meta does. So, we're here complaining that there's a significant portion of animations that are just broken, meanwhile the EU players have no idea what we're talking about. and it's true, when you watch GIRU, he and the people he fights don't really do those really awkward things that I've encountered in NA plat.

Sellsword 31 28

(((historical accuracy))) is a bait argument that only serves the activists. Even if your dog can win that fight, it's not a game that your desired outcome is even possible in.

Sellsword 31 28

Tfw everyone ignores your thoughtful arguments instead bickering about the same dumb bullshit with the same people.uploading 1538534762540.gif

Sellsword 31 28

I'm totally fine with skin tones, however, I'd like to see hints of lore to support them, like Eastern Invasion content.

Adding female characters would just be dumb. Male animations have several pain-points that must be resolved before I would even consider being receptive to the addition of a new character model.

Female character model would add zero value to the game and threatens to introduce even more animation glitches. At the very least, it complicates the reading of attacks, which is currently not in the best place because people just bind three angles that look completely fucked when you look at your feet or into the sky.

Fix the current animations and nerf the easy-buttons and then you can introduce more problems with meaningless and pandering content.

Sellsword 31 28

I was telling you guys... It's gonna be a runaway success. I told you, you already destroyed chivalry like a year ago. I love when I'm proven right.

Sellsword 31 28
  • 2 Oct '17
 LemonTroutsky

turn on tracers... it'll help you to understand the range of each strike... also, may want to just do some experiments in 3rd person, it might show you that you've actually stepped out with your leg or a strike hit your arm... For the most part, excepting some lag here and there, you get hit when the tracers collide with any part of your body.

Regarding rangefinding... my gripe is lunges. They don't feel consistent. sometimes you lunge 4 feet, others you get 4 inches and I'm not totally sure what all of the variables are.

Sellsword 31 28
  • 29 Sep '17
 LemonTroutsky

@Goatie said:
Imo duels at this stage make sense since we need to test the base combat and weapons and you can only do that by learning in controlled environment. When they release more exciting maps for team play we will all be accomplished somewhat and be able to start focusing on things relating to team fighting. Anyone that says they are at a good enough level in 1v1 is joking because the next day some guy is ahead of you using mechanics and subtle shit you never bothered to learn.

for a guy like you, "good enough" seems to mean "in the top echelon of players." For normal folk, it means understanding mechanics and being able to hang. At this stage, there's so many glaring balance issues, getting really good at dueling means specializing in the newfound brokenness. So... have fun feeling elite with your friends, morph-dragging an eveningstar, I'm cool with being that scrub who tried to parry 3 times waiting for that blow to come in and 1shot me.

Sellsword 31 28
  • 29 Sep '17
 LemonTroutsky

@crushed said:

@Peacerer said:
Which is exceptional considering it's not the kind of a game where you can just quick hop ingame whenever you have 10 minutes of free time

Same with Dota 2, CS:GO and the vast majority of games in the top 20, "quickly hop ingame whenever you have 10 minutes of free time" doesn't mean shit for pc games

As per usual, crushed is correct.

Mordhau is incredible. Right now, it's pretty bare-bones regarding features... I can't really speak about PC gamers at large but I can speak for myself, a longtime PC gamer...

Mordhau is awesome and I have a lot of fun with it but there's not really much there to sink your teeth into... so if you're not interested in dueling the same 15 guys on repeat, you're not liable to play all the time... What's worse is the official deathmatch servers also get turned into duel servers by the community. I've only played about 30-40 hours because I don't want duel. I feel competent enough in a 1 on 1, I don't need to keep working on perfecting my cheese . I want team objective, TDM, FFA/king of the hill, progression... basically the beta experience. I'm going to continue to jump on mordhau here and there because it sure does scratch a certain itch but I'm part of the majority who is not going to duel 24/7. I play far inferior games with slightly more complete feature-sets more regularly.

The "jump in for 15 minutes of casual play" genre is perhaps the least popular PC game genre. We're not console peasants and we're not mobile gamers...

Sellsword 31 28
  • 28 Sep '17
 LemonTroutsky

The alpha is actually in a really good state right now, imo... there's some glaring issues but they're being addressed rapidly. It would be really cool to get some more players online on the non-duel servers because it's lame to fight the same 20 jerks over and over.

Sellsword 31 28
  • 27 Sep '17
 LemonTroutsky

@marox said:
Identified an issue with the early release part of the animation, i.e. transition from windup to release, it was way too jumpy and inconsistent. This is a rather big readability change that will make it into the next patch.

I'm proud to be a part of this alpha development!!!

Clashing and chambering battles are like the coolest thing ever in gaming. Anything that can be done to bring that sort of action forward more would be a welcome change, in my book.

In other melee combat games, there's a lot of angle-forgiveness with parries and chambers... For instance, if a weapon is coming at you at a sideways downward angle, and you're blocking just in that direction, you'll still block but you may not have time to riposte or get off an attack... Whereas, if you get the angle perfect, you are much quicker at firing back.

Perhaps chambers could have some angle-forgiveness? could uppercuts be chambered by horizontal swings coming from the right direction, so long as the blades touch? I mean, think about it, you have to match the angle AND collide. It's very difficult. It would already be much easier to collide if you're throwing the same angle and you could also make the action quicker for "perfect" chambers...

Not sure what people would think about that but I'm down for lowering the skill floor for chambering merely to drive the action towards chambers and clashes happening more often.

I've seen salty rivers regarding feints and parries but I've never seen someone say "that chamber was so lame!" chambers are fucking cool.

Sellsword 31 28
  • 26 Sep '17
 LemonTroutsky

@afiNity said:

@crushed said:

@afiNity said:
As much as I like the complexity of the mechanics in this game, I think they might become a problem in the long run.
Chiv only worked for noobs/casual players because they ignored many of the mechanics, which led to very different metas between competitive and casual play and this might become true for Mordhau as well.
Ideally a game should be easy to learn (or at least easy to get into) but hard to master, while Mordhau is really hard to get into. 99% of the people in the alpha are ex-chiv-players, so for us it isn't that much of a deal due to our previous experience.
But Mordhau is actually much more complex and harder to learn than Chiv so I'm a bit worried how completely new players to the genre will perform and how many of them will rq cause of frustration.
There are games from the melee genre that are much easier to learn but still have an extremely high skill ceiling. I wish Mordhau was a bit more like that.
I'm not saying that the mechanics should be changed but... what's the point of a super good game if only a couple chiv nerds are going to play it. A high skill ceiliing doesn't necessarily have to come from super many different mechanics. Just some thoughts.

I have to disagree, have you actually seen any new players play the game? For example some of the content creators/streamers, from what i've seen, the basics of attacking, defense (parrying) and flinching is easily learned and understood quickly. It was actually satisfying to watch how quickly they improved within an hour of playing compared to when they started, despite no actual tutorials and such.

I'm glad if this is the case.
However, the point is that Mordhau has a lot of mechanics that are not intuitive per se. In a game like CS (or also Quake, JKA, or actually most multiplayer action games) you run around and shoot. The necessary skills are basically aiming, teamwork, footwork, timing and map-awareness, things that are very easy to be understood, both for the players and the spectators.
Of course the meta between casual and competitive players are different, the mechanics however are mostly the same, just executed on a different skill-level. In Chiv however certain mechanics were not present in casual play because they were not balanced for casual play. That's the reason why there were no feints and only basic drags in casual play, because less than 1% of people on public servers were able to read them. I think thats a fundamental difference between casual and competitive play in chiv compared to how it is in games like CS or Quake etc. In Quake you win against worse players cause you got better movement or because you're better at shooting, two things that even the worst noob can perform, just on a different skill-level. In Mordhau you need to learn special mechanics like chambering, clashing, ftp, cftp etc which are (some more, some less) both hard to learn for a player and hard to understand for a spectator if you don't want to be complete trash. I don't think that this is going to be intuitive for new players.
I'm not saying that the game should be balanced around casual play, but the basic mechanics should work for both casual and competitive play. In chiv you could win 99% of the fights on public by feint-spam (until you get kicked).
The point is that the fundamental mechanics in other games are much easier to get into than in Mordhau. In CS the mechanics are easy to learn but hard to master, while in Mordhau there is not really a way that a new player will understand what chambering or clashing is without the help of a very in-depth tutorial.
Again, I'm glad if I'm wrong but I'm kinda pessimistic about the patience of most players nowadays.

You think this because you've learned a lot of the mechanics... In CS, you didn't describe knife-running or noscoping or jump-crouching etc etc etc...

The core mechanics in Mordhau, run around, slash people, parry. All of those other mechanics you listed are for the initiated, but they're not the baseline of a new player. You don't need to know anything about that stuff to get started... In fact, if you don't get bogged down with trying to do too much, you'll probably have a much easier time learning how to do it all. You'll accidentally chamber and clash often enough to where you may start learning how to do it on purpose. I'd say the majority of players' ability to chamber effectively is feeling it out, which just comes naturally over time...

Moral of my story, don't tell noobs they have to learn about mechanics beyond "hit someone with your sword."

Sellsword 31 28
  • 21 Sep '17
 LemonTroutsky

the biggest problem for me with feints is the fact that there's always 12 guys nearby grunting all the time, so it throws off the major tell that it was a feint and not a strike...

But, I think the dynamic feint change could really make a difference and I'm excited about it!

Sellsword 31 28
  • 19 Sep '17
 LemonTroutsky

what are the recommended specs for a 16-man server?

Sellsword 31 28
  • 19 Sep '17
 LemonTroutsky

I sold one key for $120 and another for $300

Sellsword 31 28
  • 16 Sep '17
 LemonTroutsky

@Maci said:

@LemonTroutsky said:

@LemonTroutsky said:
Since I bound feint to every key and button and I randomly and uncontrollably feint, my K/D has gone up 400%

Seriously, just randomly hitting the feint button to interrupt spastic attacks has tremendously improved my performance.
That simply shouldn't be the case. I shouldn't be rewarded for mindlessly hitting a single button.

Feints and morphs are not in a good place right now because the skill required to effectively employ them is next to zero while to counter them you have to:

  • Never panic-parry
  • chamber with impeccable timing and accuracy
  • call their bluff
  • use superior movement and positioning
  • basically just be a really terrific player

I don't get why people don't see this. This is exactly what I'm speaking about.

Of course you can get good at reading feints. I'm not saying it's impossible. All I'm saying is that the required effort and skill level of feinting and chambering / countering feints in general stand in no relation.

I agree. I'm quite happy with feints and morphs being in the game but the current meta, and it might change naturally... but the current meta is to avoid getting into back-and-forth chamber/parry/clash battles and instead work to get a good opening with a feint/morph and then facehug. If they stop your momentum, reset and try again.

That chamber/parry/clash back-and-forth battle is just about the coolest thing in all of gaming. Whatever little tweaks that can be done to make that aspect more prominent should be looked into. a lot of people have been removing parry from their binds because it just gets them in trouble... And that's NOT because they've gotten so good at chambering that parries are obsolete. It's because they're fighting STRICTLY in the realm of feints and morphs and drags.

Sellsword 31 28
  • 16 Sep '17
 LemonTroutsky

dragging is great. Except for stabs. I really don't feel good when I kill someone with a stab that I turned into a slash with a drag.

Maybe stabs could be reworked?

Sellsword 31 28
  • 16 Sep '17
 LemonTroutsky

@LemonTroutsky said:
Since I bound feint to every key and button and I randomly and uncontrollably feint, my K/D has gone up 400%

Seriously, just randomly hitting the feint button to interrupt spastic attacks has tremendously improved my performance.
That simply shouldn't be the case. I shouldn't be rewarded for mindlessly hitting a single button.

Feints and morphs are not in a good place right now because the skill required to effectively employ them is next to zero while to counter them you have to:

  • Never panic-parry
  • chamber with impeccable timing and accuracy
  • call their bluff
  • use superior movement and positioning
  • basically just be a really terrific player
Sellsword 31 28
  • 16 Sep '17
 LemonTroutsky

Since I bound feint to every key and button and I randomly and uncontrollably feint, my K/D has gone up 400%