Humble Staff
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Sellsword 2611 2104
  • 9 Oct '16
 Humble Staff

@King Peasant the Ruthless said:

@Sammy said:

@crush said:

wat r u doin u madman?

mfw crush just quotes me and gets more likes

I know right, he used my meme once and got many more likes than me.

ban crush pls he iz hax

dev simulator.jpg

Sellsword 2611 2104

Alright, i summon the powers of capitalism to turn my worthless spic currency into burguer money!
As the backer Nº 2139 i wait patiently for my sweet sweet alpha key.
And now, enjoy some hobo tongue:


Sellsword 2611 2104
  • 26 Aug '16
 Humble Staff

Welp, im not used to take pictures of myself so i just had to take one with my shity cellphone camera while i am at the kinesiologist.


Also for those who want to fap at me

Sellsword 2611 2104
  • 1
  • 11 Oct '16
 Humble Staff

@elwebbaro said:
We thought we eliminated spinning in Mordhau.

Guess we were wrong.

The trusty sword is defending his owner until the very end, you can see the unleashed fury for its loss in that spin.

Sellsword 2611 2104
  • 5 Oct '16
 Humble Staff

What about a quick middle finger that you can aim with the camera?

Sellsword 2611 2104

Lazy is calling Marox a troglodyte, ban pls.

Sellsword 2611 2104
Sellsword 2611 2104

@Smeelio said:
I don't want a strict meta, but it's hard to avoid a meta forming so I've resigned myself to the fact that it'll probably happen

This, especially a very niche meta like for example "6 Weapons and 3 armor combinations". Basically what happens to games like LoL where from the 140 (or so) champions that the game has, in competitive (and also in casual because everyone wants to win) you see 20 champions at most, and with the same fucking builds. I despise that.
Im pretty confident this wont be the case in Mordhau. Althought usually i try to be as good as i can with what/how i like to play, sometimes it feels lame having to handicap yourself because what you like it's outside of meta (unless you are into some really sub-optimal thing like trying to main fists or dagger)

Sellsword 2611 2104

@SeaFerret said:
Screenshot_20170406-135948.png well played

Ah, my heros.
two handed blunts.jpg



Sellsword 2611 2104

Marox said in the Kickstarter coments that they are working in raw gameplay content to release during the campaign.

Sellsword 2611 2104

No, I am staff.

Sellsword 2611 2104

I can't afford shit so the most medieval-ish things i have are my homemade practice flails



Sellsword 2611 2104
  • 22 Sep '16
 Humble Staff

Main game mode confirmed.

Sellsword 2611 2104
  • 23 Jul '16
 Humble Staff

Hello everyone, im new here and this is my first post: Flails pls.

Sellsword 2611 2104

Alright, i was thinking of one weapon that i have seen mentioned here and there, including this thread, but never saw someone putting that much thought into it:

The sling


General info

The sling is a rather obscure and misunderstood weapon, so simple in design and yet so deadly. Used throughout the entire world by many ancient cultures it follows the same principle: Two cords attached to a pouch where you put the desired ammunition. The cords act like an elongation of the arm (thus giving the user more leverage) and the pouch as an artificial hand that holds the ammunition until release.
Slings vary in the materials they are made out of, the shape of their pouch and its construction but being such a simple weapon there is really only one variable that has an actual effect on how a sling performs: Length. There are short and long slings, the former having less range and power but being easier to use and the latter being the opposite.

Introducing it to Mordhau

We still don't know how ranged combat will work at all ¿Will there be a sway mechanic? ¿Damage and velocity of the projectiles will be affected by range? ¿Will some weapons (mainly sling and bow) take stamina to use?
What im about to write are merely suggestions of how i think the sling should and/or could be implemented in the game. A lot will be guessing and speculation due to not having enough information about ranged combat yet.

Every weapon added to the game should have it's own niche and be in a sense unique to have an identity and be a worthwhile pick. For the sling, i can think of the following traits that make it unique, i will explain point by point:

  • It's a ranged weapon that deals blunt damage: Self-explanatory, the sling throws rocks and bullets made out of different possible materials, while some can be shaped in a way to essentially make the projectile inflict piercing damage (famous roman sling bullets), from what i remember devs have said that different types of ammunition wont be implemented.
  • You could pick up ammunition from the ground: This is not very desirable but better than running out of ammunition and having to resort to melee. The rocks you can find in the ground have irregular shapes and densities while you need your ammunition to be the most symmetric and consistent as possible. In game slingers may be able to pick up rocks from the ground to fill their ammunition which effectively makes them have virtually infinite ammunition. This needs balancing and i will talk about it later.
  • Much like chivalry's slingers and javeliners (please hold your pants haters), it offers a skirmishing play style since you can move freely while reloading and/or preparing your throw: The sling can be reloaded pretty fast and a practised slinger can incorporate the reloading to the motion needed perform the throw. You can walk and trot freely with a loaded sling without worrying for the bullet falling off, in fact, ancient slingers ran forward before throwing like you would do with a javelin.
  • And last but not least, since it could be the most differentiating factor to set the sling apart gameplay wise.
    slings could be the only dedicated ranged weapon that could be used with a shield : That’s right; it is known and there are historical records of slingers with shields. We still don’t know if pavise shields will be added for crossbowmen but still it’s not the same to have it on your back or placing it in the ground than actually wielding the shield and defending yourself with it. Keep reading to see how i think this can be balanced.

Overall balance and mechanics

I propose two types of sling to be in the game, a short one and a long one.
Common features:

  • Both have a good reloading speed, close to what it takes to draw the bow as we see it in the trailer.
  • Both use bullets that can only be refilled in ammo crates and if devs think it's fair, from dead bodies that got hit by bullets.
  • The left click can be holded to keep the sling whirling while you prepare yourself or the throw and you can cancel the whirling to return to the neutral iddle stance. You gain no damage nor other benefit from keeping the sling whirling around.
  • Both slings have a windup before completing the throw once the the left click is released, shorter for the short sling, a bit longer for the long sling. During this windup you can keep moving and adjusting your aim as normal. If you get hit during said windup you get flinched and thus you don't release the bullet. You can't feint, morph or cancel this windup in any way except by getting hit by someone.
  • Only and only if you run out of ammunition, you can pick up rocks from the ground. It could be an animation that can be interrupted and takes a few seconds to finish, giving you a handfull of stones (say 5 out of a max of 20 for the sake of having a number). These rocks deal significantly reduced damage compared to the bullets and may not be avaiable in every environement, indoors for example.

Short sling
Sling with shield.jpg

  • It takes one point of the ranged branch of the perk tree to equip this weapon.
  • It takes about 4 headshots to kill a plate armored head (5 with rocks), 5 hits for a plate armored torso (6 w/r) and 6 hits to plate armored legs (7 w/r). For reference, reduce the hit to kill for each part of the body by one for each lesser tier of armor.
  • The range and speed of the projectile would be rather poor for a projectile weapon, think about slightly as fast and far as a short spear who should be the best throwable melee weapon.
  • It can be used with a shield. Only the short sling can be used with a shield. To balance this out you could make it so you can only pick the smallest shield or the two smaller shields and according to the shield selected it limits the melee weapons the slinger can choose (via slots system). You could also decrease the reloading speed.
    The shield works as a normal shield, blocking ranged attacks pasively and melee attacks actively only, you can't attack with the shield, riposte with a sling shot after a block, nor kick while having the sling in your main hand as with happens with every other ranged weapon. This leaves the slinger defenseless in melee except for being able to block attacks with the shield until he draws a melee weapon.

The short sling is very short, like the one you can see in the picture uploaded above. This weapon is suitable for rather short range shots where positioning and proper measure will be essential due to the windup of the sling not allowing to make really clutch shots at a charging foe that may flinch the slinger before he throws. This windup also makes shots more predictable and helps enemies that are aware of the slinger to correctly time their parries. The addition of a shield in the offhand helps the slinger to protect himself from other projectile weapons, most of which outrange him. The shield is completely optional of course.

Long sling
Long sling.jpg

  • It takes two points of the ranged branch of the perk tree to equip this weapon.
  • It takes about 3 headshots to kill a plate armored head (4 with rocks), 4 hits for a plate armored torso (5 w/r) and 5 hits to plate armored legs (6 w/r). For reference, reduce the hit to kill for each part of the body by one for each lesser tier of armor.
  • The range and speed of the projectile would be average for a projectile weapon, slightly less than the crossbow.
  • The long sling cannot be used with a shield for balance purposes.

The long sling is closerto Chivalry's sling. Chivalry's sling kills knights with two headshots and i think it's fairer to give the plate armored people three chances (isn't like it's easy to reliably perform headshots) and leave the two headshots for the longbow. In Chivalry though, it takes the same or more shots to kill lesser armored people, which wont happen here in Mordhau.
Basically the long sling is the embracing of the slinger concept, raining bullets and rocks upon your enemies from afar like a walking catapult. It has more oomph in damage range and projectile speed.


There isn't much to do here and it would be mainly noticed by the very player using the sling.
A stereotypical leather sling
Leather sling.jpg

A weaved fabric one, these are often made in one single piece.
Weaved fabric.jpg

A single piece of braided cord with the pouch sewn to it.
Sewn pouch.jpg

And a pouch-less sling, the pouch is just a part of the cords and it requires big enough projectiles to avoid them sliding/falling off. Bonus fact: Suposedly, these slings have better results since the projectile has to deal with less friction at the moment of being launched.

As for the bullets they come like this
round sling bullets.jpg

or like this, these are more aerodynamic and are overall deadiler.
oval sling bullets.jpg

Some bullets had inscriptions and figures carved in them. Again, mainly noticed by the player using the sling but the same happens with engravings and stuff.
Carved bullets.jpg
More carved bullets.jpg

There were some fancier bullets made by the romans, they are like the oval ones but slimer as you can see, often had trolly shit like "catch" inscripted in them.
More fancy bullets.jpg

One last thing for customization: Different slinging techniques. I don't know how viable this would be and if it would be too much work since they are completely new animations but it would make for a nice touch of customization that other players can actually see.

I will leave this video here from a point where this gentleman shows many applicable techniques with both the short and long sling.

Summing up

This post is made out of pure love for the weapon, while i don't want the sling to be a joke/troll weapon, i propose it as rather weak option with more flavor than viability in mind for the sake of balance. Nonetheless (as in Chivalry) while being pretty difficult, it should be possible to become a proficient slinger, an asset to your team and a force to be reckoned with. Reaching that state with a rather underpowered weapon is gratifying and rewarding as fuck.
Feel free to leave a comment about what you think, sorry for any grammar abomination and thanks for reading.

Sellsword 2611 2104

@Rattsknecht said:

@Lincs said:

nobody ever memes me




here is some atention.jpg

Sellsword 2611 2104

I want to equip a Sammy to have the ultimate edge.

Sellsword 2611 2104

@Alphonse said:

Your pledge has been successfully changed from $20.00 to $60.00.

Fuck it. Take my money.


Sellsword 2611 2104
Sellsword 2611 2104

@Jax said:
we're gonna have to wait to get hit with a big hot load.