Mordhau
 Digganob
  • Likes received 25
  • Date joined 8 Apr
  • Last seen 1 Sep

Private Message

45 25
  • 26 Apr
 Digganob

FLAILJUTSU(1).jpg
I've made a topic on it before, but someone directed me to this page. Peasant flails! Maybe could be usable without the peasant perk, maybe not, perhaps you could find it on the battlefield. Anyways, thought it would be a neat addition if you guys don't decide to add a typical fantasy flail in because of realism reasons or something. But yeah man, a peasant flail!

It would probably be a bit less expensive than the eveningstar, but more so than whatever the cost of the big stick will be once you guys implement it. It could maybe have longer reach than the eveningstar, but with a reduction to damage and speed. Also maybe a close-to-head alt grip like the eveningstar. Other than that I don't have any ideas on what it would be like.

45 25
  • 1
  • 26 Apr
 Digganob

If not a typical unrealistic fantasy flail, this is what we need:
5ce679fca07c743377ef8382e8e38316.jpg
threshing-with-flail-ancient-cropped.jpg
forrealflail.jpg
If I don't see this within the first seek of playing, instant uninstall (/s please don't hurt me):
FLAILJUTSU(1).jpg

45 25
  • 9 Apr
 Digganob

I really like the idea of progression, because sure, I COULD just instantly make my ultimate bad ass knight guy with numerous details and cool shit, but the impact of such a creation would be significantly downgraded, and I wouldn’t feel like I achieved much, I would never be able to slowly add to my ever growing collection of pieces and accessories, forging someone who looks like a true veteran. Oh yeah, and the fact that I look like a bad ass will reflect my ability, and the time I have spent in the game, making my character look like a grizzled mercenary who slowly added to his getup till he was what he is today. I can’t speak for the actual leveling system, and how leveling itself feels, since I don’t own the game, but that’s what I’d imagine it feeling like. And if you’re an Uber aesthetic character creator nerd, I should think this would be even more satisfying for you, slowly adding to your collection, like an artists palette. I personally don’t think I or many others would find it very satisfying to just have everything at their disposal, but I guess I can’t judge. But I think this would be a net plus for most people. Maybe make all the weapons available, and a piece from each tier like someone else said though, that’s a good idea.

45 25
  • 16 Aug
 Digganob

@Lionheart Chevalier said:
I would love to see defense be less about timing and more about direction/chambering. Blocking where an attack is coming is far more intuitive than blocking when an attack is coming... especially when attacks can be dragged and feinted/morphed but parries cannot be extended/held or are otherwise dynamic in any way. Parry as an arcadey and static forward invincibility aura is an outdated mechanic and should have been left behind in Chivalry.

I would also like to see swing manipulation eased up on so long as the timing is also eased up on. More control.

In chivalry the mouse was your weapon. In Mordhau your feet and hips are your weapon as wasd is what primarily controls dragging/acceling. No feeling of control like what Chivalry had. No need for slow mo drags or reverses but cmon, Mord falls so short when it comes to swing manipulation.

Leg hits, shoulder drags, various waterfall types and directional morphs are what I would love to see combat based on, rather than feint button and delay drags or accels.

Shields are so annoying because they are immune to timing based offense... when that is literally 90% of the game's offense. Shields had to have location removed as a major factor because no one even knows how to use directional play when the rest of the game is timing based. Shields wouldn't be a problem at all if shields specifically were weaker to directional play and the game in general had more directinal options available and displayed directional concepts inthe tutorial.

I refuse to believe team play would greatly suffer from tightening up parry. Chivalry's parries were easier to get past via direction even when looking up blocked almost every direction of attack. And just like double parry currently gives the player a stamina free parry, double parry could be augmented so a double parry is very lax to direction; making it useful for blocking multiple attacks from multiple attackers where he meta is directional based.

Absolutely yes! You just explained every problem I have with offense in this game! Timing is everything right now and that leads to pretty basic offense, complex offense is boiled down to attacks that are simply hard to read because of how they look, not because of how they act. Manipulating your attacks just comes down to when they hit, never where, and making the parry closer to chambering would definitely make the game much more complex and interesting. Honestly, chambers are really close to useless most of the time, and are mostly an occasional thing you throw in there as a surprise attack, not as a different tool in your arsenal, because parries are just that much better. If you made parries essentially chambers but with different options after the attack is blocked, that would lead to some really interesting combat. Chambers would actually have a use, because they would no longer be a eh why not this guy sucks but rather an alternative to the parry but with different uses. I really hope that once a sort of competitive, high level scene gets up and running, the top players will bring this up, because right now, Mordhau is just looking like a better Chivalry, not a different game.

45 25
  • 5 Aug
 Digganob

So I got an idea for if the flail is gonna be added, that shouldn’t be too convoluted or nothing. The rundown is:

• It costs way more stamina to miss, considering the fact that the head keeps moving, requiring effort to not hit yourself.
• Swings for a flail keep moving, unlike other blunt weapons, allowing you to combo on hit, however, it only hits the first player in its path. It’s arguable whether or not to allow combos after the flail is parried, considering a direct counter to that would be riposte-ing.
•Finally, the trademark use for a flail: the only thing that can make contact with a parry is the head, the chain, of course, going straight through them. This would directly counter holding up a shield, as it would be too slow to bring to where the head is coming from.

Hope y’all like this idea, and maybe it’ll soothe the shield haters’ aching bum holes. Hope to see flails added one day!

45 25
  • 20 Aug
 Digganob

@Odd said:
Imagine the community being so impatient they do everything themselves.

brings a tear to my eye.

Now we just have to wait for unofficial balance mods.

45 25
  • 10 Aug
 Digganob

@Antoniokontos said:
could you imagin how un readable a flail will be with drags lol tbh it should be movement based attacks not the typical swing animations but you have to spin and stuff for it to attack

Whaaaat? Wouldn’t that make it way harder to read and not to mention balance? Also, my point with this post is to make the mechanics for a flail as unconvoluted as possible. Also why would drags be hard to read? It should essentially just look like a mace when swung but instead of a shaft it’s a chain.

45 25
  • 30 May
 Digganob

@intTobey said:

Parries are hard countered by feints. Feints are countered by chambers. Chambers are countered by morphs. So what counters morphs? I'm not trying to imply a gap in the mechanics, I'm just trying to learn how to play from a logical perspective. I want a 'best' response to someone's morph. Right now I just either try to accel to hit first (gamble) or parry.

Well, following the circular relationship, it follows that morphs are countered by parries. If you predict the morph, they only succeed in losing more stamina than they should have. So eventually they will stop using it, because you keep parrying it, and revert back to other attacks. If they don't they lose the stamina battle. That extra stamina cost makes a difference. You might not be able to do some crazy thing against it, but who cares? It's essentially a delayed attack with a weird animation. And there aren't any "punishes" for normal attacks either. So it follows that there shouldn't be for morphs either. As I said, just treat it as a normal attack yet slow attack with a different animation.

45 25
  • 16 May
 Digganob

@ThePickle said:
I'd love to see some Celtic armor and weaponry, would anyone else?

That'd be pretty cool honestly. I think they should add as many armors from the various cultures in Europe as possible, there are some really neat ones!

45 25
  • 6 May
 Digganob

@cain said:

@Humble Staff said:
Yea well, devs have been adamant with the no guns side of this fence, and most of the comunity agrees.
You'll have to wait for mod tools to arrive tbh.

I haven't been caught up with the dev stream of Mordhau sadly, have the dev's given a reason for not wanting to include early firearms? They seem pretty staunchly in favour of historical accuracy in pretty much every other respect that doesn't interfere with balance, which is one of the things that drew me to the game so much in the first place. So the lack of matchlocks kinda... Stands out, at least to the history nerd within me.

Might be that they don't something you can't defend yourself against. Even if you're a naked guy with a knife, you can still defend yourself against any attack. If your opponent had a gun, it'd be able to get past any of your defenses. Even if you had a shield, you'd have no time to react, so they could just shoot you in the foot or something. Whereas if they had a bow, you can still parry it. Best you can do with a gun is predict when and where they will shoot.

45 25
  • 18 Apr
 Digganob

@Stouty said:
You haven't said why regen is good

I mean, I've made arguments against all of the reasons to not have it, but one of the reasons I think it's good to have it is if, for instance, your opponent backs off because they have low health, but you also have low health, you can both recuperate in a sort of mutual truce. This could make fights more interesting by allowing you to gauge your opponent's playstyle and maybe gain an advantage later in the fight. Also, it's annoying to be able to be one shot at any point by some archer, even if you're away from the fighting. Otherwise, there would be an over-reliance on health kits that might not be there if you're not on the high-end competitive play, where people don't communicate as much. I'm just saying that a regeneration that takes longer to start would be better than what we have right now. Also, if there was no health regen in duels, wouldn't this make health kits a must in any build? Otherwise, I suppose that you could ban them, but I think they have their place.

45 25
  • 18 Apr
 Digganob

I don't think that it should be removed completely. Maybe make it take a longer time so that you can't get your health back by backing up for a while. Because well, if they can't back up for long enough they won't regenerate, and if they run they won't regenerate, so win-win, right? Also if they run, you can catch up eventually, keeping duels from being short exchanges before one party runs away. Is there anything wrong with this idea?