Mordhau
 Sektor
  • Likes received 169
  • Date joined 14 Apr
  • Last seen 2 Jul

Private Message

101 169
 Sektor

Team colors should not be 2 static colors in overbright mode. It ruins creativity, immersion and in general it makes customization literally useless in a big aspect of it. Instead, make team colors realistic palettes of colors that we can choose in customization menu. Color palettes should be categorized as eye provoking colors for attackers and eye comforting colors for defenders. This will allow team modes to show off creativity of players but contained within limits that surpass usual allowance of visibility in games and also make the game more vibrant. The current colors are not only ugly and fuck up the armor system but they are also too overbright for the atmosphere of the game. Through the customization menu, make us being able to choose 'team' tabs and force certain colors on skirts and cloth items that show. Regarding metallic surfaces on armor, make darker tones available to attackers and brighter ones to defenders. I personally am just 'ok' with the current system, as I have about 6k hours on unreal tournament and I'm used to it, but it is a big shame for this game to force duo-color. The environment of gritiness and war-torn battlefields should be able to be reflected on characters aswell.

LdoGoSK.png

JcsTLWh.jpg

101 169
 Sektor

This might be controversial but I honestly believe 48 player servers were better. The problem with current player limit for me personally is that combat itself, by far the most developed aspect of Mordhau and obviously the most interesting gets dumbed down to the point of feeling like playing a different game than the one I played before in Alpha. Mordhau might have issues and balancing problems in some areas but nothing is game breaking to the point of isolating it as ruining the game. But 64 players in a server might be just that. The fundamental problem with the current Frontline population is that combat gets cut in half in quality of what it is. Overpopulation on the servers lead to pretty much forcing you to play extremely fast in fear of being outnumbered or because of the fear of losing an objective to the enemy. This destroys a big part of the learning curve which is experimenting in combat. The current Frontlines learning curve leans toward death most of the times and just that. Strategies become obsolete due to nearly-instant spawns and that gets worse with 32 people on a team. There is global pressence of teams everywhere, even after a fight where you killed them all, and won a passage for your team. This does not happen. Random people will spawn nearly every second, making progress feel like a tiring method of winning that does not work at all. Certain classes and weapons suffer due to the overpopulation aswell. Archers (even though I hate archers) for example, will get flanked at all times, due to people randomly passing through or having the knowledge of them being there. Smaller weapons hardly become viable due to the spam of spear and long weapons that get favored in survivability due to the nature of the mode and how chaotic it is. Shields become nearly mandatory to hold ground for new players due to ganks aswell. Biggest issues are the unstable servers that currently offer clunky ping (compared to what you SHOULD PLAY with) FPS drops when a big amount of people are around you and a general ever-changing need of awareness around you. Someone will ALWAYS be behind you to kill you and you will always be behind someone to kill him with 1-2 hits and no fight. Engineer class pretty much becomes a troll class instead of reinforcing points and delaying chokepoint intrusion, and in general the mode feels like a zerg deathball match in favour of one team 90% of the time.

I personally have been doing very well in Frontlines, scoring a big amount of kills and not many deaths but it just does not feel fun since we started playing with 64 dudes in the server. FPS drops increased, ping increased and ganks increased. All of these contribute into downgrading the quality of combat and make roles/weapons/positioning obsolete in favor of ganks. \

I am very aware that duels and smaller scale fight modes are better for learning, yes, but the problem with frontlines is that it feels like a different game in quality of everything. Frame rate, ping, combat, planning and executing.

I perfectly understand the concept of Frontlines, but I prefer gameplay quality over faithful practice of the 'concept' of the mode. This is simply my opinion for discussion, its not for bashing the game. I love the game and will continue to play it, just my 2 cents.

101 169
  • 6 May
 Sektor

@doginclothes said:
Cswic is right. Rapier is fine, and it has counters. If you just turn accel an attack after a riposte its a pretty good shot at hitting someone who's just spamming away, and if they are using a shield, accel to feint to kick followed up by juicy over head. Once player base figures out there is more moves than just left click and right click they will be fine and stop complaining. Nerfing these weapons will just make them unusable and not worth playing.

No, sorry, you are wrong. Because there are ways to counter bullshit that does not make them any less bullshit. Rapier is a spam weapon that has no place in the gameplay of Mordhau, despite it being counterable. Its one of the fastest weapons, with huge damage output in team fights, invincible with the right skill if paired with a shield and arguably one of the most dominant in pressence due to how fast you can stab someone who is fighting someone else. You are dead wrong. All bullshit has counters, that does not mean they are balanced.

101 169
  • 15 May
 Sektor

AHHAAHHAAHHAHAHHAHAHHAHAHAHAHAHAHHAHHAHAHHAHHAHAAHHAAHHAAHHAHAHHAHAHHAHAHAHAHAHAHHAHHAHAHHAHHAHAAHHAAHHAAHHAHAHHAHAHHAHAHAHAHAHAHHAHHAHAHHAHHAHAAHHAAHHAAHHAHAHHAHAHHAHAHAHAHAHAHHAHHAHAHHAHHAHAAHHAAHHAAHHAHAHHAHAHHAHAHAHAHAHAHHAHHAHAHHAHHAHAAHHAAHHAAHHAHAHHAHAHHAHAHAHAHAHAHHAHHAHAHHAHHAHAAHHAAHHAAHHAHAHHAHAHHAHAHAHAHAHAHHAHHAHAHHAHHAHAAHHAAHHAAHHAHAHHAHAHHAHAHAHAHAHAHHAHHAHAHHAHHAHAAHHAAHHAAHHAHAHHAHAHHAHAHAHAHAHAHHAHHAHAHHAHHAHAAHHAAHHAAHHAHAHHAHAHHAHAHAHAHAHAHHAHHAHAHHAHHAHAAHHAAHHAAHHAHAHHAHAHHAHAHAHAHAHAHHAHHAHAHHAHHAHAAHHAAHHAAHHAHAHHAHAHHAHAHAHAHAHAHHAHHAHAHHAHHAHAAHHAAHHAAHHAHAHHAHAHHAHAHAHAHAHAHHAHHAHAHHAHHAHAAHHAAHHAAHHAHAHHAHAHHAHAHAHAHAHAHHAHHAHAHHAHHAHAAHHAAHHAAHHAHAHHAHAHHAHAHAHAHAHAHHAHHAHAHHAHHAHAAHHAAHHAAHHAHAHHAHAHHAHAHAHAHAHAHHAHHAHAHHAHHAHAAHHAAHHAAHHAHAHHAHAHHAHAHAHAHAHAHHAHHAHAHHAHHAHAAHHAAHHAAHHAHAHHAHAHHAHAHAHAHAHAHHAHHAHAHHAHHAHAAHHAAHHAAHHAHAHHAHAHHAHAHAHAHAHAHHAHHAHAHHAHHAHAAHHAAHHAAHHAHAHHAHAHHAHAHAHAHAHAHHAHHAHAHHAHHAHA

101 169
  • 12 May
 Sektor

imagine buying a game with the most complex melee system ever only to cry about archery. archery is support as it should be. it does not need changes, and if arrow speed increases, i expect a damage nerf too. regarding chivalry, its dead. get over it. mordhau is by far the better game.

101 169
  • 21 Apr
 Sektor

I get where you're coming from and how you see the problem because I have the same but the opposite. Something in higher FOV makes me feel like the weapon of mine is a bit small or has unrealistic distortion and I cannot calculate range precisely. Might be a l2p issue currently but I feel viewmodel FOV would be a great addition for those who want either bigger or smaller models.

101 169
  • 21 Apr
 Sektor

IGN Hungary also covered this yesterday. Unfortunately US based IGN has not, yet.

101 169
  • 12 May
 Sektor

Its not a matter of internet, this game's servers are horrible. There are countless threads of people who cant play with normal pings and it happens only in mordhau. I am one of them, in all big scale games I play with 60-70 maximum ping on servers located in central europe, in mordhau I play with 90 with spikes to 110.

101 169
  • 6 May
 Sektor

@Christian2222 said:

@Sektor said:

@Cswic said:
It is fine.

What isn't fine is seemingly every new player ignoring the part in the tutorial about ripostes and chambers.

Couple that with the fact that new players panic parry after being struck half the time and you have your explanation for why rapier, or any relatively fast weapon, is going to abuse them.

Literally pissing me self reading your post. Rapier is overtuned, same as shields and archery (which might be initially the limit and not archery itself in the end). And it's not that the people ignore ripostes and chambers. Is because they are overtuned. Simple as that.

The sad part is he has 800 likes to 200 posts =/ I hate when people can't even admit when a weapon is OP. They are a huge part of the problem when trying to balance games. But seeing how the rest of this community is, I guess it's easy to see why he is popular.

You always seem so salty and angry dude, take a chill pill. He has 800 likes because people like liked their points in previous threads. I see you running around a lot spitting venom for no reason on other people including how they play the game. Chill the fuck out. If something is in the game, no matter how abusable it is, people will use it. Its not an issue of people, its an issue of devs fixing it, which I am sure they will soon enough. Talking shit and making it personal wont lead anywhere.

101 169
  • 4 May
 Sektor

Telling me to enjoy something else not only proves that you have not read anything i've written with the intention of discussing but also proves that you think that this is a personal salty post and you contribute nothing but adding a plus one to your post count. I never said I dont like Frontlines, read before you post, I mentioned fundamental issues that downgrade skill ceiling in a game mode that could be much more both in fun and learning curve. This should feel like a battle, not a race for kils and lack of cooperation. Frontlines is by far the most fun and immersive mode the game has to offer. Battle royal is extremely half-baked to the point of being a joke if you ask me. FL has structure, objective based gameplay and offers great amount of action. But the problem with overpopulation is that it not only enforces you to play 1vX against shields, spears, bows - which is not a problem - but it does it in such a chaotic way that the fun is drained. 1vX is already in a questionable state. 64 players makes it worse, forces a big hit in performance with FPS drops and increases latency in big scale (25-50 more ping on full). When I criticize something, It does not mean I dont like it. If I didnt like it, I wouldnt give a shit about actually making a discussion for it.

As Empress said, FL is now a noob mode, and that is thanks to the constant scenarios of being able to outnumber or be outnumbered. The depth is gone from combat and its just baseball swing fights in unfair fights. Who has the favor on the fight does not matter. If you pay attention to the map and have a little bit of awareness, you can be in the winning fight most of the time. But its not fun. There is no challenge. And while I do not expect FL to ever reach the skill ceiling that duels performed by the top players have, it is still the backbone of Mordhau in attraction. All of my friends and I literally mean all of them bought Mordhau because they liked FL after I told them to check out the game. Majority of people has no interest in slapping each other in DM or TDM endlessly. It has no purpose. FL has structure and objectives while allowing big fights and constant fights to happen. It feels like war, is what I'm trying to say. And it is with great shame that it gets overshadowed by subpar servers that already do not perform well and on top of that with overpopulation that handicap gameplay which is the main selling point of Mordhau.

101 169
  • 3 May
 Sektor

Make axes able to destroy shields. Kicking and movement being the only counterplay to retards who hold right click button and kiting for their team to arrive is bad design. Or nerf their swing speed. Lots of choices. Rapier and shield is an absolute cancer on frontline.

101 169
  • 25 Apr
 Sektor

trans women aka biologically men, this is a medieval game, please stop already.

101 169
  • 21 Apr
 Sektor

@Sir Zombie said:
So for nr 2, you are suggesting people binding specific angles (like a horizontal strike or overhead) to a button?

No, no. As far as I know 240 has more angles than normal keybinds. I suggest to make it optional to be able to have only 6 angles like keybinds but decide direction with mouse. Just like keybinds, to be locked into six angles.

101 169
  • 19 Apr
 Sektor

With release, they confirmed it on reddit

101 169
  • 16 Apr
 Sektor

So, technically i'm fucked. lol

101 169
 Sektor

@Xedrik said:

@Sektor said:

@doginclothes said:
Cswic is right. Rapier is fine, and it has counters. If you just turn accel an attack after a riposte its a pretty good shot at hitting someone who's just spamming away, and if they are using a shield, accel to feint to kick followed up by juicy over head. Once player base figures out there is more moves than just left click and right click they will be fine and stop complaining. Nerfing these weapons will just make them unusable and not worth playing.

No, sorry, you are wrong. Because there are ways to counter bullshit that does not make them any less bullshit. Rapier is a spam weapon that has no place in the gameplay of Mordhau, despite it being counterable. Its one of the fastest weapons, with huge damage output in team fights, invincible with the right skill if paired with a shield and arguably one of the most dominant in pressence due to how fast you can stab someone who is fighting someone else. You are dead wrong. All bullshit has counters, that does not mean they are balanced.

You're trying to argue with people who have several hundred+ hours in the alpha and understand the weapons/balancing more than anyone. Saying rapier is op because you can't defend against some stab spams is just ignorant. It's not difficult to counter at all. Chamber baiting a stab into a morphed slash drag usually gets most of the rapier noobs.

A lot of new players are so quick to call things OP because they die to them a lot. The fact of the matter is, besides maybe shields and some animation sets on a few weapons(mainly polearms), all of the weapons feel pretty balanced. They've had over a year to balance them.

Funny that you try to pass the ball to Alpha players by using it as an arguement against me, but I am an alpha tester myself from 2017. I do not have hundeds of hours in Alpha because I was coming and going due to the lack of content but I played alpha extensively for the whole month before the release. I put serious hours into it. Let me tell you, alpha players agree that rapier is overtuned. And that was in a duel/TDM environment where we tested the game with less than 50 people, where rapier did not really shine in duels but was annoying as fuck, and that is agreed by most, paired with a shield or team fights. I am not a new player and I destroy most newbies who spam stab ignoring chamber to morph but that does not mean that rapier is fine. Everybody who puts the arguement ''its fine just because you can counter it'' is a braindead person and misses the scope this game has long-term. Also, the fact that you say ''they've had over a year to balance them'' really is not valid at all. Most alpha players will agree on both the issues that are rapiers and shields. Especially shields that had multiple changes over the year but a middle ground cannot be found yet. Lastly, the biggest issue with spam stab weapons is not dueling but how dominant they are in Frontline. Especially paired with the shield, which is a defensive braindead tool that enables you to only hold one button and ignore opponent reading, complex moves and favour backpedalling which should not be a valid plan considering the game's philosophy is that offensive plays are superior to defensive ones. So in short, rapiers are overtuned, same as shields and the lack of disadvantages to backpedalling. If you want to make a weapon stab that much and in that fast rate, sure, but remove mechanics from it aswell. Scrolling up like up hell should not be in a game that wants to be skill-based to the point of having hardcore communities. Rapier's advantages are many and they are all braindead. From animation speed, to damage output and the ability to mixup attacks. Again, sorry, but you're wrong.

Furthermore, having rapiers in the state they are now makes most 1H weapons not worth playing. Arming sword, axe, 1H hammer, short sword are nowhere to be seen. Some archers use arming sword just for having a weapon to defend themselves but their numbers are rare. Every 1H weapon gets overshadowed by either bastard sword+shield or rapier+shield. Mace gets some spotlight but still rare in player-made classes, since it offers 2-hit kills but still short and slow. There is absolutely no reason to use anything from the above considering rapier and bastard sword will get the job done better. But bastard sword actually requires some mechanical skill and thinking, unlike rapier that is a call of duty level braindead weapon.

Lastly, rapier gets 0 disadvantage from range. The game has lunge speed when attacking, you literally cannot outplay it with weapons that actually require you to be very close range, which most of the time, happen to also be slower than swords like axe/eveningstar/maul etc. And you can also combine it with dodge, giving you much more survivability and mobility. Pair this with the natural latency of the servers and you can clearly stab 2 times in one of the foe's animation. The vocal minority who screams that rapier is fine is just those who use it or simply deny to see further because they can counter it. I can counter it and I tell you that it's shit. I guess its down to the devs as to what they want to do, but I dont expect it to stay as it is tbh.

101 169
  • 6 May
 Sektor

Maul is a weapon that is meant to be dragged. You cant really surpass good players with it because its extremely slow and can be read in a 1v1 situation. Its stab is very decent aswell. It's a weapon that requires a lot of feinting and mixups to be effective along with proper aiming to the head. It's not easy to learn. Executioner's sword is great but cant combo and allows more mistakes, maul requires perfection against good players.

101 169
  • 4 May
 Sektor

@AJ93 said:
Sounds like alot of you guys are salty af and want everything but 2h swords removed xd

Shields retarded af wtf qq
Rapier so OP man omg
Spears unbeatable such bs
Archers so dumb all shit pussies

Imagine crying about getting smashed by a fast jousting esc blade with your big heavy 2h sword such injustice and imbalance ;)

Talk about shields being cancerous on frontline, when every cunt is running around with a 2h swords... Constantly swinging it round there heads like some mental jedi warriors.

Everything counterable easily. Someone above said kicks leave you open, then try morphing your kicks. You CAN stab round it. Throwing axes, daggers and arrows can also hit them if you hit them in the right area, fire bombs... List goes on.

If there back paddling, get around them.
If there turtled in a corner, kick them

Actually simple.

It's actually nice to see some diversity on the battlefield, 2h sword users are Residentsleepers

Love AJ <3

Typing 'love x name <3' at the end does not hide your hurt. Rapier will get overhauled, devs already said that but did not make it in time for release. Spears are ok in 1v1/tdm scenario but they are a cancer in frontline. Expect changes soon. Also Archery has been buffed last minute to literally please two crybabies from the alpha community. Now that frontlines is out, I am not going to be surprised if they tone them down. I see current archery as experimental from the devs point of view. This is a melee slasher game, not a realistic depiction of medieval battlefields and not an archery game. The melee system is far too complex to be overshadowed by shitty stab spamming (rapier) and kids who want to play call of duty.

101 169
 Sektor

@marox said:

@Sektor said:
Lag is definitely better, but ping continues to be a big issue. We did a group yesterday with some people from Greece and Cyprus and we continue to play in all servers with more than 90 ping when the servers have over 30 people. Is there something we can do for this? For south european zone in general, the ping is extremely high. This only happens on Mordhau, I have asked others aswell and it is the same for them.

In other games, which server locations work for your region?

Specific locations are not known to me, but I can tell you countries at least. German servers usually end up with 60 ping for me. France servers 60-65. Specifically I played mount and blade last week on a 200-man server (located in Germany) and had 62 ping maximum with 150 people on it. I have posted before the servers and games that I tested (1-2 weeks before Mordhau release) and I quote:

''Mount and Blade - Mount and Siege server located in Germany, 200 slot server. It had about 160 people on. 63 ping
Mercenaries mod server (mount and blade) central europe - 100 slot server, 50 people. 62 ping
Battlefield 1 - official Frankfurt server, 64 players slot - full server, 59 ping
Overwatch - Official EU - 54 ping
CSGO competitive matchmaking on a friend's account (EU) - 48 ping''

bolded text

All of these tests were done because of the strange pings I get in Mordhau. I thought it might be me in the end, but apparently all greek players play on the range of 80-100, and Cyprus players have it the worst, playing with 120 red ping constantly. All of the people I asked said the same thing, Mordhau is the only game that this happens.

I think its selfish to ask for specific south european servers considering the fact that you are a small company and not Steam that can afford servers everywhere, but I dont think that is a solution. The problem clearly only happens in Mordhau so it has to be either a server provider issue or a netcode/networking issue. Regardless, the game is pretty unplayable if you want to improve. I mean, we can play it, but obviously the hits that go through parries despite correct aiming is there, also the clunkiness that ping brings is very evident.

I played with a dude from Cyprus before a few minutes who port forwarded Mordhau ports aswell, he still gets 120 ping which is a 40-50 number higher than his normal in other games.

I understand that your resources are limited and you have a 9-man power, but if you could look at it, it would be great. Its really hard to enjoy frontlines at the moment and most of the official servers for us down here.

Lastly, I think the issue is with your server provider because the jumps in ping depending on server population is what changes the most. With 30 people in a frontline server, I get 75 ping. With 48 people, I get about 88. With 64, I get 96 with jumps to 110. The servers are being overloaded with traffic they cannot keep while being stable. Someone who plays normally with 20 ping will play with 40-50 on a 64p server while full. While 50 ping is ok, after 60 the changes are very crucial and affecting. For me 60 ping is normal and I can enjoy the game. With 90, I cannot, at all. At least not if I want to be somewhat competitive in the match. Which explains how a server from mount and blade can keep me with 60 ping with twice the people your servers have while my latency suffers in Mordhau. The problem is the server capacity and what the server can do, if its not networking/netcode.