Mordhau
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  • Likes received 165
  • Date joined 6 May
  • Last seen 1 Aug

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109 165
  • 8
  • 22 May
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Le read my le reddit post

https://old.reddit.com/r/MordhauUniversity/comments/brvot6/bows_have_a_hidden_weight_penalty/

tl;dr every additional bow in your inventory significantly increases your weight and decreases your speed, and this isn't reflected by the weight/mobility indicators.

I wonder if this is a "bug" (as in maybe bows aren't supposed to slow you down) or just a UI oversight: Presumably they meant to give archers a speed penalty but they forgot to make the customization interface indicate that bows have weight.

The takeaways here are:

  1. If you're using a bow as a sidearm (e.g. crossbow, which fires real quick and is fun as a sidearm for that reason), know that it'll slow you down.
  2. If you're stacking bows in Horde, know that it'll reaaaally slow you down.
  3. If you're just a normal old 0/0/0 archer, know that you're slower than a regular 0/0/0 fella. Hell, you're slower than a 1/1/1 fella. Not sure what amount of armor corresponds to 0/0/0+Bow. (edit: 2/1/3 is pretty close, as is 3/0/0 or 0/3/0)
109 165
  • 5
  • 12 May
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but I could kick the ass of every toon

stopped reading here and promptly offed myself

(I hate that word as a replacement for "character". It sounds like a cartoon character, and cartoon characters, for me, are very different from video game characters.)

Anyway the main obvious problem is that realism is not necessarily conducive to good gameplay.

I mean for fuck's sake you suggest making spears both longer and "MUCH faster."

I mean, that could happen if various other gameplay mechanics were completely overhauled to somehow make that not ridiculous and unfun, sure. Why bother?

Another obvious immediate issue is that if you made the armors more dramatically effective, people would have to carry multiple weapons (or a poleaxe haha) to be effective, which would necessitate an overhaul of the points system in order to make it easier for everyone to carry multiple weapons while still having lots of customization freedom.

Point being that you're talking about huge, fundamental changes, and what you're NOT doing is explaining how it would lead to good GAMEPLAY. You're leaving that to the devs to figure out.

Because, and let me re-emphasize this; I do this for real, and I'm better than you.

Get this, Mordhau is not a realistic medieval combat simulation. It's a video game themed around fun medieval combat. You are not an authority in this field.

109 165
  • 22 May
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I just wanna bump this legendary thread so modern forum users can know the origin of the Horde-mode tomatoes and the level 200 Yeet emblem.

109 165
  • 16 May
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Buddy at this point you're just spamming.

109 165
  • 1
  • 16 May
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Ehhh, I think bows are in a pretty good place. They can finish off armored people well, or maim/kill low-armor people. They're high skill so the average bow-user is probably not helping their team much, but I think a proper bow god can probably still be a big asset for their team? But faster arrows would be nice, long range shots are too implausible unless the target is standing still or moving in a perfectly straight line.

I hope shields get to a place where people don't hate them, because I like the concept of shields (being able to be a nice front-line tank at the cost of damage output, while not being horribly tedious to duel). I like having a nice range of alternative playstyles. I've been trying shield+spear after this update since shields and stabs both got nerfed and I like the concept of the build.

109 165
  • 1
  • 12 May
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The Speaker
the speaker.png

Jomsviking
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Fop, Lord of the Flames
foppish lord of the flames.png

109 165
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Caricature of War Axe + Berserker 3/3/0 people
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Actual favorite recent designs of mine
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109 165
  • 16 May
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Option 1: Evade the kick. They're stationary while kicking, and it has some windup to it, so landing a kick on a retreating, evasive target is still rather awkward.

Option 2: Drop your shield before the kick hits you so you don't get stunned so hard. Bonus points if you counterkick to actually block the kick.

109 165
  • 2
  • 23 May
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This is just an unavoidable side-effect of having freedom of speech in chat. Some people are going to like saying Bad Words for funzies, and in general the quality of conversation can be dragged down really easily. I don't think the solution is to make bad words illegal. If anything, the solution would seem to be more to

  1. Embrace that the public chat is a chaotic place, and

  2. Make your own private chats (e.g. groups, discords) if you want higher quality conversation

Although I wouldn't mind something like a Vote Mute. Votekicking someone for trolling in chat seems like overkill, but if a decent number of people agreed to temporarily mute messages from a player, that doesn't seem bad (to me). And you might think "why not just mute him for yourself, personally, if he bothers you", but the main issue with that is that conversation can be confusing when only certain people have certain other people muted. It's more.. coherent if mutes are server-wide and voted on.

That's my guess.

It's worth noting that Vote stuff (e.g. kick/mute) are abusable if a big group/clan is a decent majority in the server and abuses their majority, buuuuuuuuuuuuuut people can just go to another server in that case, so I don't see that as a genuine big issue.

109 165
  • 17 May
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@Kuro1n said:
Not sure if that is the kind of modding they will allow us to do, I would be surprised considering it is a mp game and everyone else would need your assets as well. Very nice looking lightsaber though, what is the poly count?

There was this Mordhau-with-lightsabers gif from quite a while ago. Possibly made the devs as a teaser for mod support? I guess?

I would assume there could be client-side model replacements that don't change the actual hitboxes or weapon behavior, but it would be really neat to see server-side mods that change things for everyone.

109 165
  • 1
  • 16 May
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@Shields said:
instead only used them to block

I guess by this you mean only holding block when you NEED to (to counter a feint/morph or multiple attacks in quick succession from the front). Although it's worth noting that a feint or morph can be cancelled into a kick, so the exact moment when you might actually need to use shield's Hold mechanic is also a moment where a kick is a major threat to you.

I'm really really curious if shields can get to (or perhaps have already gotten to) a spot where they're a legitimate balanced and interesting alternative playstyle with its own pros and cons (as a legitimate lower-attack higher-defense counterpart to 2-hander).

109 165
  • 16 May
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@As5Hat said:
yup. nerfing the shield made my day. now i can hunt them all down.

A remark like that is just going to further convince Boat-ass that the devs have a vendetta against shields. The nerf to shield is meant to make it balanced, not garbage. Although I get that what you mean is that you can hunt down low-skill people who use shield as a crutch.

109 165
  • 11 May
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One issue with Taiga right now is that Blue's first spawn is actually closer to mid/camp than their second spawn, but you can't actually tell unless you try each spawn (or actually pay attention and remember where they are). People just go to the second spawn because it seems like it should be closer to mid.

(Another problem with Taiga is that this shortest-route-to-camp, as far as I can tell, involves dropping off a cliff. Which is ridiculous.)

Anyway, when you select a point to spawn at, there should be an indicator (like a glowing colored region) that shows where the actual spawnpoint for that control point is, so you're more informed about where you're actually going.

109 165
  • 1
  • 23 May
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buddy they already said they would do this lol. they said you'd be able to disable either sex. all-female fights, woo.

another cool thing I remember them saying: iirc they're really concerned about getting the voice acting right. I can definitely imagine this kind of hammy voice-acting being extremely grating in a female voice if not done carefully, so I'll be really impressed if they can deliver something that fits the established tone of the game and isn't grating.

109 165
  • 1
  • 16 May
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Botas your constant barrage of insults is unlikely to bring people to your side.

Also I'm pretty sure you can hold your shield up and use footwork to mess with the enemy's attempts to kick, still.

@unabridgedpenis said:
This isn't the civil rights issue you seem to think it is.

made me lol

109 165
  • 12 May
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@Thorun said:
And we have our first pissbaby! Congratulations.

hey man my comment has 3 hearts, so between me and my 3 fans, I'm pretty sure this is actually your first four pissbabies.

incidentally, your post only has 1 heart. I'm winning! :D

109 165
  • 8 Jun
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What is "held block volume" and how has it been made "easier"?

109 165
  • 4 Jun
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@Goof said:
download.png

36, Tall and lanky, enjoys root beer because alcohol is the devil's drink.

Will converse but will not commit to a real relationship.

Will flee at the slightest sign of danger.

Visible concern

I, too, develop headcanons around my character designs.

109 165
  • 23 May
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yowzas this thread really went down the shitter, but anyway

@Lionheart Chevalier said:
Wonder if shields have weight now too lol

They don't. So you can jog around with a kite shield and 8 throwing knives at top speed, which sounds like a fun meme strat.

109 165
  • 6
  • 22 May
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The issue:
The yellow team-indicator crosses are essential for having as much info as possible (they let you see your team through walls and tell where they're clustering and where needs reinforcement) but they're also cluttery and kinda ugly imo.

Proposed solution:
It would be nice if we could adjust the color, opacity, and height of the team indicators. (Client-side, I mean. I don't mean customizing how your indicator displays to teammates.)

For instance, I think the indicators are too high-up, and also too yellow. I would like to make the indicators team-colored (red on red team, blue on blue team), I would like to make them chest-height (instead of way above the head), and I would like to make them slightly translucent.

Bonus points if we can change the icon to something other than a cross. Like a dot/circle. Or a triangle. Or a different symbol/insignia.

It could also be nice if (optionally) team-indicators would get more translucent the further away they were. Would make it easier to tell where they are and who they belong to. Sometimes a team indicator in the distance behind an enemy can make an enemy seem like a teammate. Plus if I had the team indicators at chest height then at long ranges the indicators would need to be very translucent for me to see the actual teammate's body.

If team indicators were perfected, I could finally turn off team colors and see players' full customizations without risking confusion, which would be the dream.

Aside:
It would probably be pretty neat if you could customize the way your own team indicator appears to teammates who enable seeing teammates' custom indicators. At least customizing the emblem selection and color (but not the opacity or height). So you could look around the battlefield and see where specific teammates are by recognizing their emblems. And if some friends were playing together and using the same emblem, you could easily recognize it.