Mordhau
 Uktuli
Mercenary
  • Likes received 50
  • Date joined 1 May '17
  • Last seen 19 Jun

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Mercenary 51 50
  • 12 Sep '17
 Uktuli

Headbob animation is way too much. Health is too low? Death comes quickly.

Mercenary 51 50
  • 12 Sep '17
 Uktuli

Animation

Tone down the headbob! It's way too much for first person.

Mercenary 51 50
  • 7 Oct '17
 Uktuli

Fucking hell, please just lock this thread and make it go away. Why are you guys participating in such petty arguments? We all want to make the game as good as it can be. Don't discredit your input by engaging in shit like this. Be civil, be friendly, or just bow out.

Mercenary 51 50
  • 16 Sep '17
 Uktuli

I don't really understand how chambering counters feints. I thought it would before actually playing, but you have to wait until mid to late release to reliably chamber. If you're waiting that long, you've already avoided falling for the feint.

Mercenary 51 50
  • 1
  • 27 May
 Uktuli

@xperimentxp said:
Kick is not ban.

It's supposed to result in a temporary server ban of what, 15 minutes? Otherwise what is the point of a votekick? The problem is, people can still leave before the votekick goes through and hop right back on the server, even though that loophole was supposedly fixed in one of the most recent patches.

Mercenary 51 50
  • 27 May
 Uktuli

I thought this was fixed. People can still dodge vote kicks and come right back.

Mercenary 51 50
  • 1
  • 16 Sep '17
 Uktuli

@LuxCandidus said:

@Uktuli said:
I don't really understand how chambering counters feints. I thought it would before actually playing, but you have to wait until mid to late release to reliably chamber. If you're waiting that long, you've already avoided falling for the feint.

I think you answered your own question. By even going for a chamber you are countering the feint.

But if you can't initiate a chamber until after windup anyway, how does that counter a feint? I mean, yeah, you've avoided the feint by waiting, but you're not even chambering anything anymore.

I initially thought that you'd start a chamber during windup, and if they feint, your attack would go through; if they attack, you'd chamber it.

Mercenary 51 50
  • 1
  • 12 Sep '17
 Uktuli

Headbob while moving is way too much right now. It's making me feel sick and I'm not even subject to motion sickness.

Mercenary 51 50
  • 29 Sep '17
 Uktuli

Hopefully Mordhau sells so well on release that the skill of the alpha testers won't even matter; we'll be outnumbered 100 to 1, and most new players will simply encounter other new players. It really shouldn't be an issue.

Mercenary 51 50
  • 28 May
 Uktuli

Get rid of spawn locations that can be easily blocked (especially by something as stupid as closing a door and standing in front of it), and fix the votekick system. In 700 hours of Chivalry I was never once trapped at spawn by a "teammate." Grad is particularly bad.

Mercenary 51 50
  • 16 May
 Uktuli

It would help if you could at least tab out of the end game overlay and go back to the game.

Mercenary 51 50
  • 10 May
 Uktuli

Has anyone else run into a player comboing with a weapon that can't combo? I was playing Frontline earlier and a player missed a right swing with the maul, and immediately transitioned to a left swing. He absolutely did not have a 900ms recovery period, or any recovery period for that matter. I wasn't expecting the second swing and took one to the head.

Mercenary 51 50
 Uktuli

Turn off "Mouse X-Axis Flips Attack Side" in the controls section of settings.

It should be changed to be off by default.

Mercenary 51 50
  • 4 Oct '17
 Uktuli

Timed parries and the various ways to get around them are what make Chivalry and Mordhau interesting. Chivalry would have died a long time ago if it wasn't for the ability to manipulate real time strikes (dragging). Feints are a cheap way to get around a mediocre player's parry; drags require far more skill to effectively pull off vs anyone with much experience. Just leave it alone and learn to parry late.

Do you really think "noobs" will be happier when they drop their weapon and die after they run out of stamina from panic parries or held parries? It's not going to save them. It's going to kill the fucking game.

Mercenary 51 50
  • 29 Sep '17
 Uktuli

@TwistedFox said:
It's not a gamble if you know you'll hit first

While I often get hit during a riposte, I regularly catch people as well. Most of the people doing this definitely are NOT sure that they'll hit first. They're taking a calculated risk and hoping for the best, i.e. gambling.

Mercenary 51 50
  • 27 Sep '17
 Uktuli

The window isn't the problem, the problem are the misleading windup animations, which the devs are already fixing.

The chamber window feels unintuitively late to me. If it doesn't need to be increased, I'd like to see it moved to early release. Also, the release phase of some, if not most accelerated strikes, and especially accelerated ripostes, happens way too fast for me to ever chamber, no matter how much practice I get.

Mercenary 51 50
  • 27 Sep '17
 Uktuli

This is my whole point. Chambering is such a nice mechanic but there's really not much point to using it when you can kill people easier with the other mechanics without taking the risk of getting hit while trying to chamber.

Chambering should be a little easier to pull off, not more rewarding when you do. As it is, probably 10% or less of the player base is going to be able to consistently chamber anything but a stab, even after extensive practice. I know I won't be able to; my reflexes just aren't what they used to be.

Mercenary 51 50
  • 2
  • 21 Sep '17
 Uktuli

You can also kill the bot

Yeah, but that requires opening up the console and turning damage back on first. Then you have to turn it off again when you spawn a new bot. I just want to be able to endlessly chamber a bot without interruption.

Mercenary 51 50
  • 1
  • 21 Sep '17
 Uktuli

The damage toggle is great for practice, but please add the ability to toggle stamina drain as well. It doesn't take long for a bot to drop its weapon. At that point you have to remove it and add another.

Mercenary 51 50
  • 18 Sep '17
 Uktuli

@ThunderDuck said:
Swing manipulation is a big part of games of this genre. You'll get used to it.

Having come here from Chivalry, I understand drags. But if the only way to beat an aggressive opponent to the punch after parrying him is to accelerate a riposte, something's wrong.