Mordhau
 Tim_Fragmagnet
Knight
  • Likes received 3152
  • Date joined 15 Feb '16
  • Last seen 14 Sep

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Knight 1382 3152

Update: Removed information that can be learned from the kickstarter page

First let me get this out of the way.
Kickstarter - March 8th-April 7th 2017
Alpha - Around August 2017
Beta - Around January 2018
Release - Around March 2018

Feel free to post things you've gotten from devs.
Note: unless I remember hearing it from a dev, or am linked the dev post about it, I will not post it in here.

We're not here to spread misinformation. (unless the devs do it to meme us)

Dev input for this thread would also be great. Especially if there is something incorrect stated here. Absolutely speak up about it being outdated or wrong.


Info videos and posts.

The FAQ

Devblog 1 - Basics

Devblog 2 - Combat

Devblog 3 - Customization

Teripper Interview

The move to Unreal Engine 4

IndieDB awards, update on our kickstarter & what we've been up to

Mordhau Combat Mechanics Writeup

Kickstarter

Kickstarter Trailer

Second Interview

Second Teripper Interview


Below this line I will try to refrain from posting things already stated in the videos / main post of the posts above.

Info told in private will not have the dev's name revealed because secrecy is fun. (if a dev tells me that the info should not be public, it will not be posted here)
Dev names also won't appear if I forgot who the info was from.

A permalink to the dev comments on the forums that confirm the info below would be nice to have.

Info without a link was either stated on discord, told to me in private, or I couldn't find the dev post about it but am 100% positive about it.


General info from devs.


Combat

Time to kill and weapon attacks are generally faster than in Chivalry.

Spears get combos and low damage swings. - Crushed

Facehugging supposedly more difficult in Mordhau.

Deflected projectiles do not do damage. - Crushed

Deflected or disarmed weapons can be picked up before they hit the ground. - Crushed

You can interrupt emotes by attacking. - Crushed

Joke weapons strewn about maps.

Unarmed stance by pressing 0. - Marox

Lute alternate grip

Players will slide, not bounce, off of each other

Ragdolls do not prevent stamina loss


General mordhau info

AI bots intended to fill empty player slots in the main gamemode to retain large playercounts.

Bots can do objectives

No mocap animations

High damage weapons have a lower chance to induce death animations

No gameplay altering microtransactions


Customization

Quivers are mounted on the hip

Weapons are mounted where there is space and where they are allowed

Plenty of hairstyles and beards. - Crushed


Video settings

1st person FOV cap of 130 - Crushed

3rd person FOV cap of 100 - Crushed


Possible/Not Possible/Confirmed/Denied features and content

"We HOPE to have" = Possible
"We will PROBABLY have" = Possible (welcome to game development)
"We WILL have" = Confirmed
"We DON'T have" is not a denial of possibility
"We WON'T have" is a denial of possibility


Combat

Serverside hit registration - Confirmed

Invert attack axis controls - Confirmed

Fist chambers and clashes against fists - Confirmed

Multi-User siege engines - Possible

Rapiers - Possible


Customization

Helmet visor customization - Confirmed

Long hair - Confirmed
Long hair physics - Possible

Spear Banners/Pennons - Possible - Marox, Elwebbaro

Pre-made asymmetrical armor pieces - Possible
Asymmetrical armor customization - Denied

Emblem Builder - Possible
Emblem Builder - Not Currently

Left handed option - Not Currently

Armor Mittens - Not Possible (they don't work well with finger bones) - Crushed


Game Settings

SMAA - Confirmed

High Refresh rate support - Confirmed

Potato mode - Confirmed

Colorblind correction options - Possible


UI Info

Tips / Lore on loading screens - Confirmed

Numerical health and stamina bar options - Confirmed

Toggleable UI - Confirmed

Optional helmet view - Possible

Minimalistic UI option - Possible

Optional Crosshair (melee) - Possible

static/dynamic crosshair options - Possible

UI Scale option - Possible

Scaling objective icons (get smaller farther away) - Possible

(Toggleable) Score Popups - Possible

(Toggleable) Teammate/Friend icons - Possible

Placeable UI elements - No.


General Info

Mordhau runs VAC - Confirmed - Crushed

Weapon inspection animations - Confirmed

Mordhau Steam integration - Confirmed

Random Dungeon mode - Possible (he says PROBABLY)

Locational Wound visuals - Possible

Mac / Linux builds of Mordhau - Possible

Mod Support - Possible

Workshop Support - Possible

Automated tournaments - Possible

Dynamic player weathering (run through mud and the bottom of your outfit gets muddy, snow falls onto the top of your armor, etc) - Possible

Dynamic Weather - Not Currently planned.


Current Weapons

From left to right
Firepot (Throwable)
Smokepot (Throwable)
Throwing Axe (Throwable)
Throwing Knife (Throwable)
Buckler Shield
Kite Shield
Heater Shield
Lute - (Pickup weapon)
Pitchfork/rake - (Pickup weapon)
Sledgehammer - (Pickup weapon)
Sickle - (Pickup weapon)
Scythe - (Pickup weapon)
Hoe - (Pickup weapon)
Pick - (Pickup weapon)
Self Bow
Recurve Bow
Crossbow
Lance
Spear
Short Spear
Halberd
Bardiche/Voulge
Pole Axe
Battle Axe
Hand Axe
Warhammer
Mace
Shortsword
Arming Sword
Bastard Sword
Longsword
Greatsword
Zweihander

Not shown above

Dagger


Now gibe me likes


Consider everything below this line to be unconfirmed unless posted by a dev or linked to an explicit dev post about it.

Knight 1382 3152
  • 1
  • 28 Aug '17
 Tim_Fragmagnet

Mark September 14th on your calendars boys.
It's the date of the next delay.

Knight 1382 3152

I'll make it simple.

Torn Banner didn't listen to their community asking for Chivalry 2, so they made Mirage. Now it's too late.

Triternion focused so hard on making the combat gameplay better than Chivalry, that they forgot to make maps or gamemodes we actually care about.

no.

Altering Frontline and using the same maps won't work.

Making Frontline go one way and calling it Push while STILL using the same maps, won't work.

These maps are uninspired, sterile, and boring.

These modes, uninteresting, and poorly thought out.


We know, game development is hard, and requires money, time, and effort.

Yes, your gameplay is good.

But the design of the maps, rushed.
The overall quality theme and design of the art, inconsistent
The atmosphere of the game, nonexistant.
The excitement of playing a gamemode you love for years to come, nowhere.

Team Objective IS Chivalry.
The fight between The Agathians and The Masons IS Chivalry.

What the fuck is Mordhau, because it sure as fuck isn't Frontline.
Nor is it these 2 groups of people we have no context of nor care for.


No, I do not believe that Chivalry 2 will have gameplay as good as Mordhau's, nor do I believe that it will ever see the lifespan the first did.

But look at that atmosphere in the 60 seconds we saw of it.
Yeah, shit animations, and probably combat that's just as bad.
But those 60 seconds looked far more visually exciting and interesting than my 600 hours of mordhau gameplay.

You could say that's because it's a cinematic trailer.
However the first Chivalry would argue otherwise.

Knight 1382 3152
  • 99
  • 24 Feb '17
 Tim_Fragmagnet

Note: Unless stated by a dev, the below information is neither final nor even to be considered as up to date or correct.

I feel that I have gained enough information on the combat of mordhau to write up what I know about it for others to read.
This will likely gain more details over time.

I would appreciate any incorrect info to be immediately addressed by a dev or someone with a link to a dev post about it.
The info will be corrected in the main post as soon as I see it.

Each mechanic will not have an in-depth use explained for it, as it is up to you to figure out how to put the pieces of the combat puzzle together.

Dev Blog 2 goes into the combat in mordhau.

Not everything in dev blog 2 will be in this guide, and not everything in this guide will be in dev blog 2.

Health.

0-100%
When a player reaches 0% health, they are killed. A visual/aural effect can be noticed while at low health. Health will regenerate slowly over time as long as you are not sprinting or peforming other actions.

Stamina

0-100%
When a player reaches 0% stamina, they can no longer perform actions that require stamina. An exception is parrying. Parrying while at 0% stamina will result in a successful parry, however your weapon will be knocked out of your hands. Alternatively, if you are hit while at 0% stamina, you will gain a small amount of stamina back. Getting kills will likely restore some stamina. Stamina will regenerate over time as long as you are not sprinting or performing other actions. Multiple actions that consume stamina do not actually require stamina to be performed. (attacks for example)

Movement Speed

slow-fast
A player's movement speed is determined by the general weight of their armor. Heavier armor slowing them down more than lighter armor.
It is unknown at this time if the change in movement speed is relative to the size of the armor. (Heavy helmets slowing you down less than heavy chest pieces because helmets are smaller for example) Weapons do not impact movement speed.

First hit Flinch

Getting hit by a thrown weapon or melee attack will always stop any action you are taking.

Team Hit

The act of attacking an ally. A team hit will stop your attack and deal (between half or full) damage to the target. Team hits that deal enough damage to kill the target will instead be a team kill.

Team Kill

The act of killing an ally. A team kill will not stop your attack, but will incur some other penalty that is unknown at this time. (score loss, respawn time increase, etc)


Offensive

Phases

Windup

This is when you are pulling your weapon back.
Early Windup
A window of time within the former part of the Windup phase where feints and morphs can be performed. Early Windup is described as, but is not, its own phase.

Early Release

During the early release phase, your attack cannot strike enemies yet can be parried/chambered. It is a dynamically timed phase based on your vertical orientation designed to remove the ability to hit people behind you by looking up.

Release

This is when you are swinging/thrusting your weapon forwards and can do damage to an enemy.
Late Release
A window of time within the latter part of the Release phase where clashes can occur. Late Release is described as, but is not, its own phase.

Recovery

This is when you are recovering back into an idle position after an attack. If your attack has not struck an enemy or the ground by the time it reaches the release phase, it will consume stamina.
Strike Recovery
After striking an enemy, your recovery phase will be shorter. Comboing clears the strike recovery and you must strike another enemy to gain it again. Combos off of attacks that missed can still gain a strike recovery on their own.

Commiting an attack

Allowing an attack to proceed past the windup phase.

Attacks

Attacks can be angled anywhere within 240 degrees, 120 degrees left, 120 degrees right, and do the same damage from any angle. Attacks do not consume stamina if they strike an enemy or the ground. Striking the ground will punish you with a longer recovery phase, regardless if you have struck an enemy or not. Attacks can be performed without any stamina.

Swing/Slash/Chop/Cut

Commonly referred to as an LMB in first person slasher games. This is a basic side to side attack that a majority of weapons utilize as their main form of attack. (axes, maces, hammers, swords) Generally covering a decent area in front of the user, swings require less accuracy and have the capability of easily hitting multiple targets.

Thrust/Stab

This is a forwards attack that some weapons utilize as their main form of attack. (Spears, some would say other polearms as well.) While not covering an arc like a swing, thrusts usually have more reach. Spear thrusts have the longest reach of any melee attack for example.

Combo

A combo is an attack performed during the release phase of another attack. This results in a second attack that is faster than waiting for the recovery of the first attack to end. You can only combo from a different direction than the previous attack, but comboing the same type of attack is not restricted (thrusts to thrusts for example). There is no limit to how many attack combos you can perform, and they can be done without stamina.

Morph

A morph is when you perform an attack during early windup of another attack, to change a stab into a swing for example.
You can only perform 1 morph before needing to commit or feint an attack to do another.
Morphs cannot be done on combo swings.
You cannot morph into the same type of attack. (cannot morph a thrust into thrust from a different direction)
Morphs do not require stamina.
You can morph into and out of kicks.

Kick

A kick will do a small amount of damage to an enemy and will stun them long enough for you to usually get a free hit in on them. A kick can be countered by physically moving out of the way of it, kicking at the same time, or striking the enemy with your weapon before their kick hits you. Kicks can be aimed, and you are unable to move or jump during them.


Defensive

Active Parry Attack / Active Parry Window

An attack that parries any attack you are looking at during windup. Ripostes and chambers are active parry attacks.

Parry

Actively deflecting an enemy attack with your weapon. Stamina is consumed if a weapon is successfully parried, parrying heavier weapons consumes more stamina. Parrying an enemy attack will only work if you look at the weapon itself. Projectiles and thrown weapons can also be parried. You can parry multiple attacks at once.

Cancel

Parrying during the release phase of an attack that has already hit an enemy results in the attack being cancelled instantly into a parry. This does not consume stamina.

Riposte

A fast attack performed quickly after a parry. A riposte is an active parry attack.

Chamber

A chamber is an attack performed in such a way, that its angle matches an incoming attack's angle, and causes the incoming attack to strike the user extremely early during its windup. This results in the incoming attack being parried and the chamber attack proceeding quickly through the rest of windup and into the release phase. This does not consume stamina. Thrusts do not require you to match their angle for a chamber. A chamber is an active parry attack. You can chamber multiple attacks at once.

Clash

When 2 attacks collide with each other in the late release phase, it results in a clash. A clash stops both attacks without taking stamina or damage. This provides a platform to quickly combo an attack off of. This mechanic also applies to projectiles and thrown weapons hitting other projectiles and thrown weapons. You can clash multiple attacks at once.

Feint

A feint is the act of cancelling an attack during early windup. This consumes stamina and can be used to trick an enemy into parrying, which will leave them open for you to attack. Feints can be done on attack morphs. Feints during the early windup of a successful chamber do not consume stamina.

Shields

Not much has been revealed about shields at this time.

Cavalry

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Exact details of how cavalry works have not been revealed yet.

The entire melee combat system is available while on horseback, the lance however cannot swing. To use the lance you enter a "couched" mode. In this mode, any enemy hit with the tip of the lance while moving fast enough instantly kills them. Running people over with the horse itself is also a possibility.

You cannot spawn with a horse.
The lance is found next to the horse and cannot be used while dismounted.
The lance also cannot be holstered.
Armored horses will be slower but more resistant to damage.
Unarmored horses will be faster but less resistant to damage.

Knight 1382 3152
  • 33
  • 30 May '17
 Tim_Fragmagnet

This thread contains statistics of the gameplay of Mordhau.
Most of them will be listed as TBA right now.
This means that they are unknown to either myself or even the developers.
Any details or statistics that are listed are subject to change.

Each mechanic will not have an in-depth use explained for it, as it is up to you to figure out how to put the pieces of the puzzle together.

TABLE OF CONTENTS

Movement

Player Status

Combat

Customization

Frontline

Appendix of Questions


movement

Speed
Sprinting
Chasing
Climbing
Jumping
Falling
Crouching
Matrixing
Back to Table of Contents

speed

slow-fast (how slow, how fast?)
Players quickly accelerate to their max speed.
Lightly armored players accelerate faster than more heavily armored players.
A player's movement speed is determined by the overall weight of their armor. Heavier armor slowing them down more than lighter armor.
It is unknown at this time if the change in movement speed will be relative to the size of the armor. (Heavy helmets slowing you down less than heavy chest pieces because helmets are smaller for example)
Weapons do not impact movement speed.

sprinting

Sprinting increases your speed by TBA. (Based off your max speed, or static speed increase across the board?)
Maximum sprinting speed is achieved after 6 seconds of acceleration for any armor weight tier.

chasing

When a sprinting player is following (chasing) a sprinting enemy player, he (the one chasing the runner) gets a speed boost of TBA. (percentage of total speed or static speedboost?)

This speed boost is triggered after 2 seconds of looking at the enemy's back.

climbing

Players climb ladders at TBA. (Affected by armor weight?)
One handed weapons can be used while on a ladder.
(Does this include throwing items?)
(What about alt modes on 1 handed weapons?)

jumping

Players jump exactly TBA high over a period of TBA
Players can attack normally while jumping, however they do not have the ability to kick.
There is a cooldown of TBA after each jump before you can jump again, this prevents jump spam.
Aside from the jump cooldown, jumping also consumes TBA stamina.

falling

Gravity in Mordhau is 9.8m/s² (not the more accurate measurement of 9.807m/s²?).

Fall damage is incurred when impacting the ground at above X speed.

crouching

Crouching reduces movement speed by TBA.
Crouching reduces player height by TBA.
Crouching takes TBA to fully crouch and TBA to fully uncrouch.

matrixing

Matrixing is the act of manipulating the position of your body to dodge weapon attacks. This can be done by looking up or down, this can also be combined with crouching.


player status

Health
Stamina
Back to Table of Contents

Players are 78.74in or 6'6.74" tall. (200cm)
The camera is at TBA.

health

0-100
When a player reaches 0 health, they are killed. (Unless they have the flesh wound perk)
A visual/aural effect can be noticed while at low health.
Health will regenerate at a rate of TBA after TBA seconds of not taking damage, sprinting, or peforming other actions.

stamina

0-100
When a player reaches 0 stamina, they can no longer perform actions that require stamina.
An exception is parrying. Parrying while at 0 stamina will result in a successful parry, however your weapon will be knocked out of your hands.
Alternatively, if you are hit while at 0% stamina, you will gain TBA stamina back.
Getting kills may restore stamina (do they?) (how much?).
Stamina will regenerate at a rate of TBA as long as you are not sprinting or performing other actions.
Multiple actions that consume stamina do not actually require stamina to be performed. (attacks for example)


combat

Offensive
Defensive
Combat Effects
Alternate Grips
Thrown Weapons
Archery
Siege Weapons and Cavalry
Back to Table of Contents

offensive

Phases
Windup
Early Release
Release
Recovery
Committing an Attack
Attacks
Swing/Slash/Chop/Cut
Thrust/Stab
Combo
Morph
Kick
Back to Combat

phases

Attacks go through 3 main phases and 3 minor phases.

windup

This is when you are pulling your weapon back.
Early Windup
A window of time within the former part of the Windup phase where feints and morphs can be performed.
Early Windup is described as, but is not, its own phase.

early release

During the early release phase, your attack cannot strike enemies yet can be parried/chambered.
It is a dynamically timed phase based on your vertical orientation designed to remove the ability to hit people behind you by looking up.
Clashes can occur here.

release

This is when you are swinging/thrusting your weapon forwards and can do damage to an enemy.
Late Release
A window of time within the latter part of the Release phase where clashes can occur.
Late Release is described as, but is not, its own phase.

recovery

This is when you are recovering back into an idle position after an attack. If your attack has not struck an enemy by the time it reaches this phase, it will consume stamina. How much depends on the weapon and individual attack.
Hit Recovery
After hitting an enemy, your recovery phase will be shorter. By how much depends on the weapon.
Comboing clears the hit recovery and you must strike another enemy to gain it again.
Hit-Stop Recovery
After hitting an enemy with a blunt weapon, or teamhitting an ally, your weapon will be stopped and your recovery phase will be slightly shorter.
Stun recovery
If you hit the map itself with a melee attack, it will punish you with a longer recovery phase that is the same length for every weapon.
Stun recovery overrides hit recovery.
Hitting the map is currently the only way to get a stun recovery.

commiting an attack

Allowing an attack to proceed past the windup phase.

attacks

Attacks can be angled anywhere within 240 degrees, 120 degrees left, 120 degrees right, and do the same damage from any angle.
Attacks do not consume stamina if they strike an enemy.
Attacks can be performed without any stamina.

swing/slash/chop/cut

Commonly referred to as an LMB in first person slasher games. This is a basic side to side attack that a majority of weapons utilize as their main form of attack. (axes, maces, hammers, swords)
Generally covering a decent area in front of the user, swings require less accuracy and have the capability of easily hitting multiple targets.

thrust/stab

This is a forwards attack that some weapons utilize as their main form of attack. (Spears, some would say other polearms as well.)
While not covering an arc like a swing, thrusts usually have more reach. Spear thrusts have the longest reach of any melee attack for example.

combo

A combo is an attack performed during the release phase of another attack. This results in a second attack that is faster than waiting for the recovery of the first attack to end.
You can only combo from a different direction than the previous attack, but comboing the same type of attack is not restricted (thrusts to thrusts for example).
There is no limit to how many attack combos you can perform, and they can be done without stamina.
However, missing repeatedly in a single combo chain will consume much more stamina for each sequentially missed attack.

morph

A morph is when you perform an attack during early windup of another attack, to change a stab into a swing for example.
You can only perform 1 morph before needing to commit or feint an attack to do another.
Morphs cannot be done on combo swings.
You cannot morph into the same type of attack. (cannot morph a thrust into thrust from a different direction)

kick

A kick will do TBA damage to an enemy, and will knock them back slightly.
A kick can be countered by physically moving out of the way of it, parrying it, kicking at the same time, or striking the enemy with your weapon before their kick hits you.
Kicks can be aimed, and you are unable to move or jump during them. (how long do kicks take?)
Comboing out of kicks is different from normal combos.
You can morph into kicks.

defensive

Cancel
Chamber
Clash
Deflect
Feint
Parry
Riposte
Archery
Shields
Back to Combat

cancel

Parrying during the release phase of an attack that has already hit an enemy results in the attack being cancelled instantly into a parry.
This does not consume stamina.
If you strike an enemy and then strike the map, you can still parry out of it.

chamber

A chamber is an attack performed in such a way that its angle matches an incoming attack's angle, and causes the incoming attack to strike the user extremely early during its windup.
This results in the incoming attack being parried and the chamber attack proceeding quickly through the rest of windup and into the release phase.
Thrusts do not require you to match their angle for a chamber.
You can chamber multiple attacks at once.

early chamber

A chamber performed with such precise timing that the enemy attack is chambered at the very end of the chamber window. It is very fast and hard to counter.

clash

When 2 attacks collide with each other in the early or late release phase, it results in a clash.
A clash stops both attacks without taking stamina or damage. This provides a platform to quickly combo an attack off of.
You can clash multiple attacks at once.
Disarming an opponent counts as a clash.

deflect

Ranged projectiles and thrown weapons can be "deflected" by parrying them. Hitting them out of the air with a well timed weapon attack is also possible.
Parrying a projectile counts as a successful parry, thus you can riposte off of it.
A rare possibility, is that of deflecting an enemy projectile or thrown weapon with one of your own projectiles or thrown weapons.
Siege projectiles cannot be deflected.

feint

A feint is the act of cancelling an attack during early windup.
This consumes an amount of stamina that differs for each weapon and can be used to trick an enemy into parrying, which will leave them open for you to attack.
Feints can be done on attack morphs.
Feints during the early windup of a successful chamber do not consume stamina.

parry

Actively deflecting an enemy attack with your weapon.
Stamina is consumed if a weapon is successfully parried, parrying heavier weapons consumes more stamina.
Parrying an enemy attack will only work if you look at the weapon itself.
You can parry multiple attacks at once.
A successful parry will extend itself by 100ms.
Parrying during a riposte, chamber, or chamber morph, does not consume stamina.

riposte

A fast attack performed quickly after a parry.
You cannot be flinched during a riposte.
During a riposte you take 66% less incoming damage and no knockback.
A riposte can parry during its early windup.

shields

Shields block all attacks that hit their model while actively held up.
Blocking attacks comsumes stamina. Blocking an attack without stamina causes you to drop the shield.
Shields will passively block projectiles while held at your side and even while on your back.

combat effects

Flinch
Team Hit
Team Kill
Turn Cap
Back to Combat

flinch

Getting hit by most thrown weapons or any melee attack will always stop any action you are taking. (unless you are riposting)
Flinches last for TBA.

team hit

The act of attacking an ally.
A team hit will stop your attack and deal half damage to the target.
Team hits that deal enough damage to kill the target will instead be a team kill.

team kill

The act of killing an ally.
A team kill will not stop your attack, but will incur some other penalty that is unknown at this time. (score loss, respawn time increase, etc) (what are the penalties?)

turn cap

The turn cap is a limit placed onto weapon attacks to limit how far or fast a player can manipulate their position through aiming in any direction during the attack.
Weapons can have different vertical and horizontal turncaps.

alternate grips

Most weapons have an alternate grip to provide a different use to the weapon during combat.
Some weapons are flipped around to utilize a separate striking head during attacks.
Other weapons are gripped closer to the head to increase speed and usability in close range.
Certain one handed weapons have an alternate grip that allows them to be thrown.

thrown weapons

Defending against these attacks is covered in the deflection section of the defensive combat topic.
This section covers thrown weapons, and utility throwing items. (Such as smoke pots or throwing axes.)
Certain weapons and items are able to be thrown in Mordhau. Examples include throwing axes and short spears.
Once thrown, most of these can be picked back up again.
Some, such as the firepot or smokepot, break upon impact and thus cannot be reused.
Throwing weapons are usually used to finish off a fleeing enemy, or to sneak in extra damage before distance is closed in a melee.

archery

Defending against these attacks is covered in the deflection section of the defensive combat topic.
This section covers the use of bows and crossbows in Mordhau.
Using a bow or crossbow usually means you are a short distance behind your allies, and aim to provide supporting damage output. Well aimed shots that score a headshot can, however, do very large amounts of damage.

siege weapons and cavalry

Siege weapons and Cavalry are Mordhau's equivalent of vehicles for players to use.
They generally provide more power or speed for a player to utilize against their enemies or objectives.

Certain game modes will have assorted siege weapons placed around the map for players to use. Some will be stationary, others will be able to be pushed around.
Siege weapons almost always instantly kill players, however, objectives such as a gate or castle wall are generally the target of siege weapons such as a trebuchet, catapult, or battering ram.
The catapult is frequently used to kill players, however other siege weapons such as the ballista are designed entirely around killing players.
Siege weapons can be destroyed by dealing enough melee damage to them. (how much for each siege weapon?)
After being destroyed, siege weapons will respawn after TBA.

Certain game modes will also have horses placed around the map for players to mount as cavalry.
Lances are usually found near these horses for players to pick up.
The lance cannot be used while unmounted and also cannot be holstered. This means that you cannot use it without a horse.
The entire melee combat system is available while on horseback, the lance however cannot swing.
To use the lance you enter a "couched" mode which requires you to be going fast enough (how fast?).
In this mode, any enemy hit with the tip of the lance while moving fast enough instantly kills them.
Currently, a short cooldown is applied to this to prevent rapid fire lance kills from charging into a group of enemies.
Running people over with the horse itself is also a possibility (how much damage? Different based on horse speed?).
Horses are killed when enough damage is dealt to them. (how much?)
After being killed, horses will respawn after TBA.

You cannot spawn with a horse.
Armored horses will be slower than unarmored horses (how much slower?) but more resistant to damage (how much more resistant?).
(does armor affect acceleration?)
(what is the normal acceleration?)

customization

Armor Tiers
Armor Customization
Body Customization
Weapon Customization
Loadout
Perks
Back to Table of Contents

armor tiers

There are 4 Tiers of armor:

T0-None/Cloth
T1-Light
T2-Medium
T3-Heavy

armor customization

You can equip armor from all tiers in the head, torso, and leg slots.
There are also intermediate slots for cosmetic selections.
After choosing from the presented items of armor, you can then apply finishes to them. Metal parts of armor can have different finishes, fabrics can be colored, patterns can be applied, etc.

body customization

Head and facial customization comes down to: hair styles and colors, facial hair styles and colors, eye color, teeth, and full facial sculpting (like in FO4).
You can also alter your body build and gender, neither of which affect your height or hitboxes.

weapon customization

Weapon customization comes down to combining sets of premade parts, and then applying finishing customizations to those pieces.
An example of weapon customization: While creating a greatsword, you can choose to swap over from the standard english greatsword pieces over to scottish claymore pieces.
After choosing from the set of presented pieces, you then apply finishes to each piece. Metal blades get different finishes, leather handle wraps get different finishes, wooden shafts can be stained, etc.

loadout

Player loadouts are currently built on a points system. You are given 16 points and you can spend these points as you see fit for your loadout.
You are, however, restricted to 3 weapon slots.

perks

Player perks are selected much like other equipment in a loadout. Each has a unique effect and point cost.

They are listed here organized alphabetically by point cost.

1 Acrobat (Jump Stamina cost reduced by 50%)
1 Cat (Reduces fall damage by 50%)
1 Fireproof (Reduces fire damage by 80%)
1 Friendly (50% Damage reduction to dealt and received team damage)
1 Ranger (Allows you to move 15% quicker while aiming a bow or crossbow)
1 Scavenger (Killing enemies causes them to drop everything they are carrying, including holstered equipment)
1 Smith (Repair effectiveness increased 50%)
1 Wrecker (Melee damage against structures increased 50%)
2 Bloodlust (Health on Kill increased 50%)
2 Brawler (Increases Fist damage)
2 Fury (Stamina on kill increased 66%)
2 Huntsman (Projectiles deal 200% damage against enemies wearing a quiver)
2 Rat (Crouch movement speed increased 10%, Footstep volume reduced 75%)
2 Second Wind (Stamina gain on hit increased 30%)
2 Tenacious (Passive Health regeneration is 40% faster)
3 Flesh Wound (Fatal melee and projectile damage, except for headshots, does not kill you immediately, but 5 seconds later. Limb integrity during this time is not guaranteed.)
3 Rush (Instantly get a movement sprint boost upon killing an enemy)
8 Peasant (Restricts equipment & wearables to things a peasant would use & allows you to spawn with makeshift weapons)
10 Dodge (Jumping backward or to the sides will perform a dodge instead of a jump)

Knight 1382 3152
  • 16
  • 30 May '17
 Tim_Fragmagnet

Frontline

soon

Knight 1382 3152
  • 19 Oct '16
 Tim_Fragmagnet

I have top sekret connections.
Gibe me likes

Knight 1382 3152
  • 4
  • 30 May '17
 Tim_Fragmagnet

appendix of questions

Back to Table of Contents

(What is the slowest base player movement speed?)
(What is the fastest base player movement speed?)
(Do smaller pieces of armor affect speed less?)

(Does sprinting increase your speed based off of your maximum speed or is it a static speed icrease that is the same for everyone?)

(Does the chase mechanic add a % of your base speed as a bonus, or is it a static speed boost that is the same for everyone?)

(Does armor weight affect the speed at which players climb ladders?)
(Can throwing items be used while on a ladder?)
(Can alternate grips for 1 handed weapons be used while on a ladder?)

(How long does it take for health to start regenerating?)

(If getting kills restores stamina, how much does it restore?)
(How long does it take for stamina to start regenerating?)

(How long does a kick take to perform?)

(What is the penalty for teamkilling?)

(How much damage to destroy siege weapons?)

(How fast does cavalry need to be going to use the lance's couched mode?)
(How long does it take for a lance to be able to kill another player after killing a first?)
(How much damage does trampling an enemy with cavalry do?)
(Does going faster do more trampling damage?)
(How much slower are armored horses compared to unarmored horses?)
(How much more damage resistance do armored horses have compared to unarmored horses?)
(What is the max speed for horses?)
(Does armor affact how fast horses accelerate?)
(What is the base acceleration for the unarmored horse?)

Back to Table of Contents

Knight 1382 3152
  • 2
  • 27 Feb '17
 Tim_Fragmagnet

I found this in my steam activity feed.
This is not a meme. I repeat, this is not a meme.

ss+(2017-02-27+at+04.46.33).png

If you have marox on your steam friends list, you can see it for yourself.

It's true.

Knight 1382 3152
  • 8
  • 30 May '17
 Tim_Fragmagnet

Reserved

Knight 1382 3152

R E A P E R B O T

I mean, considering he has the power to easily 1 shot you, kinda feel like it'd be nice to have him have more visual uniqueness, also for the grim reaper meme.

Knight 1382 3152
  • 5
  • 4 Jan '18
 Tim_Fragmagnet

There has been confusion as to the difference previously, even from myself sometimes. However these listed below are correct.

These are tabards
Shorter than knee length
Open at the sides, sometimes tied shut. Closed at the front.
Notice how they are generally worn with or over what would be considered heavy armor


These are surcoats
Shin length
Slit in the front and back for riding horses, and closed at the sides.
Notice how they are worn with or over what would be considered medium armor.


What we have right now are the heavy tabard and the chainmail tabard.

The heavy tabard is super thick and looks ugly and uncomfortable over plate armor and the longer you look at it the worse it looks.
Not to mention it's open at the sides, slit open at the front, but completely closed at the back.
It's not a tabard, it's not a surcoat. It's an ugly joke. Completely change, or remove it.

The chainmail tabard honestly just looks bad and isn't a tabard either. It's super thin widthwise across the body and has weird physics.
It's also literally just copied from world of warcraft and does not fit mordhau.
Change or remove it.

Heavy tier should have a tabard

Medium tier should have a surcoat

TLDR, REE UR ARMOR IS WRONG FIXIT

Knight 1382 3152

TDM with circles isn't interesting or engaging.

Team Objective was both interesting and engaging.

In Team Objective you actually DID something.

In TDM with circles, you stand in circles like a fucking lemon.

It's boring.

Knight 1382 3152

A game mode that applies random mutators every match from a large pool of mutators.

Likely between 1 - 3 non conflicting mutators per match.
Some mutators could even be different from themselves between matches through randomized percentages.

Examples of mutators could be.

Low Gravity
High Gravity
Sanic Speed (150-300% movement speed)
Sanic Attacks (150-300% attack speed)
1 hit death
No Health regen
No Stamina regen
Adrenaline Battery (while at zero health, stamina is used as health)
Heart Attack (death any time stamina reaches zero)
Invigorating (damaging enemies instantly regenerates your stamina for the full damage amount)
No Stamina
Infinite Stamina
Overexertion (while at zero stamina, health is used as stamina)
Heat Stroke (stamina constantly drains)
Hail Hydrate (increased stamina regen while touching any source of water (this includes rain))
Giant Slayers (dealing damage makes you larger)
Terminal (Health regen consumes stamina, stamina consumed by health regen cannot be regenerated)
Vampire (life steal on attacks)
Sticks and Stones (quarterstaff and stones only)
Good Vibrations (Weapon clashes force both players to drop their weapons)
Fight Club (Fists and Kicks only)
Stiff Joints (no combos)
Sticky Fingers (weapons cannot be thrown)
Rooted (no jump)
No parries mutator
No chambers mutator
Self damage on missed attacks

Knight 1382 3152

I can't even parry with fists. This is bullshit and unfair.

Even in a fantasy context, you don't parry by absorbing the energy of the weapon, you parry by redirecting the weapon, which you can then quickly counter attack off of, known as a riposte.

Also I can't even grab enemy weapons to prevent their use. Why are you guys such fucking weapon elitists.

Also many weapons 1 hit unarmored players? How is this even fair?

You say this is a skill based game, yet you punish players for using the most skill based build the game has to offer.

Looks like Mordhau really wash just a cashgrab after all.

Knight 1382 3152

Please come back to me

plese.png

Knight 1382 3152

Reminder

Chivalry 1's combat was a trash heap.
And we all talk about how shit it was

yet we all played it.

for years
and years
and years

It had a killer gamemode, and incredible atmosphere and drive.

Comparatively, mordhau has a joke of a gamemode, an extremely lackluster and boring atmosphere with no care put into it, and literally no drive to the game at all.

grounded map settings are boring, combined with the fact that you're literally just 2 groups of people fighting for probably no reason, and the fact that these 2 groups are unique in literally no way

on top of the fact that frontline is fucking trash

I don't care how good your gameplay is, if your game is fucking boring.

Chivalry wasn't boring.
Mordhau currently is.

Yes, the combat and animations in the chiv 2 trailer look like a fucking joke.

But everything else?
Everything else looked great.

Knight 1382 3152
  • 15
  • 30 May '17
 Tim_Fragmagnet

Reserved

Knight 1382 3152

I feel like you're not giving Chivalry's TO enough credit, while trying to protect Mordhau's Frontline as you think it's an attack on Mordhau itself.

No.
Frontline is a terrible mode right now.
Not interesting
Not exciting
Not engaging
Not fun

The mode does nothing to incentivize you to play it, other than "you'll get to use Mordhau's combat"

Chivalry's Team Objective was an interesting, exciting, and engaging mode. Even when the servers were taking a shit (always), and when the combat system felt like being a big meme fest.
Team objective was good on its own because the objectives you were tasked with were themselves interesting and engaging.

Frontline is not.

Mordhau's combat is fun, yes. Frontline tries to rely on that to make itself a fun mode, instead of being one to begin with.

The whole "stand in circles" concept works better in standard shooter games, as you're normally actively taking cover and engaging enemies from some distance away.

In a melee game, you literally stand there waiting for the enemy to get closer.

Again, you stand there, doing LITERALLY nothing. It's bad design.

I'm not against a dynamic mode that can go either way.
I'm against a mode where you stand there doing fucking nothing.

Because a mode like that will die very fast.

Whereas Chivalry's Team objective lived for years and years, despite Chivalry being Chivalry, and despite TB basically actively trying to kill their game.

Knight 1382 3152

I feel like I should also clear something else up.

I'm not bashing on the overall quality of the art and maps in the game.

This is content most likely none of us could have ever made. They're objectively pretty. But they're also generic, stale, and otherwise sub optimal.

(it's good art, it's just not the art we're looking for)

Mountain Peak is a good example. It's a pretty map, that with some blizzard effects, would be pretty fucking cool (oh my god that's a pun). The huge problem with it is that 2/3 of the entire fucking map serve no purpose and are completely pointless. "flanking" you say. What the fuck do you mean flanking when people just spend the entire game on the flanks and never capture the points.

Your maps need to complement (not compliment, look it up) your mode, and your mode needs to take advantage of everything your maps have to offer.

90% of crossroads literally serves no purpose as it's a KOTH map and should just be put into its own rotation because it's pretty much a completely different mode. The reception of crossroads would have been FAR less negative if it was introduced as a new KOTH mode.

Camp's objectives swerve in a zig-zag and create large zones of pointless TDM in the middle of the map. On top of the fact that this map takes place during the middle of the day on an open field. It's the most boring map we have in the game. Give it rain, make it darker, it will be interesting to look at then.

Taiga is actually visually interesting, it's set in interesting lighting while also having an interesting overall visual design. The problem it still has, however, it's basically just a glorified TDM map.

Grad is getting near to how a map SHOULD be. What it NEEDS, is a change in lighting, and a ram objective to bust open the gate in the castle once you clear the barricades out of the way. "but there's already big holes in the castle you could run through" Yeah, well close those up and add spawn ramps like how mountain peak has them in the side of its castle walls. "but this would make it blue sided" Yeah, well time to make team objective.

Stop setting your maps in the middle of a clear day, it's sterile. Give it clouds and rain, give it wind and have leaves being blown off trees into the middle of the battle, flashes of lightning light up the darkened battlefield, sandstorms, thick knee high mist, a fucking eclipse. ANYTHING to make it not just "another day".

Crossroads is a good test in dramatic lighting, but it's obviously way too strong because quite a few people have issues with target ID in the middle of the map.


We all love this game, and want it to become even better. And while I may seem like I'm ripping apart pointless parts of the game to make issues that aren't actually there, well. Lets put it this way.

Do you want mordhau to be a flash in the pan like the majority of games nowadays? Or do you want mordhau to keep going, and going, and going?

Again,

Chivalry's gameplay was TRASH. Yet it kept going, and going, and going. Not because it didn't have competition, but because it was exciting and engaging, DESPITE the huge flaws in its gameplay.

If Chivalry went on for as long as it did with its gameplay.

How fucking long will Mordhau go for if it gets to where it needs to be?


Also for those wondering, @crushed works on weapon balance and animations. He doesn't do any work related to this thread and doesn't matter here, he's just upset that people are laughing at him because of the heavy handaxe balance.

The devs we're looking for are:
@marox as the lead dev (he posted while I was writing this and I had to edit the whole thing god damnit)
@elwebbaro as the lead art dev
@Vesanus as the level design dev
@Grator works on maps too.

The work these devs have done as a mostly inexperienced team is incredible. There is no denying it. They just needed this push in the right direction to make Mordhau unstoppable.