Mordhau
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  • Likes received 4264
  • Date joined 16 May '16
  • Last seen 10 Sep '19

Private Message

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  • 25 Dec '18
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furries.PNG

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  • 1
  • 17 Jul '17
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Basically along with the normal maps in mordhau, release the test map environment (that we've seen in various developement posts for us to test during alpha along with the ability to change our loadout instantly either via console commands or through a menu on this test map.

This would greatly speed up the QA process and find a lot of bugs faster in development, it would also make it easier for us to test weapons and loadouts without having to take the time to respawn.

Also, when the alpha is released, a new section on the forums should be created dedicated to submitting bugs.

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  • 15
  • 25 Nov '17
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unknown

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JAPAN-KFC-7

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Make sure to liek if you're against net neutrality and you fuck horses.

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  • 22 Dec '18
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  • 25 Sep '17
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  • 10 Mar '17
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  • 27 Jan '18
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There's a few issues I can see currently in Mordhau:

  • The majority of players are running full T3 with longswords (at least on NA)

  • Every weapon is viable against every loadout (baring dagger, shortsword, Q-staff) despite mordhau having a point system

  • Blades are currently too viable against T3 (especially slashes)


Fashionhau needs lot, lot more medium torso and leg options than any other armor tier.

Alt grips needs a greater emphasis on the role of improvisation, IE: Mordhau grip should be worse than a dedicated anti-armor weapon, like a Mace, but will be much better against armor than using the longsword's blade.

Currently, blades are viable to the point where the majority of us aren't incentivised at all to bother to use alt grips for the appropriate situation, and yes this also includes team game modes. There's just little to no point atm, not when the default modes are decent enough for every situation. Buffing Alt-grips WON'T FIX THIS.

There needs to be a greater emphasis that the "do-all weapons" should cost more points, and not every weapon needs to be effective against every loadout, using the above example, if you decide to run nothing but a longsword, you should be at an equipment disadvantage if you're fighting someone wearing full T3 armor, and should be incentivised to use the mordhau grip, which isn't a dedicated anti-armor weapon, like a mace, and therefore worse in the role, but better than just sticking to the long sword blade because it's effective enough for you.
It should be okay to have sidearms that make-up for a weakness, or to make the decision that if you do equip a "do-all weapon" you'll have to skim armor wise, or if you equip full T3 and a blade you may not be as effective loadout-wise against a player wearing T3 and a high damage weapon, but more effective than them against T0 ~ T2 armor users, which comes fill circle if you have T2 armor player running a "do-all weapon", or is running a Mace.

Mordhau also needs to incentivise players into wearing more medium armor in general.

I believe that adding more medium armor options will help a lot, but a good solution that's healthy to the equipment and loadout meta of mordhau would be to reduce blade effectiveness against T3 armor (specifically slash damage), therefore, as more players will run high damage weapons, such as the mace or polearms, the complete end-all usefulness of T3 armor will be reduced as it takes the same amount of hits with a high damage weapon to kill a T2 armor user as a T3 one, and we'll begin to see a lot more players running T2 armor.

This also should generally buffs blades as more players will be running T2 armor etc.

The end-all goal should be that there's no perfect loadout to deal with every-situation without some drawbacks to which a player can mitigate using skill, and we'll see more players running lower armor tiers.

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  • 15 Nov '17
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  • 5
  • 17 Sep '17
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@marox said:
Please give more details, no need to pull any punches.

Compiled (edited/paraphrased) list of gripes or statements/suggestions from a few anonymous users. (INCOMPLETE LIST)

  • The customization list (for armor) is confusing in terms of organization, it lacks basic options for sorting armor tiers, or even alphabetically, a much better system would be to select the armor tier first, defaulting to a standard, then selecting the model type from there. You can look back to the third dev blog for an example of such a system.

  • Mordhau needs either visual GUI or 1st person animation feedback in so players know specifically what attack angle they'll activate using a swing before the windup.

  • Some of the armor imported from slasher looks awful and very out of place (Bassinet and Sabatons)

  • You get knocked back a bit too much when you're hit

  • Mordhau also needs deadzone options or whatever system is being used to determine attack direction adjustment options as currently having hard keybindings for the attack directions is better, at the cost of making some players limited in their attacks.

  • Stabs are awkward using mouse directional stabs, as you'll often get the incorrect stab attack angle out, being forced to rebind each stab attack angle to mitigate this issue is not a solution. We need options to adjust our mouse dead zones, and either UI or animation feedback before the wind-up to know which direction we'll stab at.

  • Parrying is very easy at the moment, and feels more akin to chiv as an all-compassing hitbox, rather than something that needs to be aimed at an opponent's weapon. It's also a bit too easy to fall back to a parry if you've made a mistake.

  • Many animations, especially animation blends with fast weapons confuse players as the wind-ups look very similar to each other. Players have also mentioned that a stabs are being camouflaged as swings, as the wind-ups for certain weapons look similar.

  • The wind-up mechanic for weapons is awkward as the attacks themselves are very quick. It's gotten to the point where a majority of players aren't reacting to visual cues, but rather the auditory grunt to parry. The wind-up also presents another issue that due to certain wind-up animations looking similar, players may easily attack angles for other types of attack angles, the is exemplified when an opponent attacks from the side, jumps, crouches, and/or adjusts their torso angle and brings in their attack to further confuse their target.

  • Don't lose stamina with a missed swing if you hit the ground or an object

  • Under Swings being able hit behind an opponent's legs

  • Thrown mace does more damage than the other thrown weapons

  • Stabs are too fast, stab visual model doesn't match up with the stab tracers (looks like you're still stabbing but the hit tracer ends) stabs need a more aggressive visual animation to signify and convey solidly that the stab is no longer active to the player; forcing your stab's wind-up into another player for instant connection/no time to react.

  • Acceleration making mordhau awkward with a lot of exploitable movements, makes being aggressive the better option. Being able to use the attack acceleration to greatly enhance speed such as when sprinting, or to even avoid attacks. Silly techniques such as "In & Out" in which you can use the acceleration to get out of an opponent's attack range, and then get back with-in your attack range. Stupidly useful in group fights allowing you to quickly change targets, making one opponent miss their swing, whilst hitting another. Also makes footwork a lot more awkward to judge as players can "zoom in" increasing their attack range amazingly with the acceleration.

  • Wind-up with lightning fast attacks, weapons like the arming sword up close have very fast attacks, to the point where players are listening to the audio grunt rather than reacting to the actual attack animations

  • Wind-up mechanics actually make drags a lot more effective for slower weapons, coupled with the faster swings

  • Parries way too easy to perform

  • Zweihander being too effective, especially against plate armor, no one using the alt-grip, everyone just spamming it whilst speeding across the map

  • Alt Longsword (mordhau grip) stabs too fast and does a bit more damage than it should

  • Stabs coming from the side often look like weapon swings

  • Combat getting bogged-down/delayed, resulting in players either having to gamble or feint to progress combat

  • Often after an opponent's parry, an opponent's weapon will visually look completely still then they'll swing after a very short wind-up. (Clarification: Riposte overheads whilst looking down connect almost instantly especially when the weapon-hitbox activates inside the player or right after the short wind-up)

  • Forcing your weapon models into opponents so weapon hitboxes instantly connect

  • Certain two handed weapons, such as the zweihander, can cover close to 360° of a player using an overhead rainbow

  • Difficult to tell what attacks your opponents are doing up close due

  • Feinting~parry and morph~parry meta

  • Chambers greatly unrewarding

  • Still able to do very effective waterfalls

  • Quarterstaff animations up close are very "spastic" and difficult to understand, especially due to the small wind-up, and very fast swings.

  • SDK needs to be released during the beta

  • Overheads often not connecting with players despite the 1st person model clipping through an opponent.

  • Players getting pushed way too far when they're hit by an opponent's weapon.

  • No incentive to not spam crouches

  • No looping animations

  • Spamming attacks seems to be very effective combined with attack acceleration.

  • Plate armor extremely effective, especially due to attack acceleration which greatly extends attack range, but is often used to enhance movement speed and allow plate armor users to zoom in and out of a melee easily switching targets and dodging attacks.

  • When you go naked with a spear and spam stabs and no one can reach you or catch up with you, zoom zoom.

  • Kicks being ineffective tools to prevent facehuggers, especially due to attack acceleration

  • Overhand and underhand attacks being difficult to interpret up close due to the wind-up animations, especially when someone is turned sideways at you or morphs into it.

  • Some weapons like the halberd have very slow wind-ups but very fast attacks making them especially difficult to counter when feints and morphs are involved, or when they force their stab wind-up inside of you.

  • Almost no-one uses the alt-grip on the Zweihander, Battleaxe, Eveningstar, or Greatsword as the drag and range is a lot more effective and useful than the increased swing speed.

  • Map-pickup weapons don't respawn

  • Overhands and underhands are difficult to read due to the wind-up animations, and it's gotten to the point where a lot of players are only just chaining those attack types whilst dragging or fainting/morphing using four keybinds. It looks silly, it plays silly, but it's very effective and awful to fight against.

  • Mordhau will often crash if you play on fullscreen and ALT TAB

  • CAN'T SKIP THE * SPLASH SCREENS

  • No descriptions for the weapon types?

  • No bloody footprints when you walk through a blood puddle /refund

  • WTF, how come the kickstarter stuff was available in an earlier showcased build of Mordhau but not now?

  • Many of the one handed weapons, such as the arming sword, are lighting fast and is extremely difficult to parry up close, as often the attacks themselves only last for 3 or 4 frames when they connect to you. This is especially bad when either the wind-up is obfuscated, looks awkward due to morphing, or the weapon model is forced into a player during or right after the wind-up.

  • I keep missing my stabs because it comes out in the wrong direction, and by the time I swing it into an opponent they either zoomed off to the side, or the stab ends even though my stab is going through them.

  • No point in clash fighting as the faster weapon will win

  • Lack of Dev interaction besides crushed occasionally hopping into discord

  • Feinting/Morphing too effective

  • Being able to spam jump/crouch attack spamming without issue

  • Can't ever safely connect my kick against someone when they're face hugging me, sprinting at my side using the attack acceleration

  • Have to mash my inputs after being stunned

  • Sometimes combo attack queuing will ignore my cancel inputs even before the wind-up of the next attack will commence

  • Spamming attacks is really good at the moment since you fly across the map with speed

  • Being able to flourish into a stab or a stab morph

  • Shields a bit too effective especially combined with plate armor

  • Players fighting like jackhammers on crack spasming out to try to confuse you, with morphing and feints it's way too good

  • Awkward to judge an opponent's attack range due to the attack acceleration

  • Feinting and morphing animation spam up close confuses my old man brain

  • The jump feels like you're on the moon

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  • 1
  • 30 Apr '17
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Prepare your flame shield, the angry horde of inbred shitters are coming.

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  • 22 Aug '17
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Burnthemonies.gif

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  • 1
  • 25 Jun '17
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@ToLazy4Name said:
no it has to be really cool like in call of duty

here try this but put swords on them

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  • 2
  • 13 Mar '17
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Better images:

cool1.jpg
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  • 5 Feb '18
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Is this too lewd?

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  • 1
  • 27 Jul '17
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A 4 v 4 v 4 v 4 v 4 v 4 v 4 v 4 v 4 v 4 v 4 v 4 v 4 v 4 v 4 v 4 v 4.

A 64 player, 4 person per team, 16 teams total chaotic team free for all.

May the best 4 man team win.

3234 4264
  • 10 Sep '17
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  • 1 Oct '17
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Instead of having our heads lock onto players through walls like an autistic psychic, why not just have a freelook key which our player's head will follow.

This would be very popular with shield users.

3234 4264
  • 12 Aug '17
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Here's your female armor.

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  • 10 Mar '17
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NONE+OF+YOU+PONY+LOVING+SONS+OF+BITCHES+EVER+COMBINE+_286a6c2bd4456d2ea46887a28d9ef425

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