Mordhau
 Antoniokontos
  • Likes received 246
  • Date joined 8 May
  • Last seen 21 Aug

Private Message

Duke 5467 13012
  • 18 Aug
 Jax — Community Manager

At the moment we're doing heavy bugfixing for ranked and a lot of the new tweaks that are incoming.
The way it's looking is that we're most likely going to drop an update with ranked, gameplay/general improvements and quality of life features first (also probably a bit of a rebalance to xroads), and then release another update relatively soon afterwards with the new maps and anything we didn't get sorted for the first one.

Our reasoning for potentially doing it this way is that there's no good reason to hold up Ranked and general improvements for the maps. As for the maps, there's been more of the same, a lot of optimization work and now we're also setting up gameplay logic (like frontline objectives, spawn points for game modes, different playable areas for each, I'm pretty sure Horde/BR setup as well). A point to note is that Feitoria needs a lot of work for optimization, since it's such a big and visually dense map with interiors and stuff - that's not to say the map will run badly, but that it needs a lot of optimization work so it doesn't run badly. This optimization work is time consuming, but it can't really be 'sped up' by throwing the whole art team at the problem; it just takes time.

As for the SDK and Invasion, these are long term goals we want to start working on ASAP. We're focusing on the short-term stuff (maps and ranked, etc.) because we realize there is a lack of content currently, and we want to fix that before starting work on the big things that will take up the bulk of our manpower. Mod tools will be awesome as they let the community make the content they want, but if it takes us a few months or more to get an SDK working it doesn't make sense to drop everything else and work on that, while the base game is sorely lacking in content. Invasion is something that is currently in the 'on-paper' design phase, and while it will be a big task to make, it shouldn't take forever, as we're most likely using existing maps for it.

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  • 18 Aug
 LoPan

@Runagate said:
the problem is that you are bad at the game

This.

To be fair everyone thinks everything is some crazy shit until they take the time to learn it themselves. Then you expect those variables in combat against better players and learn to read the animations. TBH imo if you are still listening for grunts to gauge when to parry you’ve been duped. Without drags/accels/feints/morphs duels would be a child’s arcade game and just end up being whoever hits first wins the stm war after 45 seconds GG. yawn

The more you duel that one guy that beats you every time and who’s animations seem impossible to read. The more you will begin to see those animations almost as a second nature. If you lose to someone 10-20 times in a row and just ragequit the room and call it every time, you’ll never better yourself. Instead, you’ll end up here making threads telling devs to change their game mechanics in vain.

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@esturias said:
A game doesn't lose >90% of its initial playerbase because some people don't like the game in general or because they find it too hard.
The developers ARE to blame. And nobody but them. They released a completely unfinished game, decided for the worst way to continue development and made many obvious and dumb mistakes.

Besides that, you are blaming the devs, too. After all, a lack of newbie-friendly servers or better tutorials is their mistake.

The state of the game was visible. If people get disappointed because the game is "unfinished" then they didn't take the adequate time to check the game out before the purchase.

Duke 5467 13012
  • 17 Aug
 Jax — Community Manager

We obviously care about the game and we're working on updates, if we wanted to jump ship with the money we wouldn't be making big updates and working super hard on content and features.

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  • 17 Aug
 lordlemon

@Antoniokontos said:
anyone else think that Mordhau should have just been a Single player game

glad to you see you back sir

Knight 5054 6757

Things that i love: crossroads
Things that i hate: crossroads
Things that i hate to love: crossroads
Things that i love to hate: crossroads

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@Shitscrubber64 said:
I don't consider myself a graphics whore but I can't really immerse myself when a 2019/2020 game look like unmodded TES4: Oblivion - and that's assuming Bannerlord is even released in the next 16 months.

i tought this was an exaggeration but no the thing legit look like oblivion, i guess taleworlds have heard of the high elves

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Who is that guy? Anybody remember him?

1242 1281

No perfect timing required. Just start open the chat and wait. Mechanically it's very easy.

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maybe u can become one of those guys who read dogshit memes invented by teens on fiver

5 9
  • 11 Aug
 Zawstava64

The game automaticly puts your emblem on every suitable gear you have and it is frustrating. I want to have my emblem on just my chest but the game puts it on my skirt and my helmet as well. I think we should be able to choose where to put the emblem.

Knight 7441 13574
  • 13 Aug
 ToLazy4Name

Anyone with a brain doesn't think they're overpowered, they think that they are horribly designed and completely ruin the flow of combat.

33 42
  • 13 Aug
 PartyClass

3/3/3 Bloodlust Zweihander Javelin Firepot Horse

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Introduction
One of the most frequent suggestions for Mordhau is some kind of gunpowder arm to accompany the Renaissance and Early Modern cosmetics and armaments. This idea has led to lots of controversy and debate; certainly, it’s brought back some ugly memories of the unbalance in Chivalry: Deadliest Warrior and its pirate gunnery.
While it’s difficult to see muskets and pistols having any place in Mordhau at all, there is one firearm that could carve out a niche: the handgonne. A familiar friend to European militiamen and skirmishers from the 14th to 16th centuries, this primitive, hand-ignited, hip-fired gun is the perfect choice for a heavier, almost artillery-like weapon for the archers, a contrapoint to the regular bows designed less for sniper wars and more for supporting your team with powerful shots.

New Doc 2019-08-18 00.25.18_1.jpg

What does it do?
In short form: It’s a pricey, slow, loud, heavy special ranged weapon that behaves more like you’re carrying an Engineer artillery piece than a handy bow. Its power is very similar to the Chivalry heavy crossbow, but it’s rebalanced to be less of a point-and-shoot implement and more of a strategic, close-range weapon necessitating good positioning, timing, and aim- most notably, requiring steadying on a map surface for precise shots.

Why handgonnes and not the heavy crossbow?

  • Handgonnes are loud and smoky. Visibility is the trade-off for power; good positioning is thus a key skill to not get whacked. Heavy crossbows are far easier to end up as near-silent and uncommunicative of their presence and killing power.
  • Handgonnes have numerous effects (see Behavior in Detail) that are better communicated with the imagery of a gun than the crossbow. It's more difficult to, for instance, justify having to fire a heavy crossbow from the hip, or to buy an arrow messing with shields compared to a bullet.
  • A handgonne is easier to tell apart from the regular crossbow (esp. at a distance) than a heavy crossbow. It's its own shape and animation, same as the bows to the crossbow.
  • By making the handgonne its own weapon in its entirety, rather than a variant of the existing crossbow, variations can be achieved (see below in Extra Thoughts).

Weren't guns shitty and annoying in Chiv: Deadliest Warrior?
Yes, they were- and they were also comparatively modern flintlock weapons dating to the 18th century. The big difference that makes- they're self igniting, so you can just point and shoot them, as well as aim down the barrel. There's no difficulty scoring kills with those kinds of weapons, and they wouldn’t really be a good fit for a regular Mordhau arsenal item.

The handgonne, meanwhile, is more of a handheld artillery piece than any musket. It’s very difficult to use as a point-and-shoot implement, and suffers significantly from damage and velocity falloff at range, necessitating close range placement and timing. Its best use is when it’s steadied; however, the gunner must still keep a watchful eye out for archers, as he’s very vulnerable to Huntsman counter-archery and close range attacks.

Behavior in Detail
The handgonne would cost 11 points, coming with 8 rounds of ammo and a powder horn on your hip (counting as a quiver for Huntsman purposes).

To start attacking, you must ignite the handgonne. This involves holding the handgonne with one hand, and inserting a lit match into its touch-hole with the other. Once ignited, the handgonne smokes and hisses for a set period of “fuse time” lasting 2.5 seconds, before finally firing. You may cancel the attack up until the moment of ignition, after which the weapon must continue the sequence.

New Doc 2019-08-18 00.25.18_3.jpg

Aiming may be done before ignition and during the fuse countdown. Unlike the bows, handgonnes lack a sweet spot for aiming, and always sway significantly during normal firing. The handgonne may be steadied (a 500ms action for placing and removing the weapon) against map surfaces such as windowsills and short walls; in this state, you cannot move, but the sway is significantly reduced, enabling more accurate firing.

New Doc 2019-08-18 00.25.18_4.jpg

Firing kicks up a big boom and a cloud of smoke. The handgonne bullet travels at 1.5 times the speed of the crossbow bolt, and is extremely powerful; at point blank, like the heavy crossbow from Chiv, it insta-kills any armor tier save T3 with a headshot, and T0 and T1 torsos with one hit. However, it is affected by falloff; as it travels, the bullet loses damage and velocity, becoming significantly less threatening at range.

Within 20 meters, if striking a raised shield, it will knock it away identically to a normal disarmament. Planted pavise shields struck by a bullet within this range will be knocked over as well.

Visually, handgonne bullets are slightly different from most tracers; they are a bold yellow, and whistle in passage. Like any other projectile, they can be parried.

Reloading the handgonne is stationary, and involves a minigame; you must repeatedly hit LMB to ram the bullet and charge down. Though dependent on user speed, the minimum time required is 4.5 seconds.

Closing
While the topic of gunnery in Mordhau remains controversial still, I remain confident that it can be done in a satisfying and balanced way. I hope that with this suggestion I’ve made my two cents in a way that advances and improves the discussion yet. Feel free to leave your thoughts, questions, and responses anywhere it’s found.

Here is a Google Docs version of this suggestion for cleaner viewing/posting elsewhere. Figured I'd include it for completeness.

Extra Thoughts
Ideas of mine I’ve thought up in relation to the handgonne. Not necessarily as fleshed out, balanced, or able to fill a niche, but still worth including as a footnote.

New Doc 2019-08-18 00.24.45_1.jpg

Tiller Gonnes cost 8 points. Compared to the regular handgonne, the tiller gonne is much weaker; it can’t instakill T1 torsos at any range, and may only knock away shields within 10 meters. It cannot be steadied against map surfaces at all. In return, it’s noticeably faster to aim, ignite, fire, and reload, and sways moderately less when firing from the hip. It can be thought of as the “recurve bow” of handgonnes.

New Doc 2019-08-18 00.25.18_6.jpg

Bombards are artillery vehicles similar to Catapults, and are pushed and aimed in much the same way. These primitive cannons fire solid shots on a flattened arc. The cannonball, unlike the catapult, does not deal splash damage on impact; however, it is capable of body penetration, and will sail through enemies it hits, instantly killing them and continuing on its path. It deals extremely high damage to wooden structures of all kinds (doors, ballistas, barricades, etc.) making it ideal for besieging defenders.

New Doc 2019-08-18 00.25.18_5.jpg

Serpentine Arquebuses are a form of basic matchlock gun. These would best be suited as map pickups, being the closest thing to Deadliest Warrior style point-and-shoot guns- aimed from the shoulder, they’d have crossbow-style sweet spots and very little ignition fuse time (on the order of half a second). Compared to the regular handgonne, they are significantly weaker; the bullet suffers somewhat less from falloff, but cannot defeat shields at any range and may only instant kill on headshots to T1 and below. Of all the guns this is the most iffy and isn't really necessary as a niche gun in the main arsenal.

King 2408 3326

@MoMoMonsterkill said:
Im close to getting banned...

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EBqcEt5UEAA8pPe.jpg

using technology to mitigate empathy in the name of capitalism is a good bit

Mercenary 1817 6891
205 197
  • 12 Aug
 LoPan

@Aodlop said:
Me :

I don't mean imbalanced, sure you can counter them.

You :

Stabs are the easiest thing to counter imho.

So they aren’t hard to counter. But too easy to use? I don’t know what you’re complaining about? If you are losing to someone just spamming stab the problem is you unfortunately.

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  • 11 Aug
 esturias

Horses don't need a nerf, horses need a complete redesign.