• Likes received 80
  • Date joined 4 Jun '19
  • Last seen 22 Oct '19

Private Message

Mercenary 1194 2179

The last time people got impatient and the devs remained suspiciously quiet, they released a huge patchie. But this time it's a little too quiet. Why have the devs stopped communicating? Is Jax still around? I've been one of the people telling everyone to just be patient, but I must admit the lack of communication is really getting to me.



Knight 7768 14315
  • 27 Sep '19

It's incredible that despite only being a midling player at best, i'm so much better than you autists that it seems to you that i'm trolling lmao

128 138
  • 25 Sep '19
 The Bird

The Bird is stuck in Plat IV. The Bird does not blame mechanics on this status, rather seeks to improve skills so as to advance.
If one is repeatedly being slaughtered with an axe, one should either practice reading axes, and/or utilize an axe himself. This is sage, Birdular wisdom.



Knight 7768 14315
  • 23 Sep '19

@Tr0gledyte said:

@ToLazy4Name said:

@Tr0gledyte said:

@ToLazy4Name said:
Stouty has a full video of him getting to Elite V and he mainly uses bastard sword and eveningstar. Giru streamed himself getting to Elite V a few times and he uses longsword frequently if I remember correctly.

Lol, Stouty actually uses the Battle Axe most of the time, it's his "go-to" weapon when he is behind on points.

motherfucker he literally has a video showing himself getting to the top of the rankings and you still insist on being stupid holy fuck

Not sure if you actually watched the video but he never uses a Longsword, greatsword or whatever, nor do his opponents. Only Eveningstar and Bastard Sword, both extremely strong dueling weapons.


Knight 7768 14315
  • 23 Sep '19

@Tr0gledyte said:

@ToLazy4Name said:
Stouty has a full video of him getting to Elite V and he mainly uses bastard sword and eveningstar. Giru streamed himself getting to Elite V a few times and he uses longsword frequently if I remember correctly.

Lol, Stouty actually uses the Battle Axe most of the time, it's his "go-to" weapon when he is behind on points.

motherfucker he literally has a video showing himself getting to the top of the rankings and you still insist on being stupid holy fuck

10 4
  • 1
  • 21 Sep '19

@Tr0gledyte said:

@Bodkin said:
Nobody cares that you suck

Every time I challenged someone to a duel with the same weapon as me, they failed miserably and quickly changed back to their trusty OP weapon to avoid losing a precious rank.

So yeah, I suck with my Longsword vs a Battle Axe. It's faster than my weapon, does way more damage, has better stamina stats and similar range in regular mode.

But when that player switches to a Longsword build he is toast, no exceptions so far.

That speaks volumes about the balance of the weapons in this game.

OK, not to discount the debate on baxe but you're asking them to use a weapon you main and they don't lol. See any flaws with that?

Knight 3311 6797
  • 21 Sep '19

Nobody cares that you suck

Knight 7768 14315
  • 21 Sep '19

mad detected, laughing has been commenced

have a bad day

Knight 7768 14315
  • 21 Sep '19

@Tr0gledyte said:
Movement.. matrixing is retarded, period. You can't instantly crouch and get back up like that in real life.

realism argument detected, opinion discarded and will not continue to read the rest of the post

have a good day

111 97
  • 24 Sep '19

copy paste the chivalry maps

404 607
  • 22 Sep '19

Make the official servers 24man

Knight 7768 14315
  • 1 Sep '19



Knight 7768 14315
  • 7 Sep '19

not only did you play nothing but horde for 96 levels but you also kicked people who played in a manner you don't like

very bad.jpg

Knight 88 113
  • 11 Sep '19

Changing the timer would probably be a good way to get a 50% win rate if that's what they're aiming for on balance, but it wouldn't be a very fun way of balancing it, the maps would still have any issues making them imbalanced and players would have to spend more time playing with the imbalance.

This might also lead to the least balanced maps being disproportionately played, e.g. imagine if Taiga is very imbalanced and requires 30 mins, but Camp is more balanced and only requires 15, then players would be spending twice as much time on Taiga than Camp assuming they're equally voted.

They should figure out what makes stages imbalanced or frustrating and solve that. Moving the barrels on Taiga seems to be very difficult (though not a big sample size yet), so maybe the barrels should be placeable and then picked up later so people can defend themselves? Would be more interesting to play than it currently is, especially if the defenders are able to destroy the barrels while they're on the floor.

But as long as the objectives are entertaining enough to play, then being balanced isn't too important. We'd probably want the defenders to be favoured most of the time, with each objective getting less likely to be completed. e.g. if 20% of the time the attackers fail the 1st objective of Camp, 40% of the time they fail the second, 60% they fail the third and 80% they fail the fourth. That could be better than 50% of the time succeeding all objectives as it'll feel like more of an achievement to get far.

19 12

Just a few tweaks for invasion:

  1. Do the Warden and Commander have some form of fireproof? They should, otherwise, firepot spamming will end games very quickly.

  2. You should probably let people pass Warden and Commander if they don't want it.

  3. Let Warden and Commander have free reign, it was always fun in Chiv to have battle kings charge into the fray.

  4. Maybe let the cart be slightly pushed back on some maps? You'll have to test where it's appropriate to let the defending team push back, but I think this will make it a bit more balanced to defend.

1 5
  • 10 Sep '19

Yes, you read that title right, I am a noob at this game. This does not hinder me from enjoying it though; I love the armor, the voice acting, and just memeing around with friendly people I happen to duel against. As a new player, however, Mordhau can sometimes be discouraging to grind for, even if that sweet helmet you've been eyeing for days is only just a few gold pieces away. I understand that Mordhau is a game for the skilled, however that doesn't mean that only the skilled should enjoy it. With the pushes in the right directions though, Mordhau can prove to be an enjoyable game for noobs like me.

  1. Map balances
    Crossroads in my opinion is one of those maps where if you aren't the team spamming the fire bombs, you're toast, literally. Chokepoints seduce barrages of fire bombs and serenade Death to come feast on the burnt corpses of the unfortunate knights/vikings. I like the idea of fighting for a central point to spice up the tempo of the game. I feel that it really changes the way players approach fighting for the objective, since it's a gorefest in the middle of the map. However, the potential of the map does not need to be hindered with chokepoints easily engulfed in flames.

  2. Some weapon balances
    Mordhau allows us players to mix and match so many armor sets and weapons. You could be Templar rocking a giant war axe, a Spanish Conquistador charging in with a greatsword, or just be a bard and play sweet melodies amidst death and destruction. As a new player, I feel like some weapons could use some balance, because this freedom to mix and match may also create loadouts that can be unfair to fight against. I will admit that I am biased against rapier+shield users, but this doesn't mean that other weapons cannot be balanced. Of course I still want us, the players, to enjoy the loadouts we create for ourselves, but I also want to meet my enemies in the battlefield knowing that our weapons have their advantages and disadvantages, and not just advantages only.

  3. Ping
    I have seen this topic discussed in the forums a lot, and I feel that this must be emphasized here. For a game that rewards you for timing counterattacks, parries, and ripostes right, high ping and lag will just leave you in a bloody mess after every fight. Of course there is always the presence of human error, wherein it is our mistakes that punishes us, and that's all right. Getting your timing wrong should punish you, but not lag and high ping. I have experienced duels wherein my enemy's stab connects even before his arm fully extends, or wherein my swings don't register because the enemy I was swinging at was already somewhere else. Yes, I am aware I am a noob and that my own timing may sometimes lead me to miss, but seeing that rapier stab connect even before it hits you is undeniable.

Mordhau, like any other game, has features we love, and some quirks that make us scratch our heads in disagreement. In spite of these issue I mentioned earlier, I salute the devs for working towards these problems one step at a time. Given enough time and effort, Mordhau can be a game that welcomes the young blood like me, but also still a game wherein the best of the best have a go at each other and let their blades sing.

Mercenary 1888 7057
  • 12 Sep '19

some of you are alright
don't come to the crossroads tomorrow
some of you aight.png

Mercenary 1888 7057
  • 12 Sep '19


it was never meant to be you fucking neanderthals

988 6973
  • 10 Sep '19
 marox — Project Lead

@Ruby Rhoderick said:
What's the map names for the config for Invasion?


the suffix 0/1 indicates which team is attacking, currently there's only one variant per map anyway though

168 1701
  • 10 Sep '19
 elwebbaro — Art

Invasion & Mod support

With this update, we are shipping the Invasion game mode on three existing maps: Grad, Taiga and Camp. Invasion is an epic, asymmetric, objective-based mode where one team defends and the other attacks. The remaining maps will be adapted for Invasion in the future, including the two new maps we’re working on - Feitoria and Castello.
Also featured in this update is automatic mod (map) download when connecting to a modded server. This is only the first step in mod support for MORDHAU, as the official SDK is not ready yet, although our resourceful community has managed to make maps regardless.

Stay tuned for more updates in the near future, Feitoria is just about ready for release!

Patch #11 Changelog 10/09/2019


  • Added a whole new asymmetric objective-based mode called Invasion. Currently available on Grad, Taiga and Camp. Mixed in with existing Frontline rotation on official servers.
  • Added automatic mod (map) download on connect and integration (workshop)
  • Server owners can specify their auth token in the ServerModAuthToken field in Game.ini which they get from Any mods subscribed by the user will be automatically downloaded & updated by the server on startup.
  • Reduced waiting for player time in duel from 120s to 90s
  • Fixed kill credits being assigned to teammates for teamdamage (e.g, even if the enemy suicided or died otherwise) causing a teamkill
  • Players on vehicles now count for pushing in push objectives (e.g. horses etc)
  • Getting auto-kickbanned for teamkilling (5 TKs) no longer applies a global matchmaking ban of 30 minutes, it now only bans you from that server for 30 minutes.


  • Adjusted axe head bonus stamina drain vs shields to be slightly weaker
  • Held block shields global stam negation increased by 1
  • Held block shields block turncap slightly less strict
  • Reverted Horde changes from last patch except for the projectile damage change
  • Horse respawn time increased to 2 minutes
  • Spinning in the opposite direction and trying to “backswing” will no longer work, now causes glancing blow

Weapons & Equipment

  • Eveningstar main mode strike combo slowed down 25ms

Visuals & Misc

  • Made thrown weapon trail a bit less squiggly
  • Fixed perma ban message showing when trying to search for a match after a temp ban expired
  • Fixed inventory not refreshing between matches when staying on the same server
  • Medium horse now gets random colors and patterns assigned on spawn, and will assume team colors when mounted in a team mode.


  • Polish on objective icons look and feel
  • There’s now a fixed amount of closest objective icons that show up, preventing too much clutter
  • Objective icons now display in the map spawn screen
  • Added mute, unmute, mutelist commands for server admins; prevents players from sending chat messages; global on official servers
  • Banlist command now includes globally banned players on official servers
  • Fixed profanity filter not applying when checked (having to be re-checked)
  • Synced up duel UI countdown better with the server
  • Fixed top rank next icon breaking in duel