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1 5

Unsure if already posted but scale armour as medium armour wouldn't be a half decent addition.scale armour.jpg

14 10

Horned helmets are for dweebs. Plain helmets are for men.

Knight 2228 4004

stop bumping ur dumb thread the devs are not gonna add horned helmets because of it

Conscript 649 1456

@Humble Staff said:
I was going to post the part of the rules where it used to say that warnings would be ensued before baning/suspending a first time ofender, but that was edited at some point, which is good because you at least are acting acordingly now.
Maybe i'm reacting like this to this shit because i'm so fucking done with this stuff like this happening over and over again, but you know what, i think you are right, maybe i'm living in the past and i should just stop fucking caring about it and do as my fellow members long gone, limit myself to lurk and just expect for news about the game.
Good fucking bye for now.

pwease come back


Duke 341 970

Devs .. You really missed a MASSIVE opportunity with Invasion on Grad. As one of the elite 100 who donated enough to earn the right to wear a crown in-game, how is it that we're not worthy of TWO crowns upon rightfully taking our position as King!?! Think about it .. two crowns, stacked upon each other.

here's some inspiration

k that's all I wanted to say.

Knight 3284 6715

Many devs are east european too so you'd think they'd want one.

Make it a slashy version of rapier tbh. Lower dmg to heavy but very quick.

12 13
  • 17 Sep

dork the durring.jpg
I know I saw an attempt at this one in the past but they didn't really screw with the face enough to make him have that frumpy Dirk The Daring look.
also this is a bit outdated and he's got chain leggings now but i'm not at my gaming pc so this is the best we get.

gass ton.png
When the objective switches from pushing carts to eating eggs

1 5
  • 17 Sep

Screenshot (3).png
Everyone's out here fighting but what about the farmers providing food for the soldiers?

Knight 3284 6715
  • 2
  • 17 Sep

@Quenquentthebabysitter said:
Mordhau community : shit on the devs, insult Crush on a regular basis, and scream for Patchie.
Devs : become silent.
Mordhau community : "Why the devs aren't communicating ?"

That Mordhau had a lack of content at launch, I agree. That shit is unbalanced, I agree. That I don't see a lot of communication, even here in the forum, I can agree.

That this community is shitty far higher than their asses, wanting AAA+ quality of game from a small dev team in a cheap game ? Yes, yes they are.

"But muh money"
You spent 30 bucks ! That's it ! If you are a Kickstarter backer and you are angry what the devs promised isn't in the game yet, I agree, you are more of an investor than any other players here. But backers complaining are more the exception than the rule. Proof even in this thread : there's no Kickstarter backer here yet.

Look man I know you're trying to be smart here and against the grain but a good number of the backers/alpha players are so disenfranchised with the devs that they don't even play anymore. Hardly any of them still roam this forum after release, staying in the feedback discords due to the massive influx of dumbass threads when the game dropped.

As for myself yeah I'm a little disappointed with how things turned out because they had a chance to make the game big and through the entire alpha and even a year before it (literally 4 yrs ago), everyone was supporting the fuck out of this game and the developers and it really felt like a lot of it got thrown away at release not gonna lie.

Like I get that they are a small team and all that but that gets thrown around way too much, sometimes things can just be a mistake on their part. I know you love the game a lot right now and want to defend it from anything but there's a lot of things that really sucked about how the game turned out after all the hype and support.

I still want to see this game succeed but I am a bit disappointed with Triternion in general and I don't think someone is a bad person for feeling that way.

12 15
  • 1
  • 14 Sep

@NoYou said:
Imo they should add caltrops as a 1-2 point weapon that you can keep as a sidearm to counter horses and drop on the ground when a horse charges you. They could also add an anti-horse perk similar to fireproof.

Just make horses trip over beartraps also. Despite being obviously designed for bears, they work on humans, so I assume they would work on horses also. But that would require making get-up animation for horse, shieeeeeet.

53 63

@andres said:

  • Give each team a side for attack/defend and use stopwatch as tiebreaker (unless both sides defend successfully, in whcih case you have a legitimate tie condition).

Flashback from TF2's Meet Your Match update

No, Mordhau is not a competitive gamemode where we need to know who's the "true" winner everytime. As long as the maps aren't stupidly unbalanced and fun to play (cough old version of Crossroad cough Mountain Peak Red last cough), it's ok.

The big problem with Invasion right now is how 64 players are all clustered on a single and small objective.

12 13
  • 1
  • 16 Sep

Thing about horses is that they're actually kind of fragile. They're also not stone-faced stationary 'stand in place while I wail into their head with 5 halberd strikes' beings, no they're weird fickle finger-walking weirdos that are cowards as well as sometimes jerks that will kick you in the face, so for gameplay reasons, here's how I'd suggest balancing out the horses so that they aren't the be-all end-all of combat in Mordhau.

Remember, there's already some balance in place for these things. Let's take some stock:

  • Big plus - If you land a hit on horseback, it's basically a guaranteed one-shot.
  • Big minus - If someone lands a hit on you while you're speeding past, it's a guaranteed one-shot... Of you.
  • Big plus - Even on failed pass-bys, you deal 1/5th a person's health if you run directly into them, and unless they have ranged weaponry they won't be able to retaliate. Those tramples also usually will interrupt an attack if they're preparing to take advantage of the above point.
  • Plus - even people who parry are knocked prone and lose their weapon, as well as all their stamina.
  • Minus - if you run into a corner on accident your horse is stunlocked and you basically don't have any good options. Counter to that, skilled horsemen usually won't charge their horse straight into a corner, nor will they engineer situations where this will be the case.
  • Big minus - If your horse dies, you flop to the ground and are just about guaranteed to die, especially if you just rushed in behind enemy lines on your horse.
  • Big plus (and also a big thing I'm advocating against here) horses never get stunlocked or stopped unless they die. They can charge right over beartraps for example, and can flatten a sufficiently damaged spike barricade (more often than not the speed they move at usually kills them.)

Overall: way more pluses than minuses, and there are absolutely ways for someone to play chiefly around cavalry's strengths. For a game which, in many cases, boils down infantry to infantry melee combat, it's a bit odd that this fighting approach doesn't have a hard counter like such that exists for ranged weapons (smack the marksman in the face, they drop their weapon), siege engineering (throw a firebomb), and catapults (rush them down).

So here's my suggestions on how making horses just a bit more realistic will balance them out:

1. Beartraps cause horses to fall down and become crippled.

This is the biggest thing for me, because right now all beartraps really serve as in most cases are cheeky traps to set for enemies at best, and trolling tools that get set off by your teammates at worst. To add to this is the realisim aspect: horse legs are dang fragile, to the point that if a horse gets a lame leg, they rarely, if ever, recover successfully. So these things easily could develop into the hard counter that cavalry needs by:

  • Cause the horse to collapse when it runs over a beartrap (sends the rider flying right off: they don't take any direct damage, but they are left incapacitated)
  • Any horses who stepped on a beartrap (and survived) are debuffed to move slower permanently.

This is also a great solution in my opinion, because the other prime method of engineering a counter to a horse-rider is to build lots of wooden spikes - that doesn't really work, though, because the horse rider can still just slow down and turn back, because these things are so visible. Meanwhile, the vantage point and speed of riding a horse means that beartraps are going to be really hard for riders to spot, countered by the fact that beartraps also don't cover the same amount of ground - that just means that a beartrap can be laid down as a punishment to horsemen who decide to ride their horses around in really predictable circuits.

2. Significant damage to a horse causes it to panic.

A significantly powerful blow to a horse should cause it to lose control. Something like a ballista shot that takes out half its health should instinctively cause the horse to veer away from that source of damage if it's in motion, or rear back and force the rider off if they're not moving. As perhaps a little extra leverage for the rider in these cases, perhaps this motion could also proc a melee attack against nearby players that does light damage but heavy knockback.

3. A player who crashes their horse into things enough times gets bucked off.

Simple one: as you run your horse into more solid objects and force it to rear back, that should cost stamina to the rider, and if they deplete it they simply get forced off the horse by knockback. This could help discourage players from attempting to execute a pinpointed OHKO on a player who's in front of a wall (though this already is a poor tactical decision even discounting a potential stamina cost).

4. An unmounted horse that gets beaten enough should just run away.

A combination of the implausibility of a horse kind of just standing in place as it gets butchered by 7 longsword-weilding knights until dead, with also the way the game also encourages this with point gain is what drives this suggestion (let's be real, in frontline it's just an excuse to smack something to gain points when you could just as easily be doing something productive such as fighting a real enemy or reinforcing a door - which begs the question as to why inherent repair of things other than specific barricades doesn't generate points). An unmounted horse that takes enough damage should just high-tail it out of there. Let the AI take control, have it avoid all players, and just despawn after it gets far away enough. Of course, let it have limitations - a horse who's ended up cornered because their rider decided to ram it into a nook will likely still get torn to shreds if the horse and its rider are surrounded.

74 22

Make all shields parry by default and make held block an "alt mode" for the Heater Shield and Kite Shield. Held block drains 5 stamina per second. This way it can be used reliably for protection from arrows, while at the same time being very stamina consuming for melee fights.

The Targe and Buckler should enable a shield bash. Shield bash replaces the regular kick and functions the same, but with 1 advantage, like more damage/stamina/hit area/whatever.

17 21
  • 16 Sep

@Tr0gledyte said:
Objectives are too easy for the attackers. Matches are over quickly with lots of time to spare. It also feels dumb to be forcefully respawned along with 10 of your teammates just because the other team rescued the last hostage or something.

I haven't seen many matches where the defenders won.

I agree on most maps. Camp seems way too easy for attackers. On the flip side I've found a couple down right frustrating for the attackers. Filling the mine cart on Taiga is a nightmare experience. Depending on the players, killing the warden and king on Grad can also be frustrating.

This has just been my experience, YMMV. Either way, having frustrating gameplay for one side is never good, no matter who it is.

Sellsword 679 2145
  • 16 Sep

"Invasion" is not a new game mode as they claim it to be. It's literally just frontline but one team is specifically defend and the other attack.

Sure there may be some new objectives, but there's really nothing in invasion that sets it apart from frontline.

This is yet another bland and empty update. The only good thing that comes with it is the addition of SDK/Modding support which is HUGE.

What Triternion needs to do which will really help them in the future is to take some of those $$$'s they earned through sales and invest in a larger development team. Get some new ideas in there or something. From the outside, it only seems like the devteam is getting stagnant and running out of steam.

34 26
  • 15 Sep

My biggest disappointed with it is that there's no "warm up" when there should be.

Either it starts up too early or too late, defenders or attackers already got an unfair advantage.

Way to go, Triternion. I can see you guys never learned sports, else you'd know what sportsmanship is, which should apply to games, hence we got rules for games like UT2004.

32 32

Maps have to be designed with Invasion in mind, otherwise it's just Frontline with one side attacking and the other defending. Maybe it's gonna be better in the new maps, when they release them in 2050.

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@RizlaBlue said:
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This knigga's my favorite.

1 4


When you finally knock the maul users weapon out his hand then he fucking catches it