• Likes received 30
  • Date joined 1 May '17
  • Last seen 9 Sep '19

Private Message

Knight 685 1855
  • 1 Feb '19

I want my purple helmet back.

1430 2175

Gold armor tint for alpha testers?

Golden armor might be obnoxious if available for everyone but gold covered armor was definitely a thing in the medieval era, wouldn't break immersion if some 3000 backers had access to it.

Knight 321 610
Knight 5 3
  • 15 Mar '19

I launched the game and all of my custom mercenaries were gone and replaced with the stock mercenaries, happen to anyone else?

Mercenary 86 109
  • 16 Sep '18

Only 2 years after devblog #3.

Better late than nerver boys.

Mercenary 1897 7067
  • 16 Sep '18

This really managed my community

Mercenary 116 446
  • 29 Jan '18

just gamble and say you read it

Conscript 4564 6302
  • 3
  • 29 Jan '18

This is what I mean with drags readability, they are way too subtle and hard to tell the difference when done properly. Notice how when not in slomo, you literally can't tell the diference between a accelerated or a delayed overhead. The stabs are also hard as shit to read, but I'd say they are a bit less then the overheads, sometimes. This question extends itself to the whole combat system, with every weapon, with every attack angle; these on the video are just the most glaring ones imho.

What do you guys think? Imho, this makes so chambering becomes a gamble, thus if you want to play safe, you won't chamber but try to hard-read feints instead, as it is a safer option to deal with feints then chambering. Seriously, some fights I do like 3, 4 attacks, and if my opponent tries to chamber all of them, he ends up eating these 3 or 4 attacks, same when I try to chamber what they throw at me in a row, and I'm not even talking about the flinch thing, it truly is the lack of readability what is going on as sometimes me or my opponent doesn't even combo, but we eat the hit while trying to chamber it anyways.

Some dude on reddit said that attacks should not be 100% readable otherwise the game becomes stale. Ok, that makes sense, but what is the treshold? For me, this is way too unreadable, it is unreliable to try and chamber attacks tbh.

Does the new animations affect this particular readability thing with drags? Honestly, I have no problem to tell the direction the attack is coming from when I try to chamber. What fucks with my chambers attempts are A) these animations that are really hard to tell the difference and B) goddamn 240 system having it's own will sometimes, lmao.

Thanks to Frise for helping me on this noble quest for science and development, mankind should benefit greatly comrade gud video u did tbh jesus probably loves you, I'm not really sure.

I think it is worth mentioning, the method we used to make the video and reach these conclusions was simple, I asked Frise to chamber everything I throwed at him, so I did normal overheads without manipulating the tracers, accels and delays and with no order and without telling him what I was going to do, so this way I forced him to hard-read my attacks. Same with the stabs.

Conscript 227 307
  • 6 Feb '18


Clips in a good amount yet doesn't get counted as a hit.

Conscript 227 307
  • 6 Feb '18

@LuxCandidus said:
@marox said: collision, where tip tracers are ignored so that it is less annoying to the player, actual non-world collision doesn't ignore the tip like that.

From this thread.

Poor example probably, but I still find I have similar problems with judging range when it comes to normal weapons, I feel the weapons should be longer than they are which results in me being way out of range of someone consistently, only way I feel I can hit someone is if I'm facehugging. I dunno if it's my FOV or the tracers in relation to models or what, I always seem to be thrown off.

Knight 697 1611
  • 8 Feb '18

I second that notion, doesn't seem powerful enough to completely revolutionize high level play, but stupid looking animations especially hurt inexperienced players and muh immersion. So removing it won't be a huge deal to depth if it looks too stupid.

Conscript 4564 6302
  • 7 Feb '18

Lmao yeah, that looks pretty strange tbh and cancer to read

56 179
  • 1
  • 7 Feb '18

Ok, its intentional. Lets have a look at some intended gameplay.

56 179
  • 6
  • 7 Feb '18

To preface, it's pretty common knowledge that if you do a very small feint there is zero feint recovery. However, this is true even when the feint is after a morph.

What this means is that you can, for example, do a left slash, morph to a stab for a millisecond and instantly feint, then do a new slash to the right side, looking more or less like the player has morphed normally but with lmbs

Or you could do an overhead to the left and do the same technique to finish in a stab to the right.

Or you could do a stab, morph to lmb for a tiny instant, feint and stab again, really effectively baiting a stab chamber and instantly punishing.

I can't get any gifs or videos of this until tomorrow, but the timing of these glitch morphs are fairly similar to a normal one, but they can be performed as rapidly as you can input. Obviously they cost a lot of stamina, and for the most part lots of these alternate side glitch morphs are relatively readable and tricky to input. But I don't think they are entirely harmless or balanced. On the discord crush said that this was more or less intended use of the mechanics, but the more I've messed with it the more broken and counter to the games meta it seems, especially when it is very straight forward to create macros or binds to input these glitch morphs as reliably and quickly as you want, and combo them in complex ways until you run out of stamina.

Or with a spear a fun one to do is input 3-5 glitch stabs in a row very quickly, so it's impossible to tell which is the real attack.

I understand the discoverer of this, June intends to make a video demonstrating how to do this, but unlike him I really don't think this mechanic should be in the game at all, not without major changes and a way to prevent players from using macro applications to abuse it.

It's also a lot of fun so experiment while it's still in the game :)

I'll post gifs of some combos tomorrow so you guys can really understand what I'm talking about

EDIT: I already posted the videos later down in the thread but I think its a good idea to put them in the OP

Knight 31 79
  • 24 Sep '17

Maybe some presets would be nice. Like so we can start sculpting from a very different place.

Baron 1644 5231
  • 1
  • 23 Sep '17

But unless you really make your character an abomination, most of them look like the same guy with tiny almond shaped eyes, an unbroken nose, a small mouth and a big meaty jaw. What we need to really make the customization great is more sliders.

Give us a few different sliders for nose, eye, and mouth shape as well as the
head mesh slider elweb talked about before.

Maybe after alpha's over you can add scars, tattoos, blind eyes, and face paint?

Knight 2307 4907
  • 15 Sep '17

I love how this is your only post

1 13

Where's my lute?

Knight 1 3
  • 1
  • 14 Sep '17

Greatings fellows,
I have been testing the Alpha of Mordhau since the begining and I have noticed a few things about the combat mechanics :

  • Feints seem really effective, thus a bit overused. Missing a parry during a fight is punishing in the sense that there is a big delay before you can make another attempt : this enhance the efficacity of "feinting". I think this lacks counterplay since it's really hard to guess wether your opponent is feinting or not and due to the delay between two parries I've been dying almost everytime I came over a "good" mordhau player because of feints, it is a bit annoying. Playing heads or tails is fairer than a Mordhau duel.
    -Strikes' animations are difficult to see from time to time, also the reach of the different weapons is not clear enough : sometimes I think my thrust will it but it won't and so forth...
    -Precision is also a big issue since it is a fondamental element of gameplay, either I'm not skilled enough or sometimes a thrust that was supposed to hit doesn't and a parry that was supposed to block doesn't.
    -Also I've noticed that the so-called "rainbows" from chivalry are still working, but perhaps it's innevitable.

On my part I would suggest that missing a parry should not be that punitive, especially when considering that missing a swing or a thrust seems to have no consequences at all and feinting being so efficient it's almost impossible to reach a good level without feinting yourself, which is a bit of a pity to me : takes away skill in favor of mere luck.
Please note that I am aware that I am discussing about the very first alpha of the game and I understand the game could not be perfect neither balanced : just giving an opinion in case it could help the developpers.

Knight 123 262
  • 3
  • 12 Sep '17

This guide is intended to teach people the very basics of the Mordhau Alpha. It includes a brief mechanical overview, as well as some other information regarding customization and settings.

Note that the key bindings found here are the default ones (on a UK or US keyboard) but you can easily change the bindings through the settings menu if you wish. See Settings for further details.

Table of Contents

Movement and Combat

Standard FPS controls: WASD to move, mouse to look, space to jump, control to crouch. Press P to toggle between first and third person camera view (note that third person might be disabled on some servers). When you spawn in, your character will start with a weapon in hand.

As for executing attacks, there are two general approaches to controlling your strikes. The first and also the default way uses your mouse movement to determine the angle of your strike. Put simply, if you move your mouse to the upper left before pressing your slash button (LMB) then your character will start a slash from the upper left. The same is true for stabs, except there are only two possible stab angles that you can use - left and right. In this system, to perform a stab, you move the mouse left or right (depending on how you want to angle the stab) before pressing the stab key. This system is colloquially known as "the 240 system" since there are roughly 240 degrees of space within which you can manipulate your attacks. Here is a GIF demonstrating the 240 system:

240 System Demo

The other system is the one which may be more familiar to ex-chivalry players; namely preset binds for certain attacks. This generally involves binding the upper-right slash, right horizontal slash, lower-right slash and right stab to separate key bindings of your choice. In order to execute an attack from the left you can hold the alt key which will invert the direction.

As for which scheme you should choose, that's very much a matter of preference. You can even mix control schemes if you so wish. See this post by Monsteri for a good explanation of some of the pros and cons of using each system.

Right mouse button can be used to block incoming attacks. This causes your character to hold up your weapon for a short period of time, during which the parry is "active" and any incoming attacks will not deal damage. For fists or shields, you are able to hold up your parry for as long as you hold the button. It is very important to remember to look as far as possible into the tip of the blade as you can - this is something that catches many ex-chivalry players out, because parrying is significantly less lenient in Mordhau - for example, if somebody stabs your feet and you aren't looking down then you'll most likely take a hit. Trying to initiate an attack just before or during a successful parry will cause your player to start a quick attack known as a riposte.

Note that you can combo attacks by starting a second attack in the middle of your first attack. Another mechanic is clashing, which is similar to a chamber but both players are allowed to combo off a clash, and it only happens when the player's swords collide in mid-air.

Now onto more advanced mechanics, the first of which is the chamber. This involves starting an attack which mirrors the opponent's strike just before their weapon is about to hit you. For example, if the opponent does a lower strike to your right hand side, you must execute a lower-right attack just before the weapon hits you in order to chamber. Note that stab directions are always irrelevant while chambering - any stab can chamber any other stab (if timed and aimed correctly). Also note that the window within which a chamber is possible is very small, and as such if your opponent delays their strike slightly (i.e uses a "drag") then you are most likely going to get hit. For more information about chambering, refer to this video.

Next, onto feinting. Many players will be familiar with this from Chivalry. This simply involves pressing Q during the windup of your attack. Note that there is a point during the windup at which you can no longer feint. A feint can be used to bait your opponent's parry and then score a hit afterwards. Note that you can feint almost all types of attacks, including ripostes (unlike in Chivalry). There is also another mechanic called the "feint-to-parry" button which essentially simulates pressing feint and then parry in an instant which can be used to stop and parry an incoming attack during the middle of your own strike (this is bound to RMB by default).

The final advanced mechanic is morphing. Morphs allow the player to start winding up an attack and quickly switch into a different type of strike. Currently you can morph stabs into slashes, or slashes into stabs, but you cannot morph a slash into a slash or a stab into a stab. To execute a morph, simply press the key of the first attack and then quickly press the key of the second attack. Note that ripostes cannot be morphed; however chambers can be morphed.


Mordhau has a wide variety of settings which you can take advantage of. To access the settings tab, click the "Settings" button in the main menu, or press escape and click the "Settings" button if you're in-game. Here you should be able to see different tabs which allow you to control different aspects of your game. For example, in the Video tab, you find all the video settings that you'd usually expect from a 3D game. If you're looking to squeeze the best performance out of a slightly old computer, you should consider turning down the resolution since this greatly reduces the load on your GPU. In the Controls tab you can set key bindings and mouse sensitivities. The menu is relatively intuitive and self-explanatory. More information may be added to this section at a later date.


In Mordhau, there are no classes. Instead, you can make your own loadouts consisting of whatever equipment and armour you wish, and then select it when you play. There are four default loadouts: Heavy, Medium, Light and Templar. These are all pretty arbitrary, and like I mentioned before, you can easily change these to suit your own preferences (I will explain how to do that in a second). When you join a game you will be met with a screen asking you which loadout you want to select. You can access this panel at any time using the "B" button to change to a different loadout.

In the escape menu you can find all the options pertaining to loadout customization. You can select a loadout using the dropdown box and create a new loadout using the green button to the right. In this menu you can select your primary, secondary and tertiary weapons, change your armour, or sculpt your character's face. Note that loadouts can be shared between people fairly easily: on Windows, you can find the information for each loadout in "\AppData\Local\Mordhau\Saved\Config\WindowsClient\Game.ini" which can then be sent to your friends (just make sure to only send them the relevant parts and not the entire file).

Thanks for reading the guide. If you have any information you want to add, or any questions about the information contained within, then you should comment here.