Mordhau
 Vin¢
Knight
  • Likes received 262
  • Date joined 25 Oct '15
  • Last seen 1 Sep '19

Private Message

Knight 941 2569
  • 4 Nov '17
 Pred

@kEsa1996 said:

@Pred said:

@Vin¢ said:
Peacerer, you're the biggest elitist on these forums. Next time try making an actual argument instead of bitching about the playerbase.

Peacerer once went through two full Chiv maps spamming the chat with stories how he's wrecking and "dominating" everyone in Mirage and how "Chiv pros" were just helpless noobs against him.

True story.

Considering Mirage has no players it's not that hard to do though.

Yeah, so why brag about it while at the same time hating on some unnamed pros and elitists.

Knight 941 2569
  • 4 Nov '17
 Pred

@Vin¢ said:
Peacerer, you're the biggest elitist on these forums. Next time try making an actual argument instead of bitching about the playerbase.

Peacerer once went through two full Chiv maps spamming the chat with stories how he's wrecking and "dominating" everyone in Mirage and how "Chiv pros" were just helpless noobs against him.

True story.

Knight 292 904
  • 8
  • 7 Oct '17
 GIRUGIRU

loving mordhau so far, just gonna quickly put down some criticisms;

  • chambers need a particle effect/sound, alot of people have no idea when i'm doing chambers in 1stp on stream, a chamber feint would be alot scarier if chambers had a sound, etc. Tons of reasons why this should be added in, but mostly for spectatorship

  • overheads feel totally useless with alot of weapons, it's impossible for me to make consistent switches let alone fake switches. Currently if i'm playing ES or bax its just far more effective for me to lmb spam and manipulate/leg strike my way out of being chambered. Overhead is the most satisfying attack and its sad to see it in this state - my advice would be to increase the turncap (unlock it abit more) during early release and then during release put it back to normal.

  • 220 degree turncap (to prevent spinning) is still triggering incorrectly - far too early - during combos. Been unable to replicate it consistently but can show some footage of it happening. Really cripples 1vX

  • kick has legitimate uses but i just find most noobs give up on actually trying to fight and continually try and cheese me by gambling with kicks if i go for a drag etc.

  • active parry is incredibly inconsistent, LMBs seem to be the way to make it work the most but especially on accelerated overheads chances are you will just get flinched

  • queue windows are abit awkward, i input a riposte but sometimes they come out later than i want them - i'm guessing that it's because i queue a riposte before my parry connects and if i time that slightly wrong i wont get an active parry when it feels like i should have riposted. I think that's slightly unfair because its very difficult to consistently input a riposte with like 100ms accuracy of when your parry is going to connect with the realtime swing system. My solution suggestion would be allow you to queue a riposte a hundred ms before your parry has connected

  • sometimes i get hit by stabs when they dont really seem as though they are going to hit me, and it happens quite often; i feel like it's something to do with the netcode. Makes it very difficult to judge turncaps by eye and i just have to go off pure gamesense or guesswork to know if i will be able to turncap punish a stab. EDIT: just to clarify i mean a stab tracking towards me, not talking about the range of the stabs

  • teammates flinching me, had enough of it now, please remove

  • projectiles flinching, really annoying and unfun

  • teammates RAPE you if you're using light armor, a perk to offset this or something would be great in future

  • 100% team damage is a pain, not only is it annoying to get hit by your team but also when mongols unintentionally deny stamina and hp from me with their own ignorance.

  • try to ensure that projectiles dosent render light armor useless (like vanilla archer does to chiv vg )

  • thrown mace doing like 45 damage to full plate, why. 90% of the time i play heavy armor is to avoid projectile cancer but i still take a disgusting amount of damage from them it seems

  • every time ive been headshot by a projectile its just been a random throw from some goon who will never do it again, Dosen't feel like a skillshot, just feels like luck and isn't fun especially when im getting 1 shotted as a light build from behind me in the middle of nowhere while im already 1v4

  • shields need some kind of rework - playing vs shield and playing shield v shield is very boring atm and i'd expect most new players to be taking shields at the start of the game's release

some suggestions for that:

Jump strikes are very ineffective vs shields currently, pls change

targe shield would allow you to have almost no penalty on raising/lowering shield, more vision and less turncap on block but much smaller parry/block box

tower shield (if you have plans for it) or kite, delay when raising, much bigger parry/block box and alot less vision

shield should ALWAYS lose a stamina war to a 2hander, (unless it's like a dagger or smth) because otherwise they will be way too strong and with such a low skill requirement. Shield user can offset weakness by chambering, so it balances itself out. otherwise shield is probably gonna be broken in 1v1

shield users still have a huge damage output, that 1h mace does retarded damage to full plate for what it is

  • potentially replace riposte kick with a quick jab or something

  • windup animations for riposte are unclear alot of the time (but this is already being worked on, just thought id throw it in there)

  • add more variants/playstyles to shield, so tower shield, new weps etc. i would focus on. Currently the game is very 2h focus and parrying is much harder in mordhau than chiv, which will make it very difficult for noobs

will probably add some more bits and bobs, just again to clarify; the current state of the game is still honestly really good so this post isnt me bashing on the game. Thanks for reading

Knight 1269 3811
  • 5
  • 4 Oct '17
 Frise

@Alphonse said:
You are aware that in order to parry you need to look at the weapon attacking you, right? You can anticipate where the attack will come from, but in order to parry it, you need to see it. I've told you, repeatedly, that those drags are there and the next second the weapon is gone.

Look at your video. Meph was looking all the way up even during windup. You could clearly see that he was going for a Wessex. Even during the release you could have followed the weapon a bit and you would have parried it, with how forgiving the parry box is right now.

@Alphonse said:

@Frise said:
This drags are the part of the game that is the most expressive, interactive, interesting and complex.

Bullshit.

Flawless logic.

Being able to do so many different kinds of drags out of just the two attack types that the games has is beautiful. It is incredibly interactive, too. It's not like CS:GO's recoil system where you hone your skill and that's it, nothing your opponent is gonna have to react to. This insane drags are what let different players have widely varying playstyles.

Sure, there are technical issues, like the animations being deceiving and not being able to chamber drags consistently. But to argue that this drags shouldn't be in the game is to be in favor of lowering the skill ceiling and making the combat less special.

The game shouldn't be limited to its basic mechanics, 'cause in that case let's just get rid of the swing manipulation.

And @DerFurst, what you state is true. It's a problem with chambers though, not with drags.

Knight 281 726
  • 7 Sep '17
 Iodine

please just release the game so huggles can stop having mental breakdowns in the discord, thanks

988 6974
  • 28 Aug '17
 marox — Project Lead

With September just around the corner, we unfortunately have to announce a short delay in getting the alpha out to you all. This one's not going to be long, it's one to a maximum of two weeks into September. We simply couldn't get everything done in time to hit August. These weeks before launch are incredibly hectic and sometimes there's just not enough hours in a day (or week, or month). Given that there's over 3000 of you (both scary and exciting), we want to make sure things work properly.

At Alpha launch, you'll be able to play on these 4 maps: Camp, Grad, Pit and Ruins. There are more maps that will be added during the Alpha period, but these were our most polished, so we decided to include them first. Check them out below:
http://imgur.com/a/V4Xlx

More weapons and armors are being added to the game constantly, check out these two-handed maces that you'll be able to wield soon:

01.jpg

Stay tuned, won't be long now!

Baron 495 1381

Thank you kindly for the update!
Remember lads; Good things come to those who wait.
Waiting-Period-Pet-Insurance-Terms.jpg

Knight 399 873
  • 2
  • 28 Aug '17
 Alphonse

I waited for this game for years too.

I wasn't upset when it was obvious the alpha wasn't going to be out in early August. Hell, I haven't even been disappointed in how most monthly updates are just screenshots of cosmetic stuff.

I'm not angry they are delaying it for scalability and stress testing or for whatever reason. Even if it takes 1 or 2 extra months. I've already waited TEN TIMES as much time.

Most of you kids should stay out of drugs, gambling and shit where patience and self control may be the keys to preventing you from killing yourself. Or maybe take some pills. Idk. Some of you definitely sound like you're in dire need of medication.

Edit: Why isn't there an option to block/ignore stuff from specific users? This forum turned to stage 4 cancer in no time.

Knight 147 159
  • 28 Aug '17
 MrBlackDragon

People need to understand, if it isn't ready, it simply isn't ready. You can't play something that isn't playable. Unforeseen circumstances are a huge part of development. Last second delays are pretty much guaranteed and the devs cannot predict when these delays will happen. As alpha backers you should be the most understanding of all since you signed up to receive an unfinished product in the first place. I can't wait to see these same people complain about the state of the alpha when they do get their hands on it because it's not good enough for them.

Knight 292 904
  • 28 Aug '17
 GIRUGIRU

vaporware game confirmed i'm refunding and backing star citizen

Knight 627 2068
  • 28 Aug '17
 LuxCandidus

Being disappointed the kickstarter did not predict the alpha's release being in August is unreasonable. Being disappointed the alpha's launch is not the end of August is your fault because the developers said it was what they are aiming for, not what would be. Furthermore, they mentioned sometimes delays are inevitable.

Being disappointed they said a few days and are now saying two weeks is reasonable, although I think they are only giving such a length to avoid stating a deadline they may not meet and in doing so upset people. Being disappointed they waited until the last second to announce it is reasonable.

Throwing a fit or berating the developers is not the right course of action. For the past two years they have been nothing but amazing. Have faith. It is very difficult for them and they must be under a lot of stress which you are amplifying by causing a ruckus.

212 348

I think its better to stick to the original plan. Early access is messy. And youll make more than enough money when the full game releases.

988 6974
  • 29 Jun '17
 marox — Project Lead

We've removed the option to prepurchase Mordhau (Alpha/Beta/Release) on our shop. Originally, our plans were to keep prepurchase options available as development went along as an extra source of funding and as a way to keep the alpha/beta populated, but this is no longer possible. Our options as far as selling additional Steam keys right now are to either wait until release, or put the game up on Early Access on Steam, and we feel Early Access on Steam would be opening the floodgates prematurely.

Just to be clear, everyone who already prepurchased the game or backed it on Kickstarter will get their Steam key, we're just not selling any more Steam keys.

PS: June update is still coming, we're just a little late!

988 6974
  • 7 Apr '17
 marox — Project Lead

Wow! You guys absolutely smashed it! What a finish, with nearly $300K raised of the initial $80K goal. We're blown away by the support you've shown us, and we can't wait to get the game out to you all.

Thank you !