• Likes received 3388
  • Date joined 31 Mar '16
  • Last seen 22 Jan

Private Message

988 6973
  • 29 Jan '18
 marox — Project Lead

Work continues on Mordhau and we're making good progress towards beta and release, but unfortunately we're not quite there yet. We do not intend to rush things, but since we promised early access to Beta backers by January, we are letting the Beta backers into the melee-focused Mordhau Alpha. If you are a beta backer, you will receive an email from us shortly with instructions on how to get your Steam key. Our actual Beta and Release dates will unfortunately have to shift a bit further into 2018 to make sure we can deliver content with an adequate attention to detail and polish. We will keep you updated on the matter!

We are also releasing some of the backer rewards that can now be claimed, and we have also begun collecting input for the personalized rewards. For those of you who backed at the corresponding tiers, you will see your rewards listed in the account tab on our website, and you will be able to fill out the input for personalized rewards there as well.

And finally, check out some cool Alpha combat footage below, captured by community member Trix:

1916 963

This is the first patch and the first time, where the game actually feels playable for me. It finally feels like where I attack matters, and I can finally pressure opponents without being forced to use feints. It feels a lot more like Chivalry now, which is a really-really good thing. Footwork seems as relevant if not more relevant now, than in Chivalry.

Please keep going in this direction.

All I ask for now is a Jedi knight academy control scheme, or the option to have Chivalry like attack patterns, and the game should finally be fully playable.

I'm honestly disappointed, that it took you guys this long to get to this point. Even though many of us have been telling you that this is what you should've been doing from the very beginning.

Mercenary 2193 3913
  • 31 Dec '17

@Smokingbobs said:
This topic has me moved.

I was like "Oh come on!" for a sec! keks

Mercenary 2193 3913
  • 31 Dec '17

...made my year. Cheerio

So, to Devs and you all "Imma regular, fuq u" nice persons, I wish you all an average-at-best new year !

Holds up a cup of ayran

Inb4 :

  • Lmao muh orijinal post fgt

  • Nice misplaced thread you got there... would be shame If Gaunlet moved it.

  • Remove kebab

  • Need... double... k...o...

Knight 222 187
  • 4
  • 2 Nov '17

Hello, here all the good change I think the balance can get :

-A Little nerf on the Normal riposte speedboost ( Less speed boost )
-A Little buff on the Chamber riposte speedBoost ( More speed boost )
Atm riposte and chamber are closely the same speed that's why I ask for it.

-1hander nerf : Mace (less domage on cut) Axe (less domage on cut) Rapier and 1h Hammer (less speed)

-Kickstun against shield holding to allow fast kill against shield

-More stamina cost when feinting with a shield (+5 stamina cost) but shouldnt change anything for chamber feint

-Less stamina for Targe and Heater, -1 stamina for both shield when parry, we can sprint when holding targe and heater but not with Kite, that's why I'm asking for it. I main Kite cause it's badass, but if I really want to play serious I go heater.

-More aimful shield hitbox parry, atm it look like every shield get the same hitbox, and give us the same shield parry mechanic as Slasher where the shield "down" and not only the body when lookin down

-Fix the dynamic lock, we should be able to chamber opponent normal riposte or chamber opponent chamber.

-Give us a DYNAMIC FLINCH, to allow people to chamber combo Delay into Fast ( the only combo we cant chamber for no reason )
The flinch will depend on the speed of the combo and the moment you get hit by opponent release.
Like if you get hit at the start of opponent release you'll be flinch for 400 MS, but if opponent hit you at the end of the release you'll be flinch for 250 MS.

-Rework Messer : Faster windup but Slower combo speed.

-A little nerf windup speed on the hallberd, I know there'll be perk system, but there is no reason to use Zwei if hallberd stay like this, still with perk system. But we'll see.

-Nerf windup and release time of the Mordhau Grip (the best lowrange 2hander is a alt grip, mean no sense )

-Nerf windup of the Battle Axe ( It's to fast for a 2shoot body weapons, still with 10 domage stab )

-Nerf stab domage of the Sledgehammer, its not John Henry simulator 2017

-Something to chase and reach lighter armor. Atm there is nothing to reach someone with a lighter armor.

-Remove kick into kick, when opponent is close to a wall, you just can spam kick, its look broken, and you can hit opponent with kick like 3 time in a row before he counter.

-Fix active Parry with shield, atm with normal riposte its look like the shield hitbox do the active parry and not the riposte hitbox of the weapons like it should be, but with chamber it's fine. And I believe normal riposte active parry are fine without shield.

-Give the guy who defend and start the kick after, the initiative to riposte, kick vs kick shouldnt happen as a clash.

Tell me what you guys think about this, I believe those change can be really good, see you in game !! ;)

Sellsword 615 1381
Knight 254 694
1084 6148
  • 2
  • 14 Oct '17
 crushed — Art

Parry buff only applies to a parry thats still active after you parried someone. So when you parry someone, and don't do anything, that remaining parry window has a bigger parry angle (roughly double) of a regular parry. It only affects 1vX/teamfights and is not related to parry into parry.

Chamber/parry windows got increased because release time was increased globally, so its the same, just a little bit slower.

Baron 582 972
  • 5 Oct '17

You can't kill anyone when you're dead. You killed yourself with this thread..

go here:

1312 2880
  • 3
  • 1 Oct '17

Don't create threads to call out people, avoid doing it to begin with (unless it's very serious and others need to know). It's completely unnecessary and will be treated as witch hunting from now on.

Edit: Ziggylata wanted to add this in his defence:

@Ziggylata said:
I -kicked- him because he was quickstarting duel via jumpfeint and getting a free hit on everyone he fought, I asked him a stop and he didnt so I kicked him because I thought it was scummy. The fact no one else said anything, helped him and even helped me kill him in some cases obviously shows that the majority agreed it was also scummy. I didnt ban him and but hes still a scumbag.

Mercenary 2193 3913
Count 331 1394
  • 21 Sep '17

After playing Mordhau for 60 hours and loving the shit out of it, i sometimes forget that this is still alpha and they are planning on adding 64 player servers and castle siege gamemodes and a bunch of other stuff, like holy cow that sounds amazing. This game as amazing as it is in it's current state plus all this other shit they are yet to add makes me super excited for the future of this game.

What are ya'll excited for?

Knight 292 904
  • 1
  • 21 Sep '17

really nice update, the emotes are really great and cheesy. Restarted vk comp server and all the players spent the next 20min or so in hardcore roleplay - good shit, please add more

  • dynamic feint recovery is a welcome addition, there may be issues with punishing after a feint if it's different with all weapons but that can easily be fixed with some simple input queuing. Not noticed anything regarding that though as of the 2-3 hours i played on the build already though

  • Kick recovery; just makes punishing kicks a little weaker. I imagine a proper stamina system will fix that though, kick miss + parry gonna put u in alot of danger, so that's fine for now

  • Morph stam cost, good, needed.

  • Liking the poleaxe buff, i felt the alt grip was abit shitty on it, too much of a range sacrifice to make it worth the slight extra damage it did - now it should be powerful enough to warrant using.

  • Mordhau grip buff seems fair, previously the mode has pretty horrendous turncaps and swing manipulation not to mention the range drop - so the damage buff should warrant it being useful now

  • 120tick when tbh

  • rapier is alot of fun, made some huge plays with it in the time i used it. Slashing heavy armor does absolutely no damage, is to be expected - headshotting with stabs seems to makeup for that

Next i'd like to see some shield balance or changes (whether temp or permanent) - just try stuff out. Chase mechanic could do with implementing (and balancing) sooner rather than later, and have a little look on active parry to make it feel abit more consistent - whatever that entails

apart from that, really good shit and im impressed with the speed of the updates. Keep it up but don't burn yourselves out aswell guys

EDIT: forgot to add - please add some kind of particle + sound effect for chambers. Even if it's just for the spectator/1stp and nothing more. They are satisfying to do but it could really do with some sexy effect for spectatorship. I really like the sliding weapons thing; honestly think if you added that to all chambers it would just look really nice and satisfying to chamber

Mercenary 2193 3913
  • 21 Sep '17

Ikr If only there was a topic about it. Oh wait:

Using search tool atleast will save you gangbang from Angery Forum Dwellers without control

3234 4262
  • 1
  • 20 Sep '17

Make the ingame badges appear as an actual cosmetic model ingame by using this as a base.

You could potentially set this as a vanity item slot, and even have unique models given out during events.


1312 2880
  • 19 Sep '17

The keys have been sold.

Duke 5538 13218
  • 19 Sep '17
 Jax — Community Manager

So I know it's not always viable, but there's nothing as fun as seeing an isolated enemy, backing him into a corner and going full bully-mode with the battleaxe's short grip. Really loving the character these weapons have, GJ Triternion on giving them all such a unique feel.

What do you guys think of the choked grip battleaxe?

1312 2880
  • 18 Sep '17
  • Shield hitboxes feel too large and impassable, the visual representation needs to be better.
  • The animation between parry and block is impossible to notice
  • Shield users are discouraged from tapping parry, because the recovery time is such that you're open to a free hit if you mistake the timing. This is fine, but there needs to be a discernible and clean reward for tapping parry instead of holding to block. (Which lets you riposte all the same if you did time it right)
  • Counterplay against shields feels limited and most of the time killing a shield user feels like they just screwed up rather than you outplaying them

I think the biggest problem is that there's no clear difference and purpose for parry and block. I wouldn't remove blocking entirely, it just needs to have its own role and be noticeable.

Duchess 798 3530