Mordhau
 JasonBourne
  • Likes received 453
  • Date joined 15 Sep '17
  • Last seen 3m

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Baron 1604 5087
  • 16 May '18
 Lincs

REMOVE

-3rd person
why: literally nobody asked for it and it adds nothing to this FIRST PERSON game
at the very least make it a toggle-able option for community servers and disable it on official servers

-kick stun
why: it's the chivalry kick, basically. the one you guys said you were going to improve on
the original kick in mordhau was good for interrupting attacks without being overly annoying or broken, now it's just godawful and the worst shit ever

-hit trades
why: the fuck did you add hit trades to mordhau
active parry was a much more intuitive and less face-desking mechanic
also, this furthers the extreme neglect of chambers and clashes, fundamentally some of the most interesting and revolutionary mechanics in mordhau and the most fun to do. they occur less often now that there's such an emphasis on the boring parry and riposte meta

-jump kicks
why: this is an actual bug, and for some reason you guys have said you have no intention to fix it in the forseeable future. WHY.

may add more things to remove over time
please remove these very bad, no good, ugly things from our mordhau. thanks

251 859
  • 5
  • 16 May '18
 Cswic

What I don't want to see: kick stun.

It turns a lot of fights into some mini game of kick baiting and kick feints because of how powerful a successful kick stun is.

Particularly against an opponent with a lightly armored area it means 1 stun equals death.

Kick that dealt stamina damage and damage felt like a nice option in fights. Current kick can decide lot of fights and feels bad for either party.

Kick stun is also a pretty large fuck you to many of the shorter range weapons in the game such as maul, dagger, short sword, waraxe, mace, axe to an extent.

Knight 685 1852
  • 15 May '18
 ÐMontyleGueux

@JasonBourne said:
I think the no-combo mechanic is whats making the sword boring. I know its for balancing purpose but trowing out comboing is not a good idea imo. Add more stamina or stamina even when u do hit someone. Much better then not being able to combo.

In a way, not having combos is what makes the sword feel heavy. It's part of it's charm.

But at the same time, it's so much of a handicap that the sword isn't worth it. I would like to try the exact same sword but with combos, just to see if it would it be op or not...

Knight 292 904
Baron 1551 2083
  • 8 May '18
 yourcrippledson

@JasonBourne said:
It would also be cool if there were more options to see things like parrybox

It'd be useful if I could see what parry force field actually looks like.

Knight 667 995
251 859
  • 6
  • 6 May '18
 Cswic

Gl finding noobs or players in general that like being 100-0 by 1 combo if the stun remains on jump kicks.

Plenty of times where I killed someone with a jump kick combo they say oh this is cancer or oh this needs to be removed.
Handful of people in this thread have even said that.

Whether or not it was officially supported at the time is irrelevant to how shitty it can feel to be struck, kick stunned, then struck again to be dead or near dead.

Patch 14 when kick was only stam damage and damage jump kicking felt cool and a nice secondary option for combat.

With the addition of stun on jump kicks in patch 15-16 it just felt like cheating.

Mercenary 178 612
  • 5 May '18
 Stauxie

I started by doing what Cswic did with his stab jump kicks that could get a good amount of burst damage. We started doing it with larger weapons and has the potential to kill someone without them having the ability to defend. The thing is that it is super risky and there are more possibilities of failure than success, so I think it should stay
Here is an example: https://clips.twitch.tv/SuperSmokyCiderM4xHeh

Possibilities of failure: -Opponent back pedals out of range
-Opponent counter kicks
-Opponent runs away after reading the jump kick
-Opponent parries and mitigates the kick-stun
-Opponent blocks initial attack that would otherwise lead into the jump kick
-Opponent uses body to bounce you away from them

Possibilities of success: -Opponent does none of those things

We have also tried to kick -> attack -> Jump kick -> another attack | For even more burst damage

Example: https://clips.twitch.tv/WimpyWisePresidentPJSugar

2376 4821
  • 1 May '18
 Maci

Yeah, makes sense for it to automatically adjust up to a given maximum value.

Knight 651 994
  • 2 May '18
 VampireDuck

@ÐMontyleGueux said:

@Maci said:
It makes attacks seem further into release than they actually are. If you set that to exactly your ping, you should be able to parry and chamber attacks as if you were on local play. However, it does so by skipping other parts of the animation which looks a bit janky.

From what I understand, it will try to use your current ping to extrapolate animations if your ping is below m.MaxPingExtrapolation. If your ping is higher than that, it will use the value m.MaxPingExtrapolation. For instance if m.MaxPingExtrapolation == 0.025 and ping == 20ms, you will see attacks 20 ms in the future, and setting m.MaxPingExtrapolation to 0.090 won't do anything. But, if m.MaxPingExtrapolation == 0.025 and ping == 50ms, you will see attacks 25 ms in the future, and you might want to set m.MaxPingExtrapolation to a higher value.

Not sure if that's entirely true, but that's what I understand from the name m.MAXPingExtrapolation...

ÐMontyleGueux the ultimate scrutinizer.

Monocle.png

Knight 1269 3804
  • 4 May '18
 Frise

Does it not affect the timing of the grunt sound? Because this happened to me, Meph winded up a stab, the grunt sound played so I went for the chamber, but he morphed it into an overhead after the grunt, which confused the hell out of me.

At that time I had this setting at 1, with a ping of 56ms; I assumed my ping jumped at that moment leading to the grunt being played prematurely.

985 6954
  • 4 May '18
 marox — Project Lead

@Frise said:
Does it not affect the timing of the grunt sound? Because this happened to me, Meph winded up a stab, the grunt sound played so I went for the chamber, but he morphed it into an overhead after the grunt, which confused the hell out of me.

At that time I had this setting at 1, with a ping of 56ms; I assumed my ping jumped at that moment leading to the grunt being played prematurely.

You are right, it does. It's because the grunt is tied to a point before release, so it does affect it. It really shouldn't, though, so I'll change the grunt to compensate for the extrapolation accordingly.

985 6954
  • 3 May '18
 marox — Project Lead

Also windup. This ONLY affects the attack animation, nothing else.

985 6954
  • 2 May '18
 marox — Project Lead

@ÐMontyleGueux said:

@Maci said:
It makes attacks seem further into release than they actually are. If you set that to exactly your ping, you should be able to parry and chamber attacks as if you were on local play. However, it does so by skipping other parts of the animation which looks a bit janky.

From what I understand, it will try to use your current ping to extrapolate animations if your ping is below m.MaxPingExtrapolation. If your ping is higher than that, it will use the value m.MaxPingExtrapolation. For instance if m.MaxPingExtrapolation == 0.025 and ping == 20ms, you will see attacks 20 ms in the future, and setting m.MaxPingExtrapolation to 0.090 won't do anything. But, if m.MaxPingExtrapolation == 0.025 and ping == 50ms, you will see attacks 25 ms in the future, and you might want to set m.MaxPingExtrapolation to a higher value.

Not sure if that's entirely true, but that's what I understand from the name m.MAXPingExtrapolation...

Yup, this is how it works

Knight 685 1852
  • 1 May '18
 ÐMontyleGueux

@Maci said:
It makes attacks seem further into release than they actually are. If you set that to exactly your ping, you should be able to parry and chamber attacks as if you were on local play. However, it does so by skipping other parts of the animation which looks a bit janky.

From what I understand, it will try to use your current ping to extrapolate animations if your ping is below m.MaxPingExtrapolation. If your ping is higher than that, it will use the value m.MaxPingExtrapolation. For instance if m.MaxPingExtrapolation == 0.025 and ping == 20ms, you will see attacks 20 ms in the future, and setting m.MaxPingExtrapolation to 0.090 won't do anything. But, if m.MaxPingExtrapolation == 0.025 and ping == 50ms, you will see attacks 25 ms in the future, and you might want to set m.MaxPingExtrapolation to a higher value.

Not sure if that's entirely true, but that's what I understand from the name m.MAXPingExtrapolation...

2376 4821
  • 1 May '18
 Maci

It makes attacks seem further into release than they actually are. If you set that to exactly your ping, you should be able to parry and chamber attacks as if you were on local play. However, it does so by skipping other parts of the animation which looks a bit janky.

Knight 925 2541
  • 1 May '18
 Pred

I know the word "retarded" may be pretty overused here and kind of lost its meaning. We say this or that is retarded while something is sort of OP or little unbalanced, I dunno.

Except for this shit - there is no better word for it than retarded:

Watch this dude get fucking spammed:

https://streamable.com/buqu9

Or these two guys trying to outcancer each other:

https://streamable.com/6u9cb

Bik skill (sorry Jason):

https://streamable.com/9jqxp

When you want to go the spam playstyle, all you have to do is try to get rid of some habits that will hamper you (mostly trying to parry chambers and not being aggressive at all times) and when your transformation is complete, all your fights will look like the clip 1.

Please fix.

251 859
  • 27 Apr '18
 Cswic

When you have full inventory and you have a 1-handed weapon stuck in you from a throw you can hit the pickup key and it drops to the ground.

Currently this does not happen with throwables (throwing axe / throwing knife). You must have an empty inventory slot in order to remove a throwable stuck in your character. This is problematic when the throwable is blocking half the camera in the middle of a fight.

Knight 1366 1851
1084 6144
  • 1
  • 22 Apr '18
 crushed — Art

@Lincs said:
But fuck it, it needs to be said.

What you need to understand, despite what you might think about this, the banning on this forum is still very relaxed and you still have a lot of freedom to post a lot of things. A good amount of stuff being posted, in the off topic section in particular, would have been removed/banned on the vast majority of other video game forums a long time ago, more mainstream game forums especially. Trust me I do not enjoy doing it myself, but there is a line that needs to be drawn eventually, especially since a good amount of people have expressed their distaste for the content on the forums/some users personally to me, both online and in real life.

As for Humble staff, posting imagery that promotes pedophilia will have consequences, this is common sense. If you don't agree with that, then I'm sorry but you need a reality check. This forum directly reflects upon us devs and we cannot have content like that being spread around and allowed.

As for the ban being permanent with no warning, I realized that it was too harsh, hence why he is unbanned now and has received a second chance.