Mordhau
 Gauvin
  • Likes received 13
  • Date joined 25 Sep '17
  • Last seen 1 Nov '17

Private Message

3234 4260
  • 9 Oct '17
 Havoc

@Glassfan said:
^ yeah but just imagine 32 v 32 maps. gonna be fun!

cancer-spreading

18 21
  • 9 Oct '17
 Glassfan

^ yeah but just imagine 32 v 32 maps. gonna be fun!

Knight 17 36
  • 8 Oct '17
 Vq.Pallasite2012

I named my rapier "The Grapist" for the days when the beta and full release hit. You all should just wear purple the fist day cause you be begging to get graped.

Knight 1269 3804
  • 9 Oct '17
 Frise

@MemeTurtle:
Kicks need to stun you. The other points you mentioned I 100% agree with, but if the only advantage of landing a kick is locking the other guy into place, then the risk is not worth it at all.

Kicks need to be able to punish aggresive face-huggers, which they don't do because they're slow. Kicks need to be a real threat to anyone who facehugs, so you can't remove the stun.

Ideally, at a high-level, kicks would be rarely used, as good players would know not to facehug unless they wanna risk a free hit on them.

Count 449 1186
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  • 9 Oct '17
 Hadeus

@Bang

"You can do cheesey combos like chamber a stab, morph into an overhead, feint then kick wickedly fast."

You can punish the stab chamber morph feint a few ways.

  • Stab-chamber-morph-kick (if they are facehugging).
  • 'Gambling' with a subsequent stab after your initial chamber. Your stab will register a hit b4 their morph overhead / feint will.

  • Reading it (which i cant do yet)

I hate being on the receiving end of kicks, but it forces us to adapt. I dont mind the stun personally, because it makes the aggressive facehugging 'meta' more risky. Which adds depth to the game. I imagine as we progress in skill level, counter kicks are going to become second nature.

Knight 513 1043
396 453
  • 4 Oct '17
 JasonBourne

@TheUprising said:
Attempting a chamber often feels like giving the enemy a free hit. To chamber drags to your feet, the best way is to have a keybind for all the angles, and painfully have it down to muscle memory. And chamber up while looking down.

Well this is why I prefer keys instead of 240. I mean sometimes you are forced to look somewhere so you cannot perform a desired 240 direction. Besides being inconsistent at responding always, you will make mistakes too in a high lvl fight if you want to chamber hardcore. Right now im getting rekted by every player but im training the keysbinds for chambering and you know, no pain no gain.

Knight 3294 6737
  • 21 Sep '17
 Bodkin

It's not an exploit and you're just bad

93 102
  • 3 Oct '17
 TheShade

The problem with chambering a footslash is that it's hard to read if it will be an overhead or a normal slash.

985 6954
  • 1
  • 29 Sep '17
 marox — Project Lead

If you encounter this bug, tell the person that's not emitting sounds to jump off of a high enough thing to take fall damage, then hit him again, that'd be really helpful for debugging it further. (Yes, I know how weird that sounds.)

Knight 2239 4025
  • 1
  • 1 Oct '17
 Runagate

So I guess I'm having a similar experience as you vets were having with Chiv as your first 1st person meleerer. Except I'm having that experience in the alpha of this game haha.

I rarely get angry at games anymore, but Mordhau has gotten the salt flowing again.

1 5
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  • 30 Sep '17
 Rooster

You act like you have to grind for months to earn a piece of gear that allows you to read drags....

Quits game because your aren't winning after .5 hours played

2 1
  • 3 Oct '17
 Jett

Looking to buy a key, will pay $50. PM me! Or add me on Steam. Thank you.

985 6954
  • 3 Oct '17
 marox — Project Lead

@Ruby Rhoderick said:
Will there be customization options for the Messer in the future? I'm a little bummed it's so bare-bones - there also no alternate stance for it, though I'm not sure what it would be. Maybe a two-handed throw lol?

Yes, this isn't actually the messer, but an alt-skin for it which is the Maciejowski bible chopper, that's why it's lacking the crossguard. Proper 2H messers are coming still in that category, and hopefully some customization options for the chopper too.

Knight 334 777
  • 2 Oct '17
 AngelEyes

Solid tweaks.

Not to do with game play itself but -

The ability to disable in-game chat in options would be great. Even a way to disable Kill feed (I like as little UI as possible.)

I understand these are not priority just throwing it out there. Great work.

985 6954
  • 1
  • 3 Oct '17
 marox — Project Lead

Yes, use DamageFactor, for example:

[/Script/Mordhau.MordhauGameMode]
MapRotation=SKM_Contraband
MapRotation=TDM_Camp
MapRotation=FFA_Grad
MapRotation=SKM_ThePit
MapRotation=TDM_Contraband
MapRotation=FFA_Camp
MapRotation=SKM_Grad
MapRotation=TDM_ThePit
MapRotation=FFA_Contraband
MapRotation=SKM_Camp
MapRotation=FFA_ThePit
DamageFactor=0.0

PS: you can set teamdamagefactor that way as well.

985 6954
  • 3 Oct '17
 marox — Project Lead

It's a bug, we're on it.

9 18
  • 2 Oct '17
 uKSTREAMLINE

@Gauvin said:

@uKSTREAMLINE said:
@Gauvin
From our testing, the game doesn't use an overly large amount of resources. You could probably get away with running it on 512mb server (Linux), with Windows the overhead would use basically all of the RAM.

Heres a bit of a breakdown over a week period: http://puu.sh/xNOIX/c7f0cd16e7.png
Note: CPU is reported per core (so 100% = 1 CPU core).
RAM never seems to go higher than ~350MB even when16 players are online.

The system this is running on is as follows: (major overkill for the game)
CPU: i7-5960X OC @ 4.3GHZ
RAM: 64GB DDR4
OS: Windows

Thank you very much! So it uses only 1 core is what you're saying? Your processor has 8 cores if I'm reading this right. The max cpu usage was about 80% on your usage graph. Was each core loaded to that amount or only one of the 8 cores?

That's correct, the game only uses 1 core.
We report CPU on a per core level (so 100% = 1 CPU core).
So only one core was running at 80%.

9 18
  • 2 Oct '17
 uKSTREAMLINE

@Gauvin
From our testing, the game doesn't use an overly large amount of resources. You could probably get away with running it on 512mb server (Linux), with Windows the overhead would use basically all of the RAM.

Heres a bit of a breakdown over a week period: http://puu.sh/xNOIX/c7f0cd16e7.png
Note: CPU is reported per core (so 100% = 1 CPU core).
RAM never seems to go higher than ~350MB even when16 players are online.

The system this is running on is as follows: (major overkill for the game)
CPU: i7-5960X OC @ 4.3GHZ
RAM: 64GB DDR4
OS: Windows

Knight 8 1
  • 1 Oct '17
 RonPaul

Gauvin,

I did prepend + in hope of fixing the issue based off of some other threads I have read. Prior to A6 I didn't have the + prepended and the map rotation was working fine.