Mordhau
 PapaVynxl
  • Likes received 33
  • Date joined 19 Oct '17
  • Last seen 1h

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46 88

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the recent haul

Recruit 87 134
  • 8 Feb
 FlameHeart

Alright, i've got a suggestion for ya'll,

A Simple Hauberk. Have it cancel the arms slot (since that'll be part of the torso, like it is with the regular chain mail. as well as the waist spot.) Doesn't need any useless leather decorations. just a simple Hauberk. Maybe as a replacer of the waist spot, there could be a long tunic underneath the Maille that we can color, much like the regular chain mail with the Gambeson.

Long sleeved Maille that splits off and stops at the mid thigh. typical of the 11th-12th centuries.

I say this because I want to make a proper Norman Knight of the late 11th century to early 12th.

A little something for reference:

As for the waist:
Maille 3.PNG

As for the Maille itself:
maille 4.PNG

Thanks, guys :)

31 35
  • 19 Jan
 Bluhman

That or give T2 torso a slight speed nerf 'cause now I'm trying to shoehorn T2 armor on all my prior T1s and discovering how ugly and limiting the T2 chests are.

  • Low-padding chainmail, something a bit more loose-fitting than the default chainmail and how it's wearing a yeti suit of gambeson underneath.
  • Mail or Brigandine Doublet, incorporating some metal into a doublet. We really need more options in T2 that let us actually pick waist options.
  • Maybe make the Brigandine's color options make sense? Why on earth is it categorized as leather when it then doesn't have the material consistency/shininess of leather and then just has an alternative color scheme that gives it cloth-colored stripes? Maybe just give it a third coloring option for solid cloth color.
  • Scale mail

Unrelated to torsos:

  • T2 T3 foot options for Greaves + Sabatons - Basically for applicable T2-T3 options grant us some options for foot parts that are a combination of knee, shin, and foot armor. Something with a similar principle as the T2 shin-guard piece, but... interchangeable with other things than just weird tights. This would also encompass maybe some new T2 options that look like T0 ones, but then have these greaves/sabatons as the only foot options available? Consider a use case like this: this build's wearing T0 wanderer pants with some rider boots that are just colored to kind of look like armor (as best as I can because materials).
    namelessKnight.png
    Imagine that being T2, with the same pants, but with some greaves on.
  • Chainmail skirts sans cloth - They're by far my most used skirts since they're essentially the only ones that don't make me look like I'm about to trip over myself. Ones without cloth would be great though.
  • Loose chain sleeve - Similar principle as the loose gambeson sleeves.
  • Full-chain sleeves - Continuous chainmail from shoulder to the tips of your fingers with chain-mitten hands. No separations between those, it's one continuous garment. Like these:
    a70a6ace68c32f1f50684e64d446c590.jpg
    Similar to the bracer part, would likely have limited glove options.
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  • 11 Jan
 Beyorlan

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This is for the most part based on a War of the Roses era English Knight

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War of the Roses as well but I was going for the look the brigandine armor in the WotR game(RiP)

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Transitional period English Knight

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Rohirrim

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Markus Kruber from Vermintide/Empire Soldier

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Lancaster Longbowmen

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Black Knight of Hungary, still need to unlock the actual black armor though

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100 years war/Bergundianish

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Conquistador

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Finally just a Ranger type character.

Thats all for now I guess lol

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  • 30 Nov '19
 MordhauSanta

https://mordhau.mod.io/italian-armet
https://mordhau.mod.io/kettle-bevor
https://mordhau.mod.io/late-15th-century-german-sallet

Here we have some nice mods we can use, but I gotta ask the main question I am here for. Can we actually reach out to you dev lads if we could have some nice and realistic helmets/armor sets like these? This would make the game more creative and would allow people to customize their characters more. Here's a message from a friend of mine:

  • Having new helmets like the mods you see above.
  • Adding the Maximilian full set (Or maybe just arms / Helmets).
  • Adding a new "metal boot" like the crude sabaton that take all the down of the leg and the foot (because crude is.. crude x) ).
  • Being able to chose where you want your emblem (You can choose in each loadout if you want the emblem on the helmet and the waist but not the chest piece for exemple).
  • Having a bevored sallet, but with open visor (Like on alpha screenshots).
  • Having a "bec-de-corbin" (Basically a pole-hammer) Because we have poleaxe, but no polehammer even tho it's cool af.
  • A buff to billhook : Can disarm (or just drain a big amout of stamina) a shield user but only with a precise type of attack. In a way to have it fairly balanced
    Bonus : I know they would never add it but.. I found it cool to have an early Couleuvrine, not great accuracy, have a medium reload time but does shit tons of damage and maybe can cost around like 8-9 points ?
    They're some idea thrown like this .. ^^ Thanks

Thanks for reading!

4 9
  • 14 Nov '19
 SweetLemonGod

Too much concentration on T3 armour bits and pieces and the lightly armoured don't get enough love.

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  • 3 Oct '19
 Pepperoni

My main Knigga
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4 10
  • 30 Sep '19
 Rodntt

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Green goblin

Knight 3311 6797
  • 18 Sep '19
 Bodkin

Scale has been suggested before but it still would be a great addition. We need more t2 honestly

We also have multiple types of brigandine that would work well instead of just the 1 in game right now.

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Fancy pants rich guy one

fancy brigandine

Ofc there's plenty of options for more chainmail as well

Long Hauberk

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Varangian-Style lamellar chestpiece on top on chainmail hauberk

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And finally I know this is probably heavily stylized by the artist but look at this byzantine knight lamellar jesus christ

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  • 18 Sep '19
 ConsulofRome

Unsure if already posted but scale armour as medium armour wouldn't be a half decent addition.scale armour.jpg

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  • 6 May '19
 cain

So I spent a good while saving up and levelling to afford the Brigandine Greaves, hoping I could finally make some characters with T-2 leg armour that wasn't ugly chainmail, only to discover that you can't actually change the colour of the leather section over the thighs. Not only this? It seems to be impossible to even match that colour with the brigandine cuirass! You can get close, but even then the colours are slightly off and also the leather texture seems to be slightly off.

brigandine.png

Even if you could perfectly match the colour and texture, it's kind of annoying being forced to use this light brown colour when using the greaves. I know it's possible to hide the greaves with a waist option, but personally I don't like how any of the waist options look with the Brigandine Cuirass so that doesn't really help me either.

Anybody else annoyed by this or is it just me? I'd much appreciate being able to customise the leather colour for the Brigandine Greaves, especially since the two current customisation options don't seem to be very visible.

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  • 26 Aug '19
 Corsario

Leather chest guard. This is probably a fictional piece of armour and the barbute seems a thing from the Burt Lancaster medieval-robin-hoodish movies, but I think it looks great and plausible and there might be some historical examples of both.

peter jackson archers.jpg

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  • 22 Aug '19
 σσƒyosh

With the new Siege gamemode, I think the addition of partially destructible environments would be suiting. Perhaps small trees could be felled from several axe swings or by a catapult, maybe walls of castles / structures could be breached or damaged, and maybe even repaired, and maybe there could be some strategy that a team could use to either fortify or destroy structures.

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  • 14 Aug '19
 RifleInfantry

Introduction
One of the most frequent suggestions for Mordhau is some kind of gunpowder arm to accompany the Renaissance and Early Modern cosmetics and armaments. This idea has led to lots of controversy and debate; certainly, it’s brought back some ugly memories of the unbalance in Chivalry: Deadliest Warrior and its pirate gunnery.
While it’s difficult to see muskets and pistols having any place in Mordhau at all, there is one firearm that could carve out a niche: the handgonne. A familiar friend to European militiamen and skirmishers from the 14th to 16th centuries, this primitive, hand-ignited, hip-fired gun is the perfect choice for a heavier, almost artillery-like weapon for the archers, a contrapoint to the regular bows designed less for sniper wars and more for supporting your team with powerful shots.

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What does it do?
In short form: It’s a pricey, slow, loud, heavy special ranged weapon that behaves more like you’re carrying an Engineer artillery piece than a handy bow. Its power is very similar to the Chivalry heavy crossbow, but it’s rebalanced to be less of a point-and-shoot implement and more of a strategic, close-range weapon necessitating good positioning, timing, and aim- most notably, requiring steadying on a map surface for precise shots.

Why handgonnes and not the heavy crossbow?

  • Handgonnes are loud and smoky. Visibility is the trade-off for power; good positioning is thus a key skill to not get whacked. Heavy crossbows are far easier to end up as near-silent and uncommunicative of their presence and killing power.
  • Handgonnes have numerous effects (see Behavior in Detail) that are better communicated with the imagery of a gun than the crossbow. It's more difficult to, for instance, justify having to fire a heavy crossbow from the hip, or to buy an arrow messing with shields compared to a bullet.
  • A handgonne is easier to tell apart from the regular crossbow (esp. at a distance) than a heavy crossbow. It's its own shape and animation, same as the bows to the crossbow.
  • By making the handgonne its own weapon in its entirety, rather than a variant of the existing crossbow, variations can be achieved (see below in Extra Thoughts).

Weren't guns shitty and annoying in Chiv: Deadliest Warrior?
Yes, they were- and they were also comparatively modern flintlock weapons dating to the 18th century. The big difference that makes- they're self igniting, so you can just point and shoot them, as well as aim down the barrel. There's no difficulty scoring kills with those kinds of weapons, and they wouldn’t really be a good fit for a regular Mordhau arsenal item.

The handgonne, meanwhile, is more of a handheld artillery piece than any musket. It’s very difficult to use as a point-and-shoot implement, and suffers significantly from damage and velocity falloff at range, necessitating close range placement and timing. Its best use is when it’s steadied; however, the gunner must still keep a watchful eye out for archers, as he’s very vulnerable to Huntsman counter-archery and close range attacks.

Behavior in Detail
The handgonne would cost 11 points, coming with 8 rounds of ammo and a powder horn on your hip (counting as a quiver for Huntsman purposes).

To start attacking, you must ignite the handgonne. This involves holding the handgonne with one hand, and inserting a lit match into its touch-hole with the other. Once ignited, the handgonne smokes and hisses for a set period of “fuse time” lasting 2.5 seconds, before finally firing. You may cancel the attack up until the moment of ignition, after which the weapon must continue the sequence.

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Aiming may be done before ignition and during the fuse countdown. Unlike the bows, handgonnes lack a sweet spot for aiming, and always sway significantly during normal firing. The handgonne may be steadied (a 500ms action for placing and removing the weapon) against map surfaces such as windowsills and short walls; in this state, you cannot move, but the sway is significantly reduced, enabling more accurate firing.

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Firing kicks up a big boom and a cloud of smoke. The handgonne bullet travels at 1.5 times the speed of the crossbow bolt, and is extremely powerful; at point blank, like the heavy crossbow from Chiv, it insta-kills any armor tier save T3 with a headshot, and T0 and T1 torsos with one hit. However, it is affected by falloff; as it travels, the bullet loses damage and velocity, becoming significantly less threatening at range.

Within 20 meters, if striking a raised shield, it will knock it away identically to a normal disarmament. Planted pavise shields struck by a bullet within this range will be knocked over as well.

Visually, handgonne bullets are slightly different from most tracers; they are a bold yellow, and whistle in passage. Like any other projectile, they can be parried.

Reloading the handgonne is stationary, and involves a minigame; you must repeatedly hit LMB to ram the bullet and charge down. Though dependent on user speed, the minimum time required is 4.5 seconds.

Closing
While the topic of gunnery in Mordhau remains controversial still, I remain confident that it can be done in a satisfying and balanced way. I hope that with this suggestion I’ve made my two cents in a way that advances and improves the discussion yet. Feel free to leave your thoughts, questions, and responses anywhere it’s found.

Here is a Google Docs version of this suggestion for cleaner viewing/posting elsewhere. Figured I'd include it for completeness.

Extra Thoughts
Ideas of mine I’ve thought up in relation to the handgonne. Not necessarily as fleshed out, balanced, or able to fill a niche, but still worth including as a footnote.

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Tiller Gonnes cost 8 points. Compared to the regular handgonne, the tiller gonne is much weaker; it can’t instakill T1 torsos at any range, and may only knock away shields within 10 meters. It cannot be steadied against map surfaces at all. In return, it’s noticeably faster to aim, ignite, fire, and reload, and sways moderately less when firing from the hip. It can be thought of as the “recurve bow” of handgonnes.

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Bombards are artillery vehicles similar to Catapults, and are pushed and aimed in much the same way. These primitive cannons fire solid shots on a flattened arc. The cannonball, unlike the catapult, does not deal splash damage on impact; however, it is capable of body penetration, and will sail through enemies it hits, instantly killing them and continuing on its path. It deals extremely high damage to wooden structures of all kinds (doors, ballistas, barricades, etc.) making it ideal for besieging defenders.

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Serpentine Arquebuses are a form of basic matchlock gun. These would best be suited as map pickups, being the closest thing to Deadliest Warrior style point-and-shoot guns- aimed from the shoulder, they’d have crossbow-style sweet spots and very little ignition fuse time (on the order of half a second). Compared to the regular handgonne, they are significantly weaker; the bullet suffers somewhat less from falloff, but cannot defeat shields at any range and may only instant kill on headshots to T1 and below. Of all the guns this is the most iffy and isn't really necessary as a niche gun in the main arsenal.

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  • 11 Aug '19
 Zawstava64

The game automaticly puts your emblem on every suitable gear you have and it is frustrating. I want to have my emblem on just my chest but the game puts it on my skirt and my helmet as well. I think we should be able to choose where to put the emblem.

Knight 237 1156
  • 8 Aug '19
 renaissance

transitional period mid-14th century german knights, based on multiple german tomb effigies, two of which are below
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  • 4 Aug '19
 VAMACI

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Well met.

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  • 31 Jul '19
 Antoniokontos

Untitled.png hay Knight is hungry

Recruit 87 134
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  • 30 Jul '19
 FlameHeart

My kniggas so far :)
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