- Mar 17, 2021
Yet he does not do well at the game and there are other mordhau and chiv players who are top 1% who says its ok. Ok mainly due to ping and non regional servers but its the only way to make this high ping game work.I mean, one of the streamers talking about the spinning in a negative light, is someone who actually played melee slasher games professionally and was in the top 1% in both Chivalry and Mordhau, which were/are notorious for starting the ballerina combat. Mordhau at one point had basically unreadable animations and silly insider attacks lol
There's a lot of core issues with the games combat, too much emphasis on defense with nothing other than spins and animation abuse to counter it, unless you like parry trading constantly, which is boring. The trade off for having this ping normalization system they've implemented. SV really needed to listen to combat beta feed back.
Another issue is, people don't like changes if it doesn't benefit them. Especially when it comes to combat related changes, taking away advantages(even if super cheesy) never really goes down well, for people who invest a lot of time into learning to use(abuse/exploit) these cheesy systems.
For those interested in the video of the streamer I was talking about
Stouty does alright at MO2 for someone who just jumped in head first, if he stuck at it, he would probably be near if not be at the top of the skill ceiling, especially with his ping. His knowledge on games that use damage trace for directional combat is higher than 99.9% of people in this game, even the self proclaimed pro's.Yet he does not do well at the game and there are other mordhau and chiv players who are top 1% who says its ok. Ok mainly due to ping and non regional servers but its the only way to make this high ping game work.
You are a noob until 2k hours. People coming in here to change whats duck taped together to get some sort of working combat and its just going to destroy the game.
Just stop listening to these new players who dont know how to play yet.
In terms of mechanical design, they're very very similar. SV even takes credit for Chivalry's combat system, as apparently Chivalry devs worked for or interned at SV before making Chivalry and took SV's ideas to build Chivalry's combat.If games like Chivalry and Mordhau ( that are tiny static maps, with a handful of players, run on servers optimized for best ping and performance) still suffer from all these animation hiding/manipulation techniques…..how is it even thinkable that MO will ever be better?
MO is incredibly more complex and difficult to optimize than those lobby based battle arenas. Comparison isnt even remotely fair.
Rhias said:While I agree that the standing on the ground and spinning 360° is ridiculous there are indeed some weapons where it is part of the combat style.
E.g. giving a person a free parry with a spear, run away from him and then turn and stab once He missed the parry swing.
Combat already feels clumsy with heavy weapons e. g. maces. Please don't make it worse.
iam looking forward to their solution how they want to technically limit spinning. afaik a heavy turncap is the only way to actively kill it. And the required limitation is severe where its uncomfortable af. Lets seeeeeeee.
Spinning is the dumbest combat system ever, its literal muscle memory practise and increasing reaction time. Its boring af.
Hopefully the new system makes more weapons meta viable.
I guess they will add a proper feint, a dodge and a unblockable special attack and add a unpleasant turncap. It will be balanced on 1v1s and make fighting larger groups even worse.
Heres my guess, it wont be fun.
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Combat without spinning while avoiding endless parry-fights would result in either very zerg friendly and/or very low ping reliant.Thank god
If you don't think melee combat can be competitive without breaking the combat system with high dpi camera-movement jank, I really don't know what to tell you.
You guys will adapt, and the game won't look ridiculous. Like it says, they have replacements, presumably to avoid endless parry-fights, in the works.
Combat, like literally every single competitive online video game, is already very ping reliant in MO2. There are proven, very clear differences in observable frames between latencies-- and this is not even considering attacks that end up out of sync with observable animation... So, that's kind of an irrelevant point.Combat without spinning while avoiding endless parry-fights would result in either very zerg friendly and/or very low ping reliant.
Or do you any ground breaking ideas?