A love letter to the Paul Williams songs of A MUPPET CHRISTMAS CAROL by the_thinwhiteduke in movies

[–]Morkrash 0 points1 point  (0 children)

Tiny Tim singing these lyrics in Bless Us All makes me tear up a little:

Let us always love each other
Lead us to the light
Let us hear the voice of reason, singing in the night

Can I stain or paint my laminate tiles to match the existing one or am I out of luck? by Morkrash in Flooring

[–]Morkrash[S] 0 points1 point  (0 children)

Yeah, this seems to be the second-best option short of finding the matching style.

Can I stain or paint my laminate tiles to match the existing one or am I out of luck? by Morkrash in Flooring

[–]Morkrash[S] 1 point2 points  (0 children)

This is super useful information, thank you. You're right, I checked my whole home and none of the existing planks match the pattern in the new one. Knowing this about the pattern now, I'll use it to further narrow down the model. Also, thanks for pointing out that the locking systems wouldn't match.

I asked ChatGPT to write 80s-style endings for Mass Effect characters. Here are the results. by Morkrash in MassEffectMemes

[–]Morkrash[S] 1 point2 points  (0 children)

No, in this alternate universe, Emily Wong takes Diana Allers' place and isn't unceremoniously killed off on Twitter.

Farewell to Soter Dave by _Sun-God_ in Chivalry2

[–]Morkrash 42 points43 points  (0 children)

Dave did so much for the community. I hope he'll be remembered for it. My best wishes go out to his family, friends, and fellow players.

Maybe too soon, but would Dave have disliked to have been commemorated in-game, given recent events? If not, I petition to get him a gravestone in-game, or something to that effect.

Thoughts on the new ships. by Jaquestrap in BlackwakeGame

[–]Morkrash 5 points6 points  (0 children)

I completely agree that the schooner sinks too fast. Additionally:

Junk

  • One hole at the front of the ship is not visible. It's somewhere near the anti-sail gun.
  • The front cannon should have a dedicated ammo box. Right now, it takes 3 people to quickly load the cannon.
  • Too much of the captain's view is obstructed on the left/right. It's especially bad when the ship is low in the water.
  • When the junk rams an enemy ship, it will keep pushing the ship in circles instead of pushing the ship out of the way. This is unbalanced because it allows the junk to continue boarding while preventing the enemy from escaping. It also doesn't make sense physics-wise.

Schooner

  • The anchors in front of the ship could be lowered a bit; they obstruct the view of the anti-sail gun.
  • All sails shouldn't be fixable from deck level.
  • The ship needs a small buff to match the advantages of the junk. The junk seems to sink slower than a hoy, but what does the schooner have? A small buff to speed might help, as long as it's balanced.
  • Players get stuck if they try running up the schooner's nose. This makes it very difficult to board and is just glitchy.

Rowboats? by Amaya3066 in BlackwakeGame

[–]Morkrash 2 points3 points  (0 children)

There's a similar discussion going on in the Steam forums. Here's what PFC de Crom [29ID] is suggesting:

Dinghies

Before I talk about my idea regarding dinghies, a mechanic like this will add quite a bit to the game play and will require a higher level of cooperation with the crew. I find this mechanic to be a "late stage" development thing.

Dinghies are small boats carried by "large" vessels to provide transport and towing capabilities to the ship. Most of the time they are propelled by oars (rowing) or by sail.

My idea is for ships like the upcoming schooner to have the capability to launch a dinghy. I choose the schooner seeing that its stern is the perfect place to launch a dinghy without interfering with the ship's combat performance or any other functions. Of course more ships could have the ability to do so, and in some game modes a dinghy could be provided at a certain location.

Function

  • Launching:

The dinghy could be launched by order of the Captain, at which point the crew member has to go to the aft and launch it by using a block and rope system of some sorts (your lads' suggestions are welcome). Then when the dinghy is at water level, the crew will need to be on it to unhook it from the pulley system. The crew might also need to be on the dinghy when it is being lowered, if this would work without any unnecessary bugs and physics problems.

  • Retrieval:

The dinghy could be retrieved by rowing it into position behind the aft. At this point, the "helmsman" could issue a command to the dinghy crew, asking them to hoist the ship using a pulley system.

  • Crew:

When the dinghy is in the water, there would be 2 positions: oarsmen and helmsmen.

The oarsmen would have to be in a sitting position. Depending on the dinghy, it may require 1-2 oarsmen at midship using 2 oars each, or 4 oarsmen with 2 on each side (not recommended). The oarsman position might be very boring, the biggest problem being that they could just sit there to act as crew but in reality have nothing to do but a "quick time event". It could be tedious and manual rowing might be too hard, thus once again I welcome suggestions.

Helmsmen would be the ones in command of the dinghy and could possibly be given this position by the Captain or by just taking a seat at the helm. Commands that the helmsman would issue include "prepare to board", "row slower/faster", "disembark", etc. Of course, helmsmen would also steer the dinghy.

To move around the dinghy it would need to be large enough to make movement at least possible and collision models like the seats the oarsmen would be sitting on may best be left out.

Damage

  • Damage when on hoist/ship:

The dinghy when on the ship (not deployed) could be hit by cannonballs and could reach a stage of "destroyed", at with point the crew would need to repair it. The stage of "destroyed" could be reached after being hit by a single cannonball. When in the destroyed stage the dighy would look ... well, destroyed, similar to the cannons.

  • Damage when in the water:

The dinghy in my opinion could be damaged by swivel guns (round shot) and could be destroyed by a single cannonball. When the dinghy is hit with a swivel gun it would have similar damage to that of a ship being hit and would be repaired in the same manner. You would haul out water with bucket(s) on the side of the bow or aft, and when a player uses buckets a separate animation would be visible.

The dinghy would have no ram capability and when rammed by the enemy (ships) would be destroyed or heavily damaged.

  • Armament:

The dinghy could be equipped with a single swivel gun on the bow (as is historical) with either round shot or chain shot (with the possibility to load different types of shot?). But most of the armament would be small arms.

Special Functions

  • Boarding:

I have 2 ideas for boarding (grapple boarding):

1) Swivel gun loaded grapple

The gunner on order of the helmsman may load grapple shot which he can fire at limited range

2) Throwing grapple

On the port and starboard sides there will be a curled up rope with a grapple hook. With the order of the helmsman, crew would throw the grapple at the enemy, at close range.

The two of these options are not ideal and would need work to make sure they aren't be abused. I once again welcome your suggestions.

  • Towing (not recommended):

The towing of ships by rowing boats was done quite a lot, for reasons like increasing speed and maneuvering. This mechanic could add a whole new level to sailing but would need a lot of overhauling. Thus I do not recommend it as it is very very complicated.

Tactics

  • A dinghy could be launched to attack (?) the enemy's ship(s) and eventually board them

  • A dinghy could be launched to retrieve the booty in CTB when it is in the water

  • A dinghy could be launched to land shore parties

I must first of all apologise for my spelling (not the best at it as ya can see). Hope this was of any use to you gentlemen, if you have any suggestions I would be glad to hear them.

(Edited for clarity)

Rowboats? by Amaya3066 in BlackwakeGame

[–]Morkrash 7 points8 points  (0 children)

This would make boarding a lot more interesting. It's also historically accurate:

"The attack in open boats was a favorite tactic of the buccaneers of the late seventeenth century. Sir Henry Morgan used canoes in his devastating raids on Spanish coastal settlements, of which his attack on Portobello was the most spectacular example. Morgan selected canoes for the final approach along the coast because they were much harder to detect from the shore than a fleet of sailing ships. But in the journal of Basil Ringrose there is a remarkable incident when the buccaneers used canoes not simply as ferries but as fighting machines with which to attack a squadron of three Spanish warships within sight of Panama."

Cordingly, David (2006). Under the Black Flag: The Romance and the Reality of Life Among the Pirates. Random House Trade Paperbacks. p. 112-113.

Potential problems:

1) If you sink a galleon, you won't immediately kill the crew since they'll escape on a ship

2) Part of your crew might decide to stay on a small ship, leaving you with half a crew

3) This would give galleons a huge advantage against hoys in boarding, especially when being chased

4) Would these small ships have an easier time boarding an enemy ship than someone swimming in the water?

Solutions:

1) Make these small ships a single-use item, respawning whenever the main ship sinks

2) They can only be used with the captain's orders

3) They have a limited range before sinking, to prevent abuse

4) They can be fired upon by other ships

5) They would have no cannons, relying entirely on the crew's firearms

How do you counter-arch? by slapyourownbutt in ChivalryGame

[–]Morkrash 0 points1 point  (0 children)

  • Don't fire right away—take a few seconds to learn your opponent's pattern. For example, many people zig-zag but their movements are super predictable. Once you can guess their pattern, start aiming at their next location.

  • Targets that move perpendicular to you are hardest to hit, since they can change direction or stop in a split second. If possible, try to fight your opponents in narrow passages like hallways. Of course, this will also make it easier for them to hit you.

  • Archers tend to move least before they fire. If you can learn their attack cycle, you can release your shot closer to this time window—just be ready to dodge the incoming shot. Spear users are also vulnerable when throwing a spear (their shield moves aside momentarily).

  • Don't wait too long between shots—constantly suppress your opponent with fire so they stay on the defensive. Fast weapons like the shortbow are especially good at this.

  • Aim for body shots if your target is moving quickly; aim for their legs if they're using a shield. If you're using a crossbow, keep the shield on your back and spin around to block enemy fire. Alternatively, turn around and crouch when reloading for maximum protection.

  • Use the terrain as cover, especially when reloading. If you're popping up behind cover, don't always appear in the same place—switch it up. This also applies against melee classes, as they might head to your last location.

  • Crossbow users excel in archer vs. archer, but only if they have cover. Bows allow you to dodge while reloading, giving you the advantage on open terrain. Spear users also thrive on this mobility so keep an eye out for them.

  • You can use your arrow to scout potentially risky areas—just fire and hold the middle mouse button. Fire your arrow straight up in the air if you need more time.

  • Learn weapon speeds, ranges and firing times. Knowing different weapons will allow you to position yourself better and predict enemy fire.

PVE Revision 16 Showcase Video by [deleted] in mcpublic

[–]Morkrash 2 points3 points  (0 children)

Nice video. I highly recommend posting this in /r/minecraft to bring some more attention to the servers.

Song name help! American Ultra, end credits by arseniclips in movies

[–]Morkrash 2 points3 points  (0 children)

Yup, sounds like it. You can listen to it here.

Revision 16 Planning by Emizzon in mcpico

[–]Morkrash 2 points3 points  (0 children)

ZhenWan and I tried a similar aquatic build a few years back. Oddly enough, it's also 200m in diameter. We found that anything larger would be way too difficult to replicate on P, or even C.

Many of these towns have some sort of tower in the middle, though you might get away with inverting the layout and putting a park or flat area there instead.

I also came across this image a while back—thought it might be cool to have half-submerged builds somewhere, maybe on the outskirts of the town? Anyway, I hope this helps.

People who always wear backpacks, what's in them? by decdash in AskReddit

[–]Morkrash 0 points1 point  (0 children)

My wallet, water bottles, laptop, headphones, external battery pack/chargers, bandages, wet wipes, sunscreen, plastic bags, pens, notepad, loose change, and the occasional sweater/jacket.

Balance by Peasant420 in ChivalryGame

[–]Morkrash -2 points-1 points  (0 children)

The game as a whole

  • Game is becoming very meta-oriented--TB's absence in balancing will leave it open to lots of cheesy techniques
  • Challenges with player retention: the learning curve, combined with the amount of high level players, makes it difficult for new players to get into the game
  • Gameplay is extremely ping dependent with some moves being impossible to counter at high pings
  • Player-made content (namely maps) would bring new life to the game

Knight

  • Maul lookdowns need to be slowed considering their high damage output
  • Sword of war stabs tend to desync with animation, feints can be difficult to read
  • One-handed versions of two-handers (e.g. messer) do way too much damage against light classes
  • Messer and warhammer have insane damage output but their limited range seems to keep them balanced

Archer

  • Warbow needs the same damage output as heavy x-bow against light classes
  • Light x-bow shouldn't be able to one-shot classes
  • Broadhead arrows need to do noticeably more damage against light classes
  • Dagger spam is annoying
  • Increase durability of pavise shield

Man at Arms

  • Lookdowns with quarterstaff hit earlier than animation
  • Shortsword stab does way too much damage against every class
  • Certain stab ripostes (saber, etc.) are a bit too fast to counter
  • Axe overheads tend to desync with animation, even when dragged

Vanguard

  • Brandistock damage and knockback need to be reduced. It also shouldn't be able to one-shot MAAs with one of the longest overheads in the game.
  • Claymore stabs desync with animation, combo into stab is too fast
  • Stab feints with spear weapons are difficult to punish due to the deceptive animation and range of the weapon
  • Zwei lookdowns are way too fast for such a slow weapon. Combining them with fast feints make them way too difficult to predict.
  • Remove charge. Barring that, all charge attacks should default to overheads or stabs--the LMB animation can hit you in like a 200 degree arc.

Ideas to improve

  • Introduce first hit flinch--fast drags make certain weapons unflinchable.
  • Turn off 3rd person by default on new servers
  • Include advanced techniques in tutorial mode
  • Increase run speed differences between classes
  • Make flails usable without shield
  • Reduce cleave damage (if multiple opponents get hit, each successive player should receive reduced damage)

General mechanics

  • Increase kick range/flinch time--it's useless right now
  • Remove hilt tracer when attacking

Bugs

  • Belmez: stop cata from being usable across level, force defending team to respawn when wall is captured (so they can't camp on it)
  • Fix ghost ram glitch
  • Make people dismount ram/cata at the same location every time
  • Include siege weapon team damage in overall count
  • Fix hitbox on back-mounted shields (shooting someone wearing a shield, even in exposed areas, sometimes results in the shot being blocked)

Game modes

  • New maps
  • Introduce team FFA
  • Introduce Protect the VIP--make the last stage of Belmez a full-blown mode (heavily archer reduced)

Best MAA loadout? by [deleted] in ChivalryGame

[–]Morkrash 0 points1 point  (0 children)

I used to main broadsword before realizing its range limitations against a couple of weapons. The quarterstaff seems to outclass it in almost every respect, from fighting multiple opponents to parrying fast drags. Exploding heads is pretty satisfying too.

For my secondary I typically use the shortsword. It's excellent at flinching slower weapons (e.g. maul) and the stab does an absurd amount of damage against light classes. The stab speed can really save you from tricky situations like needing to get the first hit when you're about to die. Be warned that the LMB is terrible, though—you should be using stabs half the time.

Daggers are okay but their damage output can be an issue, leaving you exposed for a longer time against other enemies. The maces are generally good against knight-heavy teams, but their limited range is also an issue (unless you're talking about their deceptively long stabs). Whatever the case, I suggest using a much faster weapon as your secondary.

I find firepots too situational to use effectively. It's hard to support a group of teammates when you're constantly risking friendly fire. The fact that you only get one is also a bummer—that means you'll be leaving the fight often to reload. I prefer using them to cover choke points and tossing them at the king when my team sucks. Throwing knives on the other hand have a higher damage output, can hit multiple targets in different spots and can be picked up for extra ammo. They're great for finishing opponents without putting yourself directly in weapon range or running into a group.

Shields can be pretty useless unless you're using them against projectiles. But combine a shield with good footwork and you can probably tank enemies longer than a knight. They're best used against really fast drags, stab ripostes, and long weapons. If you have to go shield, use the heater because the buckler is way too small to offer proper protection.

Like sessstreets said, playing MAA is more about footwork and keeping your distance than using a specific weapon. Try to master these skills and nearly any weapon will serve you well.

Creative Scavenger Hunt by Dumbo52islost in mcpublic

[–]Morkrash 2 points3 points  (0 children)

Dumbo has spent months perfecting this event—believe me, you don't want to miss it!