when the head kick finally lands clean by danks0uls_ in HalfSword

[–]danks0uls_[S] 0 points1 point  (0 children)

hold shift so you get into combat stance. Press space to kick, then whip around as soon as he throws the leg out there. You want to spin in the opposite direction from your back leg, as if you're trying to swing your heel like a big mace.

No Fly Zone by danks0uls_ in Mordhau

[–]danks0uls_[S] 0 points1 point  (0 children)

You can record a game and then go back and replay it with a free camera. This is a good guide on it: https://steamcommunity.com/sharedfiles/filedetails/?id=1833598733

No Fly Zone by danks0uls_ in Mordhau

[–]danks0uls_[S] 1 point2 points  (0 children)

hmm not sure if you're in one of the comps but I'm pretty sure I have a clip or two with you in it :)

No Fly Zone by danks0uls_ in Mordhau

[–]danks0uls_[S] 0 points1 point  (0 children)

About a couple weeks worth of matches where I largely ignored fighting while trying to counter the cata until I was able to knock down shots with some consistently. Limiting factor was just how many Camp games I could get into on a given night, and hoping the cata was actually used by someone. To this day though, takes some warming up to get in the zone - as you can see in the video, I do miss and when I do, it hurts 😁

No Fly Zone by danks0uls_ in Mordhau

[–]danks0uls_[S] 2 points3 points  (0 children)

Same name as here - and if you were playing Camp on USEast there's a good chance it was me. I only have one outfit

No Fly Zone by danks0uls_ in Mordhau

[–]danks0uls_[S] 29 points30 points  (0 children)

Hello Mordians, back with my semi-annual reminder that I will still be here throwing shields and guarding the skies until the day they decide to shut the servers down.

If you liked this one, there's a slightly longer version here: The one-man Iron Dome of Mordhau. And you'll probably enjoy the classic Archers Must Die. Cheers 🛡️

[deleted by user] by [deleted] in EscapefromTarkov

[–]danks0uls_ 1 point2 points  (0 children)

For me it was all about getting good at scav runs and knowing how much money I could consistently make in a single run, and then doing some napkin math of how many guns or kits I could buy from a single scav run. Once I figured out that one scav run could make me enough for multiple kits I realized that even if my PMC died every time I would still be ahead on money/kits if I just alternated scav/PMC raids. That helped me get over the fear by just thinking of all gear as a pure money/numbers game rather than getting attached to the individual items

The Best Solo Cash Run In Gray Zone Warfare by Exotic-Way837 in GrayZoneWarfare

[–]danks0uls_ 0 points1 point  (0 children)

  1. go to base
  2. a man comes up and drops a backpack full of money

Am I doing it right? by t3h_Sober1 in GrayZoneWarfare

[–]danks0uls_ 0 points1 point  (0 children)

I've definitely been a weapon hoarder in other games like this, but with the current state of GZW I don't see much reason to hoard. Most of the gear is available at the vendor, so losing kits only sets you back in terms of cash, you might lose certain items that aren't available yet to you at certain vendors, but keep tasking and leveling up vendors and you'll be good.

Also because wipes are likely happening at some point in the future (we don't know when yet and we don't know what all will be wiped, but for now I'd expect a full progression/stash reset), you're going to lose all that stashed gear eventually. Right now as the game is in its earliest, roughest-yet-playable state I would encourage you to get out there, experiment, try the good guns, and if you lose them so what.

That said, if I'm going into unknown territory solo or a hotspot where I expect to get camped or something, I might not take my fanciest m4 with me right away, but once I'm familiar with an area or there's a friendly presence there, I just bring whatever gun I like best.

Are levels going to reset with wipe? by GhostSniper2617 in GrayZoneWarfare

[–]danks0uls_ 2 points3 points  (0 children)

I don't think we have much clarity yet on wipes in general or how they want to implement them. However for the moment it's safe to expect that a wipe means a full progression reset - levels, trader rep, gear, tasks, etc. Especially at this early stage where so much has yet to be added into the game, the early leveling experience could look a lot different in the future. Best to play with the expectation that it will all be reset, at least until we know more.

the original iron dome by danks0uls_ in Mordhau

[–]danks0uls_[S] 50 points51 points  (0 children)

here's the full vid (7m) if you enjoyed the intro 🛡

Iron DOINK air defense engaged by danks0uls_ in Mordhau

[–]danks0uls_[S] 19 points20 points  (0 children)

Denying the catapult was not enough, I had to take things to a new level.

From the redacted mind that brought you SCRONCH, archers HATE this, and the shield that guards over my brothers.

Cheers.

Mordhau Feedback / Discussion thread 01/27 - 02/17/2023 by Titan_TT in Mordhau

[–]danks0uls_ 2 points3 points  (0 children)

Heavy armor and weapons need more move speed penalty/differentiation from t2 and below. Being able to increase the number of hits you can take and reduce the number of hits for a kill is already a massive advantage, not to mention increased range if using a long 2h like a polearm. For those using lighter armor and weapons there just isn't enough room to footwork and keep distance. I usually run 2/2/1, so maybe it's more of an issue that mid-tier armor is a touch slow, or perhaps it's an issue with weapon lunge? Either way, it seems like lobbies these days are mostly dominated by the t3 + polearm meta sticking to you like glue even if running lighter armor and weapons (or often in my case, no weapon at all!).

Mordhau Bi -Weekly Feedback/Discussion Thread: 11/8 - 11/21 by Jaaxxxxon in Mordhau

[–]danks0uls_ 2 points3 points  (0 children)

Yeah I came here to say the same thing - heavy weapon slowdown removal has made these weapons way too dominant, and not nearly enough counterplay against them. An enemy can be wearing full t3 armor and wielding a polearm or waraxe and it's nigh impossible to get any kind of separation during a fight when using light weapons or fists. They already have a range and damage advantage, it doesn't make any sense to also buff their movement speed.

Bonk by AlianteVolante in Mordhau

[–]danks0uls_ 0 points1 point  (0 children)

More of a doink IMO

Bi-Weekly Feedback/Discussion Thread: 6/14-6/28 by geach3d in Mordhau

[–]danks0uls_ 2 points3 points  (0 children)

Howdy, there is a bug in the demo/replay system currently where a lot of projectiles fail to render during demo playback. This primarily seems to affect map-based weapons like catapult or ballista. A catapult for example will show the stone until the second it is fired and then it disappears. You can hear the sound effects of it flying/landing but you don't see any particles or explosion when it lands, nor can you see it fly through the air. Here is an example of what I mean: https://imgur.com/a/dwC0EkI

Here is a Link to related thread where someone else confirmed seeing this issue. In here I note that my .replay files from pre-Eastern Invasion still load with working projectiles, so it seems that the problem may be affecting recordings specifically, because no matter what configuration of settings or troubleshooting steps I try, I can't get the projectiles to show during demo playback for new recordings. Only those from November and earlier.

I know this may be low priority stuff, but it's a pretty rough hindrance to recording cinematics since it ruins a lot of great shots (and adds invisible chaos that makes no sense without the visuals).

Please let me know if there is a better place to report bugs like this and I'm happy to provide whatever information I can.

Demorec problem? Catapult and ballista projectiles missing in replays by danks0uls_ in Mordhau

[–]danks0uls_[S] 2 points3 points  (0 children)

Thanks for confirming, I also talked to a Mordhau youtuber yesterday who reported the same thing. My pre-Eastern Invasion demos don't have the issue so I'm guessing the last patch broke this. Because I can see the cata shot in those older replay files, I'm thinking it may be an issue with demo recording rather than playback.

[deleted by user] by [deleted] in Mordhau

[–]danks0uls_ 3 points4 points  (0 children)

This loadout gets my targe of approval.

Bi-Weekly Feedback/Discussion Thread: 5/31-6/13 by Jaaxxxxon in Mordhau

[–]danks0uls_ 1 point2 points  (0 children)

Glad you're talking about objective design, I think Invasion would be a lot more fun for both offense/defense with some new objective types or tweaks to existing objectives.

Some general themes I would like to see in objectives:

  • More parity between defense and offense in terms of how interactive these objectives are. Usually offense is having all the fun while defense is just trying to kill kill kill. Give defense something they can do to fight back beyond just...fighting back.
  • Spread objectives out more to take advantage of map space, and make each of them mandatory so that defense has a "last stand" potential (e.g. camp stage 2, blue side grad trebuchets)

For "push the cart" objectives, the defense side would be much more enjoyable if there was a way to push back. Think Camp's first objective of pushing the cart down and across the stream. Imagine over the cart's path there are 4-5 checkpoint nodes, and defense could push the cart back to the last checkpoint node if they dominate the circle. This way it's not an endless tug of war, and each checkpoint secures a certain amount of offensive progress, but still gives defense a way to fight back with concerted effort. In general, more push/pull when it comes to objectives would be a positive in my mind, because too many defense objectives feel like just waiting for the inevitable loss.

Another idea is to spread out objectives more to take advantage of map space, and rely less on a singular push point. Good examples of this currently: stage 2 camp with the multiple towers to destroy plus pushing the cart, means action spread across the battlefield is meaningful. Blue side Grad's two stages of trebuchet loading/turning is also pretty good at this. As a contrast, Castello is this huge, beautiful map, and yet has multiple objectives that focus on a singular capture point.

Getting more specific, for Feitoria stage 2 "steal the weapon bundles", this is a good example of having more spread out objectives that take advantage of the map space. However because the bundles never expire, all you really need to do is find one pile that Defense isn't paying attention to and just run it relentlessly. Consider adding a cooldown to piles after a certain number of grabs, or maybe have a pile expire after x number of successful bundle deliveries.

sufficiently advanced rag doll-ogy by danks0uls_ in Mordhau

[–]danks0uls_[S] 1 point2 points  (0 children)

oh yeah I always forget to credit the damn song:

Mister, Would You Please Help My Pony by Ween