I’m not sure about parry during riposte, wasn’t a big fan of it back in Chivalry b4 it got fixed but I’m up for testing it in Mirage.

rumpelstiltskin
@rumpelstiltskin
Posts made by rumpelstiltskin
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RE: Feedback regarding Ripostes.
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RE: Blood, gore & ragdolls.
blood splatters should be “thicker”/ less transparent tbh
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RE: Steam Achievement Suggestions
Kill tinker with his own mines (get an assist on his suicide)?
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RE: Courtyard - Level Feedback
@Xylvion said in Courtyard - Level Feedback:
We played this map twice during our test session today, and it lasted way too long, having to win 5 rounds was a bit too much. After 30 minutes or so of the map there was a score of 3-2 and we decided we’d switch to another one instead.
- Flanking is alright, you can easily get the drop on the enemies, get behind them or just charge at them head on.
- It seems you can climb and jump around anywhere which is neat.
- The double push objective is interesting, but takes too long if both teams play as well as the other.
Overall the map was fun and I can see it being a more interesting mode for competetive players that enjoy quick action while still prefering an objective to TDM.
These maps are taking too long because “increased spawn time after every death” doesn’t work. At one point I had over 30 deaths which should result in 60s respawn.
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RE: Mirage design questions
@UberMann said in Mirage design questions:
If you plan to keep the FF, please add some warning or feedback in, that tells the player who is team hitting to stop team hitting.
Left 4 Dead has a good solution here, it allows team hitting, but when you do, a message pops up, telling you to stop, highlights the player you hit and then moves the message on the player you hit. However the message fades doesn’t last long and fades out quickly, as to reduce the visual clutter. After all, you need to see what’s happening around you.
This is always something that bothered me tremendously in Chiv, new players have no idea they’re doing anything wrong when they slice you in the back of the skull. And the penalty for team killing should be severe, it almost feels like a few extra seconds of respawn time are too slight a punishment. Most trolls will find that the extra respawn time is worth the effect they have on their teammates.
All of this will be all the more pronounced in a 6v6 environment, because a single team kill can throw the game entirely in the opposite direction.
Great idea as long as it’s toggleable.
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RE: Feedback regarding Abilities as of Build 52101.
@Xylvion said in Feedback regarding Abilities as of Build 52101.:
@rumpelstiltskin It’s not an ability, it’s the alchemancer firepunch which is his only melee attack.
still needs to be changed. imagine fighting 1v2 and alchemancer spamming this stuff behind ur line of vision. Also it doesn’t really look like a melee attack let alone a punch.
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RE: Feedback regarding Abilities as of Build 52101.
https://drive.google.com/open?id=0B6NVXKm1NGP8SmtQMjNhMFlDWkE
why does this push ability flinch?
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RE: General Feedback Build 52101
@Xylvion said in General Feedback Build 52101:
Also abilities and projectiles should be stopped when hitting team mates
^ this
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RE: Tinker's auto side/back jumps after attacks
@Xylvion said in Tinker's auto side/back jumps after attacks:
@Vesros Said:
- DirectionalStep melee - Tinker only
- applies a lunge in your movement direction at the start of windup
It is a game feature atm, seems like it will still be according to what Reithur said, but imo it should be removed as it’s annoying due to reasons that Rumpel described.
An option to disable it would be nice then tbh.
- DirectionalStep melee - Tinker only
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RE: Tinker's auto side/back jumps after attacks
@ToLazy4Name said in Tinker's auto side/back jumps after attacks:
Yeah, not a big fan. I think it’s a superfluous addition that would be better off removed, or at least implement a stamina system so you can’t spam them.
These kinds of mini-MAA dodges were also a thing in Slasher, and I hated them there as well.
Edit: Wait, are we talking about the same thing? I thought we were discussing the little mini-MAA dodges you can do by pressing the jump key while moving sideways or backwards. After re-reading what you posted I think you might be on about something different.
Yeah, I’m talking about that. Tinker uses them automatically if you’re moving backwards or sideways while attacking.