almost 4 years ago - /u/Jaaxxxxon - Direct link

Hello everyone!

Once again, thanks for the feedback, it's great for us to see your thoughts on the game. We'd love to hear any ideas, suggestions, tweaks , or anything else that comes to mind.

You can find last week's post here: https://www.reddit.com/r/Mordhau/comments/gmtk2u/mordhau_weekly_feedbackdiscussion_519_525/

External link →
almost 4 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Leprechaun003

The Radio Silence about many many SoonTM Features is pretty deafening.

Off the top of my head:

  • Mercenary Folders please dear god be in the next patch
  • Scoreboard/UI QoL improvements
  • Gold/XP Issues, will we be getting compensation?
  • Actual report features in-game
  • Local Mods? Have you made any progress in stopping exploits? Will they ever be back? Who knows!?
  • Dev/Community interaction on Reddit, where people can actually have a chance to see it, unlike Discord where it's buried in 5 seconds.
  • Hows the Ship Map coming? Was it scrapped? It's been 3 1/2 months since the Snippet was posted, and by all accounts it was supposed to have a quick turn-around time.
  • Where's the Multiplayer Ranked mode? How's it coming? Are you willing to formally write something up about Triternion's stance on why 2v2/3v3/etc doesn't fit well into the game?
  • Hows the Unreal upgrade going? Still planned? Will SDK follow quickly behind the upgrade, or is that a few SoonTMs after the upgrade?
  • How're Female Mercenaries coming? Any progress? How about skin tones? I know both of these include a non-trivial amount of work with stuff like Face-Generation especially, but I can't even remotely remember the last time it was touched on.
  1. won't be in the next patch, but this is something we want to do at some point
  2. there will be some UI improvements coming
  3. no compensation planned, but we've done quite a bit to make the gold system more consistent. i can talk to the team about post-update compensation or maybe double xp, but no point trying to do it if our fixes don't fix anything.
  4. this would be nice, and something we've been discussing.
  5. i'm on here pretty often, but i'll try to be around more :)
  6. ship map isn't even technically a map. we probably shouldn't have shown it off because it's really just a tech demo at this point
  7. 3v3 ranked is planned - won't be this coming update, but most likely the next one after.
  8. we will be updating UE4 versions, probably after this patch hits (although don't quote me on that) it's a pain to do, but it may be more feasible once we have implemented some version control improvements that allow us to work on short term and long term things separately
  9. we haven't put much work into female mercenaries recently; while it's something we still want to have, other things have ended up taking priority. female characters will be awesome, but people won't stick around and play mordhau only because we added female characters. right now the focus is on some things such as the official SDK, engine updates, lots of backend stuff, and potentially new modes that will help to breathe more life back into the game.
almost 4 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Jael89

Alright, serious question for point 9. You've said before that people won't stick around only for female mercs, so they aren't a priority. I understand the logic, but if that's the case, won't literally anything else take precedence in your eyes then? What's our assurance that you'll ever get around to them?

Right now we're focused on a few things, being mod SDK, ranked 3v3, and enough content that will get the game to a state that we see as 'sustainable' and will let us spend time to work on things and not worry about a lack of content or features. I can't give you a clear-cut condition for that, but it's something we're looking at.

almost 4 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Daric_Leland

Playing to win as a noble is not fun.

We should take a page out of Battlefront II's book: nobles lose HP over time but gain more HP from kills. Staying in the fray, where it's fun, becomes the best means of survival.

Their wander zone would also have to be expanded, or else attackers can abuse the HP loss by walling themselves off in spawn.

We're aware of this, and we're looking into ways to fix it. HP loss might not be the best way to go about this, but perhaps less overall HP (one good push against a turtling noble equals death) and better HP on kill could work. Either way, we want to change the noble system - personally, if I ever get noble I decline because I'd rather just kill things and not worry about being responsible for the team, so we're all on the same page with this.

almost 4 years ago - /u/Jaaxxxxon - Direct link

Originally posted by needlzor

  • Would be nice to have more buyable weapons in horde, like the quarterstaff and the cleaver. Horde is a lot of fun and should get more love imho.

  • Horde again, would be neat to have some enemies carrying explosives that can take down towers/doors. It would avoid people cheesing everything and turning Mordhau into Duck Hunt with their 4 crossbows.

  • Finally, more filters in the server browser would be cool. For example, filter on map, filter on horde wave or some indicator of how long the game has been running for the other modes, etc.

We want to get some love into horde, we started some work on an overhaul but it's been shelved for the time being. We'll get to it though!

almost 4 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Senior_Building

Respond to more than 11 comments Jax, and don't do it on the last day required. Stop slacking please.

ok thanks

almost 4 years ago - /u/Jaaxxxxon - Direct link

Originally posted by GrandpaDrunk

Some balance changes towards some of the weapons and bloodlust. I really think bloodlust is unbalanced and makes weapons like the maul extremely easy to use. It shouldn’t give full health back because it also makes 1vx infinitely easier.

I want to see what we can do with bloodlust. it's not very useful at high level and you tend to just see it used as a pubstomp perk, which is the purpose, but it's a little overwhelming at times.

almost 4 years ago - /u/Jaaxxxxon - Direct link

Originally posted by NightsOW

It's amazingly easy to 100+ kills with a maul class, but it doesn't feel fair one shotting everything. With the Rush perk, you become a 1-or-2-shotting machine.

If the enemy has taken a hit, you one shot them without needing to aim for the head. It's just so easy.

We're changing it up a bit, it's too overpowering atm. Probably something along the lines of 65ish torso damage on strike, which means you can synergize with a decent amount of two handers, but won't get easy kills for just a single hit. I think a few other things are planned, so hopefully it will be toned down quite a bit while still feeling really cronchy and unique.

almost 4 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Stratonable

I recognize your username. Thanks for your hard work.

The forums weren't perfect but they were a valuable part of the discussion. The steam forums are pretty toxic. The Discord chat moves too fast and doesn't have a good search function. The Private Feedback channel isn't visible to the majority of us and from what I hear it isn't all that useful even for those who have access. Crush seems to be blocking critics and turning it into an echo chamber. That aside, Discord just isn't built to be a forum. Reddit is mostly for memes and fun community stuff. Feedback and critique don't get much traction or engagement on here.

I'm not saying the forum was perfect -- it had plenty of toxicity, bait, and low effort meme-age -- but it was structured far better than any of the alternatives. It had a solid search function, clear linear discussion threads, a like button (and no dislike button), and clearly visible account profiles which displayed metrics like total published comments, likes received, and player titles and flair. All stuff that could give you an idea of who you're talking with, what their history with the game is, how involved with the community they are, and generally give you some inkling to their credibility.

I understand the reasoning that Triternion gave. That it was too much work for the moderators and that their efforts would be better focused on the other community channels. My problem with this is that I haven't noticed an improvement on the other channels. Steam has more locked threads than it used to but otherwise things remain the same. I love the idea of these weekly feedback threads but they don't seem to be working. Serious critiques of mechanics, Tri's development habits, and the general state of the game get downvoted or ignored by Jax.

Again, I appreciate the work you and the other mods do but I can't agree with you here.

To be honest, we didn't usually even read the threads on the forums all too often. A lot of the good ideas ended up buried by people just arguing with each other, and on reddit these things get filtered by the upvote system.

While I haven't been as active on here as I'd like to be in terms of commenting on things (and I'm working on that), myself and the team still read virtually everything on here. Just because I don't always reply doesn't mean that we're not looking at what you all have to say :)

almost 4 years ago - /u/Jaaxxxxon - Direct link

Originally posted by SerStormont

I know you're a small team so it is a big ask, especially with Castello just being so recently released, but anything to do with a new map would be amazing. I think the community needs some new maps to play. They don't need to be as detailed as Castello, just as long as it's a map that is unique in style and is fair for both teams.

We have a few in the works, but we'll show them off when they're more ready ;)
We don't want to do a repeat of Castello and show it off before it's actually good to go, and then just tease you all by doing so.

almost 4 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Krother

Hello, I have some suggestions and feedback on some weapons that I think you guys would agree, and possibly implement it before the next update since they are easy changes. This is gonna be a long one, so lets go:

1-) Halberd and Zweihander

https://imgur.com/a/4sjgVwn

Halberd main mode and zweihander are almost exactly the same. The only notable differences are alt modes and extra 25 ms release of the zweihander. These weapons play exactly the same, function the same. I think one of them should have a bit more pronounced role. Most weapons follow this logical tier:

Longsword < Greatsword (relatively low damage, fast two handed sword)

Bardiche < Halberd = Zweihander (relatively high damage, not sof ast polearms)

Billhook < Spear (very quick and long stabbing weapons)

Arming sword < Bastard sword

I think Zweihander should be more like LS and GS, not like halberd. It would be the Premium version of greatsword with mostly the same stats in pugs. If it had exactly the same stats with GS, only maybe with a 25 ms longer windup, It would be diffrent from halberd and fill this role of being a “long range, flinch multiple opponents quickly, 3htk” weapon, which only GS fills right now.

TLDR: Make zweihander different from halberd by making it a very slightly slower GS (Damage, speed, combo speed, everything) and make it fulfill a niche role in 1vXs.

2-) Maul

Maul is one of the best designed weapons of the game. It is very different than other weapons, it can 1htk t3 helmet, it plays very uniquely. But there is an element of this weapon which make it a bit too powerful in pugs and skm, namely the absurdly high chest damage. It should absolutely have the highest damage out of all weapons against T3 chest and keep its 2 htk, but not to this extent. Lets look at some scenarios where this damage makes a difference:

--- Player gets tapped by maul in his T3 chest and gets down to 25 hp, He kills the maul user and gain 25 hp. Now he can get 1 tapped by all 2htk weapons like mace, executioner, ES, headshot to the head from longbow and so on. If the chest damage was 65 instead of 75 (still would be the highest chest damage), he could still survive a 2htk weapon after getting a kill.

--- Player gets tapped by maul in his T3 chest in a 1vX. Since he has 25 hp, now he can be finished by almost all weapons: recurve bow to chest, arming sword slash to chest, falchion stab, a lot of janky weapons with low damage can now finish of this player.

--- On top of these, maul hit slows the user down a lot, which is a death sentence in a 1vX or XvX

--- If player gets tapped with maul in chest, it takes 3 whole kills to regenate to full health.

--- If the player is fighting against a 2 htk weapon like executioner, takes a hit and kills his opponent, maul still can one tap this player in the chest despite the heal he got from the exe user.

Currently, maul taps to the body are very hard to deal with it, basically death sentence. It should be a head tapping, 1 htk weapon. Not a weapon to enable one shot for janky damage weapons like recurve bow. I think it would be best to nerf the maul chest damage to 65 from 75. It still 2 HTK’s t3 chest combined with a stab, still enables weapons like GS and Spear to finish off the opponent, still has the highest chest damage out of all weapons. But, it will be much easier to recover from a chest tap, less frustrating when a recurve bow finishes you off, and much faster to heal.

TLDR: Nerf Maul swing damage to T3 chest to 65 to make it a healtier weapon.

3-) Weapons that have incredibly fast and blunt stabs, namely warhammer and axe, maybe waraxe and battle axe as well

Mace used have the same exact problem, but you guys fixed it by making it slower. Same treatment should be given to warhammer and axe as well. So why is this an issue?

--- If you hit someone with a stab of these weapons, next stab (or swing in axe and warhammer’s cases) is unchamberable, meaning it is always a 50-50.

--- If you hit someone with a stab of these weapons and opponent redparries it (happens more with higher ping), the next stab is basically a free hit. You cant parry or chamber it. And if you try to parry anyways, you get a guarenteed redparry and opponent gets a second free hit. Only way to get out of this is not reacting one of the stabs, at all. Makes for a very frustrating situation.

--- Because of these weapons' stab speed, the problems above happen very often. The problem gets worse with higher ping.

How to fix it: Give these weapons the same treatment mace got, lower the stab speed. Maybe buff the damage very slightly to keep them being too bad.

4-) 50-50 enabling swinging weapons with overly fast windup, and combo or hitstop

I am talking about longsword, axe, warhammer, arming sword, bastard sword, messer, pole axe etc. I am not including weapons like war axe, quarter staff and cleaver because even though they enable nasty 50-50s, they have major detriments in terms of range or damage.

Right now, if you drag an opponent with a weapon like longsword (you dont even have to drag if you hit with axe or messer), your second acceled attack with combo is not chamberable. Makes for a cheesy duel and a not fun combat. It makes these 3 htk weapons effectively 2htk, half of the time.

I would suggest:

--- Nerf the combo speeds of slashing weapons like longsword and messer to decrease the amount of 50-50s after scoring a hit.

--- Nerf the windup speeds of blunt weapons like warhammer, poleaxe alt mode to decrease the amount of 50-50s after scoring a hit.

5-) 525 ms release weapons

Namely Zweihander, Greatsword, Longsword and messer. In zweihander it's not really an issue unless you change the zwei to be almost as fast as greatsword (see the “Halberd and zweihander”, the first article). It makes Greatsword, longsword and messer very floaty and the fact that those weapons have incredibly fast windups make the problem a lot worse. I think both casual player base and the competitive one would agree with nerfing the release on these weapons. I would suggest:

--- Nerf 525 ms release weapons down to 510 ms release (I think you did this with longsword for a few days and quickly changed it to 525 for longsword, so it should be possible). 10 ms extra release is still not a minor thing, since this game is very timing based.

  1. I agree on the fact that halberd and zwei are a bit too similar, and I'll talk to crush about what can be done on this front.
  2. You have big brain energy, we've already changed maul to 65 strike damage to t3 chest for next patch.
  3. I think this should be solved, but perhaps in a different way. We might experiment with flinching, parries, speed etc. and try to find a good solution, but the idea of the poke stabs on baxe etc. is to server as a low damage 'interrupt' and slowing that down too much would make the weapons feel pretty samey when compared to the rest of the lineup. In any case, we'll look into this!
  4. Chambers are an easy way to bypass reading, and if someone lands an attack on you, you should be at a disadvantage. Making combos consistently chamberable, at least in my opinion, would not be healthy for the game. Being able to quickly kill someone is a good thing when you factor this into team fights.
  5. Greatsword can be a bit of an issue on this front, but the LS isn't a particularly long or damaging weapon, and its role or 'feel' is supposed to be a very controllable/nimble kind of weapon. We can look into it though, but I usually don't hear many complaints from casual or comp players about the longsword. Recently people have been discussing the LS being OP, especially here on reddit, but I still don't see it used disproportionately in pubs at least.
almost 4 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Krother

6-) Weapons with movement penalty

Cluttered and small fighting spaces, crowded team fights and decrease in lunge already made these weapons worse and worse, and I think the movement penalty was uncalled for. I get that its a minor nerf, but it is a nerf nonetheless. Reverting the change would make these weapons more fun and playable.

7-) Weapons with very low recovery

Talking about short spear, arming sword and so on. The problem is that when they miss, you can never punish them. They can miss all day and never get punished by good footwork. Allthough the lower recovery was a good change for small weapons, 400 ms recovery is just too short. Nerfing them to 550 ms would make it easier to punish misses.

8-) Training sword

It has a lot better turncap but slower than longsword. If the purpose is training, they should have exactly the same speed and turncap stats.

9-) Weapons that are shorter than 70 cm

I know that these short weapons have lunge mechanic going for them but its really hard to hit people that are matrixing or just running away. Also it makes it impossible to get headshots if the opponent is looking up or just running away (Maul and warhammer). Player collision bubble is so high that you cant hit the head if the opponent is just looking up in kissing range. I would suggest buffing the range of ALL weapons (including long weapons like Spear and short weapons like maul) by 5 cm, but I understand that its time consuming from a developer standpoint. So I am just going to suggest:

--- Buff warhammer, Heavy hand axe, dagger, and maul range by 5 cm (or more), maybe combined with a point increase.

--- Buff repairing hammers (wooden mallet, blacksmithing hammer) by 15 cm to make it easier to hit the fortifications.

10-) Throwing knives

4 point, fast to throw weapon shouldnt be able to 2 htk tier 1 chest. 40 damage T1 chest damage would be a lot better imo.

11-) Projectiles that 1 HTK tier 1 head

Crossbow, longbow and throwing axe shouldnt be able to one shot tier 1 helmet. 90 damage instead of 100 would still be very good and make the person stop and heal.

  1. I disagree on this, as especially in comp play you'd have a huge amount of target switching with these weapons that removed a bit of the grounded feeling. In my opinion this change is good, and helps to make using heavy armor with a zwei for example not the most optimal way for offense. This one is a bit subjective though, and I appreciate you bringing this up.

  2. Being able to punish is something that's been noted in comp and casual play, and it's something we're absolutely looking into. I don't think this is just limited to fast recovery weapons all the time either, and crush is looking into some changes that might help in this area.

  3. Yeah I agree on this.

  4. Interesting take, but I think this might be more of a collision or torso movement thing. Not too sure, but we can take a look. These types of issues can be pretty weird to diagnose because they can happen for a lot of reasons and multiple game mechanics can kind of compound to create weird effects. For example, a global increase in range would allow you to drag more with weapons, so we have to look at this and figure out what the best course of action is.

  5. Yeah throwing knives kinda suck at the moment, it would be nice to give them more of a clearly defined role.

  6. I disagree - while it's annoying to get killed by a bow, or preojectile, they're not all that useful. Between an equally skilled archer and melee player, the melee player will definitely get more kills and have more of an impact - making longbow etc. only 1-shot naked heads would make the role feel very underwhelming, in my opinion. As for throwables, they're pretty easy to block, and the tradeoff between mobility on T1/T2 head is pretty worth it at times. Making T1 stop projectiles would kind of invalidate quite a few reasons for running T2 head and reduce armor variety.

almost 4 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Cleyvour

Can we PLEASE get a public test client? We can help test changes before the patches are released. There are enough empty frontline servers alone to support it.

This would do multiple things.

  1. It would placate the tomatoes as they will be distracted with the public test. Think of it as a stopgap for them.

  2. It would allow the playerbase to provide, faster, efficient, and more direct feedback on changes and tweaks.

2a. It would grant the ability for balancing tweaks to be implemented and tested at a faster pace and a wider scale if desired. This would allow for weapons to be balanced faster.

WE can absolutely look into it - we will be changing the way our version control works on the development side, which will give us a lot more flexibility in releasing hotfixes, minor updates (ie cosmetic additions and balance-only changes) and running separate branches. Up until now we're had a sub-optimal system that didn't allow us to do much but work on major update cycles, as doing a hotfix or PTO would require us to pull a ton of content and 'repackage' everything into a release build. Going forwards, we'll be able to have multiple branches that can kind of be independent from each other.

almost 4 years ago - /u/Jaaxxxxon - Direct link

Originally posted by KyleTheKatarn

Every 3-5 (or maybe a higher number) enemy kills gained should remove a TK strike for instances of autokick. Allied players that have gone into flesh wound should not count as team kills given one hit from anything usually kills them, only should count if their allies put them in that state in the first place.

Yeah, I'd like us to change the way TK's work. Getting your final TK when you have 120 kills seems like a bad time.

almost 4 years ago - /u/Jaaxxxxon - Direct link

Originally posted by DomSon1

Now I'm not sure how this could work, but some of my mates were mentioning the ability to buy perks in Horde. Could be cool, obviously not all perks but some of them would probably help. I have no idea on the pricing though, but I think they should be quite expensive than cheap.

We want to overhaul horde at some point in the future :)

almost 4 years ago - /u/Jaaxxxxon - Direct link

Originally posted by TheMordhauBird

The Bird would like to request the rest of the hussar armor set.

We have received elizabethan armor to supplement the chest piece. The Burgeonet and now the legs complete the set nicely. Adding a hussar helmet and legs would be an excellent addition.

Furthermore, the community overwhelmingly wishes for a sabre of some sort, preferably the hussar variety. This would be most pleasant.

Also, The Bird would like to point out the significant clipping issue with the cloth coif lowered. With 90% of the T3 helmets with which it is compatible, it clips horrendously and ruins the appearance. It is often a great piece to add color to an otherwise "metal" loadout. This helps to prevent TK, or just cosmetically enhances a loadout.

That is all. Thank you for readin.

We're working on fleshing out some more matching sets :)

almost 4 years ago - /u/Jaaxxxxon - Direct link

Originally posted by mootpoint007

I like to play a short spear + targe loadout because I have a lot of fun throwing my weapons. I've noticed that while mounted you can't throw your short spear while your targe is equipped. I tried tapping and holding 'R' but threw my targe either way.

This has come up a surprise amount because I end up mounted chasing other mounted players on crossroads a lot, and sometimes I want to finish them off by throwing my spear, but can't unless I unequip my targe (which would leave me more vulnerable to their real spears).

Is this intentional? Can it be changed?

It's something we can look into. We'd like to at some point change alt modes to be done by re-pressing your weapon key (1 for primary weapon alt mode etc.) and that would free up R to be used for extra things and remove the held delay on shield wall/targe throw etc. It might happen, might not, but it's something we're interested in.

almost 4 years ago - /u/Jaaxxxxon - Direct link

Originally posted by PotatoKilr

A few suggestions: Shield bash and/or charge, Slightly higher parry drain negation for shields (or some other improvement to make them less useless), Ability to hold torches for objectives in the left hand, Ability to kick regardless of what is held. Can someone explain how I make a list? I've tried many different methods but none work.

We'd like to do a bash at some point, but if we did it'd likely come with a change to some other aspects and allow for non shields to do an offhand punch or some other light interrupt kinda thing. This being said it's just a thought we've had, and nothing's set in stone on that front.

almost 4 years ago - /u/Jaaxxxxon - Direct link

Originally posted by Jaewok

From the Mordhau kickstarter page;

"CREATE YOUR WARRIOR. Pick your gender, choose the type of body, adjust facial features, and even sculpt a face to your liking. We want you to be recognized from how you look, as well as from how you fight."

It's been more than a year since launch. Are we getting female characters or not? I've been asking every week and haven't been answered. There are promised kickstarter features that have not been implemented.

If you're not going to do it, just come out and say it so those of us waiting for this advertised feature can move on.

We will at some point. It's just not the best bang-for-our-buck at our current state of the game to develop, but once we're done with the SDK and a few other priorities we'll take a look at what we can do.

almost 4 years ago - /u/Jaaxxxxon - Direct link

Originally posted by KasiFlow

Whenever it's asked the usual answer is always silence or the usual "not our priority right now" It's been over a year, surely models and textures and voices shouldn't take that long? Armor doesn't even really need to be reworked, it was said that the size slider system could be used to rework armor for females

The slider wouldn't work - we would, from my current understanding, have to create a completely new model and re-skin and weight everything to work with it. This means we'd have to go and re-setup every single armor piece in the game to work with the new model, and this would be a pretty big undertaking.

Read my comment above for the current status on adding females though.

almost 4 years ago - /u/Jaaxxxxon - Direct link

Originally posted by stash375

Please experiment with 32 person Frontline and Invasion servers. The game runs far better with 32 people and the fights are far more manageable.

From what we've seen from changing the server counts, most players actually like the larger modes even if it means less performance. We'll be adding some server size options in though, most likely.

almost 4 years ago - /u/Jaaxxxxon - Direct link

Originally posted by BokkieDoke

It's more about this sub than the game itself, but could we get a pinned and updated post on the planned contents of the next patch once they start being teased and confirmed?

Mostly asking because planned weapon balance changes. I'm not asking for precise numbers (I know those change during testing) but knowing that X weapon is being looked at because feature Y of it is considered too strong would be nice.

Also some explanation about certain things from the devs themselves here would be nice. Like the reasoning I've heard behind the skin color options being delayed, which I find odd. Why not add the skin colors, then add the improved facial editing later?

I will be writing up a post for you guys, going over some changes that are planned for the future. Not necessarily about the next patch, and the thing with balance stuff is that it changes like 90 times before an update comes out, as it's really based on 'feel' and feedback, so it's best to go over that usually once everything is locked in, via patchnotes.

As for skin tones, we've worked a bit on them - we just tried changing the skin to be darker and it looked like we pulled the model out of some 2003 mobile game lmao. We actually have to do this properly, and it will worth it.

almost 4 years ago - /u/Jaaxxxxon - Direct link

Originally posted by RagingRipto1

Personally I think a good change would be adding a wooden mallet to the toolbox, this would give the wooden mallet an actual use, allowing engineers to have a repair tool for their buildings while not having to sacrifice 2/3 item slots (could keep mallet as a standalone weapon option for memes). I think engies are already limited enough by the cost of the toolbox.

If this were implemented I'd say when you switch to the toolbox you bring out the mallet, but instead of R throwing the mallet, pressing R with the toolbox mallet will pull out the toolbox to build like normal, and right click to cancel back to the mallet.

With this change engineers could run toolbox and mallet and still have 2 slots for a better weapon or supplies, or they could opt to use one of those other 2 slots for the HHA or BH for the better repairs over the standard toolbox mallet. Overall it would give Engineers a lot more build freedom.

We need to take a look at the repair tools. The HHA kind of invalidated everything else for pure engineers, but we'll see what we can do.

almost 4 years ago - /u/Jaaxxxxon - Direct link

Originally posted by New_SirPuffball

So, what's this Unreal Update I keep hearing about going to mean for the game? More efficient and smooth gameplay that runs better, or just to make working on it more bearable?

AlsopleaseIdon'tfeellikefoldersarehighenoughonyourpriorities

So for the Unreal update, this is just normal procedure for us. Epic updates UE4 and brings new functionality, which can help with development and sometimes game-stuff too. Maybe they change some stuff the helps with baking lighting on maps, maybe it's general optimization, etc. We try to stay as close as we can to the latest version, as this ensures that we have the best tools to work on the game. Also, if we don't update for a while, then we end up with a super old version which essentially would lock us out of going to a newer one. Don't quote me on this, but IIRC Ark for example runs on UE4 4.5 or something, and the latest version is 4.25 - for them to update would take an insane amount of time. If we fall behind a ton, we wouldn't really be able to update.

We want to add folders as well :)