Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

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Does mercs or compmod change the maul at all?
I always play in vanilla and i love the maul but its range is dissapointing..
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Showing 1-5 of 5 comments
ROAG Jan 7, 2017 @ 6:06am 
Maul is OP in mercs - nerfed a bit in comp mod I think. You'll need to ask someone who knows the stats.
Reiður Jan 7, 2017 @ 7:24am 
Mercs & CompMods are competitive balance mods; they change the weapon stats to be more competitively balanced in an attempt to promote "more skillful" playstyles. They typically remove hit-trading and instead use First Hit Flinch, where first touch interrupts the opponent's attack. This means most weapons have windup-times increased and you need to be much more careful with your attacks when using a slower weapon.

It sounds like you asking for a Maul with more reach...? If you're looking for weapons that are OP, balance mods are not really the way you want to go.

Moist Potato Jan 7, 2017 @ 8:36am 
Originally posted by Reithur:
Mercs & CompMods are competitive balance mods; they change the weapon stats to be more competitively balanced in an attempt to promote "more skillful" playstyles. They typically remove hit-trading and instead use First Hit Flinch, where first touch interrupts the opponent's attack. This means most weapons have windup-times increased and you need to be much more careful with your attacks when using a slower weapon.

It sounds like you asking for a Maul with more reach...? If you're looking for weapons that are OP, balance mods are not really the way you want to go.
I seem to be missunderstood so let me eloborate.
I am not a new player to the game im rank 39 but have always played vanilla, i have played some of the mercs mod aswell as comp mod and enjoyed many of the changes however some i disliked. My main question is how is the maul different inside the mods. On vanilla it is an incredibly slow weapon with lots of power and virtually no range. I was wondering how the maul is different in mercs mod, i am aware of the flinch mechanic and am also curious on how the maul preforms and if a norse sword could flinch you, however I have been told the windup time changes have made it so thats not an issue. My main question then is how is the maul different? As in damage, range, speed, windup time, release time or even if the feints are altered. What I would love, is the maul to be a viable weapon against vanguards as in vanilla a vanguard who knows what they are doing makes the maul near impossible to beat them with, as its range is so crappy they can easily avoid many attacks. I have heard that knockback was altered on vanguards strikes in mercs however i really don't know anything about that. If it is true though that means the maul might be more viable against vanguards.
Last edited by Moist Potato; Jan 7, 2017 @ 8:38am
Raska Jan 7, 2017 @ 9:06am 
Compmod changelog; https://github.com/vincegogh/CompMod/blob/master/CHANGELOG.md

I don't have the full changelog of Mercs. As far as I remember the more noticeable change is the increased parry drain (apart from nerfed hit-trades thanks 2 fhf).
Last edited by Raska; Jan 7, 2017 @ 9:06am
Moist Potato Jan 7, 2017 @ 10:03am 
Originally posted by Raska:
Compmod changelog; https://github.com/vincegogh/CompMod/blob/master/CHANGELOG.md

I don't have the full changelog of Mercs. As far as I remember the more noticeable change is the increased parry drain (apart from nerfed hit-trades thanks 2 fhf).
Well it dosen't mention maul in there so im going to assume they havent done anything to it..
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Date Posted: Jan 7, 2017 @ 4:30am
Posts: 5