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Which kind of made it worse in my opinion. Did you know that people found a way to basically keep the monster mounted for longer than intended to maximize team damage output? Where as Rise you can hop on a rajang, do 512x5-6 and then a finisher for better damage than anyone could put out+the monster gets down. This is optional mind you, but it is possible.
Mounts were good in World because if you got good with them you could save them until you really needed them, like I knew in most cases two fully charged Hammer RTs from a ledge would give me a mount, so I'd hit the monster with one of them and then hold the other one for when I wanted to stop the monster doing something dangerous or simply to stop them fleeing - since I also used Earplugs 5 I could sometimes mount a flying monster about to flee from a fight after it's roar, etc. It was also useful for holding Glavenus in position when his tail was heated so it could be cut.
Assuming randoms didn't just mount the prepped monster anyway during the fight, which was often the typical outcome lol. But with friends it was a great tactic, one that I used often!
I also dislike the riding system for how much it knocks monsters down, it's absurd - you can quite literally witness a monster that is being pummelled by another monster repeatedly fall down over and over into a stunned state, which could be abused by a rider on a non-target monster to turn the target monster into a massive punching bag, which is on the same level as mount holding / stalling anyway, really. Regardless of that exploit though, trying to just fight my target monster while there's a dude riding another monster and knocking it all over the place is practically impossible until the whole lengthy process is over, damage being dealt or not.
I'm grateful there's no friendly fire though.
this part is indeed annoying as ♥♥♥♥, i'll give you that
Clutchclaw could be spammed, wyvern riding can't. It's on an internal cool down tmk.
https://www.nexusmods.com/monsterhunterrise/mods/141?tab=posts
it breaks parts quite often and easier , usualy in resulting of extra loot
its easy way to dash out a lot damage very quickly
at end of good combo monster is knocked back for quite a while meaning free hits
if your riding monster your fighting you can smash him to wall , for free damage and knockdown
i personaly find it great way to get spider , and get to monster group is already fighting when i join late
a lot of their attacks deal way more damage then 50HR player can do in same time
i dont even see it often in my MP games , if i not done it deliberatly or from accidental monster wandering close it would be about 1 in 5 hunts
i get its new but personaly its one of my fav mechanics in rise , mind you i only played world , and rise. (2 games in total)
i know its a bit cheesy but come on , dont ruin fun mechanics becouse you dont like it.
There is a reason people play it how they do. That said, I usually start the matches on them as you can basically instant mount non-quest targets and its based on time. In the middle I usually don't try to since it will probably happen organically.
Nah, there is just more to GS other than TCS. It's a language that most people understand, take offense at, and actually read it. Sad in this day in age, I know. Sorry. xD
There's no difference between that and people mounting at moment one and resetting the mount like they did in MHW. Mount, slash, avoid stunning and profit. The hilarious thing, is you could do it to anything, so it got a bit rediuclous. With the addition of the clutchclaw, it just got even funnier/more stupid in terms of mechanics being abused. At least wyvern riding is a fun mechanic. It never made ANY sense to me why a monster the size of fatalis was convinced to run into a wall cause someone popped em in the side of the head with a slinger shot.