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If you're looking for faster reaction attack chains though, if you do the burst combo, and after the first burst, you can just side hop, quick reload, burst again; over and over and over. The damage potential is a bit lower than doing the full burst combo, and eats more sharpness, but its a lot safer in terms of being able to react to attacks.
Overall though, the gunlance is a clunky weapon that looks cool cause of all the explosions. If you're looking for a shield weapon with fast reactions though, both SnS and Lance are both very good and have comparable damage (honestly all weapons other than hunting horn are very similar in damage output).
Also after a wyvern fire the next one comes out faster and charges faster so if you fire em off back to back it yeets you quite a distance from the monster for your long ass recovery animation.
The WS/FB combo is very very long but its silly powerful so thats ok.
Im just glad that we can hop w/o attack, forward hop and hop after shelling now.
I assume the fear from capcom was that if they make gunlance too mobile and responsive where does that leave normal lance?
lane and gunlance are mostly the same weapon, one is just based on speed and counters while one is based on sloth and explosions.
the faster gunlance gets the faster normal lance goes extinct lol.
most issues we'll run into on gunlance stem from overcommitment. being able to shell around a monster and reload/perfect guard essentially on demand while fishing out appropriate punishes and the ability for those reloads and perfect guards to seamlessly transition into either the medium or long commitment combos put gunlance pretty close to the top of what might be considered busted right now
I can understand the overcommitment angle, I think in many cases the shellstep + widesweep combo seduces me to follow up with burst fire cause that is my go to gap closer but maybe if I was more discerning I wouldn't be caught with my pants down as often. I guess for my particular sensibilities, I think that if I am able to safely execute an attack, then there should be a way for me to not get punished afterwards, and playing gunlance is often not like this, as the punishment from the monster comes in the recovery. I guess I might also add, somehow the standard poke shell poke combo does not feel as good in wilds for some reason, it almost feels like there is some lag to it somehow? Idk, but compared to world it doesn't feel as fluid which in turn makes me not want to use it. And as mentioned before with the charged shell playstyle, it really feels awful (even though there is a temptation to use it due to the rate by which it charges wyvern fire).
So yeah, I admit that the damage is good and gunlance is a solid weapon, I am more so just trying to understand what I need to do to get better at playing it. And purely from a gameplay experience I gotta say, it feels so bad to lose the entire topple damage window whenever I get a topple from wyvernfire. That's how long the recovery is. Even if they had to cut the damage in half for balancing, I would vastly prefer that to seeing the monster flail and not being able to do anything.
I am also aware of the double wyvernfire tech, I use it all the time and yes, generally if you get both of them off there is a good chance you are coming out unscathed for one reason or another, but I still often find it frustrating if I get a topple from all the damage I'm doing and I literally don't have time to perform a single attack while the monster is down cause the recovery is so damn long, it just feels extremely bad.
I guess I take your point about gunlance cannibalizing lance. Tbh, I had a different reasoning but I also went through this thought process where I just thought, Gunlance just seems like a more exciting, more complex version of lance, so why would I not play that instead? I guess lance has always been like this, you can't help but compare it to some more complex weapons and when you do, it doesn't feel as exciting (even though from what I heard, wilds lance has a lot of complexity under the hood due to the different tiers of counter charge and the variety of follow ups). But idk, to me it doesn't feel like a good reason to gimp gunlance, if that was the reason. Imo, all lance needs is a more interesting main combo than poke poke poke, other than that I think the weapon is in a good place.
This covers a lot of ground and combos directly into the FB/WS combo.
I find i dont miss wyvern fire topples if i do this.
my personal pain point was waiting til i actually had a good chance to full reload when i needed it. now that's a rough animation to be stuck in and probably most of the hits i ended up taking
I know it is tempting to go for that double wyvernstake combo all the time, but don't forget we also have some more mobile attack options. Even just a poke > shell combo deals decent amounts of damage for how fast it is to pull off. It even has some mobility in wilds with the shell sidestep.
also note that we have some insane damage output when we're given the opportunity, so I'd say it all balances out.
Lastly, I got into the habit of just hard reloading at the end of every combo if I get the chance. It doesn't take that long and flows kinda natural imo. If you didn't pop wyvernstake, you can also just quick reload (which you can do while parrying as well).
This basicaly means you can't use halve of the kit for many fights.
In MP it is completly different, the switched aggro allows you way more often to do full combos and do insane damage.
Ah here we are. I think Gunlance actually currently has the world record for tempered arkveld solo time? Video here:
https://youtu.be/XsQJvlwMLks