Monster Hunter Wilds

Monster Hunter Wilds

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Have they completely changed ALL the Blademaster weapons?
I don't generally truck with bladey weapons in general since I kinda pride myself on being a Gunner. But alas I've learnt there are things I need to do Arena to unlock, and Rathian's Arena Hunt has no Gunner weapons (harsh prejudice against Gunners there) nor IG.
But so far every bladey weapon I've tried (IG, CB and SA) has had a major overstep problem, and none of the combos I practiced in the training grounds actually work in combat for some reason. Possibly because of weird context-sensitive inputs involving the left analog stick.
What I mean is that every attack seems to take me out past the monster. So I constantly have to stop and turn back around 180 degrees. It never used to do this in any of the previous games so I'm seriously puzzled. I used to be quite good with CB and IG in World but now it feels like I'm just flailing uselessly at the air because my hunter is constantly running past the monster.... and then the monster disappears because they're too close to the camera.
I noticed that Rise changed quite a lot before, but not to this extent. The only weapon I felt Rise completely ruined was the Insect Glaive. The version we have now seems closer to World's IG, but it has that annoying overstep and the ground combos are nigh impossible to pull off consistently.

Anyhow... I expect a lot of mockery from bladeys... but I do want to know: do ALL bladey weapons overstep now? Has it become impossible to just stand still and attack on the spot? Is there no choice but to flail about like a drunken Kecha-Wacha?

(Plus I don't really get what Focus Mode does since I don't use it with Gunner weps, but I noticed CB at least has a weird move that is only accessible in Focus).
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正在显示第 16 - 20 条,共 20 条留言
The Debauchery 4 月 11 日 下午 4:29 
引用自 Austii
Are you trolling?
Obviously not. I take it you are though, or you wouldn't have asked.
AurumHawke 4 月 11 日 下午 4:53 
引用自 The Debauchery
引用自 AurumHawke
Focus Strike (CB's is called "Double Rend") is the only CB attack exclusive to Focus Mode, but Focus Mode does remove the previous-action requirement on the existing (World) Sword Fade and new Axe Fade attacks.
Hmm.... not entirely sure I understand what you mean, but the "fade" attacks are the ones with analog stick input, right? Like sidesteps and stuff. I kinda wish they weren't in the game, but I can see how people might like them if they were used to them. Maybe they should have been tied to the evade button instead of attacks. They just screw up normal combos if tied to attacks.
So... are you saying that the precise inputs for using those attacks differs between focus and non-focus modes?
Sidesteps, backhops, and slides - just like LS. Though that one requires two buttons instead of one.
With just single-button input, they can and do mess up combos until you know how to use them (and then how to not use them). The option to use them can be useful at times.
Focus Mode just enables and locks direction for them like another attack/action would.
(Yeah, 360 turn is Focus Mode's special ability, some of Rise's Wirebug moves worked the same way, like Axe Hopper's 360 aerial SAED)

This also sounds like what you were seeing with LBG hip-fire.
But Type 1 and Type 2 Controls don't affect aiming direction, just how direction input is interpreted - relative to camera vs character. Some weapons like SnS almost entirely ignore it in the first place.
Well, see if your hunch about analog deadzone works out.
The Debauchery 4 月 11 日 下午 6:57 
引用自 AurumHawke
Sidesteps, backhops, and slides - just like LS. Though that one requires two buttons instead of one.
With just single-button input, they can and do mess up combos until you know how to use them (and then how to not use them). The option to use them can be useful at times.
Focus Mode just enables and locks direction for them like another attack/action would.
(Yeah, 360 turn is Focus Mode's special ability, some of Rise's Wirebug moves worked the same way, like Axe Hopper's 360 aerial SAED)
Okay, so what exactly do you mean by 360 turn then? I thought I understood, but I thought a bit more and realised that my assumption made no sense whatsoever. Like why would the camera do a full circle? I gotta be wrong... so what is it?

This also sounds like what you were seeing with LBG hip-fire.
But Type 1 and Type 2 Controls don't affect aiming direction, just how direction input is interpreted - relative to camera vs character. Some weapons like SnS almost entirely ignore it in the first place.
Maybe I'm not expressing myself well. I remember in the old games, if I had it set correctly then when I activate aim mode, the character snaps to face the same direction as the camera, whereas when it was set wrong, the camera would snap to face the same direction as the character. But outside of aim mode, the character would move in the direction I pressed the left stick and shoot in that direction without moving the camera... whereas now they seem to do some sort of weird strafing thing outside of aim mode, and NOT in the direction of the camera either. Like they're stuck shooting in the same direction they last shot in even if they're completely separate inputs and I have to not press anything for a second or so to detach them from that direction.

Anyhow, that probably isn't relevant to bladey weapons anyway. It just makes it more difficult to hip-fire Bowguns because Wilds has needlessly context-finnicky controls.
AurumHawke 4 月 11 日 下午 7:19 
引用自 The Debauchery
Okay, so what exactly do you mean by 360 turn then?
It instantly faces any direction, from any direction. 360 no-scope eurgh...
Several of CB's attacks "stick", so they don't pivot/turn until halfway through or at the end.
SnS ignores Type 2 Control in World because this was added to its basic attacks.

引用自 The Debauchery
I remember in the old games, if I had it set correctly then when I activate aim mode, the character snaps to face the same direction as the camera, whereas when it was set wrong, the camera would snap to face the same direction as the character.
I just don't remember the exact setting, how much of it's still around, or especially quirks or nuances in Wilds.
So it's related to Quick-Aim - yeah, there was a camera/character facing setting that works as described here.
最后由 AurumHawke 编辑于; 4 月 11 日 下午 7:22
The Debauchery 4 月 11 日 下午 7:27 
引用自 AurumHawke
It instantly faces any direction, from any direction. 360 no-scope eurgh...
SnS ignores Type 2 Control in World because this was added to its basic attacks.
... Ah. I can't do that because I always keep the Target Cam unlocked. I need to be able to change my attacks from one monster to another at a moment's notice without having to fight the camera for control. So only manual camera for me.
So not being able to move my character in any direction from a standstill is.... problematic.

I just don't remember the exact setting, how much of it's still around, or especially quirks or nuances in Wilds.
So it's related to Quick-Aim - yeah, there was a camera/character facing setting that works as described here.
Yeah, it is still there, but it doesn't entirely work right any more. Like I'm trying to turn the character towards the monster but I have to actually stop inputs for a second or so because it locks to a particular direction outside of Aim Mode (or Focus Mode) regardless of what I'm pressing now... which is kinda deranged.
The Camera issues in Wilds are by far the worst I've encountered in the entire series all because of this excessive obsession with "Focus Mode". As far as MH game-specific gimmicks go, I'd have to say Focus Mode is probably the worst of the whole lot. The whole thing revolves around it taking control of the camera away from the player, which is utterly intolerable. Even worse than Sunbreak's two stupid flag things which I completely ignored. Worse than 4th generation's weird obsession with canopies and ledges. It is even making me miss the clutch claw.
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发帖日期: 4 月 11 日 上午 9:14
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