History of Monster Hunter | The Bowgun

2021/06/06 に公開
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Special Thanks:

Virtue: https://www.twitch.tv/brothervirtue
ELIXIR: https://www.youtube.com/c/ELIXIRMH
Hunters Domain: https://www.youtube.com/channel/UCQfevGYuO7dHdClKr31AAsw
Silence: https://www.youtube.com/channel/UCAPySM5jFXeIxsPLUsFL9kw

Corrections:

Moody Monty: "Fanning Maneuver Notes: Fanning has some additional mechanics. After performing it, damage is increased for a short time, noted by the wirebug glow around your trigger hand for the duration of the buff. Fanning also changes the trajectory of cluster ammo, turning it into a conventional shot path as opposed to the mortar style arc shot. It also has a reload that can be performed at the end of the slide, if you're out of ammo by the end of the slide."

Johnathan Wise: "- Auto reload, the blue arrow, was present in World.

- Walking and Shooting and Walking and reloading settings are dependent on the bowguns themselves. (e.g Some bowguns are capable of firing Spread 3 while walking while others can't)
- Funnily enough, Stationary Shooting fires faster than walking and shooting. So many bowguns that were perceived to be useless are now highly regarded.

- Fanning Maneuver also gains the hunter 10% damage boost to raw and 15% damage boost to elemental.

- Despite Elemental Reload sounding good on paper, in practice, its rarely used since the damage boost, which btw is only 5% more damage, does not outweight the cost of having a slightly slower reload speed. Also it does affect status ammo, but again rarely used.

- Silkbind Glide is great for instantly mounting monsters as long as you hit a good cut hitzone. (Not shot hitzone which is funny) Also its strong enough to get more damage out of mines. So, if the monster is sleeping, you can place the mines down and silkbind glide into them for serious wakeup damage.

- Shoulder Tackle is a whole lot more used for HBG than it may seem at first. Its great for super armoring through roars, attacks that'll knock you back, and generally can make you a whole lot more aggressive and keep on the monster.

- For Counter Shot vs Counter Charger it ultimately depends on you: Counter Charger only takes 1 wirebug where as Counter Shot takes 2, and still serves as the parry if need be.

- Charged Shots are great for things like Slicing Ammo and Dragon Ammo since their limited ammo capacity can make it so that more damage per shot is better than damage per second."

Additionally, I misunderstood how Mech-Wyvernsipe works. it actually heals the user by damaging the monster, not teammates.

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