Side By Side Comparison Of Gunlance Moves in Monster Hunter Wilds World Iceborne and Rise Sunbreak

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A continuation of my previous video analysis.
Now I have compared the poke shell fullburst charged and wyvern fire moves in all three games to spot if there is any big difference in the upcoming mhwilds game.
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The charged shell change is interesting. Either Wide charged shelling or Long, I've always been interested in how it's utilized. But I remember not doing Wide shells online back in the day of sending my teammates flying anytime they got anywhere near the monster. Hahahaha

darkop
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This is why I sub! Awesome work. Can't wait for you to test out the demo ❤️❤️

AaronALAI
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I loved long shelling evade lance in world. Really fun style

hanabadah
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I really like the idea of a full clip charge where you use up all ammo left in the barrel. That implies interesting changes for normal because that would mean that a higher clip size also changes the way you charge shells. Also the idea of wyvern fire being slower and more deliberate (probably without a guard point), but without a cooldown seems very nice. That makes it become more of a finishing move you use while the monster is down. The lack of a cooldown makes it so that you always got it availablle and the deliberate slow speed and lack of guard would make it so, that you can't just spam it in every situation. I think that would be better, if it actually is so.

pyoheliobros
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i agree with the same theory here, the idea of pokeshell not really being attempted here, 2 pokes then 2 shells didn't seem intentional for that. the timing between the poke and shell might be them showing off rise buffer system. the timing between a second poke and a shell was pretty close.

the delay to the full burst at 2:25 adds to the theory they weren't buffering anything cause there were times I'd delay to fullburst and it looked like this.

or maybe showing that buffering will make everything come out slower, in rise many moves had a buffer that would delay your action if you mashed, it wasn't a noticeable delay but a thing that existed.

im inclined to think this is a very early build, that white smoke on hit effects is on other things too like a placeholder for special effects, unless they want us to see nothing but white smoke the whole game i think it's just too early.

the new move we get where we do the running slash into fullburst was very sussy, the animation itself looks 'neat' but unfinished the hunter looks stiff and it's especially noticable when the wyrmstake comes out.
but I'm bringing it up because also the fullburst in that clip looks like the full clip is unloaded but the hunter fired a shell and then did 2 evasive shells yet the fullburst was all shells? we can say it's a new way to fullburst, or that the evade shelling doesn't use ammo like frontier (even tho there was still a shell shot before that so definitely unlikely), or I think the game is just still early build, oooor that the game has cheats on for demonstration purposes with unlimited ammo/cooldowns so that's why you didn't see the wyvern fire cooldown visuals too. just one more week and all these questions will get answers!

petercottantail
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Do you think we will get 1 type of shelling?

gigagrave
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im glad it looks like they are going the more worlds route for combat. rise was far to arcade and had no weight to it.

davidmorcombe
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I will still play World and Rise, Wilds its for childish modern audience with full covered female armors, enjoy puritan game, i enjoy cultured game w

skyuru