Monster Hunter Rise: Sunbreak - Light Bowgun

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Monster Hunter

Monster Hunter

2 жыл бұрын

Face your challenges head on with new high risk / high reward playstyles of the Light Bowgun in #Sunbreak!
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Пікірлер: 410
@-siranzalot-
@-siranzalot- 2 жыл бұрын
This seems like a reasonable upgrade of the LBG. Useful things in there but nothing gamebreaking or underwhelming at first glance
@shadowkhan422
@shadowkhan422 2 жыл бұрын
Might make spread meta again . Its kinda stuped how they forced ranged players to use shotgun builds with sniper scope (in MH:World) . Heres hoping it wont be same dumb thing all over again
@Maselino
@Maselino 2 жыл бұрын
"underwhelming at first (g)lance" ^^
@victory8928
@victory8928 2 жыл бұрын
Hope they nerf Spread to at least 42 in sunbreak and really make the hitzones better. Maybe nerf spread to 35 mvs and while keeping or buffing the other ammos up a bit (I say a bit as in a bit). But atm it seems they want us to use slicing with this need to check the website to see what that critical skill does
@peachl0tus415
@peachl0tus415 2 жыл бұрын
Personally I kinda feel like the counter shot is a little underwhelming. Most of the other weapons got a new move that can rewrite how you play with this weapon but the lbg is already pretty evasive and mobile with fanning maneuver which also buffs the lbg for a couple seconds. I’m not exactly asking for a game breaking move just something that expands the way to play lbg. I mean they basically turn hbg into turret
@marcusaaronliaogo9158
@marcusaaronliaogo9158 2 жыл бұрын
@@peachl0tus415 I mean tbh, lbg does not need alterations compared to stuff like hbg where it feels weaker compared to it's lighter counterpart.
@Sergalt
@Sergalt 2 жыл бұрын
I do like the counter move, but I wonder about specific of Critical Firepower, does it decrease range for all ammo type? It does seems like way to go for spread like ammo.
@Rincewindl
@Rincewindl 2 жыл бұрын
Maybe it impacts different ammo differently? Such as adding recoil to spread. Or maybe it just is!
@ricecake3544
@ricecake3544 2 жыл бұрын
Its kind of like the close range up mod but turned into a skill bind
@Tea-Spin
@Tea-Spin 2 жыл бұрын
I feel like it just kinda close range mod from MHW, decrease critical range but increase overall damage
@nerotrius9630
@nerotrius9630 2 жыл бұрын
Is this rapid fire spread meta 👉👈
@samm4409
@samm4409 2 жыл бұрын
@@nerotrius9630 I hope so, it's so satisfying that I just play it anyway lol
@danielz6177
@danielz6177 2 жыл бұрын
Before I even watch this, I have to point out that gun. It looks clean as heck.
@chri_pierma
@chri_pierma 2 жыл бұрын
What you think is it? Teostra's? Magma almudron's?
@jasonmagnes4467
@jasonmagnes4467 2 жыл бұрын
@@chri_pierma it look like malzeno one
@chri_pierma
@chri_pierma 2 жыл бұрын
@@jasonmagnes4467 yeah it may be
@touchthebacon5447
@touchthebacon5447 2 жыл бұрын
I agree I think it's Malzenos, I'm liking the design it's simple and clean.
@mekudu-man3804
@mekudu-man3804 2 жыл бұрын
@@chri_pierma Teostra's gun looks literally like a toaster lol
@zer0hero95
@zer0hero95 2 жыл бұрын
Seems like a close range spread build will be fun.
@zaryck13
@zaryck13 2 жыл бұрын
Let's see how ballistics interact with that range. If the damage numbers are correct, it is a 30% damage increase.
@Xzeros
@Xzeros 2 жыл бұрын
For me critical distance for piercing is too long to aim, shorter critical distance for better aim and damage up is a win if it works that way...
@Zac_Frost
@Zac_Frost 2 жыл бұрын
I wonder if it will up the KO damage for Stickies, just scale it to the damage increase, or leave the KO damage as a flat value. Also, this with Rapid Fire will be great. From the looks of this, Bow, Light Bowgun, Sword and Shield, and Switch Axe will be my mains for Sunbreak.
@tehjargonz0r
@tehjargonz0r 2 жыл бұрын
@@Zac_Frost I don't think stickies would be affected by either since they ignore Crit skills and Ballistics only boosts initial hit, not sure it'll work with the Crit Firepower
@kyle432
@kyle432 2 жыл бұрын
Really like the new options here. It's fun getting in close with spread ammo and stacking wyvernblasts with tackles so this is honestly a win
@benjamator6700
@benjamator6700 2 жыл бұрын
Bro that counter looks sick af! Super excited to try it out.
@AzureRoxe
@AzureRoxe 2 жыл бұрын
This game really IS becoming Monster Counter.
@AngBata11
@AngBata11 2 жыл бұрын
That’s a sexy looking magnamalo Lightbowgun.
@Pascll
@Pascll 2 жыл бұрын
no, that appears to be the malzeno bowgun.
@AngBata11
@AngBata11 2 жыл бұрын
@@Pascll That’s a sexy looking that appears to be malzeno Lightbowgun.
@Albassam90
@Albassam90 2 жыл бұрын
@@AngBata11 🤣🤣🤣🤣
@Gamemaster-64
@Gamemaster-64 2 жыл бұрын
Might go light bowgun looks fun with the maneuver and counter
@lordkroak9468
@lordkroak9468 2 жыл бұрын
This looks really good for light bowgun. I am pleased
@Zac_Frost
@Zac_Frost 2 жыл бұрын
A couple things. First, Rakna's G/Master Rank Armor looks pretty clean. Second, these new skills look like a pretty good upgrade to the Light Bowgun. I wonder what the effect of Critical Firepower will be when paired with Rapid Fire, or if it will up the KO power of Stickies, or just scale to the increase in damage. Nice that they don't show off everything in the trailer, and leave it for the player to find out for themselves. That's one thing I love about Capcom. One month, and five days, ladies and gentlemen. Let's go!
@One-ct3xe
@One-ct3xe 2 жыл бұрын
I have been waiting for the LBG switch swap and it didn't disappoint! Wondering how far that counter will put you back with evade skills and whether or not the blast is going to be able to set off mega barrel bombs.
@viniciusmelo4112
@viniciusmelo4112 2 жыл бұрын
Im not sure about evade ext but mega barrels will definitely work here
@Zac_Frost
@Zac_Frost 2 жыл бұрын
I feel like it'd be a bit too good with Evade Extender. Especially at Level 3. You practically freakin' fly with that lol. I think it'll be a fixed range.
@tammywacha
@tammywacha 2 жыл бұрын
IT'S CONFIRMED! The Hunting Horn will be the only weapon in Sunbreak to not have any form of counter!
@thesmelterswordguy8299
@thesmelterswordguy8299 2 жыл бұрын
bow?
@edin4912
@edin4912 2 жыл бұрын
@@thesmelterswordguy8299 bow has one already
@tammywacha
@tammywacha 2 жыл бұрын
Yeah no, Bow has one. Dodgebolt.
@0Vageta0
@0Vageta0 2 жыл бұрын
Tbf Slide beat is pretty versitile but it is suprising honestly
@tammywacha
@tammywacha 2 жыл бұрын
@@0Vageta0 I agree, but hyper armour isn't a counter.
@jasinfinity
@jasinfinity 2 жыл бұрын
that's a sick bowgun, btw. the counter seems nice, but is it going to be as good for speedruns as the massive mobility of fan maneuver? we'll see. that critical firepower, what does it do? more damage, less range?
@reklov6638
@reklov6638 2 жыл бұрын
yup. more power,less range. always check out the website where they give a bit more info
@Sayurawesome11
@Sayurawesome11 2 жыл бұрын
i think people use fanning manuver for the atk buff
@mkv2718
@mkv2718 2 жыл бұрын
Well you can swap back and forth between counter and fanning so get the buff from FM, use the counter.
@daviddorner6806
@daviddorner6806 2 жыл бұрын
@@reklov6638 Yet would be good to know if it works somewhat similar to adept evade from MHGU. If you cant dodge any attack with reasonable s, then new gen LBG stays lame to me. Good and easy dps, yes, but lame and tricky gameplay. So i hope the counter has more to it, especially since Sunbreak endgame monsters sure will be even faster, and Fanning Maneuver already can be a tricky move at times, sometimes too slow for the faster attacking endgame monsters in Rise already.
@victory8928
@victory8928 2 жыл бұрын
And it increases recoil, although not all ammos are affected by it. So I have a feeling about which wouldn’t be affected and if it is what I fear, it will be useless for a good amount of players looking to do casual hunts
@maxspecs
@maxspecs 2 жыл бұрын
For their neutral special, the hunter wields a gun.
@ManlyPicnics
@ManlyPicnics 2 жыл бұрын
Wyvern Counter is back, let's goooo!
@hoshinokotta4313
@hoshinokotta4313 2 жыл бұрын
Can´t wait to try spread ammo with Critical firepower! Light Shotgun would be fun! also another counter haha!
@orlandohernandezgonzalez
@orlandohernandezgonzalez 2 жыл бұрын
That counter with silkbind boost will deal tons of damage. Can't wait to use it!
@adrianbc89
@adrianbc89 2 жыл бұрын
"While not a powerful attack, its true value comes when it's used to evade incoming attacks." Taken from official website. Short answer: no
@manilamaiden
@manilamaiden 2 жыл бұрын
Damn! Can’t wait!
@christ1257
@christ1257 2 жыл бұрын
29.8% damage boost with Crit Firepower has the potential to be broken, but remember the video only showed us numbers on Normal ammo. The boost may not be the same for Pierce and Spread
@hockeysniper3783
@hockeysniper3783 2 жыл бұрын
i hope its not imagin a 30 percent increase with slicing ammo that would be stupid
@christ1257
@christ1257 2 жыл бұрын
@@hockeysniper3783 yeah, it'll probably wont boost slicing and sticky
@Ca55per
@Ca55per 2 жыл бұрын
Ballistics is back, baby!
@djinn0466
@djinn0466 2 жыл бұрын
Like a zoner's dream weapon. So nice.
@ThePiGuy1
@ThePiGuy1 2 жыл бұрын
Looks SO good!
@broninja3231
@broninja3231 2 жыл бұрын
Interesting cuz on the website it says the bus doesn't work for all types of ammo. I wonder which ones would be excluded?
@Sinisphere
@Sinisphere 2 жыл бұрын
LBG, I've been waiting for this trailer. Looks good to me!
@dnascot
@dnascot 2 жыл бұрын
Yo, do you think that if I aim backwards with wyvern counter I would move foward faster/farther than I would going foward with fanning vault 🤔
@emilyp.4100
@emilyp.4100 2 жыл бұрын
Dunno. But I am pretty sure if You aim downwards then with 3 bugs You could cosplay the insect glaive.
@dnascot
@dnascot 2 жыл бұрын
@@emilyp.4100 👁️👄👁️ And here I thought utilizing all 3 of my brain cells at their maximum potential was intellectually sufficient.
@ultimasurge
@ultimasurge 2 жыл бұрын
Fellow ig appreciator detected, style over substance required! Commence break dance party!
@emilyp.4100
@emilyp.4100 2 жыл бұрын
@@ultimasurge Isn't style and fashion everything in MH universe? :D I mean, look at those DLCs - most of the them are pure cosmetics (for cats included) and they cost almost like a full game.
@ultimasurge
@ultimasurge 2 жыл бұрын
@@emilyp.4100 i came for the hunting and stayed for the hub gatherings and that 60 seconds after shenanigans.
@jfb173jb
@jfb173jb 2 жыл бұрын
Oh yrah! Gonna be blasting away when Sunbreak drops.
@ZeeCH_Music
@ZeeCH_Music 2 жыл бұрын
Does Wyvern Counter will require Wyvern Blast during execution? I'd prefer this move than the forward dash silkbind attack, the current silk bind is a melee attack which is not good if you use pierce ammo and horrible recovery because it will reload in front of the monster, idk I don't feel its powerful enough to knock down enemy or put them into a mounting state, but in damage department I think the forward dash wirebug is somewhat strong. I only use the forward dash on low level monsters, during apex hunt I rarely use it.. I don't want to risk getting near if a monster can one hit me. I hope the Wyvern counter will have a good knock down or at least a better impact to put monster on mounting state. As for critical firepower, I believe it will be a OP because we can already powerup via fanning maneuver. the only thing I don't kinda like is the lack of wirebug presence on the animation. I don't visually see its activated. What I want to see in LBG is a Switch skill / silkbind that can inject the 3 wyvern blast simultaneously on a monsters body. fanning vault is pretty much useless on massive monsters..and its so slow because you need 3 wirebugs to inject them all wyvern blast. I'm not a pro, its only my opinion.
@samufinland5765
@samufinland5765 2 жыл бұрын
I'm here while the video is still unlisted, I am speed
@samufinland5765
@samufinland5765 2 жыл бұрын
Aw, wyvernblast counter didn't return, unfortunately. It really felt like a switch skill in the wrong game in Iceborne, which is why I never ended up using it. Now it's a silkbind under a new name, I suppose. It does resemble Bullet Geyser a whole lot
@Stygia96
@Stygia96 2 жыл бұрын
Oooo closer critical distance. Risky but powerful
@Xzeros
@Xzeros 2 жыл бұрын
The backjump of Bullet geyser, neat...
@nerotrius9630
@nerotrius9630 2 жыл бұрын
Finally counter skill on lbg time to spam some bullets and dodge with elegance
@krklorenzo2296
@krklorenzo2296 2 жыл бұрын
You're not even contented with fanning manouver that slides you out to heaven and avoid monster attacks, now you got counter? Just kidding its looks cool
@nerotrius9630
@nerotrius9630 2 жыл бұрын
@@krklorenzo2296 a reasonable buff on lbg compared to LS smh 😭🤣
@-siranzalot-
@-siranzalot- 2 жыл бұрын
I don't know about elegance. The move seems definitely useful but the animation also looks kind of janky. A bit like when a game lags for a moment and when the lag is gone stuff that should have happened in between is performed at an irregular sped up rate
@wokecobo5311
@wokecobo5311 2 жыл бұрын
@@nerotrius9630 To be fair LS dumps out an absurd amount of damage compared to other melee weapons. It doesn't need much of a buff.
@themeow-sician1664
@themeow-sician1664 2 жыл бұрын
Yoo the critical firepower looks sick
@d5dizzler962
@d5dizzler962 2 жыл бұрын
After playing the demo, Yeah the counter is pretty awesome and really fun too!
@DrTrigrexx
@DrTrigrexx 2 жыл бұрын
i did not manage to find the critical firepower skill in the switch skills menu, how do i equip it?
@d5dizzler962
@d5dizzler962 2 жыл бұрын
@@DrTrigrexx It’s not available in the demo unfortunately
@gabrielamaro1470
@gabrielamaro1470 2 жыл бұрын
oh man that critical firepower thing is huge. Pellet is gonna see a big resurgence, but it'll be high risk, high reward
@marvertjaysonneyra457
@marvertjaysonneyra457 2 жыл бұрын
Thats why they also added a counter
@somerandomdude7785
@somerandomdude7785 2 жыл бұрын
I'm thinking of a Light Bowgun that resembles a modern assault rifle.
@jasonZoo123
@jasonZoo123 2 жыл бұрын
Nible's and Rathalose's Light Bowgun
@christ1257
@christ1257 2 жыл бұрын
​@@jasonZoo123 Nibelsnarf doesnt have any LBG design, only HBG
@bloodbane93
@bloodbane93 2 жыл бұрын
Making me miss the Nibelsnarf gear 😔
@christ1257
@christ1257 2 жыл бұрын
The gun's length could pass as a HBG lol
@annieme-tions
@annieme-tions 2 жыл бұрын
First priority in Sunbreak: Get this Light BowGun
@gadio16
@gadio16 2 жыл бұрын
Do you guys know based on iceborn if the story of sunbreak will be finished on release date or will it be like in rise where the rest of the story wass added months later?
@frenchyfrenchsilver1331
@frenchyfrenchsilver1331 2 жыл бұрын
Not the rest of the story but the rest of new monsters like Fatalis or devian or new Apex
@pochix2
@pochix2 2 жыл бұрын
In Sticky/Slicing we trust
@blaschlordofbugs609
@blaschlordofbugs609 2 жыл бұрын
i was kinda hoping for a replacement for the useless froward dash. the only time you use it is for a sleeping monster with the big hit
@reyfauzi
@reyfauzi 2 жыл бұрын
not even, most of the time it is actually better to just shoot them normally since the forward dash has a horrible recovery time.
@blaschlordofbugs609
@blaschlordofbugs609 2 жыл бұрын
@@reyfauzi very true, better to just use BBs. it doesent even do that much damage, its just kinda sad. it also gets outclassed as a movement option by the other 2 silkbinds who have way less cd and more useful angles.
@yppahdalg2397
@yppahdalg2397 2 жыл бұрын
@@blaschlordofbugs609 Yeah, personally I was hoping the counter was instead of that skill, but sadly that doesn't seem the case. Disappointing to say the least.
@MexicanDre
@MexicanDre 2 жыл бұрын
The gun looks amazing and idk as a non gunner main is this weapon lackluster? Like seems very underwhelming but what do I know I use a Greatsword and SWAX.
@kevine9474
@kevine9474 2 жыл бұрын
So many fucking counters in this game.
@marcusaaronliaogo9158
@marcusaaronliaogo9158 2 жыл бұрын
Most of them from mhgu and frontier.
@jumnei5159
@jumnei5159 2 жыл бұрын
Funny enough, this isn't one.
@cheemslord9917
@cheemslord9917 2 жыл бұрын
better counter than lance...
@bladechild2449
@bladechild2449 2 жыл бұрын
I mean, it's subtle, but could this mean this return of shotgun LBG?
@adityathedarkseid4102
@adityathedarkseid4102 2 жыл бұрын
Wow, so the gun really good now be it heavy and light
@duarteribeiro1520
@duarteribeiro1520 2 жыл бұрын
So when do we get the demo?
@Sayurawesome11
@Sayurawesome11 2 жыл бұрын
0:34 is that sss evade or the silkbind skill is that instant?
@mrbtiger4838
@mrbtiger4838 2 жыл бұрын
That's certainly the Silkbind being instant. The Switch Skill Swap Evade has some very clear particle effects and movement tricks.
@sinteleon
@sinteleon 2 жыл бұрын
While it's described as a counter, I do not believe Wyvern counter is an actual counter, considering it activates regardless of you being hit. Looks to me it's more of a vertical + backwards evade + high flinch shot.
@Yenrei
@Yenrei 2 жыл бұрын
so Bow's evade skill?
@zachmiller5904
@zachmiller5904 Жыл бұрын
What gun is that in the beginning
@jesuscornstorm737
@jesuscornstorm737 2 жыл бұрын
More damage and maneuverability, nice, better than what we got originally on monster hunter world, I will use the evasion one more.
@MonsterSlayerSquad
@MonsterSlayerSquad 2 жыл бұрын
I've trying LBG recently and really struggling not getting oneshot by emergency apex monsters, I hope this counter increases survivability. Overall these moves look promising.
@undertaker2766
@undertaker2766 2 жыл бұрын
I'm pretty sure that it's not really a counter (with I frame when done) but just you getting out of the way and leaving a mine behind. Just the same way it worked in iceborne. I could be wrong tho
@emilyp.4100
@emilyp.4100 2 жыл бұрын
Maybe You need some period of time to adjust to LBG. LBG allows You to run circles around monsters, dodging, rolling forwards and backwards while firing. The key is to maintain distance while being close, but no too close. The gameplay is very fast paced - unless there are 3-4 of LBG in the group and then pretty much every monster gets flinchlocked... It is too me awhile to adjust from HBG, mostly in terms of mentality. As far as getting oneshotted by bigger monsters, esp. apex monsters, that is the story with all gunner armor, well, sometimes there is a tiny proportion of HP left. But for that not to happen, You have to be very mobile :).
@noobhunterz88
@noobhunterz88 2 жыл бұрын
ahhh as lbg user i agree with u.. apex (especially mizu and ratha) hits really hard and i hope this new counter works well in the game
@Zac_Frost
@Zac_Frost 2 жыл бұрын
A good tip from someone who semi-mains Light Bowgun: Get armor with, or gem in, Ballistics. The Shell Studded head will give Level 2 out of 3 with a Level 2 slot for you to max it out, and Some Pukei Armor Pieces have it, with one also having a bit toward Spare Shot, which is really good at Level 3. Ballistics really extends your range. Also Evade Extender will help you cover more ground, with Evade Window granting more I-Frames. You can get those from Nargacuga's Armor. They help you dodge easier and dodge farther, letting you reposition for your next move better. You don't want to be too close, but not too far away either. Light Bowgun play is a bit of a balancing game, as far as distancing yourself from the Monster goes. Good luck, and try to keep at it and keep having fun!!
@emilyp.4100
@emilyp.4100 2 жыл бұрын
@@Zac_Frost Spare shot is so must - I managed to get Spare Shot 3 on both LBG and HBG builds (talisman...) and it pretty much triggers half of the time. A good thing with stickies and slice ammo is that You do not need to be in the critical distance, meaning You can be farther away from the monster and have more time to see and observe its movement - esp when it is coming at you.
@Momster_HvmpeR_pr0
@Momster_HvmpeR_pr0 2 жыл бұрын
Ya know. I'd pay for an on rails shooter like links cross bow training but mh. Every time I see ranged weapons I wish I had one of those old school controllergun mount things lol
@CensorShtTube
@CensorShtTube 2 жыл бұрын
Liking these a lot
@THexas
@THexas 2 жыл бұрын
i am going to make lbg spread build now with that critical firepower.
@BlueVoltageBlader
@BlueVoltageBlader 2 жыл бұрын
what LBG? malzeno? teostra?
@johnbanez2412
@johnbanez2412 2 жыл бұрын
I like this new counter move
@KenanVonKaiser
@KenanVonKaiser 2 жыл бұрын
Wow!
@KumaBones
@KumaBones 2 жыл бұрын
From my experience with the DEMO (which everyone should check out): New bowgun seems solid. Idk if it'll be meta, but it seems viable to for several builds. I love the clean & simple look to it as well. The *LBG counter* felt disappointing. It ends up being less reliable & longer to use than just dodging out of the way. It felt more risky than rewarding or fun, and the damage was in the 30s for such a commitment. The animation time felt too long, without any reward benefit, it made me think I'd become vulnerable to further attacks. Everything I mentioned so far would've been fine had the knockdown effect made up for it, but the knockdown effect didn't seem to be powerful either. Didn't K.O. Arzuros after having shot him 2-3 times in the face with said counter. (though maybe this was due to the lack of K.O. gems? Idk, couldn't see the armor details) For me to use & rely on it, it would need any ONE of the following improvements: a) x1.5 faster animation & recovery b) a rewarding/worthwhile buff on a perfect counter (not something too short & small that it's unable to overcome DPS loss) C) x10-15 higher damage values, so it gives a big hit on a risky cooldown d) full magazine reload on counter (without expending ammo) e) the ability to cast it 1-3 frames after taking damage, to have the option to use it as a quick mistake correction--so that we can use it to recover from a vulnerable knockdown animation. This might be theoretically helpful when making mistakes against elite monsters, which can kill in 2hit combos otherwise I'm better off just dodging out of the way, in the first place--even from a ranged laser. LBG literally plays "just don't get hit" because we take more damage. Using something like this counter against the Event Apex Zinogre, makes me feel like it'll make me waste time I could use for shooting. Or make me vulnerable to hits upon landing, rather than helping me survive.
@Back-Space.
@Back-Space. 2 жыл бұрын
Looks interesting
@edofirm2494
@edofirm2494 2 жыл бұрын
Bowgun straight from bandits from Borderlands 2
@fourthrooster6708
@fourthrooster6708 2 жыл бұрын
That sickass, but i hope range reductions on spread bullet doesnt affect much, with my current shotgun build the range is suck, but they give us wyvern counter i wanna try it soon, using slicing meta is boring to easy 😂 i want my shotgun buffed
@AngelYt-xs6yy
@AngelYt-xs6yy 2 жыл бұрын
What’s the light bowgun? Looks like a master rank of teostra
@printer7817
@printer7817 2 жыл бұрын
i like it and i like the maneuverability but the animation for the wyvern counter looks really awkward
@souppiyas6987
@souppiyas6987 2 жыл бұрын
Least flashy moves but looks more useful than others.
@outcast5018
@outcast5018 2 жыл бұрын
Finally!!! counter shot is back!
@lascar5883
@lascar5883 2 жыл бұрын
Monster Hunter = Counter Hunter
@emrekarl6832
@emrekarl6832 2 жыл бұрын
we need more BRUTE WHYWERNS!
@athos9293
@athos9293 2 жыл бұрын
Nerscilla armor?
@kimmuwattrel
@kimmuwattrel 2 жыл бұрын
LBG finally have a counter move
@jumnei5159
@jumnei5159 2 жыл бұрын
Despite the name I doubt is a proper counter. Seems like you shot regardless
@FakeHeroFang
@FakeHeroFang 2 жыл бұрын
Looks and is described as an 'oh shit' button to put distance between you and the monster. Moreso a positioning move than a counter
@jumnei5159
@jumnei5159 2 жыл бұрын
@@FakeHeroFang reminds me of bullet geyser from generations
@Cooliealot
@Cooliealot 2 жыл бұрын
I believe it only give you super armor when backing out. Never the less it is really cool and show how fast paced lbg could be
@proudson3409
@proudson3409 2 жыл бұрын
This is cool. Nothing broken or useless
@cheemslord9917
@cheemslord9917 2 жыл бұрын
mean while lance...
@stephenjohn2131
@stephenjohn2131 2 жыл бұрын
@@cheemslord9917 A Chargeblade main ; First time?
@damarndutz
@damarndutz 2 жыл бұрын
Well i really need the dash reload feature like in MHW. Why don't they bring us that feature back to the game?
@lilfuzzballa
@lilfuzzballa 2 жыл бұрын
in the latest developer stream wasnt there a move they teased where the LBG shot a cluster of mines on a wall and he shot them? Does that mean these are not all the new moves?
@Theron37
@Theron37 2 жыл бұрын
I thought that was an endemic life thing like the trapbugs. I need to rewatch that. Edit: it was used by the bow.
@lilfuzzballa
@lilfuzzballa 2 жыл бұрын
@@Theron37 never thought of that. Probably most likely that because they did appear to look like bugs and I dont imagine an LBG firing bugs on to a wall.
@Theron37
@Theron37 2 жыл бұрын
@@lilfuzzballa I had to go rewatch it and saw that it was a bow that shot it on the wall, so yeah these trailers are still hiding some stuff.
@lilfuzzballa
@lilfuzzballa 2 жыл бұрын
@@Theron37 and looking back at the original weapon overviews before Rise's release, they also held back moves for each weapon as well. The variety is insane. I guess there's hope for my boy CB, because there's still new moves for it that we havnt seen. And hopefully they make up for how underwhelming it feels compared to the other weapons new moves.
@nicolaslopezs.2861
@nicolaslopezs.2861 2 жыл бұрын
what is that lbg?
@abicelestial3991
@abicelestial3991 2 жыл бұрын
I understand why they did it, but I don't think I like that counter shot being in the same slot as the fanning maneuver, but it probably works a whole lot better in practice than what the video shows, especially if you swing into an attack, rather than away.
@nomisangle4233
@nomisangle4233 2 жыл бұрын
This vid doesn't show 1 important thing: what is the cup size of master female Ragna set?
@geancarloloiolacavalheiro2525
@geancarloloiolacavalheiro2525 2 жыл бұрын
Very Good
@SoulXylver-san
@SoulXylver-san 2 жыл бұрын
That was a Bishaten right? Why was it a different color?
@InfinitelyMasked
@InfinitelyMasked 2 жыл бұрын
Blood Orange Bishaten, new subspecies
@joesheridan9451
@joesheridan9451 2 жыл бұрын
Which gun is that? Magnamalo subspecies?
@nickq8093
@nickq8093 2 жыл бұрын
looks like malzeno, has the same styling as the malzeno greatsword in the GS showcase.
@joesheridan9451
@joesheridan9451 2 жыл бұрын
@@nickq8093 good point
@marcusaaronliaogo9158
@marcusaaronliaogo9158 2 жыл бұрын
Stylish gun.
@meolired
@meolired 2 жыл бұрын
Adept Lbg i miss it pls bring back
@alanmckinney5299
@alanmckinney5299 2 жыл бұрын
Counter on top of counter on top of counter on top of counter holy shit.
@alanmckinney5299
@alanmckinney5299 2 жыл бұрын
Have some variety for fuck sake
@keithcunningham3131
@keithcunningham3131 2 жыл бұрын
Cool
@mrbigglezworth42
@mrbigglezworth42 2 жыл бұрын
YOU GET A COUNTER AND YOU GET A COUNTER EVERYONE GETS A COUNTER
@Kamelosk
@Kamelosk 2 жыл бұрын
Holy shit the made lbg spread viable
@RealBaan
@RealBaan 2 жыл бұрын
Well i'm just happy that Siege is back
@cathd5675
@cathd5675 2 жыл бұрын
Ima gun man and I’m very satisfied with hbg and lbg 😂
@MH3Raiser
@MH3Raiser 2 жыл бұрын
I'm getting the distinct impression from various youtube comments on these weapon trailers that capcom's decisions to build in counters to weapons' kits is pretty controversial: some people love it, some people hate it. I'd like to toss a little something interesting into the arena: In Monster Hunter Tri (a game near and dear to my heart), the first real 'counter' was added to Monster Hunter, along with a shitload of weapon advancements which are now considered staples. It was the first game which had KO damage on non KO weapons, the first game to give LS its spirit roundslash and its essential gameplay loop... but for our purposes, it was the first game where Lance got its counter thrust. I vividly remember when this happened... nobody batted an eyelash. The concept of a weapon being able to permanently attack without dodging wasn't something people were worried or excited about at the time more than any other change, because on the whole Monster Hunter's action combat was more a vessel for other ideas: the game itself wasn't really built around it in the same way it is now. More time was often spent preparing, gathering, exploring and just finding the damn monster than actually fighting it, and the fights themselves (while fun, engaging and undoubtedly a CORE PART of the gameplay loop) were much less complicated than they are now. Well, I'm going to reveal a surprising twist: Monster Hunter has changed. For better or worse is up to the individual, but that change is undeniable. In Rise more than ever the rest of the game has been streamlined around the combat; tracking the monster, foraging for materials, preparing for each hunt... these and many other RPG mechanics have been simplified or removed to make the gaps between combat shorter, and engagement in combat itself more fluid. But I would say the biggest indicator of why this WORKS is how combat ITSELF has changed, because if combat worked the way it did in classic Monster Hunter, World AND Rise would have been tremendous flops in my opinion. Monster Hunter combat has always been a game of call and response: the monster gives you a tell, your respond to said tell either with an attack, an item or some other action... and the cycle repeats. In classic Monster Hunter this usually turned into an almost turn based system: a monster would indicate an attack and you would use this to pursue an action. This action would take a fair while to complete, and often wouldn't until the monster was almost ready to attack again, which would require you to dodge the next attack and then wait for another: you would take a turn and then have to let the monster take it's own. How good you were at positioning yourself and timing your attacks to take advantage of this and essentially 'steal' turns for yourself made up the meat of an otherwise quite simple combat system; it offered nuance. Counters, even as early as MH Tri, threw a kind of wrench in this idea of combat. Whilst it is still technically call and response, a counter allows you to continue the attack with zero risk, providing you have learned the timing of your weapon. Essentially, providing you combo in such a way that your counter flows into your attacks, you never have to stop attacking. Essentially, the monster never gets a turn and you never have to give up yours. Now, this doesn't mean 'counters bad', it just means they come with their own challenges as a gameplay mechanic: in Tri Lance's counter was balanced by a skill requirement (guard) if you wanted not to be blown back and each guard costing stamina to perform. You could theoretically guard thrust counter every hit, but not when out of stamina. In Rise this isn't exactly a pheasable cost (stamina and skill requirements that is) because most counters don't use stamina, or at the very least not enough to be a significant cost, but I would argue they've taken a lot of measures to balance counters in some areas, though in others admittedly not enough. Take Long Sword's Iai Spirit Slash for example: this is arguably the most powerful no-cost counter in the game, but it has one huge weakness; it leaves you COMPLETELY vulnerable to any followup attacks. If you say, counter Magnamalo's first paw slam with this, the second will ALWAYS hit you, even if it has to turn 180 degrees to do it. This is true of a lot of Rise's counters, they often can't be chained into themselves, and have opening immediately after. This works very well with new monster design: whilst classic monsters for the most part fired individual attacks split up by turning cycles or big gaps, most monsters in Rise have combos that have massively increased homing on the startup of their hits. If you simply try and Iai Counter EVERYTHING, you WILL be hit a fair bit, and this defeats the biggest benefit of a counter: consistent damage output. Now, Long Sword has 3 counters (moves that outright no sell monster attacks); Iia Spirit Slash, Foresight Slash and its Silkbind Counter. Correctly chained, you could block a 3 hit combo by using Foresight into Iai into Silkbind counter without ever losing tempo or changing your positioning. In fact, this leads directly onto the biggest problem there actually is with modern MH's counters: the damage they offer. In Tri, Lance's counter thrust was not CLOSE to the max DPS it could offer. Even in that simplified version of the game, the ideal way of fighting was the same as it has always been: perform basic stabs to the monster's weakpoint... repeat until dead. In this way, whilst Counter Thrust allowed you to continue attacking, CONSTANTLY counter thrusting to deal with every situation would result in a slower less efficient hunt on the whole; if you could dodge something with a sidestep and keep attacking... you should. In fact, in classic Monster Hunter this was true for most weapons. As movement was more limited and counters were absent (or reduced DPS), the ideal way to play even WITH weapons with counters was always to simply not BE where the monster was attacking and take advantage of the window it offered: if a Rathalos is going to charge, figured out where it will be at the end, position near that location just out of reach of the charge itself and combo as much as possible. You COULD counter, but it could come back to bite you either in the time it took to hunt or get you hit if you countered the wrong moves. That's not to say counters were useless, far from it, as there were many windows that only became available after no selling an attack, but they weren't essential to a fast efficient hunt. If anything, they had the potential to ruin it. And to finish off, this brings us neatly back to the main potential issue of counters in Rise, and lets see if we can see why: Counters in Rise are incredibly reliable (they have quite generous windows), are very low risk in terms of being punished for them (most weapons have multiple counters that can be used in succession) and most importantly of all... they do a LOT of damage. Long Sword's Iai Slash, Lance's counter silkbinds, Heavy Bowgun's Counter Shot, SnS's shield parry into Perfect Rush. For most weapons, the BEST way to deal optimal damage is to simply wait for the monster to attack and promptly counter it. Positioning and the need for it to be good has been entirely removed from the calculus. Heck, the actual monster's move is only important based on when it will connect with your hurtbox to counter it. These would still be parts of your gameplay if counters were safe reliable ways to make DPS more continuous but NOT your optimal damage, but as they ARE the best damage on most weapons, any other way of avoiding a monster's attack is completely superfluous. You either counter... or die. But to end on a suprising note... I don't think this is actually a problem Rise should concern it with too much. Yes, I think Counters are slightly too ESSENTIAL to a good hunt, and in any older Monster Hunter the game would have become incredibly one note and simple to play... but Rise isn't an older Monster Hunter game, and I think at least in this case it's better for it. Yes, positioning is less of a feature, but instead timing and deciding what to use and when is far more important than ever. If I'm facing Magnamalo and he does a spin into double palm slam on Great Sword, I need to careful consider which hits I barge and which I dodge with limited HP. On Long Sword I need to use my counters in precisely the right order or I die anyway. In Rise and World, the best monsters are the ones with better homing, more consistent combos and reliable tells: these turn what could be a game breaking problem into a real test of skill, and if more were designed in this way (I'm looking at your Almudron) the game would really be able to turn this problem into a real feature! I guess what I'm trying to say is, joking that there are 'too many counters' or complaining that the 'soul' of Monster Hunter is gone as a result is all well and good, but it really doesn't have a place in discussions of game design and its affect on the resulting product. Counters have their own issues and always have, but the real reason they're contentious today is because the most vocal critics of them are generally older fans who miss the quasi-turn based combat of the older titles. Well, to those of you who fit into that catagory: I miss it too, but there are things happening in Rise that could never occur in the older games, and I for one want to see this new view of MH become the best it can be... not a pale imitation of what came before. So I say double down on designing around counters, accept them as part of the new style's combat and in turn make more monsters engage fluidly with that design. Counters being controversial doesn't mean they're wrong, essentially.
@MasterBlade365
@MasterBlade365 2 жыл бұрын
Pretty good comment dude
@stephenjohn2131
@stephenjohn2131 2 жыл бұрын
That is true but debatable at best, personally i don't care how much more counters the LS gets or be it any other weapons. But i do care about the balancing of the weapons, hunter arsenal and a way for monsters to keep up with us. Keep that sweet and good balance intact for that is what separates MH from other games, yes it is important to learn the windows in which you can counter, but that's not an issue for a good hunter who knows everything about his weapon like the back of his hand. With that said i do understand that counters do serve a purpose, they reward you for good gameplay and reading the monsters tells. But it's when we have abundance of them. That's when it becomes an issue. Despite the changes of the franchise one aspect of it still stands to this day. That MH is, was and always will be survival simulation, not a hack and slash RPG. That aspect has been altered but it's still there despite the fact that we have so much QOL or counters compared to the older entries and that's something that the MH will always be known as. All i want to say is, whilst agreeing with you that counters are a good thing. That is only true when monsters can keep up with us. I don't like to play a MH game breezing though it entirely only to be challenged by some event quests that pits you against monsters that have the similar moveset but their damage and HP is increased. Monsters movesets and AI has to be enhanced and built while considering the changes that "WE" the hunters get, the tools we have and the counters we have. Despite the clunkiness, as a targeted member of the audience i will say that there was absolutely nothing wrong with the older games, they were perfect and the franchise would still serve it's purpose whilst keeping it's identity. But iam still fine with the changes and play it either way. But developers have their own vision and it's a business that is about making money, so it's natural for MH team to target the newer audience for the sake of growing the franchise outside of Japan and planting their roots in West. They were successful, but the cost was that they had to upset the targeted audience to satisfy and fish the sales from an audience that had never played or know what Monster hunter is. Iam fine with that too, i will play it either way despite the changes as for now, have done so since the first MH game on PS2, who knows one day MH changes so much for my tolerance and taste. Then i can always stop at any point and find a new game that compliments my taste lol. Sorry for writing an essay. Good hunts to you!
@MH3Raiser
@MH3Raiser 2 жыл бұрын
@@stephenjohn2131 But what you are complaining about isn't a matter of the game not being a 'hack and slash sim' or a 'survival sim'. It is much harder to survive in Devil May Cry at higher difficulties than it ever in in MH World or Rise, bar some specific quests. Does this make DMC become a 'survival game'? Fundamentally, you're conflating two points here which makes it hard to debate with you: on the one hand you make a reasonable point that Monster Hunter is fairly easy to breeze through now when you have an average understanding of your weapon, and becomes incredibly simple when you have a really good grasp of how to use your weapon. You then go on to say that this is specifically because Monsters haven't been changed 'enough' to keep the game challenging, though admittedly the terms you use to discuss how to improve them are fairly vague, though I believe in my own comment I discussed how monsters needed to operate more like the likes of Magnamalo in order to keep up with the new combat system. I think the comment you made that the old games were 'perfect' is laughable, nothing personal. I have bought and put hundreds of hours into every Monster Hunter game in the series and even I can see the incredible number of flaws in the older titles. If you'd like I'd be happy to detail those flaws, but the biggest problem with doing so is that often design decisions in the older titles that created these flaws also created what made the games special to you and me. The 'identity' you speak of, often referenced by other people and rarely defined in any concrete terms. I think you're right in that Monster Hunter's identity has changed with the newer titles. Hell, the fact that we often separate them into 'old' and 'new' is evidence of that. But I've yet to see any nuanced arguments justifying the statement that the change is definitively 'bad'. It's easy to say, 'new bad old good' and then prop it up with points about changed difficulty and lost mechanics and depth, but when seriously discussing this fact you have to remember to see things as they are, not what you want them to be. It's easy to look at the games we loved growing up as sacred and beyond reproach, but down that way danger lies.
@BIGMILKO
@BIGMILKO 2 жыл бұрын
For me, MH is kinda just dead now. World got the first stab in but Rise finished it off. All the streamlining, watering down, and removal of things has stripped much or altered a lot of what I loved about the series. I may end up still getting SB cuz new MH but I know it won't satisfy like old style MH did/does.
@MH3Raiser
@MH3Raiser 2 жыл бұрын
@@BIGMILKO I think accepting that is a very cool thing to do honestly, cause I kinda feel the same way. I liked World. I LIKE Rise, but I don't love them the way I do classic MH. I'm interested in the new direction and this evolution of the series and I want to see where it goes... but with the journey being strongly away from the classic RPG worldbuilding and out of combat mechanics being steadily removed, I know it won't be anything like the original games. And that's fine: I still regularly go back and play 3U on Cemu's emulator and I really enjoy playing Generations from time to time on my switch. If nothing else, its very cool to see someone accepting that these games are different and letting them be that way, even if it sometimes hurts people like you and me.
@Edwardin1989
@Edwardin1989 2 жыл бұрын
is this the BOB LBG?
@KumaBones
@KumaBones 2 жыл бұрын
TLDR: if critical firepower is intended for spread ammo, then the damage buff should be higher than 30%, to be viable--or just don't increase the recoil, since you're already shortening the range. The demo didn't have the alternate firing method, so I couldn't test it. But if it's 2 steps of recoil--like how elemental reload adds 2 steps of reload--then it's going to need to give 70% bonus damage rather than just 30% simply to overcome the DPS loss from unfixable recoil. Anything more than "low" recoil almost entirely nullifies the use of a LBG build, with very few exceptions Just having "average" recoil, tends to mean nearly 40-50% DPS loss when compared to "low" recoil (low being the minimum possible). So having any amount of recoil at all, makes most LBG builds do worse damage than pre-sunbreark GS (unless you're a GS main, who can also see into the future)
@TheTyrantAussie
@TheTyrantAussie 2 жыл бұрын
Nicee
@VaulickTheCrow
@VaulickTheCrow 2 жыл бұрын
FINALLY. Give me my shotgun back. I love playing high risk/high reward. If I'm going to be a flimsy gunner who needs to be right next to the monster anyway, I SHOULD be doing more damage than other ammo types. Otherwise there isn't a point to using it.
@crispy_querem
@crispy_querem 2 жыл бұрын
Me with Spread 3 + Critical Firepower "Hehe, I can hear your heartbeat..."
@user-op6bw8et5z
@user-op6bw8et5z 2 жыл бұрын
I guess every weapon have counter now....
@SnowofLight
@SnowofLight 2 жыл бұрын
What gun is that?
@juddbud
@juddbud 2 жыл бұрын
i was thinkin apex bishaten or malzeno👀
@abeltotallynotdnsclientors5054
@abeltotallynotdnsclientors5054 2 жыл бұрын
Let's just hope that Rise's Wyvern Counter is better than World's and I don't even consider myself as a gunner.
@Leith_Crowther
@Leith_Crowther 2 жыл бұрын
It looks like its a silk bind move, so instant activation. It’s a straight-flying projectile rather than a short arc, increasing range. The recovery time is much shorter. I’m not even sure if it consumes special ammo. The only question mark is damage.
@Torsou_PSO2
@Torsou_PSO2 2 жыл бұрын
30% damage buff LETS GO
@cheemslord9917
@cheemslord9917 2 жыл бұрын
let go
@IsXha
@IsXha 2 жыл бұрын
okay a SafetyNet
@guardian4452
@guardian4452 2 жыл бұрын
I don't use light bowgun i'm here for the grank rakna-kadacki set
@markv852
@markv852 2 жыл бұрын
Yeah. The female armor looks pretty ❤️
@chrisdrake512
@chrisdrake512 2 жыл бұрын
@@markv852 ^ looks sexy*
@kennethmabalot2572
@kennethmabalot2572 2 жыл бұрын
I wish there is some sort of a CQC option for LB like the bow.
@IsXha
@IsXha 2 жыл бұрын
there is, it's called spread/normal
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