Yeah but killing this rabbit in twenty minutes seems impossible, especially if I'm not constantly taking damage by putting myself in risky situations to constantly get in hits
Yeah but killing this rabbit in twenty minutes seems impossible, especially if I'm not constantly taking damage by putting myself in risky situations to constantly get in hits
Yeah but killing this rabbit in twenty minutes seems impossible, especially if I'm not constantly taking damage by putting myself in risky situations to constantly get in hits
Yeah but killing this rabbit in twenty minutes seems impossible, especially if I'm not constantly taking damage by putting myself in risky situations to constantly get in hits
Does the gunlance use different ammo, or is it different than the bowguns?
Does the gunlance use different ammo, or is it different than the bowguns?
I can do it in 10 minutes. It's not really that hard once you understand the basics. Understanding the basics can take a while though! It's a tough series.
I just want to see what I'm fighting. In a game that seems to be all about reading attack cues I cannot time dodging out of the way if I have no idea when the attack from behind is going to ram into me
EDIT: Okay, thanks guys, I'll give that a try
Does the gunlance use different ammo, or is it different than the bowguns?
Currently I don't feel like the demo has made any effort to explain those basics to me, and my memories of Tri on Wii don't recall much either.
Currently I don't feel like the demo has made any effort to explain those basics to me, and my memories of Tri on Wii don't recall much either.
Currently I don't feel like the demo has made any effort to explain those basics to me, and my memories of Tri on Wii don't recall much either.
This demo is pretty poor at teaching you how to play.
Currently I don't feel like the demo has made any effort to explain those basics to me, and my memories of Tri on Wii don't recall much either.
I feel like...the monster is fast, and I am slow. If we were both slow thats a rythym I could get into easily. If we were both fast, same thing. If he was slow and I was fast, well, that would be easy. But I keep finding that I'm halfway through an attack animation and he dashes away leaving me to swing at empty ground. It doesn't help that I feel no sense of progress until the last few minutes of the fight; I know on a logical level that my attacks are doing "more" damage since I picked a big slow weapon but I certainly don't feel it
Meh. When I get the hang of this its going to be fucking fun
I feel like...the monster is fast, and I am slow. If we were both slow thats a rythym I could get into easily. If we were both fast, same thing. If he was slow and I was fast, well, that would be easy. But I keep finding that I'm halfway through an attack animation and he dashes away leaving me to swing at empty ground. It doesn't help that I feel no sense of progress until the last few minutes of the fight; I know on a logical level that my attacks are doing "more" damage since I picked a big slow weapon but I certainly don't feel it
Meh. When I get the hang of this its going to be fucking fun
That's because you don't know the timing required for the attacks you perform and you don't know how to judge how big of a timing window the monster is gonna give you either.I feel like...the monster is fast, and I am slow. If we were both slow thats a rythym I could get into easily. If we were both fast, same thing. If he was slow and I was fast, well, that would be easy. But I keep finding that I'm halfway through an attack animation and he dashes away leaving me to swing at empty ground. It doesn't help that I feel no sense of progress until the last few minutes of the fight; I know on a logical level that my attacks are doing "more" damage since I picked a big slow weapon but I certainly don't feel it
Meh. When I get the hang of this its going to be fucking fun
What weapon are you using again?
Since you're well aware of the slowness of your weapon, only commit to hits that you know are gonna hit. You don't HAVE to go through a full combo. Sometimes (well honestly, most of the time), hit and run guerrilla tactics are best. After you get your hits in, just back the hell away.
Anytime you're not actually attacking, get away from the monster. Someone mentioned it earlier, and they aren't kidding, running away is a skill you need to learn.
I feel like...the monster is fast, and I am slow. If we were both slow thats a rythym I could get into easily. If we were both fast, same thing. If he was slow and I was fast, well, that would be easy. But I keep finding that I'm halfway through an attack animation and he dashes away leaving me to swing at empty ground. It doesn't help that I feel no sense of progress until the last few minutes of the fight; I know on a logical level that my attacks are doing "more" damage since I picked a big slow weapon but I certainly don't feel it
Meh. When I get the hang of this its going to be fucking fun
Man I just don't see how I can do that and still make the time limit. I tried Long Sword at first, then on some recommendations I shifted to Hammer and finally just barely beat him in time with Great Sword
Man I just don't see how I can do that and still make the time limit. I tried Long Sword at first, then on some recommendations I shifted to Hammer and finally just barely beat him in time with Great Sword
Man I just don't see how I can do that and still make the time limit. I tried Long Sword at first, then on some recommendations I shifted to Hammer and finally just barely beat him in time with Great Sword
Man I just don't see how I can do that and still make the time limit. I tried Long Sword at first, then on some recommendations I shifted to Hammer and finally just barely beat him in time with Great Sword
It's mostly just "play enough to know the obvious telegraphs of his attacks and actions." Once you figure that out you know when it's safe to go in, how much you can get away with, and what's not safe.
You also have to be accepting of the game's mechanics. Can't really question why there's an animation for taking a potion.
Okay another series quirk I need explained: the non-contiguous zones. Obviously there may be hardware reasons for the loading screens, but I've heard people call it a design decision before. Why? Because all its doing for me now is being really annoying when either a monster attack or my own attack animation knocks me over the invisible line.
Okay another series quirk I need explained: the non-contiguous zones. Obviously there may be hardware reasons for the loading screens, but I've heard people call it a design decision before. Why? Because all its doing for me now is being really annoying when either a monster attack or my own attack animation knocks me over the invisible line.
Okay another series quirk I need explained: the non-contiguous zones. Obviously there may be hardware reasons for the loading screens, but I've heard people call it a design decision before. Why? Because all its doing for me now is being really annoying when either a monster attack or my own attack animation knocks me over the invisible line.
I didn't think Lagombi was too bad.
I did use up all of my healing items, but I managed to beat it a couple times with 3 weapons (still using all my items).
Plesioth, that I had no idea what to do with though.
How do I even swim/dive, I mashed everything.
Okay another series quirk I need explained: the non-contiguous zones. Obviously there may be hardware reasons for the loading screens, but I've heard people call it a design decision before. Why? Because all its doing for me now is being really annoying when either a monster attack or my own attack animation knocks me over the invisible line.
I don't think the rabbit was good for the demo. He is generally an annoying enemy to fight... going to piss off a lot of new players (pissed me off a bit while I was relearning the game). The thing about Monster Hunter is that you have to think within the context of the game's mobility. You have to control your impulses and remember how hitboxes and movement work (Monster Hunter is all about hitboxes). That rabbit will provoke the hell out of you by just sliding all over the place and outside your reach.
I think the demo will only hurt the game because they did so little to teach players. IIRC it didn't even tell your attacks or the function of dodges.
EDIT: Also I seriously thought The Technomancer was joking. Hahaha.
Yeah but killing this rabbit in twenty minutes seems impossible, especially if I'm not constantly taking damage by putting myself in risky situations to constantly get in hits
Yeah. I think the areas might get more intricate and expansive but I dont see separate areas going away. It would be much harder to justify and build way more varied areas within the same levels. Or it could mean a lot more running through empty areas. Either way, if they make that jump it will be along with several other radical changes I thinkI'm awaiting the day that MH has seamless zones, but as it stands - it is just a series quirk. It might have something to do with hardware limitations as well.
Wait, I can't dodge out of the way while consuming a health potion? What bullshit is this?
EDIT: And I am sick of fighting right on the edge of a zoneboundary where the anination of an attack can carry me through and into a different area
EDIT EDIT: The "tap L to center monster" thing isn't working. I'm still spending all of my time trying to find the damn dude while he runs circles around me. I can't SEE what I'm fighting!
Having finally beat it I think I would have been much less frustrated if he had ever actually killed me, but running out of time made each failed attempt seem...contrived.
It's hard to explain, but after spending some time with the game, you'll see that it really does impact gameplay in a positive way. Just don't fight near the two or three invisible boundaries between zones.Okay another series quirk I need explained: the non-contiguous zones. Obviously there may be hardware reasons for the loading screens, but I've heard people call it a design decision before. Why? Because all its doing for me now is being really annoying when either a monster attack or my own attack animation knocks me over the invisible line.
I can do it in 10 minutes. It's not really that hard once you understand the basics. Understanding the basics can take a while though! It's a tough series.