>enter a bush and animals forget you even existed
>got no bush around? no problemo, a leaf keffiyeh works just as well
>oh snap, is that not-t-rex gonna unveil your disguise as it sniffs for you with its gigantic nose?
>no, it was sniffing around to find the two aptonoths 12 feet in front of it, in clear line of sight.
massive necro here but im thinking about getting MHW when it comes out, but i've never played a game from the series before. ive heard its pretty grindy but thats something i dont mind/enjoy about a game, what else should i know about the series? its multiplayer, right?
Deitus wrote:massive necro here but im thinking about getting MHW when it comes out, but i've never played a game from the series before. ive heard its pretty grindy but thats something i dont mind/enjoy about a game, what else should i know about the series? its multiplayer, right?
Grindy in a addictive way, memorisation of where things are but they usually put in enough systems with each iteration revolving around resource collection, non-static mining veins introduced in MH1, farms somewhere between MH1U and MH2 for gamehub resource collection, underwater stuff. Mostly the REALLY good stuff is out in the field but for mundane & secret crafting it worked out pretty well.
In the original game the only way to bypass the first few quests was to explicitly keep taking the kelbi quest at the start to finance your gear with sold spare kelbi stuff you had 0 interest in and gather plants in peace (no gather quests back then, you were thrown in ass raw). And in ye days of old, egg fetching quests were pants shittingly scary and everybody to my knowledge loathed doing so, especially with the graphics of that era (and the fact it was a while ago)
Deitus wrote:massive necro here but im thinking about getting MHW when it comes out, but i've never played a game from the series before. ive heard its pretty grindy but thats something i dont mind/enjoy about a game, what else should i know about the series? its multiplayer, right?
action rpg focused around "hunts" which are basically just repeatable boss battles where you have to kill a big monster within a certain (usually generous) time limit. monsters have different behaviors, attack patterns, elements associated with them, weak points, and breakable parts. killing or capturing monsters and breaking parts of them award items at the end of a hunt which can be used to craft weapons and armor.
progression is entirely loot based. armor grants passive buffs called skills which can be as simple as increasing damage or can boost efficiency of certain items, increase dodge i-frames, raise weapon sharpness, etc.
weapons are divided into 14 types. each weapon type was a different moveset and playstyle to it. i dont play em all so some of this is prob inaccurate
Spoiler:
sword n shield: fast, mobile, attacks do low damage individually but can be linked into combos that do high dps. can also use items with weapon out which is unique to this class
dual blades: also fast and mobile, sacrifice utility of sword and shield for more movement options and big flashy high damage combos.
longsword: slower than the other sword weapons, although still fairly light for an MH weapon. wide reaching slashes and a combo mechanic that increases your damage temporarily.
switch axe: transforms between a long range, wide slashing axe and a heavier sword that can do high damage infinite combos. sword can also explode. excellent jack-of-all trades weapon offering range, mobility, high damage output both for sustained and burst damage
charge blade: the other transforming weapon. build up charges in sword and shield mode and then slot em together into a huge heavy axe that can explode using charges. also has a counter mechanic to it.
lance: long range poke attacks, a shield, and the ability to do side/back hops up to 3 times in a row. surprisingly mobile using hops, can be combined with certain armor skills for very long i-frames that let you stick to a monster and poke it a lot.
gunlance: it's a lance with a cannon on the end. exchanges mobility of lance for high damage slam attacks as well as shelling, a mechanic that fires a short-range blast in front of you after a normal poking attack. 3 different shot types that vary in mechanics, can either be played as a slower, more combo focused lance or as a literal cannon. my personal favourite weapon although it keeps getting nerfed for no reason so probably only play it if it really sounds appealing to you.
insect glaive: a highly mobile polearm with fast combo attacks. comes with a friendly bug that can fly at a monster to damage it and collect pheromones based on monster/part hit. collect em all to get a massive buff that provides several passive benefits.
hammer: big heavy mass on a stick. one of the 2 impact weapons, meaning hitting a monster's head can knock it out. high damage, surprisingly mobile, intensely satisfying, outclassed by hunting horn and chargeblade.
hunting horn: the other impact weapon. its moveset is a little more awkward but its attacks generate notes which you can use to play songs which provide really fucking good temporary buffs. playing a song is an attack itself so when you master this you basically just work the right notes into your combo and play music as you murder.
great sword: a really really big sword. focus is entirely on your one attack, which is a big charge up hit with a huge damage multiplier on it. careful timing and positioning is necessary to master the GS but the actual moveset is very simple. feels really satisfying to use when you get the hang of it.
bow: the more mobile ranged weapon. uses arrow coatings which have various effects such as increasing damage or applying status effects. drawing the string longer charges shots which can either give them different effects or increase their own effectiveness based on the bow. requires careful consideration of range and positioning as well as inventory management of coatings for optimal use, but potentially an extremely high damage output weapon.
light bowgun: lower general damage than a heavy bowgun but makes up for it with high mobility and rapid fire shots. each lbg has one or more shot types they can rapid fire, which shoots 3 slightly weakened shots in quick succession for the price of one. generally used for applying elemental damage or status effects, but certain lbgs can do extremely high raw dps.
heavy bowgun: hands down highest dps in the game given the right conditions. heavier and slower than the light bowgun. can go into a crouching firing mode which roots you in one spot but increases your ammo capacity for as long as you stay in position. focus is generally more on raw shot types, mainly pierce which can hit large monsters multiple times.
it's fun alone, way more fun with friends. the main gameplay loop is just grinding monsters for the armor you want which usually won't vary much early game (typically you won't have many skills per armor piece and its usually best to just make a set with attack up and/or sharpness+1) but later on you can get much more creative with armor sets to do various different builds.
if you like bossfights you'll probably enjoy it a lot.