Monster Hunter Megathread

To me, Lance feels like the ultimate hero job for fighting big-ass dragons, while Gunlance felt gimmicky more about the spectacle, by to each their own.
It’s got a deceptively simple moveset (like Greatsword) but if you’re nimble and quick to react to monsters you feel immortal because you can block anything and deal super respectable damage literally non-stop.

If there’s one thing I’m halfway decent at in MH it’s hugging monsters, and that’s where Lance shines the most.

And the fantasy of HOLDING THE LINE, with your indestructible shield is just amazing when it hits just right.
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Very well said. As for GL, I get a kick out of blasting the monster's face, haha.
 
Very well said. As for GL, I get a kick out of blasting the monster's face, haha.
If it wasn’t to similar in look to Lance I’d have tried it more, but alas.

I think the next one I’m gonna dive into in Wilds is Dual Blades. I want to play something a bit faster too.
Or I’ll just go gung-ho, dishonor my bladmaster ancestors and learn Heavy Bowgun!
 
If it wasn’t to similar in look to Lance I’d have tried it more, but alas.

I think the next one I’m gonna dive into in Wilds is Dual Blades. I want to play something a bit faster too.
Or I’ll just go gung-ho, dishonor my bladmaster ancestors and learn Heavy Bowgun!
Gunlance trades defensive ability for offense. Your 3 or 4 blocks get reduced to just 1 or 2 but in turn you get a ton of attacks that completely ignore hitzones for half of them and are just straight busted in a couple games because in Frontier and Wilds shells scale with raw damage of the weapon and still ignore hitzones afaik. Plus there's the crazy movement in MHRS which just is the icing on the cake.
 
I'd have designed GL to eschew shields completely, essentially turning into the hyper offensive counterpart of the polearm line. Similar to how DB gives up the shield for more offense.
 
I'd have designed GL to eschew shields completely, essentially turning into the hyper offensive pair of tye polearm line. Similar to how DB gives up the shield for more offense.
The counterweight coincidentally blocks attacks
 
Perfect for adjusting flight trajectory and bashing monsters skulls in after a good healthy shelling, in addition to preventing our brave hunters from falling over when one handing a gunlance... what do you mean it's a shield?
 
I've played my first monster hunter game last year (Rise) and I can't focus on one weapon, that's not my style, so instead I play every single weapon except hunting horn. I can use everything cause I have to be flexible if I ever play with someone (I don't know how to make friends to play games with, but I certainly try to prepare for the chance!)
 
I've played my first monster hunter game last year (Rise) and I can't focus on one weapon, that's not my style, so instead I play every single weapon except hunting horn. I can use everything cause I have to be flexible if I ever play with someone (I don't know how to make friends to play games with, but I certainly try to prepare for the chance!)
That's very good, positive thinking! staying flexible in weapon choice means the team will always have options (sadly I'm a stubborn dinosaur when it comes to weapons, I stick to what I like).
 
Long Sword in Freedom Unite, Sword and Shield in Tri, Greatsword in MH4U, Lance in MHGU, and Gunlance in World.
Quite the balanced spread, nice! also your avatar immediately reminded me of this for some reason.
 
I usually use the Hammer but recently I have been playing Monster Hunter Freedom Unite and got interested in using the Hunting Horn, because I liked the idea of using a musical weapon to buff yourself. So yeah I use those two.
 
Do you use the Lock on mechanic?
I don’t, I’m too used to the old style so the lock-on camera moving on its own confuses me.
 
I don't think I have a main, I try a new weapon every time I get into a new MH game.
I tried Sword and Shield and then Great Sword on the first game. I also used the GS on 3rd portable and World.
For Rise I tried Heavy and Light Bowgun and then moved to the Lance.
I'm currently using the Gunlance on Wilds and I'm having a lot of fun.

I always thought that the Lance was a boring weapon, but on Rise it was pretty cool.
 
I've only played MH1 and a little bit of DOS, but I stuck with Greatsword for most of my time. I messed around with Lance a little bit. In Dos I've been using the bow and it's a really fun change of pace.
 
I'm currently playing Wilds and have been an Insect Glaive main since 4U. Hit me up if you wanna play.
 
Mained Dual Blades for World, ended up switching to HBG with shields for a bunch of Iceborne. So much health and damage in Iceborne! On the plus side I was able to go back and blow up Arch Tempered Xeno with my HBG setup, which was very cathartic seeing as I couldn't beat ATX before that.
 
Charge Blade sociopath here. It's such an unhinged (literally??) weapon with a lot to unpack and play with. I love it. Secondary weapon is the light bowgun because I need a tommy gun for monster drive-bys
 
Hunting Horn for me. I play far less than my friends and am less skilled, so the buffs from the horn are my way of contributing to the party.

So far I am liking Wilds the most. The Seikret integrated feels forced, but being able to have a second weapon to switch to is super nice. I set up buffs with the Horn and then switch to the Bow and rain down death.
 
I loved World (except for the clutch claw) but didn’t like Rise very much at all, so I’m interested in seeing if they manage to evolve ”big Monster Hunter” (as me and my friends call the World style) in a good way.

I’m not gonna buy it immediately since I want to see how it performs, but I know that I’ll have a good time with my friends down the line, no matter if it’s a weak or strong entry.
I feel like the decisions they made for Rise were good because we finally get contained maps again AND you get to hunt along the town NPCs in Sunbreak, something i've always wanted in Monster Hunter since 4 onwards with how many games did to make singleplayer fun... granted you only get to hunt along side them in their own respective follower quest lists instead so that defeats the their purpose basically to tell the player to just play online and that this is just a taste of the core gameplay with more than 2 felynes (that games before it did better like Toukiden, Freedom Wars, God Eater, Soul Sacrifice)
but they just had to ruin it by showing you where the monster already is on the map with the lock-on instead of how 4th gen does the lock-on so no more of the little cat and mouse game of the previous entries
and the dog, oh the dog... it throws a wrench into the gameplay loop but you can ignore the dog completely so that's a plus from me
and I played it on the switch and regretted it really bad, it takes forever to load all the contents in (with and without mods, yes there are mods for Rise on the Switch) even if you overclock your switch and finally got my PC back so I have to remind myself to pirate Rise on PC to see how it's like with these mods I keep hearing about
I might try Wilds down the line too if they get their shit together and optimize the engine instead of telling everyone to get the newest and latest graphics cards GTX6000000 on the market for the game to run at a stable 30fps and GTX120000000SuperDuper 64GB VRAM if i want to run it in 1080p60fps with V-sync
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I'll hold on any sort of judgment until I try it myself, which is maybe a year or two from now, when they already release all of the DLC and stuff.
pretty much same here
 
My take is that while Wilds is more or less the course I expected the series to take in regards to scope, it is by no means the course I'd prefer it continues heading towards, with ever more infinitely demanding hardware requirements and terrible performance that takes them from 6 months or more to fix.

I will always advocate in favor of a more focused, contained style that shone brightest in 4U and GU, but I know people would scrunch their noses at the notion. So what's the happy medium between old and new? in my opinion, it is Rise:

it scaled back the overly cluttered maps that World introduced to something more manageable (but no less interesting - pick apart a MHW map objectively and you'll see there is nowhere near as much real traversable terrain as it seems), and allowed for a fair bit of customizability with Switch skills, something I appreciate.

I know the Wirebug and Palamutes have their detractors, and in part, I'm one of these detractors, actually; I prefer fighting grounded, and the Palamute seems like a wasted means of conveyance on the more compact, focused maps Rise has. That said, it is undeniable that the wirebug adds much to the movesets with offensive and defensive options.

In some ways, Wilds seems like World 2.0, which is also what I expected. The movesets feel familiar, but interesting and mercifully the wound system doesn't get in the way, unlike the Clutch Claw did.

All that said, the RE Engine clearly wasn't made for this kind of thing, and Capcom will have to work hard if they want to get those steam reviews above the middling point they are at now.
 
That said, it is undeniable that the wirebug adds much to the movesets with offensive and defensive options.
I liked it for traversal/exploration as a one-game gimmick, but I think it kind of ruined a majority of fights because you barely had to think about positioning, and if you got hit you could always tech a billion years late and come back unscathed immediately.

The overly fast pace in Rise was, to me, worse than both the pace in Worlds/Wilds and the old games, because it made the maps feel the smallest by far (also didn’t help that it was a Switch game). Every fight feels overly formulaic, there’s zero prep it exploration, you just pick up the same twinklies when the quest starts. W/W both feel more true to the older games in this regard (even though I also don’t like how Wilds auto-marks the monster but it’s whatever to me really, I’ve always hunted in hunt quests and gathered/explored outside of them).

While Worlds/Wilds feel like natural evolutions and biggering of the core format (in both good and less good ways), Rise to me feels like some sort of weird limbo where everything is way too convenient and streamlined in a way I think feels boring and immersion-stifling.

I LOVE how the world in Wilds feels so alive, with outbreaks and forecasts, and being able to create quests from monsters you spot in the world instead of grinding the same optional quest with the same target rewards (which you still can). It feels dynamic and interactive in a way I think is great. My main complaint is still that it’s kind of too easy (wounds are great but feel slightly overtuned, even now as I’m on HR 40), but I don’t play MH for the difficulty, I play it to kill dragons with friends and have a good time.

Sorry for rambling, just got thinking more and more as I was typing :)
 
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