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- MH WORLD NEW SHIT
- Stuff I'm unsure about is marked with a (?)
- ALL WEAPONS
- - You can roll backwards now
- - Special jumping attack available from sliding down a steep slope (like Hammer's big spinning jump from the first trailer), regular jumping attacks still happen when you hop off a ledge
- - Slinger on your arm that can fire various items for different effects, can be used while your weapon is sheathed
- - Mantles, new item that gives various effects for a set duration (more airtime on jumps, rocksteady, taunt, stealth, etc) on a cooldown. Can bring 2 with you on a hunt.
- - Charms are craftable and upgradable now, but generally require more rare materials than armor.
- - Decorations are now random rewards from quests (and mining?) but you can dump unwanted decorations into the melding pot to craft specific ones you want, up to the value of the decorations you dumped in
- Greatsword
- - (?) Draw attack damage seemingly reduced
- - (?) Default charge speed seems faster
- - New third charge attack after the Strong Charge, called True Charge. Hits twice.
- - Charges can be comboed one after another instead of adding a slap between them
- - Shoulder tackle
- -- Can be used to cancel out of a charge
- -- Has superarmor, but low damage. Gets stronger the longer you held the charge before canceling
- -- Can KO
- -- You can start the next tier of charge attack after a tackle too (Charge -> Tackle -> Strong Charge -> Tackle -> True Charge)
- Sword and Shield
- - Draw attack animation changed, now an upward swing
- - If you hit the charged jump back attack, you leap off the monster. From there you can do a regular aerial attack or a falling shield bash for KO
- - X combo continues further than where it would normally end, easier to change directions mid-combo
- - Can use the slinger with the weapon drawn
- Longsword
- - (?) Full spirit gauge no longer causes a blinking gauge, so no damage boost?
- - Spirit gauge levels damage adjusted (now 1.1x -> 1.2x -> 1.3x)
- - Foresight Slash
- -- Uses your entire spirit gauge for a counterattack.
- -- If the monster doesn't hit you, you just lose the gauge
- -- If they do hit you, you get a full gauge back and can shortcut straight to the last hit of the spirit combo
- - Falling Slash
- -- Running stab into the monster, if it connects you launch into the air and fall down with a slash that does a delayed cut across the screen like a cheesy samurai movie. Does heavy damage.
- -- Costs a level of your spirit gauge (i.e. Red -> Yellow), even if it whiffs
- -- (?) Blinking gauge damage buff might've been moved to successfully hitting with this?
- Dual Blades
- - New attack after leaping off a ledge, if it connects you spin across the monster like a sawblade
- - Demon mode combos changed somewhat
- -- Can spin2win after more attacks?
- - Stamina seems to drain much slower in Demon Mode than the previous games
- - Can activate Demon mode while moving
- - Demon mode flips your blades around backwards and gives you a naruto run, both seem purely cosmetic
- Hammer
- - Big Bang Combo
- -- Smash a monster up to 5 times, each swing picking up speed and ending with the Spinning Meteor from X/XX, but less flashy
- -- Does a ton of damage, but the combo ends if you whiff so it'll mainly be good for exploiting the long openings made through your KOs and Exhaust damage
- - Powercharge
- -- After charging up to a Superpound, you can instead press Circle (or whatever button on your controller of choice) to store the charge in your hammer
- -- Boosts all your damage, increases KO output, makes you unflinchable, and improves your charge attacks
- --- Superpound becomes the Brutal Big Bang finisher, more damage and seems slightly quicker to execute.
- --- (?) Uppercut is also enhanced but I'm not sure how.
- --- (?) No clue if the uncharged swing is changed
- -- Lasts until you get sent flying or put your hammer away
- Lance
- - Can forward hop
- - Counters work like Tri again (can counter after the third poke and go right back into another three pokes)
- - Powerguard
- -- An enhanced blocking stance, unclear so far how effective it'll be.
- -- Can counter out of blocking
- -- You can enter powerguard after blocking a hit to negate the normal blockstun
- - Charge now gains extra speed after running a short distance
- - Can sidestep during a charge
- - If you charge down a steep slope, you go into a faster slide, and resume charging when you hit the bottom.
- - New triple hit attack out of a guard advance
- - (?) You can cancel into a guard from charge
- Gunlance
- - No heat gauge
- - Can forward hop
- - Can chain multiple hops together (unsure if 2 or 3)
- - Shells can be chained with themselves, and you can dodge out of the shell recovery animation
- - Overhead slam damage increased compared to 4U, seems roughly the same as Adept GL's slam from Gen
- - New sideways slam attack, does even more than the overhead slam, can be comboed after several moves
- - Wyvernstake
- -- Single shot, separate from your shell ammo
- -- Can be used after shelling, full burst (?), or after the sideways slam
- -- Does several ticks of damage followed by a heavy explosion, damage at least partially based on raw
- -- 1 stake per full reload
- - Quick reload now refills all shells, but not the stake
- - (?) Shelling damage dropped sharply at yellow sharpness, unclear if this is just the old orange sharpness damage penalty to shells moved up to yellow or something else. Probably won't find out until we see more than just the single gunlance from the demo.
- Switch Axe
- - Can now switch forms between any attacks
- - Unkown what phials are present, but Power Phial is still around of course
- - Axe mode has its original higher movement speed again
- - Axe has a retreating slash that takes a big step backwards, can be chained with itself repeatedly
- - Standard axe combo now opens with the side chop instead of the overhead, combo remains the same otherwise
- - (?) Damage seems buffed
- - Sword mode combos changed somewhat, double swing now chains into a rising double slash
- - Sword gauge drains significantly faster
- - Reload doesn't restore as much as it used to
- - Switch attack back to Axe seems to restore a little bit of gauge
- - Phial Awakening Gauge
- -- Hitting things in Sword mode fills this gauge
- -- When it's full, you get phial bursts like CB (seems to do similar damage to CB bursts, at least with Power Phial)
- -- Running out of sword gauge ends Awakening mode, so meter management is a big deal to keep that up
- - Zero Sum Discharge
- -- While the Awakening gauge is full, your discharge now stabs into the part of the monster you hit while you hang on
- -- Drains your Awakening gauge
- -- Every tick of the "revving" part of the attack also creates a phial explosion
- -- Flings you a good distance away afterwards, so it seems pretty safe even with the long recovery animation
- -- Can still be shaken off by roars and other attacks though, so be careful
- Hunting Horn
- - Can "store" (up to three?) songs for sequential recitals
- - The swing into the recital now has a soundwave that greatly increases the area it hits
- -- Soundwave only occurs if you have a valid song ready to play
- -- If you hit with the swing directly, the soundwave also hits, basically doing double damage
- - Recital animation is determined by analog inputs now, rather than the last attack you performed
- - You can roll out of recitals now
- - You can add an extra note when you start a recital by hitting R + an attack button, so if a song took "Blue -> Purple -> Blue" before you can play "Blue -> Purple" then start a recital with "Blue" to get the song.
- - More Encore followups (Neutral and Forward) in addition to the old ones
- Charge Blade
- - Starting with the 4U charge blade as a base, none of the nerfs from X/XX carried over it seems
- -- Yes, that means all the 4U AED shortcuts are still present
- - New fade slash, can slide sideways and jump back up with a sword attack
- - Super AED no longer consumes red shield
- - Sword can also be charged now
- -- After charging the sword, the hunter pulls it back out of the shield into a strong overhead slash. Can combo from there into the rest of the sword moveset
- -- Adds phial bursts to sword mode
- - (New?) Phial type, "Power Element Phial", no clue what it does or if it's just a different name for Element Phial now.
- Insect Glaive
- - Kinsect is now a separate piece of equipment from the glaive itself, so even if you have every IG in the game you could still just have your one Effect Extender kinsect, or screw around with a kinsect for every element, whatever you want
- - Pressing R mid-combo to mark the part of the monster you're hitting automatically sends out your kinsect to attack
- - Kinsect will continually attack independantly until the marker wears off (or stamina?)
- - Kinsect attacks (might be left by other attacks?) now leave swarms of bugs that do extra damage/effects if a monster touches them
- -- The demo Kinsect seemed to leave swarms that could poison
- - Airdashing
- -- Can now do an airdash (dodge button) and a dash into an attack (heavy attack) once each after a polevault
- -- The heavy attack re-launches you into the air if it connects, and lets you dash and attack again
- -- Consumes stamina, seemed to be able to get roughly 6 dashes maximum if you keep hitting the attack. Might be able to get more if the Constitution skill is still in the game.
- - Regular aerial attack is still there too
- - When you change positions while mounting a monster, IG will get a few hits in as you roll to a different spot
- Light Bowgun
- - Can move quickly while shooting
- - Rapid Fire is still in, and doesn't lock you in place while shooting.
- - Ammo with heavy recoil still seems to stop you in your tracks for the recoil animation
- - Can chain multiple sidesteps/backsteps into a slide that covers some good distance
- - First person camera is gone, holding L2 brings up your crosshairs in an over the shoulder view
- - New special internal ammo types. Only one seen for LBG so far is Wyvernblast (plant landmines on the ground that shoot out small explosions when any attacks from hunters or monsters pass over them, including your own shots)
- - (?) Probably more special ammo types? There was only one LBG available in the demo build
- - Special ammo regenerates over time
- Heavy Bowgun
- - Can move slowly while shooting
- - Some shots still need you to stand still for a moment, like Cluster
- - First person camera is gone, holding L2 brings up your crosshairs in an over the shoulder view
- - Crouching Fire is gone, new special internal ammo types
- -- Wyvernheart, extremely rapid fire shots. Can move while shooting.
- -- Wyvernsnipe, high damage and very long range. Have to set up and stay still to fire.
- - (?) Possibly more than these, HBG was the only weapon type in the demo that had two weapons available
- - Special ammo regenerates over time
- - TL;DR It's Lost Planet
- Bowgun Ammo and Mods(this applies to both types of bowguns)
- - Elemental shots pierce
- - Cluster shots are fired in an arc now, rather than a straight shot that bursts on hitting the monster
- - Spread shot (Pellet shot) has critical distance, from point blank to just before the max range.
- -- (?) Couldn't tell if there were still "pellet magnet" parts, not much footage out there of people actually using it
- - Bowguns now have multiple slots for weapon mods
- -- Rarity 1-2 guns have 1 slot, 3-4 have 2 slots, and 5+ have 3 slots
- -- The options are:
- Suppressor (reduces recoil)
- Reload Booster (improves reload speed)
- Deviation Stabilizer (reduces deviation)
- Point Blank Booster (increases damage at close range)
- Range Booster (increases damage at long range)
- Shield (Auto-Guard frontal attacks)
- -- Apparently, you can stack multiple of the same type of mod (Can shield stack?)
- Bow
- - Can move while shooting, somewhere between the speed of LBG and HBG
- - All bows have Arc shot and Power shot
- - Can sidestep while charging and start another charge
- -- Sidestepping into a climbable wall lets you jump up the wall into a jumping spread shot
- - (?) All bows supposedly have the same shot types now, regular charge shots are Rapid, Power Shots are spread, and Pierce has been replaced with Dragon Piercer
- - Dragon Piercer
- -- High damage piercing shot used after a Powershot
- -- (?) Seems to go clear through everything up to a Rath in size, so far it's unclear if there's an upper limit on how many hits it can cause
- -- (?) Seems like you can spam this as much as you want, but it's very slow to fire and you can't move while drawing it back
- -- (?) Unsure if this benefits from coatings
- - Close Range coatings increase damage like Power coatings, and are now unlimited, so your damage isn't totally screwed when you run out of Power coatings, you just need to play riskier up close.
- - TL;DR It's Dragon's Dogma
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