
It seems that the penetration and attribute shots don’t drop in power that much?
>>1In the first place, no one has ever said that penetration decreases firepower.
The nerf was less significant than I thought.
I think the adjustments to attribute bullets are mostly minor bug fixes.
It still feels like a weapon that shoots attribute bullets just by killing 35 FPS.
I don’t know because I haven’t used armor-piercing rounds.
So, it seems that Light-kun, who died as collateral damage, wasn’t there either… That’s good.
Getting a ridiculous number of hits was definitely not good…
I wonder if the shotgun has properly powered up…
The light is not collateral damage.
The rapid-fire gauge recovery for armor-piercing bullets received a significant nerf, so only the light type was targeted.
The shotgun has become easier to use since close range is now the critical distance.
I wonder if I would use it.
>>9Thankful
I think it’s strong against things that approach like Doshya, Kematorisu, and Nu.
“Finally, the shotgun has been implemented.”
The light shotgun seems to have received some kind of buff…
Shall we practice with the shotgun…?
Does the PS feel different at 30 or 60?
The gauge recovery rate of the light is visibly declining.
Shall I try using it for solo?
Shall we just pretend the dragon heat grenade never existed?
>>18That thing is actually hard to use because it has a critical range despite its power.
>>18Aside from the Gatling gun and slow armor-piercing rounds, it has officially been disregarded, right?
Shotgun shells have been significantly improved from being useless ammunition to having the potential to be used successfully with effort.
Seriously?
I could somehow endure everything else except for the close proximity that wasn’t at least to a certain distance, so I can finally use it.
>>21The distance was awkward and on top of that, there was recoil, so it was really tough.
Isn’t there something that makes it easy to get injured?
Regarding gauge collection, if you’re using Heavy and have a penetration build, you’ll notice that the Gatling cycle has significantly decreased.
>>23Isn’t this just making it so that instead of increasing options, you’re just shooting more attribute bullets?
Let’s set aside the fact that it was like that from the beginning.
>>37In a long battle, using penetration shots to recover gauge also affects attributes.
If you say it doesn’t matter if it’s like a gravure photo, then I see.
>>37It’s just that it’s not as easy to use or as strong as attributes, but the option for scatter shot has emerged.
>>50What is it to use an inconvenient and weak option when there are other choices for the same weapon type? Is it a self-imposed challenge?
>>76Since there are various ways to play, it means not everyone is fixated on maximum efficiency.
Up until now, I tried to do it with a shotgun, but it was just too hard… there was nothing I could do.
>>82Well, that’s true, but I want a reason to use shotgun shells… It’s like… there’s never a situation where using shotgun shells is the best option against a specific monster…
>>76Flavor change when you want to do something different once in a while.
I tried testing the attribute bullet with a ★5 Tuna from Legend 8, but it took 5 minutes.
It seems that it can normally go well with attribute bullets.
Isn’t there some element that can suppress the recoil…?
It feels like they suddenly decided to cancel the nerf because the attributes haven’t changed at all and it was really chaotic outside.
>>27It might have been more about stabilizing recoil in FPS games.
>>31I’m really sorry if that was the intention… It seems like you should properly mention it in the patch notes!
>>36I hope you can write down the numbers in your notebook after seeing this rough weather.
>>27The power has been adjusted normally, and the number of hits that had increased at low FPS has also decreased, just as it is written, right?
I wonder if skills for recoil reduction will be implemented in the future.
Attribute bullets for those who used them normally have gone from 5 hits to 6 hits, and the power adjustment has generally remained the same.
Isn’t it more of a balance like “people who were using it with 7 hits are no good”?
No nerf for attribute bullets at 60FPS.
I mean, at 35FPS, that’s originally almost 1.4 times weaker damage, so that’s just crazy.
So that’s why the conversation between the anonymous users didn’t match up…
The light is polished to the extent that after verification in an update stream by a certified broadcaster, it can immediately handle Gouki without needing further adjustments.
The damage of attribute bullets has decreased, and the number of hits has also reduced.
I wonder if they’ve already given up on canceling bullets.
Is Heavy basically just an upper?
>>39No, a nerf is a nerf.
>>39Since only the gauge efficiency for penetration is lower, wouldn’t it be enough to use the special shot to specialize it while using it more like a standard weapon?
>>45Congas…
>>39The part with the highest firepower has been weakened, so it’s a nerf.
Attributes are ultimately strong only against a specific subset of opponents.
I think the difference in hit count due to FPS is a bug, not a feature, but it has been ignored since the world.
So, did they specifically weaken only the light bowgun?
Why?
>>41You hate it, right?
>>41Because I won’t allow easy weapons.
>>53I think it’s easier to operate the heavy one!
Finally, I can go home, eat, and verify it…
Even the descriptions in the patch notes are kind of vague…
I don’t think there is anyone who can scrutinize the text before it’s posted.
I want you to clearly specify which other issues there are, as there are too many to count.
It was an adjustment that encouraged the Gatogato Man to transition to attribute bullets.
It was worth it to go crazy and play with shotguns even before the update.
Is it really okay for shotgun pellets to be in close contact?
This is great!
This time, with attribute damage of 15, you can fight effectively, so it’s strong against most opponents…
Playing with a lower FPS for the sake of DPS is just really stupid.
Does that mean to spread the light in a usual manner?
I don’t mind because I like it, but the population will decrease again.
The gunner’s defense power, and approaching closer with the heaviest weapon… rather than the bow.
>>57I have a shield…
You haven’t done the world yet, have you?
>>59This is Wiles, but…
>>62In any case, there is a shield.
The fps30 environment is seriously shaky and it feels like it’s intentionally shaking this much, doesn’t it?
Is that how it is?
>>60It results that way because it is simply being lowered without any smoothing to move smoothly at 30.
It’s made with a base of 30, so it doesn’t shake as much up to this point.
More importantly, can we do something about the Glico’s bonus called the offset bullet?
>>63I want to push for new elements, so why did they implement something so difficult to use while saying it so modestly…
The penetration Gatling efficiency has decreased, so it has become stronger than usual, but it’s not much better than the scatter shots that don’t produce as many shots due to recoil.
I really want you to include the intentions and numbers especially when adjustments, particularly nerfs, are made.
>>66I think it’s pointless to make someone write down their intentions, regardless of the numbers.
It’s frustrating, and I can’t just write that; it would only end up being a meaningless argument about how balance is or whatever.
>>66Since Garuhoto was too strong, it would have been nice if they had said they would make Artia more reasonable while rounding things out, as it had no value to make!
I’m honestly not interested in a playthrough that involves shooting shotguns, so I’ll put it on hold for now.
I won’t forgive the guy who handed over a regular 3-shot burst to Heavy.
>>68The heavy side thinks this is unnecessary.
Has the Albedo Heavy, also known as Paramedes, become somewhat easier to use with the ability to load 5 shots of Scattershot Lv3?
I thought the penetration would be lower and that there wouldn’t be a normal shot and Gatling, but the normal gauge recovery hasn’t changed, and the one that corresponds to normal level 3 has a sad loading count and it was no good…
>>69Typically, it’s probably good to aim for the loading count with Artia or use a level 2 frog.
>>69Reload is busy, but Galshu is still really strong.
>>79I see… I’ll try various things including Level 2, thank you!
I recently learned that I can block Gravity Beams with a Heavy Shield.
Give me back the time I carefully avoided.
The shield performance in this game is high, so it might be easier to stick close compared to using a bow.
If I’m going to use shotguns, I also want the strong hit armor.
It was good that the strongest attribute didn’t change.
That concern was probably the reason for the big fuss about it being heavily nerfed.
Could it be that the range of shotgun pellets becomes the effective range of counter-bullets?
>>75Even if it becomes available, they probably won’t go out of their way to change it and shoot.
Did you become a shotgun attach? It’s like 2 damage or something.
>>81It’s not in effective range.
Did Kantsuu die!?
I was using it because replenishing attribute bullets was troublesome…
>>85It’s not that heavy.
It has become a bit far to Gato Gato.
If you want to counter gunner players, you just have to avoid increasing close-range skills and delay installation skills that they absolutely hate.
>>86I do like the feel of it now and use it, but the reason I started using it was precisely that…
As long as the attributes can be used without any issues, that’s enough.
I never intended to use physical bullets from the start.
The shotgun has that same recoil…? It wasn’t in the adjustment items.
Even if it’s not strong, I can at least compromise on that, but if it’s hard to use, I won’t use it!
At least make it strong, but hard to use.
I keep asking what it means that I want to shoot a counter shot on the spot but can only do so with Dragon Heat.
Heavy understood.
What did Light do?
>>94Excessive Use of Armor-Piercing Rounds Crime
>>94Attribute penetration crime
>>94A certified streamer said that it’s an inferior version.
>>94A new charge that only involved attribute penetration and step penetration from the previous work.
Shotgun pellets are a total miss at complete contact, but they’re properly critical at nearly complete contact, so it’s more or less just a margin of error.
The shotgun’s recoil is still the same, but it has become less stiff and is now at a usable level, even though it’s still somewhat difficult to handle.
The firepower is amazing.
The consequence of bullying Redow and Gravimos too much.
If you want to shoot a shotgun, it’s better to hold a light.
The mystery remains as to why fighting at the most dangerous distance with shotgun shells causes the greatest stiffening.
If you say that the penetration rounds that can fight in a safe zone are large due to rigidity, I can understand that.
Gravimos will probably die in almost the same time…
>>104In the end, it doesn’t change that it’s easy to hit weaknesses and if it gets a stomachache, it becomes soft…
What the hell is a gauge anyway?!
>>106The gauge is fine, but having to reload each time is way too slow.
The heavy shotgun doesn’t need to be that close, and even if you get pushed back by the recoil, it can still be within critical distance, so its power has increased to the point where I might choose to use the shotgun today.
>>108It’s more important to become close rather than saying it’s unnecessary.
>>113If you want to fight up close, I’ll carry a melee weapon.
>>118It’s not like that.
The fact that there’s no need to adjust the distance after hitting a just guard is really significant.
>>121This is seriously huge.
The stress of the dog is reduced.
>>108That is only used by perverts.
>>120I would be troubled if the settings in my brain were talked about as if they were just common knowledge.
It’s really gross and lacks sense how you’re half-heartedly copying F’s shooting style.
If you have a gauge, you can use the normal light to simulate the Gatling as well…
It’s too cruel that the only damage-dealing factor was speed, and now they’ve nerfed gauge recovery…
Capcom is not thinking about anything.
I challenged Chatta in the arena with a light weapon and easily got an S rank with a shotgun.
It must be a remedy for those who couldn’t get an S rank in the combat while carrying a light.
3% light users, do your best!
What crime did the light bowgun commit?
>>122The sin that existed.
Even before the nerf, there were aspects where I relied on devouring attack, huh?
If you’re going to use a shotgun, it’s better to keep firing with a gun.
The cutting slash looked like poop but was quite strong, so I feel like there might be a chance once the weapon side is ready.
>>127The motion value itself is more than double what it was during its peak…
>>127The backlash is really over, but I was able to get a decent time on Alshubeld in beta.
The adjustments in Monster Hunter are just so confusing, right?
The game I’m playing while I’m away is so bizarre that it blows away all my complaints.
As for Heavy, those who are fine with just the attributes as before remain unchanged, and for those who want to do various things, it’s just good that the options have increased.
It seems that I have no choice but to reconsider my tactics to regain the lost advantage with a shotgun…
>>130It should be fine as usual.
>>130I’ve been struggling to find a way to manage the increase in normal attacks, but I never thought there would come a time when I’d feel that the three-shot burst from the light weapon was a hindrance.
But we’re excited about Akuma…
The light’s penetration wasn’t wrong, so why…
>>134Adjustment of Wiles
All of this.
>>134Everyone only seems to use penetration.
Let’s nerf it!
It seems that a person who was thinking about builds and streaming said that damage from shooting through a wall has clearly become weaker.
I hope you do your best.
I’m grateful for the large benefits of the upper since I was specializing in shotguns with the gravity cannon.
It’s frustrating that all the damage output and gauge recovery rely solely on penetration!
>>141Then why did you set it up like that in the first place…
>>141The development includes other range loading recoil and killing too!
>>141Instead of just leveling it out, I wish you’d look at how everywhere says to raise the other thing.
The new projectile enhancements are weak, so there’s no need to forcefully stack them, but it might be interesting if I could appropriately switch between physical projectiles depending on the situation.
>>143The power differs too much at different levels, so I can’t distinguish their use…
>>143Maybe they didn’t like that even if they strengthen other ammo types, in the end, they’ll still have to use piercing to charge the gauge.
The adjustment of the penetration has decreased, and I’ve generally raised other physical bullets to about that level, but is it necessary to lower the penetration? Isn’t that adjustment only welcomed by top weapons like the single-handed gun?
In other words, since the details of the adjustments aren’t written down, it might be said that the power of the attribute bullets hasn’t really changed and that’s a bug or something…
The shotgun can be seriously carried for certain enemies thanks to its somewhat reckless increase in firepower and the reassessment of critical distance.
>>146It’s finally time to start, prepared with attributes up to the amount needed for synthesis, except for some enemies!
>>152It’s fine that the shotgun before the update couldn’t even get to that start…
The AI took the data and came up with something outstanding, so it feels like I’ve tweaked it.
It seems unexpected that repeated side jumps can be executed rapidly from neutral mode.
Penetrating bullets are not good if the flesh is hard as they pass through easily, and if it is soft, they become ineffective and low in performance.
>>149I only have a bad feeling about this.
>>149Is it the Dragon Staff? There’s no way that would be allowed.
I no longer have to lower it to fps 35 and play in that awkward, choppy way?
>>151You can do it over 60.
Also, when firing the Dragon Cannon in a double shot at 30, it still causes the hit to disappear.
I think Light can probably equip all of the development enhancements, bullet power enhancements, rapid-fire enhancements, and First Force.
Or I simply dislike fast crossbows.
>>155Maybe this isn’t just about the crossbow… I think it’s because weapons like dual blades and flutes slow me down, so I dislike fast characters.
>>165What’s with the habit of sliding on one hand while being strict in certain areas, seriously…
The basic damage calculation formula itself has hardly changed in 20 years.
I wonder if there were any other factors that would lead to such a significant miscalculation in adjustments…
Regarding the lateral leap, I hope it was within expectations because without that, I couldn’t really use the scattershot.
I’m really, incredibly happy that the shotgun has become stronger.
The penetrating rounds can be quite troublesome to maintain the proper distance, so if close shots are allowed, I’ll carry the shotgun.
>>160If you incorporate shooting techniques, you can shoot relatively far with shotguns.
Isn’t it strange that the specifications for the armor-piercing rounds were changed in Wilds, yet it’s being treated as a mistake in adjustments?
Isn’t the non-Gato stronger?
The light has been weakened in terms of gauge recovery for piercing shots, so attribute shots might be slightly nerfed as well.
It seems like I can somehow manage to cover it up with the shotgun gauge recovery.
>No.1317551938When a part becomes damaged and softens, there are disadvantages such as a decrease in performance.
Upon reflection, it was impossible for them to want to play with attributes while drastically lowering the finite attribute bullets.
>>168Is the trust in development too low, or is the wording in the patch notes just bad? Which is it?
>>174Both
>>174To be honest, I don’t think it’s right to make a fuss without looking at the numbers.
>>174I can only say both.
The fact that shotguns stubbornly avoid corrections to the recoil that prevent walking and shooting shows that there is some kind of attachment to it, which I can see clearly and dislike.
I wonder if Light-kun did something to be treated like this?
I thought the attribute bullets were different… but it turns out that people using glitch-like methods similar to FPS fixed have their firepower reduced by 70%.
No wonder they are making such a fuss.
>>173I haven’t been able to calculate the motion values yet, but it seems like the ratio of the attribute part and the physical part has changed.
>>173Isn’t it because it didn’t specifically state that it would eliminate glitches…?
>>173It’s okay in Japanese.
Why are they making adjustments like a competitive game for PvE?
COOP games aren’t really something you should nerf, right?
In Rise and Sunbreak, I was quite mischievous, but in Wilds, I was a model prisoner.
>>177Only 2.8% are left, that’s why they are escaping.
>>177I think it was a support character that was easy to operate, had long-lasting ejaculation, minimal stiffness, high mobility, and strong firepower.
This time, I think they want to position it as a practice weapon with ease of handling in exchange for lower firepower.
>>177Isn’t it often the case that when Leite is being mischievous, it’s usually the adjustments to the bullets and skills that are ridiculous rather than Leite’s specifications themselves?
I think the adjustment could have been just to keep the armor-piercing rounds as is and raise the upper limits for regular and shotgun shells a bit more.
That said, what’s done is done, so I’m going to have fun with a shotgun.
I tried it out, and the shotgun is quite good.
It reaches much farther than the image of shotgun fire so it won’t be good for close range.
I don’t know if it’s good with attribute bullets or not.
It might be okay to skip attribute synthesis.
>>182As mentioned above, it’s tough to maintain the crystal due to its attribute, so it’s a perfect match.
The processing that changes the hit count in FPS games is fundamentally strange, but it hasn’t been fundamentally resolved.
>>183Due to the chronic illness of the UE engine
>>183Since it comes from the engine, we have to make major modifications to the engine itself or change it completely.
>>196Why was such a towering mountain of crap created using the same engine as Rise?
>>200That’s probably because it has the same engine as a half rice.
What are you saying?
I want them to revert to the old specification where shotgun pellets stick to the softest part of the meat.
I have a suspicion that the people making adjustments have only experienced building in competitive games.
It feels like the adjustments are based on the assumption that users are competing against each other.
The first hit of Heavy’s Attribute Shot LV2 seems to be completely unchanged, judging by a rough calculation.
The results show that physical boost and attribute down happen in the same verification, and I just don’t understand it…
>>189Can you tell me the intermediate steps of the calculation you did?
>>193It’s not exactly the same, but I’ll calculate the original attribute value based on the growth with attribute 3 attached.
With a Uzutuna Heavy (weapon multiplier 240)
Training dummy (Attribute meat quality 30) with no skills: 37.2 damage.
Attribute 3 (1.2 times dependent on attack power & fixed value +60) results in 42.6 damage.
((42.6-37.2)/0.3)/0.1=180 is the increase in attribute value.
((180-60)/2.4)/0.2=250 is the attribute value of the attribute bullet.
>>255Maybe negative criticals and force aren’t activated, right?
Does that mean the modification will happen after the second hit… ?
The patch notes are seriously written in such strange Japanese that everyone is having trouble.
>>191Lowering trend
A sliding that suddenly appeared out of nowhere.
What else is there?