Add a full unhinged gyro mode and adjust how dodging works

Currently, the full gyro mode is “hinged” onto the monster. This means that when the monster moves, the camera also moves with the monster. While this may help players unfamiliar with gyro aiming, I believe this is a major contributing factor in why the Light Bowgun’s potential is limited in this game, compared to PC or Console versions of Monster Hunter.

Because of how the camera hinges on the monster, this makes aiming for where the monster will be, based on observing the monster’s behaviour, difficult because by the time you line up your shots and are ready to fire your LBG, the monster moves and your camera shifts, making your shots miss.

In order to counteract this “hinging” behaviour, we end up have to move the opposite way of where the monster is, or practically limit our aiming to roughly where the monster’s weak point will be in the future, based on its body language. This is highly counter-intuitive.

This is not an issue for Bow because Bows pack all the firepower in one shot that can be released within a second upon lining up the crosshair with the target. But for LBG, where you can’t just empty the entire magazine when the monster pauses and has to rely on tracing the monster as it moves around in order to maximise the damage potential of the weapon, the current aiming system simply just makes it very difficult to hit the weak spots. The change in monster damage resistance to ranged attacks on non-weak spots has made this problem even more glaring while largely not affecting the Bow simply because of how the aiming system works, not entirely because of how “strong” or “weak” the two types of ranged weapons are.

Therefore, please consider adding a third mode of aiming, where it’s completely unhinged and require user to aim just like in first-person shooter games.

The game can re-use the existing mechanism in setting the default angles at the start of the hunt, and use the Reset Aim button to reset to the current orientation of the phone. However, make it so that the camera does not follow the monster, so that as the monster moves across the arena, the player will have to turn around accordingly in order to face it.

While in this mode, make it so that the swiping action for evasive maneuvers not hinge around the monster too. Currently, when you swipe to the side or up/down, even in the current full gyro mode, you will still end up moving as if you’re circling around the monster or moving the opposite direction of swiping to the sides from the monster even if you’re facing 180° from the monster (i.e. if you have the monster behind you and you swipe left, you end up dodging to your right instead of to your left; when you face 90° to the side of the monster and you swipe up, you roll forward in an arc around the monster instead of actually rolling in a straight line forward). This makes it difficult to adjust position correctly, especially when you need to escape from a close-range wide area attack from the monster but when you swipe to the side, you end up still being at the side of the monster instead of away from the monster, and end up still get hit.

I see virtue in using such a mode that hinges around the monster for movements, but there’s also a need for a mode where you would evade in a straight line to the sides and to the direction you’re facing, regardless of which gyro mode or non-gyro mode you’re in, just like how the avatars in the PC/Console Monster Hunter titles move. Therefore, I think this may need to be a separate setting for controlling when to use the hinged movement and when to use absolute movement.

I believe that this will help make the using of several weapons more intuitive and efficient without having to change the properties of the weapons or monsters itself while making the movement and aiming systems more natural and intuitive.

Please consider this.

Update 2024-05-30
I would like to add on that playing melee weapon with full gyro is also not a great experience.

I was using lance and was trying to attack Azure Rathalos’ tail. While I was at its rear end, the tail was behind me, so I had to turn around to attack it (back facing the monster). However, when I try to hop to the left or right, my avatar hops in the opposite direction, right or left, instead.

This directional movement is really not a good implementation at all as such situations require user to have full control of the movement like how they do in most games where users can move through the 3D space based on their camera facing, not based on where the monster is at relative to the avatar.

I want to develop skills for making the best use of the weapon using gyro mode, but I am handicapped by how the camera and avatar’s actions hinge themselves to the monster.

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Yes. It can be a handicap.
It really simply comes down to the camera position or the FIELD OF VIEW.
I play on andriod. I noticed if playing the game in rotation mode flip phone sideways and it opens up the field of view.
Problem with that is the phone is much more sensitive to tilt/rotate in this orientation.
This Field of view is why gyro lance is rough on large brutes that are tall say devil jho. Then the hinged cam following makes it very challenging and makes it feel like you have to rotate 180° to hit your target say jho face.
How i remedy this is on my andriod im able to run two apps at once OR as to say i press the triple bar button and then hold the app i desire “mh now” and im able to get the camerea off my hunters back and open up the field of view more.
The smaller i make the window on my phone running the app the bigger the field of view. This is a GAME CHANGER for all weapons. Apple phones cant exploit this amd i feel bad for the wife. I do think there needs to be a slider bar in options to adjust “field of view” as having that extra information of your surroundings is vital in soo many ways in mh and always has been good.
Anyways I’ll be adding some stuff on gyro info soon. Ive collected a bunch of data on it and tested all weapons and found a bunch of cool tricks/exploits. Have any questions hit me up and maybe we can collabe on a solution for the team.

Oh yeah on the lbg… i feel ya on aiming at precise part while monsters moving/running. Well what i do. Is yes i pre aim but only when monsters running. I use head /feet /sound on monster to figure out where its going and i stare at feet entire time to help guide or lead my shots.
Thanks for all your gyro input btw. Keep it up

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And I want to write to appreciate that you’re actually looking through the old posts rather than just making new posts even though there are existing posts about the topic that could allow new posts to be consolidated and focused instead of getting dispersed all over in dozens of new posts about the same topic. :pray:t2:

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I have polls. I take polls here and there. Generating small time interactions about what played method prefrences and why. Most complain 90% of them complain about the field of view. It turns them off to trying it out in first place. I feel bad for those on apple who can’t do split app feature.
Its nice feature but you technically dont need to run a 2nd app.
And on that note any “gyroscope comopass” apps that look like B.truck drivers/ Train operators / Captians use navigate with the old Thomas guides ect.
I ran my 2nd app with the gyro compass app it was a blast. Recorded and rewatched. Took a bunch of notes on everything including the exploits. One of them is still being studied but its the hardest tech to do with gyro yet the most rewarding especially since it can be done mid attack “gyro feint” but cant be used on everything and thats what im zeroing in on. New weapons offset the time into doing the test when i have the time. Gyro does need more awareness for sure.

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