提案/Suggestion
indicate gunlance fire range such as changing crosshair color of lock on
現状/Current Status
Shoot if in range, slide forward if out of range which has no indication you are out of range. You will always kamikaze into monsters like basarios spray fire from stomach or khezu thundershock
This is similar to other request to change the dash forword behavier to other actions than just tab. Becouse this affects not only GL.
Other weapons are not affected by sliding as much since only Gunlance could use the early starting of combos in order to land the Burst Fire or Wyrmstake by the time the monster stops beside the avatar, while all other melee weapons won’t have this issue since you are either stationary while charging or you will have to get close to attack anyway and won’t start tapping and attacking while the monster is far away.
you cannot compare this to other weapons as Gunlance is reliable on shelling, it is mid range weapon like melee weapon + LBG and Bow, so it is like weapon switch between lbg and lance. If you play bow and lbg, did you know you will not get in range automatically by tapping?? you have to slide forward manually. but for Gunlance it behave like melee weapon while shooting shell, you get close automatically when shooting shell out of range
“If you play bow and lbg, did you know you will not get in range automatically by tapping?? you have to slide forward manually. but for Gunlance it behave like melee weapon while shooting shell, you get close automatically when shooting shell out of range”
It does that? When shelling out of range, it will automatically move forward to within range?
Different shell type has different shelling range. I’m not sure if the game changes the sliding trigger threshold based on shelling range, but for normal shell type gunlance, it’s about 3 backhops away, where it will be both out of shelling range and will start to slide. I still can shell and hit from 2 backhops away from a small monster.
However, the problem is that for some large monsters with body parts that extend far from their main body (e.g. Banbaro/Radobaan tail), if you tried to do the tap-tap-wyrmstake sequence while standing directly behind them, despite you being in range of their tail, you’ll very likely slide forward because the game doesn’t seem to factor in the tail when deciding whether to slide or not.
Other times, I find myself tapping to start the wyrmstake sequence while knowing that the monster is about to approach me, but because the monster took one step back before it lunges forward, the game deemed for that moment of the monster stepping back that I’m out of range and decided to slide me forward, end up eating the monster’s attack. This can happen while the first tap was a shelling attack (indicating that I’m in range), then on the second tap, the monster just nice took a step back before the lunging attack, and the game decided that I’m not in range and end up sliding forward into the lunging attack.