0:00 Intro 0:19 What does tune-up do? 1:04 There is a tune-up decoration? 1:19 Why no rapid fire on your elemental bowguns? 1:52 Why not use crit element, charge master or mail of hellfire on your elemental builds? 2:53 Why do you hate on HBG a lot in Sunbreak? 3:35 Why do say not to use a normal heavy bowgun? 4:14 Whats wrong with the new silkbinds/switch skills? 5:52 Is fanning maneuver not good to use anymore? 6:32 Whats the difference between pierce 1 and pierce 2? 7:04 Are slicing and sticky ammos actually dead in Sunbreak? 8:28 Bowgun dodging whats the scoop? 12:05 Outro
"Look, I'm just here to figure out what's optimal" I love that! I wish more people would appreciate this and think for themselves a little bit. Honestly it kinda makes me sad that everyone just wants to copy/paste builds without personalizing them at all, or when they do add a personal touch they feel the need to justify why it should be "meta" or need validation from a content creator. I don't use counter mines, because I have carple tunnel and sore construction fingers that don't have the reaction speed they used to... so, fanning maneuver is a great repositioning tool for me because I can't consistently hit the counters. But, I understand the choice I'm making and what I personally lose and gain by doing so. I think that understanding what's optimal, is the first step in deciding where and how much you want to comprise for your personal preferences. Sorry, rant over. Keep doing the good work Phem, I can guarantee that every single person who's watched your content can make themselves better gunner builds because of it.
One more very important thing that needs to be noted about Tune-Up is that it also increases both the positive AND negative range modifiers of LBG's barrel mods (i.e. the Long Barrel gets further increased maximum distance but also further increased minimum distance and the Silencer gets further reduced minimum distance but also further reduced maximum distance). The skill is actually a trap for Normal and Spread because the last thing you want with those ammo types is worse minimum/maximum distance (especially if you're using Critical Firepower).
@@cooldudeachyut Yes and no. Ballistics is a godsend if you're just using Critical Firepower, but if you're using Critical Firepower and Tune-Up then not even Ballistics 3 can salvage it. Also, fitting Ballistics 3 onto a set is pretty costly [without modded charms].
@@theguywithnoaccount I do find it a bit more difficult to get in range for critical firepower but I like the high damage numbers lol. I guess it's a trap anyway.
@@cooldudeachyut Oh by all mean, use it if you enjoy it and feel comfortable with it! It's totally workable (especially if you're just locking a monster to death), it's just that it often ends up losing to Marksman due to the extra repositioning you have to do to stay in its absurdly short critical distance.
The thing with slicing is that you're not locked to a specific set for an entire hunt. Make a partbreaker focused set (or slugger/partbreaker for sticky/slicing), cut the tail, break whatever specific parts you need for materials, then fast travel back to camp when the monster moves (or farcaster if you're in a hurry) to grab an appropriate dps set to finish out the fight.
It's a good thing these utility ammos (sticky and slicing) and going back to their roots - for use as an utility ammo (case for sticky is to obv KO, case for slicing obv for slicing partbreaks) and not just plain spamming as a primary ammo.
The point to using mechsilkbind *the machine gun silkbind?* is to actually break parts. It adds an extra tick of damage to part break if you target the spots with said ammo there. So say you wanted to use slicing ammo to cut a tail, mechsilkbind the tail and get those slicing hits to get the bonus partbreak to help aid with it.
Aside from added partbreaker damage, it also builds up that hidden meter for the next Wyvern Riding instance whenever you hit the silkbinded bullets on monsters btw. Helps out a lot in hunts.
@@auraleedivinus ngl, I felt like that one was better explained but the part of people ignoring the partbreaker bonus is quite large. The actual ability to "mount" a monster is honestly quite easy for every weapon in the game so didn't feel like explaining the ticks also did "silk" damage as well.
Damn that actually makes it good with blood rite ya want to break parts and then benefit from a heal especially if ya can slot in blood rite with delirection
It makes sense to me that slicing and sticky remain useable for their primary effect, but not viable to abuse like a regular ammo type. As for there being a way to differentiate the identities of the two bowguns, I've seen you and others float the idea of reviving medium bowgun, ditching light and heavy, and introducing a new ranged weapon type. I'm not sure it's very likely, but what kind of weapon would you like to see? Or, more importantly, what playstyle do you think ranged is missing? What's a way people want to play, that they currently can't?
I would love to see something like a sniper archetype which would be similar to Hammer but with ranged weapon instead. Slow to fire, but heavy hitting part breaker and stunner with decent mobility.
Boomerang weapon that you have to catch. If you catch it you can throw it again quickly and if you don't catch it you gotta pick it up or have a longer animation. Could either do it with a button press or have the boomerang go in specific arcs you have to learn and auto catch it as long as youre in position. Use coatings and mods to have it do different effects/flight paths. Think theres a lot of creative wirebug moves you could do with that too. What would really win my heart is if you had some kind of swaxe or CB phials system on it. Perfect timing catch increases phial charge or something.
All HBG needs is to have shield built-in(just an extra option when dodges are not enough) and power barrel or silencer be the optional parts. (since sticky nerf)
The thing with HBG is you dont have to dodge at all.. Use a shield and Guard, then just shoulder check when wirebugs are up, shift from red to blue for a quick heal.
Enjoy needing to rely on unsheathing and potioning or felyne shifter for your health regen then unless ya want to use blood rite with the issues that come from that (unless ya have a hunter ai with good part breaker). The problem with shield hbg is the amount of chip you take and how limited healing is. But to each their own, I don’t like it cause especially on harder hitting monsters the chip is insane. Especially the afflicted fiends.
Hey Phemeto thanks for the video, had two quick questions. 1. For the gorm spread lbg build, do you run critical firepower as a switch skill, or just standard firing? 2. And for said build, how important is ballistics 2, and would I be losing much if I replaced it with evade extender 2?
most ppl dont run gorm lbg with crit fire power, because it has a bad recoil to begin with. with crit firepower you get even worse recoil. you need recoil +3 (ofc), a silencer and tune up 1 to negate the recoil. but silence does also reduce your crit distance (!) and tune up does double the effect of silencer. so you get double the negative range. so you are left with the minimum range possible for spread shot. without balistic you are in a rly bad spot and even with balistic you can run into trouble. better range = more shots = more dps
Regular ol mines... i've tried to incorporate them a bit more in my LBG runs... they seem very helpful in multiplayer runs, especially if there are any heavy hitters in the party, just place them next to a downed enemy and let the GS get a little explosive boost... during solo hunts i've been trying to use them when firing would be less efficient, for example pierce but you are out of range and orientation... or use them for very predictable monsters like diablo to attack... but i'm not sure this is optimal... feels like they need an overhaul in 6, maybe be able to inflict statuses or elemental??? not just explosion??
3:00 HBG got Setting Sun which is a huge deal for pierce element. Pierce element with SS is so egregiously overpowered right now that I'm almost expecting a nerf in the next title update.
Doubt it even if its so . HBG suck in every other way . If Capcom want to murder the weapon , then sure . Doubt it though(not unless the buff something else at same time)
Right, but he clarified multiple times he prefers to run TA, and therefore his advice and approach to the game is biased around the limitations that ruleset presents. Setting sun is great, he stayed as much, but in TA, you more or less have to wait until you down the monster to use it.
I've heard that chain crit doesn't actually increase element at all for bowguns, and it's just 10 raw, do you happen to know anything about that? I've found crouching fire for heavy bowgun somewhat useful for situational ammo with high recoil, reload, auto-reload or awful clip sizes, like Para 2 sometimes, as it basically allows you to bypass them all with a mediocre firing mode. Though to get the best recoil and reload on the primary ammo, chances are your status ammo won't be too awful either, if the bowgun even has them in the first place. Though if you have a limited amount of ammo, charge shot would increase their efficiency anyway, and it's a lot easier to react to things out of a charge shot. Normal 3 also lets you shoot surprisingly many times before overheating, which could be useful maybe? Do you happen to know if Tune Up also increases the critical range further when using long barrel?
He stated in the video that ele shots scale off of your raw, so even if you didn't get the elemental boost, chain crit should still increase your damage anyways.
I prefer to run CE7 and Wex3 on my raw LBG sets. MM3 is too conditional and with endgame monsters eg. Afflicted moving so fast, it's essentially a useless skill. Whereas CE7 + Wex3 gives me 100% uptime on high affinity, resulting in a nett gain in dps over MM3.
@@cooldudeachyut Even for pierce I still find myself having to roll. 2 wirebugs is just not enough to outpace the monsters. I don't run ballistics 2, as I find it's totally manageable with just silencer. So I have more space for CE7, without losing much raw. The set also compensates for its lower Attack lv with dereliction 1 and resentment 1.
One thing I don't really understand is why LBGs can use level 3 ammo. It kind of seems like it would make sense for LBGs to have rapid fire level 2, and HBGs to have a slower firing but higher damage level 3 loadout. Bigger gun = bigger bullet sort of thing. Not sure why that isn't the case - feels like it would go a long way towards differentiating them
Ikr! Back in World, not a whole lot of LBG can handle level 3 ammo. That's why a few LBG that can handle lvl 3 ammo well became end-game Meta guns and they stood out among other guns. In Rise, so many lbgs can comfortably shoot level 3 ammos.
So basically monster hunter is a series that was made in the 2000’s so about 20ish years of power creep has allowed light bow gun to now exceed hbg dps wise.
@@aurnknight2813 Hbg is definitely still stronger in speedruns. Lbg still can't keep up with hbg in terms of dps and kill-time in speedrun settings (TA or otherwise). But for everyday casual play, lbg has so much mobility advantage and power creep to close the gap and even exceed hbg. Yee
As someone blessed with lots of tune up 2 talismans, ive mde a lot of tune up builds but it only useful for shields tune-up, aside from that it is basically useless. better fit in better talismans if needed
Because people see it as not really playing the game. Since youre engaging with the monster indirectly its easier to not get hit. And all the ranged weapons do way better damage than melee weapons so its seen as playing on easy mode
0:38 Whenever I think to myself "what really a good and fun to fight monster is?" I always conclude that dive kick spam is the pinnacle of good and enjoyable gameplay.
Raw is always the Meta but in Sunbreak they kinda buff the Elements for element exploits plus majority of Players go for Raw and its repetitive n boring really a Little diversity can be explored to use the unpopular weaponry
you should properly test crouching fire before commenting on it, it's always a dps increase assuming you are using it correctly (using nearly the entire gauge, using at the very least half of it breaks even on dps). for single or double clip size ammos, it's always a massive dps increase because of reload speed on those ammo types. next HBG almost always have higher raw/affinity, they have more/higher level slots, and they get higher level ammo. you also got a bigger increase in damage from power barrel as well, LBG gets 4.5% while HBG gets a whopping 12.5%. between the PB bonus and just having higher raw/affinity, it's ~15% more damage already and that doesn't account for the more/higher level slots and the higher level ammo. that's not to say HBG is in a good place (it's not), it lacks movement which really shows in sunbreak.
Definitely agree on crouching fire, it seems to be a pretty big dps increase for a variety of reasons. I've noticed that the attack speed at startup is identical (from my limited testing) to shooting normally, thus making any ramping speed an increase to dps. My main bowgun atm is the astalos which has para 2 with just one shot and very high recoil, same with slicing. crouch firing those ammos allows an easy paralysis or tail cut. The biggest benefit is that it's incredibly easy to get out of. Being able to counter literally half a second after you stop shooting or simply roll with EE means that you can get another shot or two without overheating. There's basically no downside as long as you avoid overheating.
@@God69a yea the mode is great, i'm always last second dodging out of the way or countering. i never measured the rate of fire at start up but i suppose that would make sense if it was the same. the time it takes to get into the mode and out is likely the reason it takes a few shots to break even.
0:00 Intro
0:19 What does tune-up do?
1:04 There is a tune-up decoration?
1:19 Why no rapid fire on your elemental bowguns?
1:52 Why not use crit element, charge master or mail of hellfire on your elemental builds?
2:53 Why do you hate on HBG a lot in Sunbreak?
3:35 Why do say not to use a normal heavy bowgun?
4:14 Whats wrong with the new silkbinds/switch skills?
5:52 Is fanning maneuver not good to use anymore?
6:32 Whats the difference between pierce 1 and pierce 2?
7:04 Are slicing and sticky ammos actually dead in Sunbreak?
8:28 Bowgun dodging whats the scoop?
12:05 Outro
Counter mine is *Wyvern Counter* for those who got confused.
"Look, I'm just here to figure out what's optimal"
I love that! I wish more people would appreciate this and think for themselves a little bit. Honestly it kinda makes me sad that everyone just wants to copy/paste builds without personalizing them at all, or when they do add a personal touch they feel the need to justify why it should be "meta" or need validation from a content creator.
I don't use counter mines, because I have carple tunnel and sore construction fingers that don't have the reaction speed they used to... so, fanning maneuver is a great repositioning tool for me because I can't consistently hit the counters. But, I understand the choice I'm making and what I personally lose and gain by doing so.
I think that understanding what's optimal, is the first step in deciding where and how much you want to comprise for your personal preferences.
Sorry, rant over. Keep doing the good work Phem, I can guarantee that every single person who's watched your content can make themselves better gunner builds because of it.
Yeah this sentiment exactly is one of the many big reasons why I love this game.
One more very important thing that needs to be noted about Tune-Up is that it also increases both the positive AND negative range modifiers of LBG's barrel mods (i.e. the Long Barrel gets further increased maximum distance but also further increased minimum distance and the Silencer gets further reduced minimum distance but also further reduced maximum distance). The skill is actually a trap for Normal and Spread because the last thing you want with those ammo types is worse minimum/maximum distance (especially if you're using Critical Firepower).
Ballistics 3 saves the day for critical firepower spread.
@@cooldudeachyut Yes and no. Ballistics is a godsend if you're just using Critical Firepower, but if you're using Critical Firepower and Tune-Up then not even Ballistics 3 can salvage it. Also, fitting Ballistics 3 onto a set is pretty costly [without modded charms].
@@theguywithnoaccount I do find it a bit more difficult to get in range for critical firepower but I like the high damage numbers lol. I guess it's a trap anyway.
@@cooldudeachyut Oh by all mean, use it if you enjoy it and feel comfortable with it! It's totally workable (especially if you're just locking a monster to death), it's just that it often ends up losing to Marksman due to the extra repositioning you have to do to stay in its absurdly short critical distance.
Tune up is amazing on long barrel marksman spread lgb, literally a shotgun sniper.
The thing with slicing is that you're not locked to a specific set for an entire hunt. Make a partbreaker focused set (or slugger/partbreaker for sticky/slicing), cut the tail, break whatever specific parts you need for materials, then fast travel back to camp when the monster moves (or farcaster if you're in a hurry) to grab an appropriate dps set to finish out the fight.
Well dang. It is that easy isn't it
It's a good thing these utility ammos (sticky and slicing) and going back to their roots - for use as an utility ammo (case for sticky is to obv KO, case for slicing obv for slicing partbreaks) and not just plain spamming as a primary ammo.
The point to using mechsilkbind *the machine gun silkbind?* is to actually break parts. It adds an extra tick of damage to part break if you target the spots with said ammo there. So say you wanted to use slicing ammo to cut a tail, mechsilkbind the tail and get those slicing hits to get the bonus partbreak to help aid with it.
Aside from added partbreaker damage, it also builds up that hidden meter for the next Wyvern Riding instance whenever you hit the silkbinded bullets on monsters btw. Helps out a lot in hunts.
@@auraleedivinus ngl, I felt like that one was better explained but the part of people ignoring the partbreaker bonus is quite large. The actual ability to "mount" a monster is honestly quite easy for every weapon in the game so didn't feel like explaining the ticks also did "silk" damage as well.
Damn that actually makes it good with blood rite ya want to break parts and then benefit from a heal especially if ya can slot in blood rite with delirection
It makes sense to me that slicing and sticky remain useable for their primary effect, but not viable to abuse like a regular ammo type.
As for there being a way to differentiate the identities of the two bowguns, I've seen you and others float the idea of reviving medium bowgun, ditching light and heavy, and introducing a new ranged weapon type.
I'm not sure it's very likely, but what kind of weapon would you like to see? Or, more importantly, what playstyle do you think ranged is missing? What's a way people want to play, that they currently can't?
I would love to see something like a sniper archetype which would be similar to Hammer but with ranged weapon instead. Slow to fire, but heavy hitting part breaker and stunner with decent mobility.
Boomerang weapon that you have to catch. If you catch it you can throw it again quickly and if you don't catch it you gotta pick it up or have a longer animation. Could either do it with a button press or have the boomerang go in specific arcs you have to learn and auto catch it as long as youre in position. Use coatings and mods to have it do different effects/flight paths. Think theres a lot of creative wirebug moves you could do with that too. What would really win my heart is if you had some kind of swaxe or CB phials system on it. Perfect timing catch increases phial charge or something.
All HBG needs is to have shield built-in(just an extra option when dodges are not enough) and power barrel or silencer be the optional parts. (since sticky nerf)
The thing with HBG is you dont have to dodge at all.. Use a shield and Guard, then just shoulder check when wirebugs are up, shift from red to blue for a quick heal.
Enjoy needing to rely on unsheathing and potioning or felyne shifter for your health regen then unless ya want to use blood rite with the issues that come from that (unless ya have a hunter ai with good part breaker). The problem with shield hbg is the amount of chip you take and how limited healing is.
But to each their own, I don’t like it cause especially on harder hitting monsters the chip is insane. Especially the afflicted fiends.
Hey Phemeto thanks for the video, had two quick questions.
1. For the gorm spread lbg build, do you run critical firepower as a switch skill, or just standard firing?
2. And for said build, how important is ballistics 2, and would I be losing much if I replaced it with evade extender 2?
most ppl dont run gorm lbg with crit fire power, because it has a bad recoil to begin with. with crit firepower you get even worse recoil. you need recoil +3 (ofc), a silencer and tune up 1 to negate the recoil. but silence does also reduce your crit distance (!) and tune up does double the effect of silencer. so you get double the negative range. so you are left with the minimum range possible for spread shot.
without balistic you are in a rly bad spot and even with balistic you can run into trouble. better range = more shots = more dps
Hey, I’m just happy I’m not the only who immediately started calling him Orgrasmagorm 😂
Planning on doing a FAQ for Bows?
I just started gunning in Sunbreak after not touching it since base World.
For hbg dodging , miyagi-do training comes in handy, "No be there"
Regular ol mines... i've tried to incorporate them a bit more in my LBG runs... they seem very helpful in multiplayer runs, especially if there are any heavy hitters in the party, just place them next to a downed enemy and let the GS get a little explosive boost... during solo hunts i've been trying to use them when firing would be less efficient, for example pierce but you are out of range and orientation... or use them for very predictable monsters like diablo to attack... but i'm not sure this is optimal... feels like they need an overhaul in 6, maybe be able to inflict statuses or elemental??? not just explosion??
I really appreciated this video. Thanks for explaining all of that.
3:00 HBG got Setting Sun which is a huge deal for pierce element. Pierce element with SS is so egregiously overpowered right now that I'm almost expecting a nerf in the next title update.
Doubt it even if its so . HBG suck in every other way . If Capcom want to murder the weapon , then sure . Doubt it though(not unless the buff something else at same time)
Right, but he clarified multiple times he prefers to run TA, and therefore his advice and approach to the game is biased around the limitations that ruleset presents. Setting sun is great, he stayed as much, but in TA, you more or less have to wait until you down the monster to use it.
Hey is it just me or are the Radial menu settings not getting saved?
I've heard that chain crit doesn't actually increase element at all for bowguns, and it's just 10 raw, do you happen to know anything about that?
I've found crouching fire for heavy bowgun somewhat useful for situational ammo with high recoil, reload, auto-reload or awful clip sizes, like Para 2 sometimes, as it basically allows you to bypass them all with a mediocre firing mode. Though to get the best recoil and reload on the primary ammo, chances are your status ammo won't be too awful either, if the bowgun even has them in the first place. Though if you have a limited amount of ammo, charge shot would increase their efficiency anyway, and it's a lot easier to react to things out of a charge shot.
Normal 3 also lets you shoot surprisingly many times before overheating, which could be useful maybe?
Do you happen to know if Tune Up also increases the critical range further when using long barrel?
Additional question, with how Tune-Up 2 is worded, do you get "Reload Speed +1 and Steadiness +1" when using it with a silencer or shield?
He stated in the video that ele shots scale off of your raw, so even if you didn't get the elemental boost, chain crit should still increase your damage anyways.
@@samufinland5765 that's a good question. makes you wonder if you have more options when modifying your lbg if you have that skill up to 2
I prefer to run CE7 and Wex3 on my raw LBG sets. MM3 is too conditional and with endgame monsters eg. Afflicted moving so fast, it's essentially a useless skill.
Whereas CE7 + Wex3 gives me 100% uptime on high affinity, resulting in a nett gain in dps over MM3.
I run CE7 only for spread LBG, rest is all MM3 because you can just keep strafing at a distance for other ammos.
@@cooldudeachyut Even for pierce I still find myself having to roll. 2 wirebugs is just not enough to outpace the monsters. I don't run ballistics 2, as I find it's totally manageable with just silencer. So I have more space for CE7, without losing much raw.
The set also compensates for its lower Attack lv with dereliction 1 and resentment 1.
One thing I don't really understand is why LBGs can use level 3 ammo. It kind of seems like it would make sense for LBGs to have rapid fire level 2, and HBGs to have a slower firing but higher damage level 3 loadout. Bigger gun = bigger bullet sort of thing. Not sure why that isn't the case - feels like it would go a long way towards differentiating them
Ikr! Back in World, not a whole lot of LBG can handle level 3 ammo. That's why a few LBG that can handle lvl 3 ammo well became end-game Meta guns and they stood out among other guns. In Rise, so many lbgs can comfortably shoot level 3 ammos.
So basically monster hunter is a series that was made in the 2000’s so about 20ish years of power creep has allowed light bow gun to now exceed hbg dps wise.
@@aurnknight2813 Hbg is definitely still stronger in speedruns. Lbg still can't keep up with hbg in terms of dps and kill-time in speedrun settings (TA or otherwise). But for everyday casual play, lbg has so much mobility advantage and power creep to close the gap and even exceed hbg. Yee
@@CakeofPokke Exactly, it's like if SnS could suddenly do a true charged slash or something
world had rapid fire level 3s... chef's kiss.
Super Helpful, thanks
Is Critical Firepower worth using on Light bowgun
As someone blessed with lots of tune up 2 talismans, ive mde a lot of tune up builds but it only useful for shields tune-up, aside from that it is basically useless. better fit in better talismans if needed
10:21 Bowgun Dodging, what’s the scoop?: Heavy Bowgun
A few corrections here:
11:24 It’s Dango Eazy-Breezy/Shifter NOT Slider.
11:32 The “Adept evades” here means evading with Redirection Lv. 2.
Do we ever use ele reload ?
Does he address crouch fire in this video?
Yeah i dont know...i used to be hbg but i run GS now, i feel like HBG is still good solo but. I dunno whats missing from XX
Or be a scrub like me and use a shield with guard up…you do kitty damage but you dont cart
Can someone share best endgame build for spread lbg?
Thx
Very informative video
Whats your KB+M layout?
Is it just me, or are the UI elements smaller than default? Has that been an option in game this whole time?
PC
theres a mod that does it.
I wish cat cannon getting spread 3s mattered :(
I'm getting the impression that HBG is balanced for once yet LBG is more powerful than ever...
You know I do have a question, why do bowguns, especially HBG get so much hate from others?
Because people see it as not really playing the game. Since youre engaging with the monster indirectly its easier to not get hit. And all the ranged weapons do way better damage than melee weapons so its seen as playing on easy mode
0:38 Whenever I think to myself "what really a good and fun to fight monster is?" I always conclude that dive kick spam is the pinnacle of good and enjoyable gameplay.
Raw is always the Meta but in Sunbreak they kinda buff the Elements for element exploits plus majority of Players go for Raw and its repetitive n boring really a Little diversity can be explored to use the unpopular weaponry
Thank you, good video :)
8 segs de que salio el video, estoy loco. 😱
I wouldn't be surprised if u say gu hbg is bad too , lel
That's why you use the unlimited ammo and inventory mod. Crafting ammo is absolute garbage after modding and never having to care about it
Truly skillful
Crit element Elemental pierce ammo builds 🤢
you should properly test crouching fire before commenting on it, it's always a dps increase assuming you are using it correctly (using nearly the entire gauge, using at the very least half of it breaks even on dps). for single or double clip size ammos, it's always a massive dps increase because of reload speed on those ammo types.
next HBG almost always have higher raw/affinity, they have more/higher level slots, and they get higher level ammo. you also got a bigger increase in damage from power barrel as well, LBG gets 4.5% while HBG gets a whopping 12.5%. between the PB bonus and just having higher raw/affinity, it's ~15% more damage already and that doesn't account for the more/higher level slots and the higher level ammo.
that's not to say HBG is in a good place (it's not), it lacks movement which really shows in sunbreak.
Definitely agree on crouching fire, it seems to be a pretty big dps increase for a variety of reasons. I've noticed that the attack speed at startup is identical (from my limited testing) to shooting normally, thus making any ramping speed an increase to dps. My main bowgun atm is the astalos which has para 2 with just one shot and very high recoil, same with slicing. crouch firing those ammos allows an easy paralysis or tail cut. The biggest benefit is that it's incredibly easy to get out of. Being able to counter literally half a second after you stop shooting or simply roll with EE means that you can get another shot or two without overheating. There's basically no downside as long as you avoid overheating.
@@God69a
yea the mode is great, i'm always last second dodging out of the way or countering.
i never measured the rate of fire at start up but i suppose that would make sense if it was the same. the time it takes to get into the mode and out is likely the reason it takes a few shots to break even.