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SantiClaws

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SantiClaws

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13 comments

  1. NeonTearz
    NeonTearz
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    how can i tell if the mod worked? and does it work online just as normal?
    1. SantiClaws
      SantiClaws
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      Test the motion values in the practice room against the wooden pillar; you can compare before and after, turning the mod off and on in a mod manager.
  2. AlexTheGamer77
    AlexTheGamer77
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    which version is closer to the damage values of rise ?
  3. lememexdd
    lememexdd
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    great mod, any chance of increasing the triple queued impact wave damage/stun?
     
  4. Yakkulx
    Yakkulx
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    I take it the "old version" is the mod that is a higher motion-value buff?  So the "newer" one is the one we want that's not too OP?  I appreciate the mod and simple concept for a power-creep-boost to the HH weapon so it's not exactly bottom tier in speed run --- not saying the weapon is weak or bad, don't misunderstand me... all I'm saying is I appreciate the boost in the weapon type so I'm not taking say for example 10+min on Alatreon with the HH but take say 7-8min with say a longsword.
  5. chrisgrin
    chrisgrin
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    Hey, any chance to make a 10% increase version? idk how to do it myself, for example all 20% to be 10% and other cases where u have 26% to be 13%, basically all percentage increases to be divided by 2

    Thanks for the mod :)
    1. SantiClaws
      SantiClaws
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      Done! Wanted to update the file to be even further toned down anyway, but left the 20% version up for anyone still wanting it.
    2. chrisgrin
      chrisgrin
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      Thank you so much!
  6. Hfredlt
    Hfredlt
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    Fair enough. Coming back to my original version of the mod after a year of not playing I felt like I might've gone a little overkill on the value changes. Unfortunately by the point I realised that I had already uninstalled most of the files and programs that I used to make the original version, I didn't have the implements to redo some of the changes.Its nice to see someone pick up where I left off, and this rebalance seems more in line with what the game originally intended, while still bringing some of the underperforming MVs up to par with other weapons DPS-wise. 

    Best of luck to you and any other horn players out there!
    1. SantiClaws
      SantiClaws
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      Thank you so much! I was happy to find someone made a re-balance of the HH, so I was immediately a fan of your mod. I wanted to change the values around to not affect the "optimal" playstyle present in the vanilla game, but I'm still debating if to tone down the values further down or keep them as-is.
  7. Nargacuga89
    Nargacuga89
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    "This mod changes the motion values a notch up to keep up with the DPS of the other weapon classes, so that you can be not only be team support, but have a mean swing too!"

    We already can though? Anyone that believes hunting horns are just team support is either a total noob, or has never touched a hunting horn.
    When we buff, we usually aren't buffing you. We are buffing ourselves, it just happens that our buffs are AOEs and you happen to be within range. HH motion values are a bit lower then they maybe should be, because the buffs more than make up for it.
    The atk buff even from just self improvement puts it on a fine level. But when you have the self buff AND attack up L or XL?
    Kinda stronk. I'm only putting this here because all should understand HH is only a team support weapon in specific situations. Like, when someone brings a horn with the anti-muck buff against something that produces muck. Or an heal focused horn, but those rarely do much at all since healing via horn takes too long.

    Usually team support comes in the form of SnS players running wide range, funnily enough.
    1. SantiClaws
      SantiClaws
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      I don't disagree with this idea at all. I've always felt the HH buffs are complimentary to the weapon, that it should not be used as a pure "support" weapon. That being said, I do think the Hunting Horn struggles to keep up with the damage numbers of other weapons in multiplayer. While it's entirely possible to solo all content with the HH in vanilla, as is the case with even the lance, I don't feel like it's particularly "strong" or "fast" solo when compared to the other weapons.
    2. Nargacuga89
      Nargacuga89
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      I mean, that's fair.
      Personally I think lance not being able to kill things that fast is reasonable for the weapon. Lance's identity is poking it till it dies while being in no real danger at any point, if it can do speedkills well then its too damn OP. Lance is what I bust out when i'm getting bodied or just wanna vibe. Kirin is pathetic with a lance... assuming you have the guard skills.
      I think the hunting horns issue with damage comes from a lack of options for dealing damage, rather then the motion values being too low. Attacks don't really flow between each other which is a shame. 
      But this makes sense for the hunting horn, as all your attacks are to play a note as far as the designs concerned.
      I do agree with the notion it could use a buff though. Hopefully it'll be in a good state in MH6.