It does, it uses the same buttons you would use in normal lance, it just changes what each button does. I struggled with it for a few minutes but liked it after going into training mode for a moment.
Interesting. It's enjoyable to be able to endlessly execute steps and thrusts. If possible, I would like unlimited steps alone. Can you upload step only version?
At first glance, I disliked how the controls in the mod were drastically changed. It was messing with my muscle memory, and I initially had trouble adjusting. I told myself this wasn't the mod for me. However, my curiosity was piqued, and I decided to give the mod another try. Now, after about seventy hours of using the lance with this mod, I must say that it's very well-designed and flows smoothly once you get the hang of it. You did a great job with this. I can't imagine the amount of work it took.
Features like sliding with your shield up after a dash, being able to claw right out of a guard shot, and guarding on space are brilliant. These changes absolutely should've been in the base game.
One aspect I'm curious about is your design philosophy behind replacing the advancing jump thrust with a finishing thrust in the air on left click or triangle. This is the only change I actively dislike. The attack feels limited, allowing you to hit only in a very narrow cone forwards. Timing the attack is surprisingly difficult due to the delay before the aerial finishing thrust activates while soaring at high speeds. This delay has caused me to miss more than I land, and the limited angle for aiming doesn't help. You can still use the advancing jump in the air, but the additional keys to use it makes it a bit harder to use than in the base game and seems to accomplish what the finishing thrust does, but more effectively.
Either way, you're my favorite mod author. I often check to see if you've made a return to MHW. The work you do is incredible. The Deft Bow mod is probably the most fun I've ever had in this game.
From what I remember the finishing thrust retains damage bonus from the charge level while the one you can aim does not. Since the finishing thrust has no mount damage this means it's a little weaker with airborne than the thrust you can aim is. The one you can aim is designed for mounting while the finishing thrust is for damage.
Yo this s#*! is amazing, I love it. I tried to play Lance in MHW but it still ends up as one of my least used weapon as I only use it for like 50+ when other is at 200++ because of how weak and not fun it is to play, especially the counter and shield mechanic being a fucking pain on end game on top of the skill requirement to make it safe and usable with max ironwill, shield up, guardian etc on top of DPS skill to make sure I'm actually dealing any damage where the motion value is low
This mod make it sooo much easier to stay alive while doing consistent damage, not OP but definitely not weak, surprisingly balanced just a bit janky at times but it is whatever. Now I can consistently compete with other dps weapon so I don't need to feel like I'm wasting time using "weak" weapon in comparison to the like of LS or GS etc
Btw I tried your IG mod and I just can't get into it, it feel a lot more awkward and doesn't feel like much of an upgrade to me in comparison to this mod but maybe just skill issue, I might try it again sometimes
Apologies for the dumb question, but how do you perform the counter clutch claw attack on the latest release? The image says, "during counter window," but what activates the counter window?
I had not used lance for enough time to forget the intricacies, but even still the Relentless Lance feels fantastic!
I figured it out and once I understood that the counter is that brief window before the power guard activates, it clicked. After that, I wanted to get used to the new controls before further commenting on the whole package, and it's even more fun than before. I love how it makes the lance feel so engaging and different from other weapons because of not just blocking but countering attacks. There is a sense of timing required that is satisfying, and I really like the new clutch counter's implementation. Activating it too early drains stamina and can leave you facing the wrong direction, and having to hit neutral A/X first makes it more natural while requiring proper timing. Awesome work as usual.
Great changes overall. If I had to comment/critique something it would be the choice to put Wide Sweep on Circle and High Thrust on R2 + Triangle. From my experience Wide Sweep is very situational due to its long animation and accessing the much more frequently used High Thrust with Circle would, in my oppinion, be more beneficial.
Furthermore I wish there was a more fluent/conventient way to access Leaping Thrust. Guard Dash > Leaping Thrust was a very nice way to close some distance but with Leaping Thrust only accessible out of PG, Slide or Guard Shot it is basically always to slow to use as a proper movement tool. Currently I end up gapclosing basically exclusively with Guard Dash and Charge for big openings. Spamming Guard Dash however is quite Stamina intense and not very engaging.
Lastly I think finishing thrust could use a little bit of a damage boost and normal Mid/High Thrusts a little bit of a reduction. Reasoning being that due to the removal of the triple Thrust limit simply spamming Mid/High Thrusts actually results in very high dps compared to any other choice you have. This results in a somewhat repetitive spamming of those on a downed monster.
The high thrust is on R + Tri for input consistency since Tri is the stabby button. I opted to place Bash and Wide Sweep on O since the horizontal and shield bashes for my other weapon mods are normally there as well. In addition both focus on CC with Partbreak/Stun respectively. So putting them on the same button makes more sense.
Leaping Thrust deals mount damage and gets the damage bonus from airborne so much like the air attacks it's not meant to be as quick to do.
The best DPS when a monster is attacking is thrust spam <> Counter Thrust which is intentional. However, during a longer opening where the monster isn't attacking, charging deals more damage. The finisher thrust and charge are primarily meant to be used in longer openings or as a burst option after closing the distance. Using thrusts in the longer openings is also decent, but you'll be dealing at least 20% less damage overall if the monster is in position to be charged the entire duration.
closing distance without stamina use isn't that difficult. you just have to slide jump, charge, or guard dash depending on how frequently the monster is attacking and how much distance you need to cover.
Thank you for taking the time to reply to my comment. I think in the end most people will simply use what is most effective and that will be poke poke poke endlessly because it does very high dps at pretty much no risk due to so extremely little committment.
Exactly this. Too many times charge ends up going through/over the enemy's weak point. So unless I'm dumping charge damage into their torso and losing the weak point multiplier it's mostly a loss to commit to charging.
There are angles you can line up to hit the weakpoints on a lot of monsters while charging. There are some exceptions as some monsters love to wiggle around or have thinner collision. In those cases it's best to try and get a charge finisher then go for thrusts, or in multiplayer use your teamates' attacks to counter thrust quicker.
Having played the lance for years over multiple MH titles, this overhaul was definitely too jarring of a change for me. It makes it feel like a completely new weapon, which just wasn't what I was looking for. It definitely isn't a bad mod by any stretch. It was definitely fun to horse around with for a little bit between the infinite poke and the faster charging, but ultimately the change isn't nearly as fluent as I was hoping. I found myself never clutch clawing the enemy anymore since I couldn't seem to figure out how to do a clutch claw guard counter, constantly being smoked because I'd try to evade to guard after a thrust but my character would do the counter-thrust animation for 0.5 seconds and then leave me open, or the enemy would go from being on the ground to getting up so I'd hit B to switch to a high-thrust and end up wide swinging instead because I'm so used to pressing R to guard instead of attack. I just kept getting animation locked into things I didn't want to do due to everything just being completely different. Entirely a me issue if I'm being honest.
I can definitely see the appeal in this mod for somebody who is looking for sink hours or even days into building up a wack of new muscle memory into this new playstyle, but it's not for me.
All my mods are kinda that way since the design is so drastically different from vanilla. If you like what the moveset brings functionally it's worth taking time to get new muscle memory. Just like starting to use a new weapon can feel pretty jarring at first.
If you ever decide to use it again, just think of it as a completely different weapon.
61 comments
the only problem is that I crash a lot using lance with this mod. No problem with other modded weapons.
It's enjoyable to be able to endlessly execute steps and thrusts.
If possible, I would like unlimited steps alone.
Can you upload step only version?
However, my curiosity was piqued, and I decided to give the mod another try. Now, after about seventy hours of using the lance with this mod, I must say that it's very well-designed and flows smoothly once you get the hang of it. You did a great job with this. I can't imagine the amount of work it took.
Features like sliding with your shield up after a dash, being able to claw right out of a guard shot, and guarding on space are brilliant. These changes absolutely should've been in the base game.
One aspect I'm curious about is your design philosophy behind replacing the advancing jump thrust with a finishing thrust in the air on left click or triangle. This is the only change I actively dislike. The attack feels limited, allowing you to hit only in a very narrow cone forwards. Timing the attack is surprisingly difficult due to the delay before the aerial finishing thrust activates while soaring at high speeds. This delay has caused me to miss more than I land, and the limited angle for aiming doesn't help. You can still use the advancing jump in the air, but the additional keys to use it makes it a bit harder to use than in the base game and seems to accomplish what the finishing thrust does, but more effectively.
Either way, you're my favorite mod author. I often check to see if you've made a return to MHW. The work you do is incredible. The Deft Bow mod is probably the most fun I've ever had in this game.
This mod make it sooo much easier to stay alive while doing consistent damage, not OP but definitely not weak, surprisingly balanced just a bit janky at times but it is whatever. Now I can consistently compete with other dps weapon so I don't need to feel like I'm wasting time using "weak" weapon in comparison to the like of LS or GS etc
Btw I tried your IG mod and I just can't get into it, it feel a lot more awkward and doesn't feel like much of an upgrade to me in comparison to this mod but maybe just skill issue, I might try it again sometimes
I had not used lance for enough time to forget the intricacies, but even still the Relentless Lance feels fantastic!
Really, REALLY nice mod, +1 mate
It's all CC0 licensed so it's essentially public domain.
and High Thrust on R2 + Triangle. From my experience Wide Sweep is very situational due to its long animation
and accessing the much more frequently used High Thrust with Circle would, in my oppinion, be more beneficial.
Furthermore I wish there was a more fluent/conventient way to access Leaping Thrust. Guard Dash > Leaping Thrust was
a very nice way to close some distance but with Leaping Thrust only accessible out of PG, Slide or Guard Shot it is basically
always to slow to use as a proper movement tool. Currently I end up gapclosing basically exclusively with Guard Dash
and Charge for big openings. Spamming Guard Dash however is quite Stamina intense and not very engaging.
Lastly I think finishing thrust could use a little bit of a damage boost and normal Mid/High Thrusts a little bit of a reduction.
Reasoning being that due to the removal of the triple Thrust limit simply spamming Mid/High Thrusts actually results in
very high dps compared to any other choice you have. This results in a somewhat repetitive spamming of those on a downed
monster.
Leaping Thrust deals mount damage and gets the damage bonus from airborne so much like the air attacks it's not meant to be as quick to do.
The best DPS when a monster is attacking is thrust spam <> Counter Thrust which is intentional. However, during a longer opening where the monster isn't attacking, charging deals more damage. The finisher thrust and charge are primarily meant to be used in longer openings or as a burst option after closing the distance. Using thrusts in the longer openings is also decent, but you'll be dealing at least 20% less damage overall if the monster is in position to be charged the entire duration.
closing distance without stamina use isn't that difficult. you just have to slide jump, charge, or guard dash depending on how frequently the monster is attacking and how much distance you need to cover.
I can definitely see the appeal in this mod for somebody who is looking for sink hours or even days into building up a wack of new muscle memory into this new playstyle, but it's not for me.
If you ever decide to use it again, just think of it as a completely different weapon.