Wednesday 29 January 2020

Weapons Fundamentals Explained

Monster Hunter World beginner weapon guide: types, affinity, effects and more explained

null © Provided by GamesRadar null
If you’re hyped about Monster Hunter World but are only just jumping in, then a Monster Hunter World beginner weapon guide will help you master essential information about weapons, Monster Hunter world armor skills, and the Monster Hunter World monsters themselves. It’s not just as simple as hitting a monster with a sword, you need to know which sword to use and where to hit them. Don’t worry though, it might all seem overwhelming at first, but we’ve got everything you need right here. 
But don't worry. Below, you'll find a full breakdown of all the main weapon types, what they do, and how to get the best out of them. We'll also start with an overview of a few of the combat fundamentals that will govern how you fight and level up your power. Starting with one of the biggest questions new Monster Hunter players have: 
What is weapon affinity in Monster Hunter World and how to improve it  © Provided by GamesRadar
Weapon affinity is a more late game thing to worry about, but it gets mentioned a lot so it’s worth explaining. At a most basic level a weapon with more than 100% affinity has a better chance of doing more damage, while one with less than 100% will likely do less. 
Effectively it’s how the game deals with critical attacks - higher affinities mean a better chance of higher damage. There are two main ways to improve it: via upgrading the weapon itself, or by upgrading armour with certain skills. Look for items making any mention of increasing attack power or affinity itself, mainly these: 
  • Agitator: Increases your attacks and affinity when large monsters are enraged.
  • Attack Boost - Increases attack power and higher level affinity when multiples instances are stacked.
  • Critical Draw - Increases affinity for draw attacks, which are the first blow landed as you get your weapon out.
  • Critical Eye - Basic affinity increase.
  • Maximum Might - Increases affinity when your stamina is full
  • What blunt, slicing and piercing effects mean in Monster Hunter World
    All weapons have a blunt, slicing and piercing effect that can do different things in combat. 
    Choosing the right weapon or ammo type for a specific monster can increase the damage you can do, as well as the chance of removing extra parts you can use for crafting.
  • Slicing - this basically cuts monsters up and increases the chance of removing tails and other parts. Good against fleshy, unarmoured creatures.
  • Blunt - high impact damage. This is both good at stunning monsters and smashing off heavy armour plates.
  • Piercing - this can penetrate creatures to inflict damage multiple times. 
  • Monster Hunter World beginners weapon guide a stove top oven sitting next to a fireplace © Provided by GamesRadar
    You actually start Monster Hunter World with one basic version of each weapon type to get you started. Once you’re through the opening sections, and free to roam the main base, you can also go to your room, speak to the housekeeper and access a training area where you can try everything out. That’s a good way to get a feel for how each weapon works, how fast they are and see all the combo options and buttons displayed. 
    Each weapon suits a different play style, but the main things you want to think about when choosing one is the damage-to-speed ratio (as usual big damage, means slower attacks), range, and defensive options (some things have nothing but an ability to evade).
    Great Sword  © Provided by GamesRadar
    “A close range weapon with low mobility but powerful attacks. Accessible for beginners”
    This is all about massively powerful, but slow attacks. You’ll really hurt anything you hit but it can be tricky to land blows, or string together successive combos because of the speed of movement - it’s easy to miss a target if it moves, and be left thumping the ground around it. You’ll also move slower while holding it and be left open after attacks as it takes some time to return to a ready position. It’s devastating if you can master its rhythm though, plus you can guard against attacks by using the board-like blade as a shield. 
    Long Sword   © Provided by GamesRadar
    “A close range weapon that facilitates fluid combos and evasion”
    This is, for Monster Hunter, a relatively fast weapon, although still a slow, heavy blade by most other games’ standards. It’s main benefits are range from the lengthy blade, four stage combos and dodging moves that let you cause damage and get out of the way immediately after. The fade slash (Circle and Triangle together) is a quick slash followed by a backwards dash. While the Foresight Slash (activated as a follow up after an initial attack with R2+Circle) is a back dash followed by a forward lunging slash. It’s faster to move around with and has a faster, more immediate evade than heavier weapons. 
    Sword and Shield  © Provided by GamesRadar
    “A close range weapon set that lets you manoeuvre quickly and guard against attacks”
    This is a fast, slicing weapon set, with both plenty of combos if you like to button mash, and some depth to them if you want a little more skill. There are several basic four stage combos accessible via single buttons, but also branching, more skilled combos from using various combinations. These access evasive attacks, dodges and shield bashes. This is the one weapon where it’s really worth spending some time in the Training Area to see what it can do as it has one of the largest movesets, including some really useful stuff that can only be triggered at the end of a combo. The obvious downside is it has all the range of a reasonably large kitchen knife. 
    Dual Blades a man wearing a costume © Provided by GamesRadar
    “Close range offensive weapons that are used to deal a rapid flurry of blows”
    These are a short range set of knives based on landing lots of rapid blows quickly. It’s one of the closest range weapons, and offers no ability to block, so be warned. Instead it’s all about using fast slashing attacks to land as much damage as as fast as you can, and then get out the way. Key to maximising this are the Demon and Archangel Modes and Gauges - using attacks to fill and activate these lets you land even more damage with even faster, more attack filled combos. 
    Hammer  © Provided by GamesRadar
    “A heavy weapon used to strike monsters at point-blank range and stun them”
    This is another slooow weapon that affects your ability to move, attack and dodge. But if you’re okay with that then it can land large amounts of damage and stun monsters if you hit them on the head. That’s especially the case if you can make room to charge the attacks to one of the two available tiers, massively boosting its effects. Handily it’s also a weapon you can move with while charging. Because it’s a blunt weapon in Monster Hunter World it’s great at smashing armour away but its range means you’ll have to be right up in a creature’s grill to take advantage of that. You also need to be careful you don’t send other players flying. 
    Hunting Horn  © Provided by GamesRadar
    “A special support weapon hunters use to gain or provide special buffs”
    This is not an easy weapon to master. It’s basically a support weapon that functions like a hammer but plays a musical note with each attack - string them together in certain orders and you can convey buffs to you and your team. “Played” correctly it will do things like increase attack damage, add elemental effects or negate the stunning effects of a monster’s roar. But considering you’ll have to memorise numerous song combos, and perform them in combat, and try and hit the monster if you want to do any damage, this is probably not one to either use solo, or start off with. 
    Lance  © Provided by GamesRadar
    “A defence oriented weapon use to approach targets with charges and fancy footwork”
    The lance is a tricky weapon to use well as it’s more about defense than attack, using a shield to soak up damage or defensively approach monsters, while waiting for an opening. For, example its Guard Dash (R2, forwards and Triangle) is a quick dart forwards behind a raised shield, while its Counter Thrust (R2+Circle) is a parry followed immediately by an attack. It’s a great tanking weapon option, with high damage and defense, but requires a good ability to a read monster’s moves and time a response accordingly. 
    Gunlance  © Provided by GamesRadar
    “A defense orientated weapon with a variety of shell attacks”
    Think ‘big hitty weapon with a gun on the end.’ Like a basic lance this is defensive - using a shield for protection - but adds in the ability to end combos with a shell attack. There are three main options here: normal ammo gives you the most shots, long ammo gives you range, while wide ammo is basically a shotgun. It also has the very powerful Wyvern’s Fire (R2+Triangle+Circle) that can deal huge amounts of damage if you can time its slow charge. A hugely powerful weapon if used correctly. 
    Switch Axe  © Provided by GamesRadar
    “A weapon that transforms between a long-reaching axe and a powerful sword”
    This is a versatile weapon if you have the discipline to manage its key ability to change between a sword and an axe. Doing this lets you manage a couple of meters that, when filled correctly, access more powerful attacks and elemental damage. The basic pattern is this: in the top left you’ll see an image of the weapon with an internal bar which will decrease with sword attacks, and charge over time when in axe mode. When this is full, use sword mode to charge another, outer meter, around the sword icon. When that’s full, the blade will light up and you’ll deal increased damage and be able to unleash a variety of elemental attacks. 
    Charge Blade  © Provided by GamesRadar
    “A weapon that stores energy in its sword form and release it in its axe form”
    This is a little like a flipped version of the Switch Axe. It stores energy in its sword form and releases it when using the axe in the form of increased damage and elemental effects. The big difference here is that the sword is a smaller, faster blade and shield combo that combines into a huge, slow axe. It’s also got a fairly fiddly combo system, so takes a little mastering but can lay out huge attacks when used well, while providing good defense options. 
    Insect Glaive a man jumping in the air © Provided by GamesRadar
    “A lightweight weapon that lets you vault into the air and control Kinsects”
    Essentially a staff weapon, this combines high mobility attacks and Kinsects which can ‘extract’ buffs from different monster parts. As a defensive weapon this is all about slashes and using the glaive as pole to vault into the air, both to cover ground quickly or gain height. The Kinsects are beetle-like things you can send out by targeting different monster areas to gain buffs for attack, movement, healing and resistance to a creature’s roar. 
    Light Bowgun a man wearing a costume © Provided by GamesRadar
    “A ranged weapon that frees up movement and lets you fire a variety of ammo”
    This is basically the gun of Monster Hunter World, letting you fight from a distance and stay out of trouble. It’s massively versatile, using 20 basic ammo types like poison, slicing, explosive and so on. Plus it has a range of secondary fire options like mines. The key difference between this and the Heavy Bowgun is that it’s faster to move with and reload, and carries more ammo, fires faster and recoils less. 
    Heavy Bowgun  © Provided by GamesRadar
    “A ranged weapon that sacrifices mobility in exchange for powerful attacks”
    Like the Light Bowgun, this uses a range of primary and secondary ammo types to fight at range and inflict effects like poison, piercing and explosive. It’s obviously slower to move with than the lighter version, fires more slowly and recoils all over the place. It packs a hell of a wallop though, so if you can land the shots it can really hurt.
    Bow  © Provided by GamesRadar
    “A weapon that lets you charge up power and attack from medium range”
    The bow is another ranged option but one that lets you charge your shots for additional damage and with a lot of piercing damage. It’s more a medium range option, so you can’t hang as far back as either of the bow guns. However, it also has a close fire option for getting a bit nearer, a slow charging but high damage Dragon Shot, and uses a range of coatings to inflict status effects like poison and paralyse. A big difference here though is that certain coatings are specific to different bows, meaning you have to choose carefully depending on what you’re targeting.  

    The U.S. Navy Has Plans To Bring Mine Warfare Into The 21st Century

    Key point: This approach is likely to draw upon some of the fundamentals of US undersea technology, such as advanced sonar, quieting technologies and submarine missile launch tubes increasingly able to launch mine-detecting drones.
    The US Navy is making an aggressive push toward "offensive" mine warfare designed to attack and destroy enemy ships and submarines with undersea explosives - all while preparing a complex suite of interwoven mine countermeasure technologies.
    “We will produce a mine warfare plan to include offensive mine lines of effort. We are asking the CNO (Chief of Naval Operations) to sign in the next 90 days,” Maj. Gen. David Coffman, Navy Director of Expeditionary Warfare, told an audience recently at the Surface Naval Association Symposium.
    Mine technology, including both shallow and deep water mines, is not only advancing quickly but also rapidly proliferating around the world, therefore reaching a wider swatch of potential US enemies. Advances in offensive seamine technology is something the US plans to leverage itself while working to sharpen its focus on countering the growing mix of enemy mine threats.
    Greater volumes of advanced “deep water” mines represent an area of concern for Coffman and other maritime warfare leaders, who recognize that the weapons are not restricted to littoral areas - but also substantial threats when it comes open or “blue” water warfare.
    While it appears that the Mine Warfare Plan is currently being refined and reviewed by Navy leadership, Coffman indicated that the service’s offensive and defensive mine warfare strategy will seek to leverage US undersea technology superiority.
    “We are making a strong push toward offensive mining using an undersea capability. We are drawing upon the CNOs wisdom in exploiting what we have strength in. We know we have dominance undersea,” Coffman said.
    This approach is likely to draw upon some of the fundamentals of US undersea technology, such as advanced sonar, quieting technologies and submarine missile launch tubes increasingly able to launch mine-detecting drones.
    Offensive mine technology will consist of a mixture of more detectable and hidden weapons, each consisting of different combat tactics.
    “Covert is good and overt is good too. We need a lot of arrows in the quiver because there are different warfighting scenarios,” Coffman said.
    Following Coffman’s reasoning, it would seem that more visible or “find-able” mines have a strategic and operational value - if less covert. Naturally they could be missed by an enemy or overlooked in some way, yet they certainly can function as weapons intended to “deny” an enemy access to a strategically vital location or asset. Covert mines, by comparison, would likely function with the more narrowly configured intent to avoid detection and simply “explode” an enemy.
    There are a variety of ways in which this emerging Navy’s mine-warfare strategy is already becoming more manifest, to include video-guided undersea drone explosives, unmanned weapons and sensors and advanced airborne countermine technologies engineered to destroy mines beneath the surface.
    This strategy, and its corresponding warfare technologies, will in part be executed by elements of the Navy’s now-in-development Mine Countermeasures (MCM) Mission Package for the Littoral Combat Ship. This includes specially configured MH-60 helicopters, deck-mounted drones such as the Fire Scout, surface sweeping drone boats such as Textron’s Unmanned Influence Sweep System and deep diving drones engineered to detect mines buried beneath the ocean floor - such as Knifefish.
    The overall MCM system, integrating these and other technologies, is slated to be operational by 2022; however, several elements of the system are ready for war today, service developers said.
    “For MCM, we can field the aviation mission packages on the even (Independence variants of the LCS fleet) ships today,” Capt. Ted Zobel, Mission Modules Program Manger, told Warrior Maven following his presentation at SNA.
    The air assets, such as the Navy’s Airborne Mine-Neutralization System and Airborne Laser Mine Detection Systems, hinge upon successful coordination and command control synergy with surface and undersea assets. Naval Sea Systems Command recently announced it has has “verified” communications links between an Independence variant of the LCS and both the surface sweeping UISS and Knifefish mine-detecting drone.
    The Navy now operates a series of test ranges for mine warfare, to include locations in Panama City, Fla., and San Diego, Zobel said.
    “For each one of the program of records we put together, the mission package goes through its own test. We lay mine fields and go to work against them,” he told reporters at the Surface Naval Association Symposium.
    The development of MCM technologies is, by design, intended to lay the foundation for new mine warfare systems in future years. The effort, Zobel said, is called "Mission Package Next."
    “We talk with the research sponsors regularly about “Mission Package Next” and what it might entail. We scan industry to see what is available, but right now we are focused on the three mission packages we have,” Zobel explained.
    Airborne Laser Mine Detection System
    Instead of purely relying upon more narrowly configured, mechanized or towed mine detection systems, the Navy has been developing airborne laser systems to expand the surface area from which mine detection takes place.
    The system, called Airborne Laser Mine Detection System (ALMDS) enables shallow-water warships such as the LCS have a much safer sphere of operations as commanders will have much greater advanced warning of mine-cluttered areas.
    Northrop and Navy developers are looking at ways the ALMDS can be further enhanced through ongoing modernization efforts, such as current work to integrate AI.
    “We are looking at automating the entire kill chain for MCM. Now the ALMDS flies on an MH-60. Perhaps we can get that into a smaller form factor and put it on the Fire Scout,” Kevin Knowles, Director of Business Development for LCS, Northrop Grumman, told Warrior Maven in an interview at SNA.
    The ALMDS pod is mechanically attached to the MH-60S with a standard Bomb Rack Unit 14 mount and electrically via a primary and auxiliary umbilical cable to the operator console, according to a statement from the system’s maker, Northrop Grumman.
    “It does not use any bombs. It flies at a certain altitude and a certain speed. The laser emits beams at a certain rate. Cameras underneath the helicopter receive reflections back from the water. The reflections are processed to create images displayed on a common consol on the helicopter,” Jason Cook, the Navy’s Assistant Program Manager, ALMDS, told Warrior Maven in an interview last year about the system.
    Cook explained that the camera or receiver on the helicopter is called a Streak Tube Imaging LIDAR (STIL). The laser is released in a fan pattern, and photons received back are transferred into electrons, creating a camera-like image rendering.
    Northrop information on ALMDS further specifies that the system can operate in both day and night operations without stopping or towing equipment in the water.
    “Allowing untethered operations, it can attain high area search rates. This design uses the forward motion of the aircraft to generate image data negating the requirement for complex scanning mechanisms and ensuring high system reliability,” Northrop information states.
    Having this technology operational, it seems, offers a few new strategic nuances. First and foremost, detecting mines more quickly and at further ranges of course makes the LCS much more survivable. It will be able to pursue attack, anti-submarine and reconnaissance missions with a much lower risk of mine-attack. Furthermore, identifying the location of mines at greater distances brings the added advantage of enabling lower-risk small boat missions to approach target areas for shore missions, surface attack or recon.
    Also, given that attack submarines are routinely able to launch attacks, conduct recon and access enemy areas in closer proximity to island and coastal areas, compared with many deeper draft larger surface combatants, ALMDS could measurably improve submarine operations.
    Finally, given that the LCS is engineered for both autonomous and aggregated operations, ALMDS could provide occasion for the ship to alert other surface and undersea vessels about the location of enemy mines. In fact, Northrop writes that ALMDS provides accurate target geo-location to support follow on neutralization of the detected mines.
    Some of the technical details of the system are further delineated in a research paper written by Arete Associates – a science and technology consulting firm with a history of supporting entities such as the Office of Naval Research and the Air Force.
    “A high resolution 3-D image of the scene is produced from multiple sequential frames formed by repetitively pulsing the laser in synchrony with the CCD (Charge Coupled Device) frame rate as an airborne platform "push broom" scans or as a single-axis scanner on a ground-based platform scans the laser fan beam over the scene,” the Arete Associates essay titled “Streak Tube Imaging LIDAR For 3-D Imaging of Terrestrial Targets, writes. “The backscattered light from the objects and the terrain intersecting the fan beam is imaged by a lens.”
    STIL technology, while only recently becoming operational with ALMDS, has been in development as a maritime surveillance system for many years. A 2003 study from the Naval Surface Warfare Center cites how “pulsed light” sent out from a three-dimensional electro-optic sensor STIL system can “identify objects of interest on the ocean bottom.”

    Global Gunshot Detection System Market New Entrants, Competitive Scenario & Forecast By 2024

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