Tools of the Trade - Ranged Weapons (MHFU)


Contents

[edit] Bowgun Usage 1

[The Gunner's Book -1-]

I, The Legendary Gunner of Kokoto, am using this manuscript to record everything for those aiming to become gunners in the generations to come. It will cover all matters related to gunners, from basics to advanced.

The ancients often said, "There is a pioneer for even the smallest of things." Lately, people are prone to forgetting the words of the pioneers, and there are many who pay these words no heed. I would like to thank the editors of 'Hunting Life' for giving me a place to spread these words, and pray that hunters assist me in my quest.

In the first part of this series, I would like to create a reference for the basic of the basic. First, let's talk about Bowgun ammunition.

It is natural that a Bowgun without bullets cannot stand in battle. If you aim to be a gunner, you must make it a habit to carry enough bullets for the fight ahead.

As for how to acquire ammo, lately it has been available for purchance in the Item Shop. As a low ranking hunter, you can request that the Guild show favour upon you and provide you with ammo provisions. These are simple ways of getting ammo.

However, there is never enough money to buy all the ammo you need, and the basic ammo provided by the Guild will never lead you to improvement. If you really want to become a gunner, you must first learn the art of crafting your own ammunition.

Crafting your own ammo is as simple as any other combination method, we will cover the specifics of this process in a later edition, but basically you gather materials in the field and try various combinations to make the best ammunition.

[edit] Bowgun Usage 2

[The Gunner's Book -2-]

The second part of The Gunner's Book covers items that must garner a gunner's attention. First, it goes without saying that there are two large divisions of Bowguns.

Light Bowguns are weak, but light and easy to use. In contrast, guns that trade weight for power are called Heavy Bowguns. Each type has its own pros and cons, and you should choose which one to use according to you enemy and your friends.

The Light Bowgun allows you to run while it is drawn. I supposed one can say that, when facing a giant beast, it is important to be agile and able to strafe the creature. On the other hand, a Heavy Bowgun makes up for its weight in power. Its ability to fire powerful ammunition is a clear indication of its value.

The second point you must be aware of as a gunner is how to properly gauge the range to a target. The power needed to hit a target can change dramatically depending on which ammunition you're using. Even when you use the same shot, a change in distance could mean more or less firing power is needed.

The power needed can depend on the type of shot, as well as the type of bowgun. Not too fast, not too close. Te intuition needed to join a shot with the optimum distance and power is critical to a hunter.

At any rate, gunners are a team hunter. Depending on the ammunition being used, a strong attacker should be couped with a rock steady supporter, whose role is to slow a monster down. Victory or defeat depends entirely on teamwork.

Finally, I would like to add one last item with regard to bowgun usage. I recommend that you create ammunition more often than you buy it. By creating ammo, it costs half as much than if you were to buy it. While you do need materials to create ammo, as a hunter, this shouldn't be a problem.

[edit] Bow Usage

[Practical Hunting -Bow-]

I'd really love to use ranged weapons, but the number of Bowgun shells is just way too confusing for me...! there must be hunters thinking this right now. this report is aimed at these hunters, and in this edition, we will cover Bows.

Many dismiss the Bow as underpowered compared to melee weapons and lacking the variety of the Bowgun, but in reality, the Bow is a deep and complex weapon. Of course, its attacks will not cause stunning damage, and there are only four coatings and thus four arrow types. However, a Bow's crafting, range and charge attacks surely make up for its shortcomings.

The key to a Bow's power is how long a string is drawn back. This attack is called a charge attack. Press the Triangle button to draw the string back, then hold it down to charge your power into the Bow. Most bows have 3 levels of charge. Charge Lv 1, Charge Lv 2 and Charge Lv 3, although exceptions do exist.

Of course, those who charge the longest will unleash the most destructive force. One could fire off a volley of Charge Lv 1 arrows, but a single, well-places Charge Lv 3 attack could reap greater rewards for its hunter. However, charging requires Stamina and thus one must be prepared with items such as Power Juice of Well-Done Steak.

One more thing, Charging an attack might change its overall flight type. There are three arrow flight types with 5 levels of power within each type. You can confirm what attacks each Bow can perform by looking at the Equipment Details screen. By the way, a Bow may perform Charge Lv 4 attacks if the right skill is active.

Below are notes about all three variations. Rapid: Lanches many arrows. Higher levels increase the number of arrows. Pierce: Fires one arrow with the ability to pierce objects. Power increases with level. Scatter: Fires multiple arrows over a wide area. Arrows increase with level.

If you are up against many monsters, or even a large wyvern, go for the Scatter type. If your opponent is on the more massive side, the Pierce type will go through them from head to tail, while Rapid works well as an all-purpose type. Be sure to match the Bow, shot type, and charge type to the situation at hand.

Be aware that, like Bowguns, the power of an arrow varies greatly with aim and distance. An arrow of the same type and power will see its power change exponentially according to distance. Basically, there is a sweet spot of power after an arrow has taken flight, and after it reaches this spot the arrow will begin to descend.

The location of this spot depends on the type of shot, with the closest being Scatter, then Rapid, then Pierce, which holds its power for the longest distance. It takes experience and a sixth sense to be able to perfectly gauge distance, arrow type, and power level for any given situation. Practice makes perfect.

Now let’s discuss Bow creation. Unlike a Bowgun, you cannot customize a Bow with special parts, instead improvement is a similar to a melee weapon. Like a melee weapon, the initial cost is low with improvements costing more later. These improvements can cause derivations into different types, providing enjoyment in the process.

We have yet to even scratch the surface of a Bow’s finer points. There is still the high mobility, element shot capability via special coatings, and high melee attack power greater than Bowguns with a Slash ability. Mobility-wise, your running speed with a Bow drawn is the same as with a light Bowgun, with the additional ability to fire on a dime.

Powerful charge attacks and tons of variation in flight types, not to mention a distinctive attack style and crafting process. It is no wonder why Bows are such a mythically revered weapon. Don’t you want to rise to the challenge yourself?

[edit] About Ammunition 1

[The Gunner's Book -3-]

The third part of my Gunner's Book series will cover the ins and outs of the most item for a gunner, ammunition. In part one, I covered the basic methods of attaining Shells. This time I’d like to talk about how to combine things to create your own ammunition.

How to combine things should be common sense for an intelligent hunter, but for the sake of completeness, I will cover everything. From the Menu, select Combine, and then select two materials to combine. Depending on the two materials you selected, you can create your own ammunition.

There are five advantages to making ammo. 1: Lower Cost 2: Able to make ammunition during a Quest 3: Depending on the ammo, you can create multiple shots by combining only once 4: Make strong shots not sold in stores 5: Use more shots than the area carrying restrictions allow

About No. 1: Since a hunter can gather or fish for materials during a quest, and may even be rewarded for doing so, there should be no need to worry about the cost of creating ammo. However, even though it is hard to get many materials at once, you must be cautious of buying materials at a store, since it adversely affects cost.

About No. 2: Depending on the ammo, you will gather the materials in the field, or carve them from slain monsters. When you don’t have enough ammo, you can replace your ammo in the field. Resupplying in the field is important when trying to slay giant wyverns, or when present with unforeseen circumstances.

About No. 3: For different Bowgun shots, one combination session can yield from one to four shots. Shots that you can use more frequently will net a higher yield than other forms of ammunition.

About No. 4: You can create all of the different forms of ammunition via combination. High level ammo not sold in stores, and other special forms of ammo can be attained by combining materials. A top class gunner is also a top class combiner.

Finally, About No. 5: This point is of the utmost importance. Sometimes there is a limit on the number of shots one can possess when beginning a Quest. However, there are many giant wyverns that cannot be slain within that limited number of shots.

So, gather up materials during the Quest, and when your ammunition has been depleted, combine these materials to replenish your stocks. When facing a giant wyvern, this is one of the most important battle techniques for a gunner.

That about covers the serious issue of combining. In the next edition, we will build upon this lecture and provide a recipe for creating various different shots.

[edit] About Ammunition 2

[The Gunner’s Book -4-]

The fourth part of my series will focus on the basic recipes for the ammo that can be made by combining. I believe one of the best parts of being a gunner is the ability to master all the different shots that can be used in a Bowgun.

There are three basic materials that you need to craft ammunition. Huskberry, Small Bone Husk, and Large Bone Husk. Bone Husk is the husk of a bone from a monster’s spine. Due to its extreme strength, powerful shots can be creating using Bone Husk.

Puut simply, Huskberry is a material that is used frequently, while Large Bone Husk is used when combining to make powerful shots, and Small Bone Husk is used for ammunition with mid-range power. The most basic notion you should remember is that Huskberry can be used to make everything from Normal S to the most power ammunitions around.

You can fill husks with materials from a truly diverse set of sources. These empty shells can be combined with materials taken from plants, fish, or monsters. Let’s go over some classic recipes for each one of these classes.

First, let’s take a look at Plant materials. Berries or Mushrooms with special natural properties are quite compatible with Huskberry, also a member of the plant class of materials. This class generally creates shots low in power, but there are exceptions. Dragonseed and Large Bone Husk combine to make Dragon S, a great shot to use against wyverns.

Here are a few recipes indicative of what Huskberry is capable of: Huskberry and Scatternut will create Pellet S LV1, while Huskberry and Bomberry combine to create Clust S LV 1. Moreover, by using Power Seed or Armor Seed, you can create highly effective medicines like Demondrug and Armorskin.

Next, let’s discuss the Fish class of materials. There are a wide variety of Fish materials that can be used to craft ammo, especially those from an Arrowana, which is required to craft Craq S. Scatterfish can be used to make Clust S LV3, while Pin Tune can make Pierce S LV3.

Finally, let me say a few words about Monster materials. Using materials that were formerly a monster’s implements of war, like fangs or claws, to create ammo is known as a traditional method of supply. Velociprey Fang can create Pierce S LV1, while Ioprey Fang can make Poison S LV2. Finally Genprey Fang is used to create Para S LV2.

It is also worth mentioning that Wyvern fang and Wyvern Claw are both treasures when used as ammo materials. I have already mentioned some common recipes; however, there are many more ammo types than the few I mentioned. There are attribute shots like Flaming S and Water S, while Demon S and Armor S make good ammo for supporting your comrades in battle.

I believe the wide variety of shots a gunner can use is an advantage over users of melee weapons. It allows a hunter to adapt tactics and ammunition to the prey being stalked. A gunner who can do this properly is said to have truly grown into their position.

[edit] About Arrow Coating

[Practical Hunting -Arrow Coatings-]

In a previous article, we introduced the joys of Bows to the world. Now we would like to make the world just a little more joyous by bringing Arrow Coatings into the mix.

There are four types of Arrow Coatings, each packaged in a bottle - Power Coating, Poison Coating, Paralysis Coating, and Sleep Coating. For Bows, which lack the special abilities of other weapons, the Poison, Paralysis, and Sleep Coatings are especially useful when strategically fighting in a battle.

Just like a Bowgun, you select Arrow Coating Bottles by holding down the L button and then pressing the X button or Triangle button. To use the Coating, press the Circle button and the Triangle button with your Bow at the ready. This action takes a while, so be sure you are in a safe place.

Let's cover each of the Arrow Coatings you can use. First is the Power Coating. Knowing if a Bow can use this Coating, which raises an arrow's power rapidly, is critical. Bows that don't use this Coating tend to be powerful, but may be viewed as simply. The Power Coating is made with an Empty Bottle and Nitroshroom.

The Poison Coating will spread its toxin in whatever foe falls victim to the end of a poison coated arrow. Poison does not just continue damaging a monsters, it also impedes a monster's body functions. This must-use item can be made by combining an Empty Bottle with Toadstool.

Combining an Empty Bottle with Parashroom will create the Paralysis Coating, a coating that will paralyze a monster and make its immobilized body an easy target. When working with other hunters, this is a great item to use to create attack opportunities.

The Sleep Coating can cause its victims to enter into the sweetest of dreams. Unlike paralysis, sleep causes a monster to close its eyes for a long duration of time, or at least long enough to set up a Large Barrel Bomb! You can make this wonderful coating with an Empty Bottle and Sleep Herb.

[Addendum]

In addition to the 4 types of coatings previously available, I'd like to go over 2 new coatings that have been discovered. By combining a Paintberry and an Empty Bottle, you can create Paint Coating. Just as the name suggests, you can use it to paint a monster.

The other new coating is the Close Range Coating. It makes your arrow sharper, however, it's not very viscous, so it tends to fly off of the arrow, making ineffective for long-range shots. But for close-range shots and melee attacks, it has the same effect as, if not stronger than, Power Coating. Combine a Knife Mackerel and an Empty Bottle to make it.

Coatings are incredibly useful, but you must keep in mind that not all Bows can use all the Coatings. Take heed in selecting the right bow and coating combination for the job at hand. When selecting your weapon, be sure to check the Usable Coatings under Equipment Details.

Thanks to Coatings, the potential for a Bow is limitless. When fighting powerful beasts, you should bring along not only your Coatings, but also Empty Bottles and materials, along with a Book of Combos. This is the path of an expert archer!

[edit] Bowgun Creation and Improvement

[The Gunner's Book -5-]

The final part of my Gunner's Book will cover the Creation and Improvement of Bowguns.

Improving a Bowgun is different than improving a melee weapon. In return for not needing materials, specific items must be acquired to improve a Bowgun. In this sense, improving a Bowgun is actually more like customization.

There are four types of improvements for a Bowgun. Level Up is literally a full improvement of the Bowgun. Attack strength is raised, as well as shell velocity, and accuracy. There are up to five levels a gun can reach. I recommend improving your Bowgun as high as your budget will allow.

First things first, let's examine the Zoom Scope. Once attached to a Bowgun, pressing left or right on the directional buttons will change the degree of zoom. By changing the zoom to match the situation, you can execute precise, long range attacks. You can attach a Zoom Scope to both Light and Heavy Bowguns.

If you are a Light Bowgun user, you can also attach a Silencer to your weapon. This item silences the report of your bowgun when attacking, making you less of a target to a monster than other hunters. However, monsters are no fools. Using this when you are alone or too close to other hunters nullifies its effects, so you must be careful.

Another Light Bowgun improvement is a Long Barrel. A Long Barrel reduces the amount of drift in a bullet's path, increasing the accuracy of the bowgun. Moreover, the initial barrel velocity is also raised, so one can expect an overall increase in efficiency. Unfortunately, one cannot use a Silencer and a Long Barrel at the same time.

There are also ways to improve Heavy Bowguns. One way is to attach a Shield. When attached to the body of a Bowgun, the Shield allows users to Auto-Guard against attacks. This incredible improvement will eliminate the drawbacks encountered from a Heavy Bowgun's foot speed and vulnerabilities with regards to defence. A must have for the inexperienced.

A Power Barrel, on the other hand, focuses on accentuating strong points, not covering weaknesses. Once attached, accuracy and power both rise, making the Heavy Bowgun an even greater offensive weapon. Like the Light Bowgun, you may only use one of these upgrades at a time. Accentuate the positives or cover the negatives? The choice is yours.

Now let's talk about Bowgun Creation. For melee weapons, you can make a weak weapon and improve it along the way until it becomes a weapon of true power. However, since improving a bowgun is fundamentally different, you can start off by making a strong weapon. When creating a new bowgun, you should always consider your present abilities and situation.

The last special ability I'd like to cover is the Light Bowgun's ability to Rapid Fire shells. Rapid Fire allows selected shells to be fired in succession. These volleys consume only one shell. If one shell can break a foe's Guard, they will fall victim to concentrated fire. Check a weapon's description to find out which shells it can Rapid Fire.

Now that we have discussed the five major points of a bowgun, I understand that no matter the number of benefits, there is still some hesitation in becoming a gunner. However, I hope that all who have read my text now have been instilled with enough knowledge to take up the bowgun without any lingering doubts.

More than just having knowledge of bullets and bowgun usage, I hope that you have come to understand the benefits involved with using a bowgun. Also, I'd like to apologize to my fellow bowgun masters for being presumptuous enough to think that an old fool such as myself could teach bowgun novices.

I would like to thank all of you readers who have followed my manuscript to the very end, as well as the editors of this magazine for their advice. Finally, I would like to thank the villagers of Kokoto for their assistance and support in my return to active duty.

Last edited by TenguMT on 19 August 2010 at 12:09
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