Fortnite Battle Royale

201,330 Views | 1954 Replies | Last: 1 yr ago by El_duderino
zip04
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Old Buffalo said:

Zip/FIDO have permanently banished me to the no-skin for my play.

I missed out last night because it took 1.5 hours to download the update.
It depends on how many drinks you have poured yourself by the time we squad up.
jokershady
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Enjoy!

PooDoo
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What's the ligma reference at the end?
AggieDPT
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Ligma balls
dtkprowler
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AggieDPT said:

Ligma balls


Goteem!
zip04
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Some pretty significant changes to SMGs and building:

BUILDING CHANGES

By increasing initial wall health values based on material type, material strength should feel more intuitive when making decisions

  • Wood wall initial HP increased from 80 to 90
  • Stone wall initial HP increased from 80 to 100
  • Metal wall initial HP increased from 80 to 110

SMG CHANGES

Dropping SMG effectiveness - they should feel good against structures, but not consistently be the best option in multiple scenarios.

Compact SMG
  • Reduced damage from 22/21 to 21/20
  • Reduced magazine size from 50 to 40
Drum Gun
  • Reduced falloff range damage from 80% to 70% at 3500 units
  • Reduced falloff range damage from 65% to 55% at 5000+ units
  • Added environmental damage fall off matching player damage fall off
  • Decreased jumping accuracy by 5%
  • Decreased targeting accuracy by 10%
  • Reduced spawn rate from chests and floor loot by 40%


https://www.epicgames.com/fortnite/en-US/news/weapon-and-building-balance-8-9
saltydog13
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Tac/heavy shotguns the way to go
dtkprowler
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Now Available on Android! Not excited for game play, but at least to log in and maybe do some daily challenges.

https://www.reddit.com/r/FortNiteBR/comments/95xja4/fortnite_android_mega_thread/

Rossko
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Why are searching chests one of the challenges? It is the most annoying challenge every week and I'm sick of it.
saltydog13
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High kill opportunity
cadetjay02
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Search chests in 50-50, get a good jump and you can get 1-2 per game. The treasure map item is over in haunted so double whammy.
Rossko
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Even in 50v50 there are 20 teammates trying to get like 6 chests
cadetjay02
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I don't disagree, if you get a good jump it's not that terrible. It took me 90 minutes to complete all 7 challenges yesterday so it can be done.
tfunk02
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https://forum.xda-developers.com/android/apps-games/port-fortnite-android-device-check-t3827258

Here's a link to get past the Samsung only requirement on Android. DON'T use your regular account. They may ban you for circumventing the requirements. Your phone needs to be newer and have 4GB of RAM to play. I'm up and running on a Pixel 2 XL.
zip04
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https://www.foxbusiness.com/technology/fortnite-fever-moves-parents-to-hire-video-game-tutors

A. Seriously? Paying a coach for Fortnite?
2. Ninja makes $500,000 per month?
D. Who wants to be my coach?
Rossko
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The crazy part is how many players are close to the level of Ninja in these Summer Skirmishes and some would say even better than him.
saltydog13
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No joke. The level of competition is insane.
Philip J Fry
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Are your 50v50 matches as lop sided as mine? Feels like it's akways a wipeout either way these days.
Rossko
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Philip J Fry said:

Are your 50v50 matches as lop sided as mine? Feels like it's akways a wipeout either way these days.
I feel like 1 out of 15 matches end with each team having 10 or less left each.
zip04
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I guess nobody picked up on my reference in that last post:

cadetjay02
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I haven't noticed any chat on the hidden road trip challenges. Once you've completed the 7 weekly challenges, you get a new load screen that is a hint to a hidden star. Go get the at star and it's an automatic battle pass level up. I went and got all 5 last night and it was pretty easy.
jokershady
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Philip J Fry said:

Are your 50v50 matches as lop sided as mine? Feels like it's akways a wipeout either way these days.
I think a big reason for that is where the circle ends up.

Usually when it favors one side of the map heavily, I typically see the team who's bus started from that side wins simply because they're able to gear up and fortify in the circle much faster.

Doesn't always end that way but clearly gives that team an advantage.
cadetjay02
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I'm usually not very helpful to my team playing 50v50. I use it for challenges or if I'm bored I'll go behind the enemy side and surprise a few but then get ganged up on and I'm gone early. But to your point, yes, by in large the matches seem to be lopsided.
zip04
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If I want to work on building, I load the playground mode.

If I want to work on some of the challenges (i.e. this weeks golf challenge) or want to play around with/work on different weapons, I load the 50v50 mode. It is a great way to work on sniping.

I do these more than solo.
zip04
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This weekend's Summer Skirmish was awesome. I really enjoy watching their duo play, especially when they are on their own server and not playing with the public. Game 4 or 5 was insane with the final circle ending at Flush Factory.




jokershady
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Was discussing this with FIDO last night. Good 4 minute video on bus landing strategies.

Granted this is taking into account you're landing based on the bus route, as this is the strategy they used (I.e. did not spam the parachute button to land on targets further away).

With this being the case, they determined you want to aim at your landing target and deploy from the bus when you're 1.5 map squares away aiming for the lowest point possible on the map to delay your chute.

For when we want to deploy to targets far away, my guess is that we begin spamming the chute immediately, and only begin our drop when we're 1.5 squares away and set a team marker for where that spot is.

Thoughts?

94AGBQ
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I watched this earlier and tested it out. I'm consistently getting quicker/better drops doing this. 1.5 away is the sweet spot.
zip04
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I have essentially been doing this for the last couple of weeks and have been getting great jumps. If we jump further away from the bus, I aim at the exact location I want to land and spam the glider once every 1-3 seconds depending on how far I am trying to get (adjusting as needed based on how my fall is looking). I have found this works much better than constantly spamming the glider until you get to a good spot to make your final drop. However, it is also easier to mess up and land too short.
FIDO95
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Good information. Thanks for tracking that down and posting. I think Zip has been aware of this but hasn't shared because he always beats me down?!

Just to clarify though, it sounds like you jump from the bus 3 squares away and deploy your glider at 1.5. The trick I suppose is finding a low spot on the approach.
No material on this site is intended to be a substitute for professional medical advice, diagnosis or treatment. See full Medical Disclaimer.
FIDO95
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zip04 said:

I have essentially been doing this for the last couple of weeks and have been getting great jumps. If we jump further away from the bus, I aim at the exact location I want to land and spam the glider once every 1-3 seconds depending on how far I am trying to get (adjusting as needed based on how my fall is looking). I have found this works much better than constantly spamming the glider until you get to a good spot to make your final drop. However, it is also easier to mess up and land too short.


I KNEW IT!!!
No material on this site is intended to be a substitute for professional medical advice, diagnosis or treatment. See full Medical Disclaimer.
zip04
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I have to beat you to that SCAR, so that I can warm it up for you before I die.
zip04
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I do have something I want us to load playground mode on so we can try out/discuss that I picked up from watching the summer skirmish.
jokershady
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FIDO95 said:

Good information. Thanks for tracking that down and posting. I think Zip has been aware of this but hasn't shared because he always beats me down?!

Just to clarify though, it sounds like you jump from the bus 3 squares away and deploy your glider at 1.5. The trick I suppose is finding a low spot on the approach.
NM
jokershady
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I'm assuming we can use the same strategy and just adjust for distance for areas that are closer.

For example, if our POI is 2 squares away from deployment, angle the jump to where the chute deploys at 1 square away.

Or maybe the trick is just to jump earlier when the POI is three squares away all the time and not wait till your at a 90 degree angle from the bus....cause I see that's typically what we do.
zip04
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jokershady said:

I'm assuming we can use the same strategy and just adjust for distance for areas that are closer.

For example, if our POI is 2 squares away from deployment, angle the jump to where the chute deploys at 1 square away.

Or maybe the trick is just to jump earlier when the POI is three squares away all the time and not wait till your at a 90 degree angle from the bus....cause I see that's typically what we do.
It all depends on the angle the bus route is from where we are dropping. Sometimes 90 degrees is the desired launch point, sometimes not. We can continue to try different methods (one person doing a new method while someone else does the old method) and see what works best. I have noticed a considerable improvement in my jumps since I started aiming at the target and not doing the constant spamming to get closer and then dropping down 1 block away.
 
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