Fortnite Survive the Storm Event Ends Soon! |
- Survive the Storm Event Ends Soon!
- Top 4 ways of obtaining vBucks & the math behind them
- When you load up Stonewood for that daily and see what the newbs have built
- Great, thanks.
- PSA: Lars Van-- No doors Needed. Try a trapped window!
- GiVe mE uR mEdKiT
- Can we get an increase in shotgun ammo limit?
- I remember a time when I was struggling to pull a Heavy BASE Kyle...
- This mindset is why we want permissions for B.A.S.E.
- First rule of Fortnite.
- Just had this wonderful interaction...
- Your basic/fundamental Ride The Lightning build. Image with additional traps in comments.
- PSA: Use the roof/pyramid to enclose a thrown propane tank to prevent it from damaging walls!
- Can we get a increase for how much ammo we can hold?
- Can we make the Balloon objective 1x1 now?
- I Think I'm in Love ❤️
- Is anybody else’s loot chests at the end screen showing a stream of survivors instead of just bulking them all together?
- Somewhat Detailed Raider Guide
- Is it only me? Or is the game not beginner friendly.
- Possible changes of the game?
- RIP Canny
- I play a game with my friend to annoy little scammer boy
- Do not give in to unpleasant design
- Not sure what that below message means, but I'm still getting daily login rewards? I bought the $200 pack back on day 1.
- Four things to remember when you have a Constructor on the team.
| Survive the Storm Event Ends Soon! Posted: 27 Apr 2018 07:04 AM PDT Heya Everyone,
Wanted to give everyone a heads up that the Survive the Storm event will be ending next Tuesday, May 1st. You'll have until then to complete the quest line and grab any event Heroes and weapons from the Event store! [link] [comments] | ||
| Top 4 ways of obtaining vBucks & the math behind them Posted: 27 Apr 2018 11:39 AM PDT Hey guys, Whitesushi here with a post on the top 4 ways you can farm up some V-Bucks right now (well almost). Of course given that it is my post, I will also give you the rough breakdown of how much you can farm across certain periods of time. Before we jump in, quick plug for my spreadsheet which contains lots of information on the game for beginners and veterans alike. Recently, I finished the skill points calculator which I talked about in my other guide to skillpoints so you guys can go and play around with it, see how many skill points you have left to obtain. Do note that these aren't in any particular order1. Daily Quests
The most straightforward way to completing these would be to do them everyday. However, that is actually not the most efficient way. If you are one of those people who don't have time to play the game everyday, you should at least play for an hour every 3 days. During this hour, you can complete approximately 3 missions which is more than enough to knock out most of the dailies (so you can maybe knock 2 or 3 out and then don't have to play for another 2 or 3 days). If you look at this picture taken from my spreadsheet (recently updated by u/mbit90, my fellow spreadsheet editor who also did the awesome expeditions tab), the one I recommend re-rolling is
This quest requires you to be running around the map so you will be wasting precious objective time, time which can be shaved off to play another game. Efficiency : 50 / hourMaximum : 1500 / month2. Event Questline Fortnite is a game that pretty much revolves around events. These events usually offer a new "challenge gamemode" on top of a quest-line that comes with some neat back-story and nice rewards. To access the event, go to your "Play" page and locate the "View Event" button at the bottom left like this. This takes you to the event page which looks fairly similar to the Stonewood/Plankerton quest-line. Some of these quests give v-Buck rewards as you can see from the event rewards table I had setup in my spreadsheet. Some quick maffs show that going through the entire quest-line gives us a measly
However, these quests can take time, approximately 2~3 missions per quest but hey, vBucks is vBucks and if you can knock these out while you do your dailies, all the more efficient right? Assuming that the player takes 20 minutes per mission and spends 3 missions per quest, he would take 780 minutes (13 hours) to knock all 3 v-Buck quests out. Efficiency : 23.077 / hourMaximum : 300 / month3. Daily Alerts These are missions that show up throughout the Fortnite world and amount of v-Bucks they give vary depending on the zone you are in. You can check the available rewards over at the Stormshield.One alerts page. Some things worth noting about these missions include
Since you can also earn legendary transforms from these missions, the value of v-Bucks may at times not seem that lucrative. In fact, I would personally recommend save an alert or 2 just in case a legendary transform pops up. However, if you either
Assuming you do the 30 v-Buck missions 3 times a day, that would put you at 90 v-Bucks per day Efficiency : 90 / hour (if you do them in a row and there's 3 around)Maximum : 2700 / month4. Daily Logins Since daily login rewards were changed a few months back, I noticed that the rewards are a lot more generous. I roughly went through the list of rewards on my spreadsheet and found that after the first 70 days
more or less at least. So the math for this would look something like
That's 3500 vBucks every 112 days which is about ~900 per month (937.5 going by 30 days OR 875 going by 2 fortnights). Best part is how all you need to do is to log in and you're set Efficiency : *** / hourMaximum : 900 / monthHonorable Mentions So if you looked at my title, you might find it weird how it's the top 4 rather than top 5 or even top 6. Like, why even have an honorable mentions? The truth is if you observe the 4 methods listed above, those are repeatable and sustainable. In other words, you don't run out of them ever... unless of course Epic Games make changes to those systems. Below are the 2 other ways to gain v-Bucks but they are exhaustive and will not remain permanent options Stormshield Defense I mean this is pretty straightforward. You obtain 100 v-Bucks for each Stormshield Defense you knock out up to 9 per zone and 36 in total. Where did the last 4 go? Thankfully u/izzlort reminded me in the comments that the last defense in each zone gives you 150 v-Bucks each so that will be 600 v-Bucks. No maff is required to figure out that is a maximum of 4200 v-Bucks in total. That said, how fast you can obtain these is reliant on how far you can progress your quest-line in the game. In fact, a lot of people hardly even complete them all to obtain the full 4200 v-Bucks Collections Book Like the above, this is exhaustive in nature as well. I ran through my spreadsheet, where I once again have the collection book information thanks to u/nordrasir, and found that you get at most 1500 vBucks from it That's really sad to be honest. If you are curious, they are found in batches of 500 at levels
Clearly, this isn't a good mean of obtaining v-Bucks at all but I would say it's easy enough for most people to get to level 26 and pick up the "free" 1000 v-Bucks Challenges (Ah yes, forgot about this little guy). These are essentially quests that are unlocked as you play the game. There are a total of 5 challenges in the game but only 3 of them give vBuck rewards. They are
Since each of them can be completed up to 20 times, the total amount of v-Bucks you can earn adds up to *2600. Of course these are exhaustive which is why they land a spot in the honorable mentions. ConclusionIf we just total up the amount of v-Bucks we obtain per month based on the maximums I've listed, that's a whopping 5400 v-Bucks per month. I mean sure it does take some time but if we look at how much v-Bucks cost in the store, that's akin to the game giving us $50 per month just for playing approximately an hour a day. (Of course that's not quite how it works but you get the point). A long time ago I made a post on v-Bucks here but that guide is 7 months old so I wouldn't recommend you guys taking any information. However, it is blatantly clear that alert missions and daily missions are extremely rewarding right now which explains the massive increase in v-Bucks/month up from my old estimate of 2600. On a side note if you ask me what llamas you should buy, I would recommend Troll Truck/ Troll Stash > Super People for the newer players and Super People > Troll Truck/ Troll Stash for the veterans TL;DR 5400 v-Bucks / month [link] [comments] | ||
| When you load up Stonewood for that daily and see what the newbs have built Posted: 27 Apr 2018 12:00 PM PDT
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| Posted: 27 Apr 2018 01:32 PM PDT
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| PSA: Lars Van-- No doors Needed. Try a trapped window! Posted: 27 Apr 2018 11:03 AM PDT
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| Posted: 27 Apr 2018 11:55 AM PDT
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| Can we get an increase in shotgun ammo limit? Posted: 27 Apr 2018 11:30 AM PDT 1000 is nowhere near enough an especially when a 106 room sweeper my main shotgun. [link] [comments] | ||
| I remember a time when I was struggling to pull a Heavy BASE Kyle... Posted: 27 Apr 2018 08:32 PM PDT
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| This mindset is why we want permissions for B.A.S.E. Posted: 27 Apr 2018 12:06 PM PDT
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| Posted: 27 Apr 2018 07:34 AM PDT
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| Just had this wonderful interaction... Posted: 27 Apr 2018 04:55 PM PDT
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| Your basic/fundamental Ride The Lightning build. Image with additional traps in comments. Posted: 27 Apr 2018 09:37 AM PDT
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| PSA: Use the roof/pyramid to enclose a thrown propane tank to prevent it from damaging walls! Posted: 27 Apr 2018 10:53 AM PDT If a propane tank is thrown at your base you can build a roof (or pyramid) over it to prevent it from damaging the walls around it. Not sure if it works to prevent damage to stuff on the floors but can be helpful to defend walls surrounding your atlas! Good luck and happy building! [link] [comments] | ||
| Can we get a increase for how much ammo we can hold? Posted: 27 Apr 2018 08:01 AM PDT The main reason i'm asking about this is because so many good weapons use shotgun ammo, the hydra and super shredder to name a few. can we please have a increase on our ammo count. Edit: it seems like a lot of you guys also have a shortage on shotgun ammo so epic can yo make some changes to shotgun ammo [link] [comments] | ||
| Can we make the Balloon objective 1x1 now? Posted: 26 Apr 2018 11:03 PM PDT This is getting pretty annoying, we have been given so many quality of life changes recently except the one that really matters. The Balloon objective is far and away the best mission, so it needs the most love. Statistically speaking, having an objective that is 1x1 inside of a 2x2 will piss people off. However, if we make the area that you can build in a 1x1 many problems will be solved. Every other mission has the ability to fully build around their objective so why not this one as well? Another solution I propose is to delete genji. He's fucking cancer. [link] [comments] | ||
| Posted: 27 Apr 2018 09:06 PM PDT
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| Posted: 27 Apr 2018 12:25 PM PDT
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| Somewhat Detailed Raider Guide Posted: 27 Apr 2018 08:34 PM PDT Hi everyone, this is an almost comprehensive guide on how to play raider effectively. Introduction: The raider is a shotgun specialist and is thus doomed to get really close to enemies. On the bright side though, this subclass does more than enough damage to compensate. Technically, with high crit weapons the raider can easily outdamage a UAH, but since this is dependent on RNG and not the base hero, I'm not going to argue that the raider is better than the completely balanced master-I mean jack of all trades. Support Slot: The hands down best support slot for raider is another raider (gives you +20% crit chance with shotguns). Unlike the ranger who has an innate 20% crit chance, the raider only has crit damage, so you need another raider to take advantage of this. If you only have one raider, a support specialist (for the reload speed) can also be a mediocre support slot. Tactical Slot: This slot is more flexible. If you are lucky enough to have a mythic swordmaster, I find his +35% movespeed after shockwave to be pretty awesome. If you do not, the berserker's "hold still" shockwave perk gives you more impact and stuns enemies (which is really useful against blasters and smashers if you reach the impact guard). Shock specialists' damage resistance after shockwave is also good since you will be getting hit sometimes. If you get hit by everything this is actually the best option. You could opt to get grenade buffs but I find shockwave to be a much more useful skill on the raider. Weapons: Everyone has their preferences when it comes to shotguns, but no matter what shotty you like using, you want to have as much crit damage/ crit chance as possible. When rerolls come out, they will probably nerf crit chance but even then crit + crit dmg will be the ideal rolls for raider. Raider needs crit, there is no other way. In general though, if you need something to die in one shot: The bear wins with flying colors. If you need to melt a smasher or miniboss: The Stampede is your best option. If you need to hit something far away: Longarm enforcer If EVERYTHING needs to die: Thunderbolt I also recommend having a melee weapon since you will the one expected to deal with flingers. You are the close range specialist after all. AND FINALLY, THE MOST IMPORTANT THING OF ALL... I love to reload! This perk gives you a boost of movespeed after reloading. On paper, it looks pretty worthless. To make matters worse, unlike other soldiers, raiders have no innate reload speed. When you are reloading, you move more slowly. This is extremely dangerous because you are often really close to enemy husks, so you don't want to be slowed down, which means you want to spend as little time reloading as possible. This is why shell-fed shotguns are superior to auto shotties. The ability to reload one shell at a time makes your effective reload speed less than a second. Even if you do end up depleting all your shells, it will take no time at all to get that shell back so you can kill something else. If you constantly find yourself reloading all 8 shells of your stampede while a hoard of husks are chasing you, you're doing it wrong. Just follow this simple formula: Shoot, reload, shoot, reload etc. For slow-firing weapons like the bear, the time it takes to reload one shell is actually less than the time it takes you to fire another shot. In essence, you'll be putting out more dps by reloading after every shot (not to mention you'll always be running at the speed of sound). This mechanic is what makes raiders so fun to play. Here are some common scenarios: (1) Targeted by a blaster? shoot a random husk, reload for less than a second and then zoom towards that blaster at mach 10. (2) Need to kill a smasher? shoot it, reload, kite away before it hits you, shoot again etc. If you are playing raider correctly, you'll be greeting smashers as soon as they appear, so there's no need to kill them the second they spawn. Take your time, kill them in two seconds. It's also not worth taking damage or being slowed (water husks) just to kill a smasher that is a mile away from your objective. If a smasher somehow snuck past you (which happens a lot given their stealthy nature) it would be okay to unload your whole mag to kill them. After all, it only takes one second to get the shoot, reload cycle fired up again. (3) Is a taker diving at you? Shoot a husk, reload, and watch the hope fade from its lifeless eyes as you surpass the speed of light. (4) Getting chased by a pack of anklebiters while you are exploring? Shoot one of them, reload, and watch those red dots disappear from your minimap as you transcend time and space. Oh and few people know this, but there's actually a sonic the hedgehog simulator built into Fortnite STW, only accessible by raider players. To experience it, you need to activate the move speed pylon. tl:dr Raiders are shotgun-based speed demons that can outrun people on their hoverboards. [link] [comments] | ||
| Is it only me? Or is the game not beginner friendly. Posted: 27 Apr 2018 08:08 AM PDT Ive owned the game for almost 2 months now. And TBH im completely lost. Like ive know the basics. But the game is sooo big that i cant really understand it at all. All ive been doing is following the quest line. And im pretty sure ive wasted bunch of hero xp on upgrading heroes that arent worth it. And i just realized yesterday through a youtube video that i could upgrade hero rarities and such. Not to mention that one of my friends recently bought the game and he expected me to explain it all since im somewhat according to him "experienced" and thats how i realized how i am really stupid when it comes to that game. One of my current main issues is inventory overflow. No matter how much i get rid of stuff. I just cant get it to have space.... No idea how to get elemental effects either. So much stuff thats ive no idea what they are or if they even exist. [link] [comments] | ||
| Posted: 27 Apr 2018 05:36 PM PDT Dear Game Dev's, first of all let me thank you – you guys are doing an awesome job developing this game! I love how you listen to the community and their wishes. However, nothing is perfect and everything, including Fortnite - Save the World, can be improved! Here's some personal feedback of a PL 120... Research Tiers / Points As stated above, I'm PL 120. Got my squads all set up with mythic leads and legendary survivors. Everything is maxed out BUT my research tiers. I've been playing this game for exactly 103 days straight now and i'm currently missing 38 nodes in research tier 3 and 104 nodes in research tier 4. Doing the maths, this means i need 518 600 research points or, speaking in days, 132.56 days (assuming i never forget to collect points) to finish it up completly. Since i am already maxed out on the survivor part, i'm pretty much maxed out on all the heros that i want to play aswell, the only thing left for me to do is finishing up my research tiers. But there is one problem – I can not do anything to progress with this goal or to speed things up so i can reach it faster. 4 ½ months is a freaking long time and only thinking about it makes me already extremly demotivated. How to improve this? The key word here has to be boosts from my point of view. Implement a boost into the game that doubles your research point regeneration rate. There can be 3 different kind of boosts – 1 day, 3 days and 7 day boosts, each more expensive. Let them cost some Vbucks (that would be a Pay 2 Skip variant), Seasonal Gold, Daily Coins or inlcude them in Llamas like you are doing it already with the player exp-boosts (1 day boosts in normal Llamas, 3 day boosts in Silver Llamas and 7 day boosts in Gold Llamas). Trading I dont really trade in this game but i see a lot of people chating about trades in global chat and on other platforms. What keeps me away from trading is the fact that it is 100% trustbased and one party of the trade is always in the advantage. Right now it goes the following: Trader A joins Trader B, both load into Trader B's StromShield and from that point on Trader B is in the advantage because he can give and take building and editing privileges. That's not how trading should go. How to improve this? Traders need a system that equals out the advantages for both sides. One way to do it would be including a trading option. Player A types /trade PLAYERNAME in chat while being within the same tile as player B. That should send a trade invite (shown in chat, maybe even with a little sound) to player B, who has to accept or deny it by typing /accept or /deny in chat. To prevent spamming this, a cooldown should start after denying, which increases after each time the request was denied (30 sec / 1 min / 5 min / 30 min / 60 min). When both players accepted the trade request a window should pop up for those two in which each party can put the stuff they want to trade in. Once this is done both parties should „lock" their own window by clicking a button in the window and recheck if the other person put in the stuff they agreed on. While your window is locked you cannot change anything in your window. Once both checked the windows, both should click a „do trade"-button that perfoms the trade. The state of a locked window can be shown by putting a colored frame around it. With this 2-steps mechanism you pervent it scams (if you do not realize the other party put in something completely different in the tradewindow you should stop trading). Defenders In all of my 103 days of playing this game i used a defender once. I immediatly realized they are not even worth the time and effort to place them. They eat through your ammo, through your weapon durabilty and are not that smart when it comes to shooting the right stuff (No i dont like you shooting the propane tanks in my killbox, thanks) How to improve this? Make them less expensive to use (ammo and durabilty wise) and give them a sightly more intelligent AI when it comes to shooting (please spare my killbox). That would already help out a lot. But why do they have to shoot in the first place? Why can't we have a subclass of defenders that keep the base in shape and run around in a certain area and repair damaged walls (only repairing not replacing). They would need resources to do the job so you have to give them some of your resources. The bonuses of these subclasses could include repair speed, resource cost reduction and area covered by the defender (just to name a few). Making Missions more interesting Minibosses I've played a lot of MMOs before joining this game and in every MMO, with or without an open world, there's been maps with Minibosses roaming the area. Why isn't that the case in Fortnite – Save the World? I think mission can get a lot more interesting when you know that their could be a Miniboss (or maybe a band of 3 or 5?) roaming around the map, each with their own perks and you have to be on the look out whilst running around. Right now there is no real challenge on the map when you're base is not getting raided. (sorry if i hurt your feelings big purple guys). Maybe even include some rewards for killing the Miniboss/es to make it worth killing them. Random Start Timers for Certain Missions Why is the storm so predictable? I mean, the husks are after us. Surely they won't send us an email „Hey we are going to raid your base in 8 minutes, prepare some defences so we can't make it!". They would surely start raids whenever they want – not whenever i'm ready to be raided. This should be implemented in some missions. For example in Evacute the shelter. You join in, you kill the raiding husks and then you got 10 minutes to build up your defences. So instead of having this appointment with the husks when to start the raid, there should be a possiblity that the raid starts ahead of the timer. Maybe include a chance of 5% that the raid starts after 6 minutes already not 10 minutes without Ray telling you before (6 minutes is plenty of time to build some walls and traps). New Mission-type: Protect the fort We have a nice mission type in the tutorial but not in the actual game. I remember playing Ramirez and i had to run to a pre-build fort and help some AI-controlled defenders to protect their fort. Why is that only in the tutorial? I think this would make a great type of mission aswell. QoL-Changes Afkers/Leechers in Lobbies The problem is self-explanatory. The solution aswell. Implement a kick system (much like the voting system to skip a day in Survive the Storm / Difficulty Pylon right now). To kick a player someone has to type /kick PLAYERNAME in chat and everybody has to agree to kick him. If one guy clicks no, a cooldown kicks in to prevent spamming (just like explained in the Trading topic). To prevent low-level players joining into high-level mission to leech – implement a level-cap so people lower than X amount of levels of the mission cannot join in on their own. If they get „dropped" in by a friend and the friend leaves, they should be removed aswell. Only when they join with a group of 4 or with the lobby being set to friends / private they should be able to ignore the level-cap. Changing Schematics It happens to everybody – You accidently choose the wrong schematic while evolving. Some people want Obsidian weapons but most people want Shadowshard weapons. I see the usefulness of both kind of weapons and i think you should be able to switch between those by yourself. There should be a button on the inspect-window of the schematic that lets you change the schematic back and forth, each time requiring some schematic-exp and some evolution-materials. That would help out players big time and would reduce the amount of support tickets floating in a great deal i guess. (@Epic Employees: If you read this – I got that problem with a gun and my ticket has been unanswered for over 2 months now.. Need help :D ) Pre-set Hero Squads Easily explained – It would be really nice if you could save some sort of „loadout" regarding your main hero, support and tactical hero to switch it nice and fast. So you can have a „Ninja Dragon Squad", an „Urban Assault Squad" and a „Power Base Squad" saved and switch between them by the click of a button. These are some of my thoughts regarding „How to imrpove Fortnite -Save the World". If you made it this far – thanks for reading! :) Mash555[link] [comments] | ||
| Posted: 27 Apr 2018 10:41 AM PDT
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| I play a game with my friend to annoy little scammer boy Posted: 27 Apr 2018 12:25 AM PDT Yesterday my friend said, Hey I see a lot of people asking for weapons in the chat and 2 minutes after they complain about scam. So let's get one of them on stormshield.one and give me all his stats. We found one let's go. I invited him on vocal party. When he cames. My friend tell him that power was gave by epic (I know it's not right but it's for a good thing ;)) to see everything on a person profile since we got several reports of scam. The boy said no I'm not a scammer (but he ask to trade only in his base and have a trade boxe). And he said you're lying you dont know anything about my account. My friend said let me start my pc and open your case. I got him. So you are PL 32, collection book level 37, you have à siegebreaker in water with 2 durability, not really good. After this, the kid listen because they dont know anything about stormshield.one. Sometimes they quit the vocal party because they think we are hackers. For the rest who stayed and listening, we tell us the account is under observation. NO MORE SCAM !!! Be kind with other players in the community and save the world on Fortnite. I dont know if it will work, I dont know if it's good or bad. I just know yesterday I laughed a lot with my friend doing that. Maybe I will continue on my spare time while I'm not playing ;) PS : Sorry for my english. It's not my mother tongue ;) [link] [comments] | ||
| Do not give in to unpleasant design Posted: 27 Apr 2018 01:52 PM PDT Please read the full post, as it extends to some real life issues as well. Opinion piece on fundamental issues with suggestions on this subreddit. Unpleasant design, or more prominently known in the real world as "Hostile architecture" is a way to spend resources designing a system to, instead of tackling the problem, circumvent it. A textbook example of that would be spikes in places where homeless people stay, rather than to deal with the issue of homelessness. The issue still exists; however, people will see those unfortunate people less and forget about the issue. In this post I will tackle a suggestion which has been circulating in this subreddit for the past weeks - B.A.S.E. resource locking to the constructor. I am going to go ahead and say it - there is nothing wrong with the current system. There are plenty of suggestions like this one, where they beg Epic games to dedicate their development resources to implement something that, in the end, doesn't really do much for the game. The real issue lies within griefers. Is the problem really with Recycler perk or is it with the people who abuse it? I would not be angry when someone goes across the entire defense to kill a miniboss and drive-by takes the resources from the B.A.S.E. If you think that that is unreasonable, you should start questioning your morals. This is a team-based game after all. I would be angry, however, with players, who all they do the entire mission is hold E when their mouse is over the B.A.S.E, as they contribute even less than the most notorious of griefers – the AFK. Now, for the sake of argument, let's say this feature of resource locking gets implemented. I can almost guarantee you, that there will be constructors that will never build and farm resources for their storm shields that way. Would have this fix anything? No. Griefers are not dumb, they can improvise, adapt and overcome. Why is there no real reporting system, with actual punishments to disincentivize all forms of griefing? Players are starting to accept the fact that there will be griefers in missions they queue to and that there is nothing that they can do. Why does it have to stay like this? Without griefers most, if not all, of the game problems will no longer exist. We, as players, need to pressure Epic to tackle the heart of evil and make them if not put this on the top of priority list, at least give us something more than "we are working on it" sentence statement. In conclusion, we need to stop making suggestions which implement unpleasant design. Instead, we should focus on tackling the core issues within the game. If you wish to learn more about unpleasant design, there is a very good video by Extra Credits: https://www.youtube.com/watch?v=NWZLB8CyPbM No, this is not a plug, this video is just very good to understand this topic better. [link] [comments] | ||
| Posted: 27 Apr 2018 09:46 PM PDT
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| Four things to remember when you have a Constructor on the team. Posted: 27 Apr 2018 01:31 AM PDT I absolutely love Constructors. As a Heavy/Power Base main myself, I feel like it is somewhat of a misunderstood job. It is only when you start using a constructor that you understand why there are four classes and what their roles are on the team: Outlander to provide mats for base and traps, Constructor to build and trap, Soldiers to single-target the big threats, and Ninjas to melee and AOE the close husks. Here are some important tips for when you have a constructor on the team: 1.Recycling BASE: Ask before taking mats from the BASE. I'm surprised Epic still hasn't made it so that BASE recycled mats have permissions like Storm Shield console. Too many people take without asking and don't even help build it. 2.Propanes and smashers: Target the fucking propanes when they're away. That, and Smashers are your only job (EDIT: Also the flingers). A well trapped base should take care of everything else. I build this huge base with tons of traps basically meant for light-playing the whole thing and you want to target the laser and tiny husks at first while the propanes blow everything up, why? PSA: Don't Dragon slash or frag grenade the trap tunnels. 3.Save Resources or Communicate Likewise: You'll save a lot of resources if you lend either mats for traps or help with your own traps, compared to spending 600-700 bullets per game. If you don't want the constructor to build a fort full of traps, at least tell them that you want to engage in combat yourself, and save them the resources and time. It's pretty disheartening to end a long match and see your traps at 26/28 times used. 4.Let the husks in: If it's a constructor with electrified floors, or exploding BASE, at least let the husks come inside the region affected by BASE before killing them. Again, saving you a lot of resources because of the BASE explosion and electrified floors. Once the husks are in the BASE region, you can use your AOE abilities to kill them if you still have the itch to fight. [link] [comments] |
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