Fortnite Survive the Storm LFG Megathread


Survive the Storm LFG Megathread

Posted: 29 Apr 2018 11:01 AM PDT

Hello everyone!

With Survive The Storm Ending on May 1st, we thought it would be appropriate to create a megathread for everyone to try and find some players for their last couple quest steps, or their last STS run-through.

Please leave your:

  • Name:

  • Platform:

  • Which Mission You Are Looking to do:

It may also help to leave your:

  • PL:

  • Class:

Once Again, The Survive The Storm event ENDS on May 1st as announced here by Epic.

Happy Fortnighting!

submitted by /u/Haveireddit
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I built a Meowth in my Homebase

Posted: 29 Apr 2018 02:51 PM PDT

Well, this was inevitable

Posted: 29 Apr 2018 07:48 AM PDT

Larget Escape-Castle in FORTNITE!

Posted: 29 Apr 2018 05:47 PM PDT

Fortnite physics ain’t lying

Posted: 29 Apr 2018 01:45 PM PDT

Is Epic really going to just ignore this? I mean I see this in multiple groups, posted multiple times. I literally have stopped playing as much for this sole reason.

Posted: 29 Apr 2018 12:56 PM PDT

Please add a confirmation when buying llamas.

Posted: 29 Apr 2018 05:14 PM PDT

Second time I've accidentally spent vbucks on a llama ;(

submitted by /u/Untiefant
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Patch 4.0 HYPE

Posted: 29 Apr 2018 08:59 PM PDT

Here is some guide for new player to find crafting mat

Posted: 29 Apr 2018 01:24 AM PDT

Come on guys, which is it

Posted: 29 Apr 2018 10:02 AM PDT

Sharing my Plankerton SSD that got erased a few updates ago, luckily they compensated me with 2k Vbucks and mats

Posted: 29 Apr 2018 08:27 AM PDT

How to confuse kids in chat

Posted: 29 Apr 2018 01:22 PM PDT

STW veterans POV on missions. Commentary & suggestions. Long post.

Posted: 29 Apr 2018 07:47 PM PDT

Guys, a fair warning: This is a long thread. I'm trying to showcase Epic how they can improve their missions. I know walls of text are annoying to go through, but if you feel dissatisfaction with missions. You feel like they can be improved, then have a read. At worst you'll lose 10 minutes of your life that you'd most likely do nothing interesting with anyways :P

Also thread might have some typos. Tried to proof read it twice, but 4:47AM... And what the hell am I doing with my life..


Super short summary of what missions we currently have, divided into 3 levels with commentary:

Level 1 - badly designed, boring, unteractive missions:

  • Atlas - feed 1 bluglo and defend a thing for 6~minutes

  • 2 Atlas - feed 2 bluglo and defend 2 things for 6~minutes

  • 3 Atlas - feed 3 bluglo and defend 3 things for 6~minutes

  • 4 Atlas - feed 4 bluglo and defend 4 things for 6~minutes

  • Ride the lightning - feed bluglo, defend misshapen atlas for 3 minutes, then feed 2 bluglo and defend misshapen atlas for 3 minutes

  • Evacuate the survivors - kill some husks early, wait, defend the huge mishapen atlas for 7ish minutes

  • Retrieve the data - wait, shoot a bolloon, defend for 6ish minutes

  • Rocket - same as with RTL or atlas, but has 4 stages

  • Defend servers - defend at least 1 atlas-shaped server for 6ish minutes

  • Defend bluglo-siphon - defend multi-staged mishsapen atlas as side-activity

  • Defend satelite - defend atlas-shaped atlas that falls randomly on the map for couple of minutes

  • SW/PT/CV SSD1-7 - defend your home base here, there and there. Few times. Each time slightly harder.

  • STW - build-defend 1 thing-build-defend 2 things-build-defend 3 things and so on

  • All other event "defend reskinned atlas" missions

Commentary:

See anything that those missions have definitely TOO MUCH in common? All you do is stand in 1 spot and act like a turret. All of them can be called "I am different version of atlas mission" There's nothing even remotely interesting about them. They lack any interactivity between mission and player beyond "point your weapon there and shoot". Storms that change directions or different waves of husks are not the interactive part. At all. A mission consisting of few stages isn't interactive either. At least not in a way that is entertaining even at the lowest level.


Level 2 - missions that are "different":

  • Radar Grid - you build a radar. 5 times.

  • Encampments - now husks defend.. kinda

  • Survivors - you look for a survivor, defend him and look for another. 15 times

  • Build a rabbit - same as with building radars, but instead you build 1 huge ugly rabbit and then explode it

Commentary:

The missions aren't about strictly defending and are alot more open for players to do whatever they want. Because of their "carefree" nature, they are slightly less engaging. Also they are quite easy, require least of skill or concentration or materials used. They aren't bad, but there's whole lot of places they can improve.


Level 3 - Somewhat interesting missions:

  • Deliver the Bomb - create a track, deliver the payload, defend cannon for 4ish minutes

  • Repair the Shelter - Find 8 things, then defend the shelter for 6ish minutes

  • Steel icarus - you find 6~things, then follow the same steps as with RTL

  • SSD8-10 + all TP SSD - You defend your homebase few times from waves of husks

Commentary:

Those missions (DTB/RTS) are the ones I hated the most when I started playing, but then, with time, grew to like them alot.

They have what other missions lack: Interactivity. They want players to do something else than mindless, boring, stupid defending (although they unfortunately also have this part of the gameplay mechanic).

Finding those parts or creating a track makes them different and interesting. Also the fact that DTB has increased mob spawnrates, fixed to 1 location, densly packed makes it an amazing missions for those who love to use traps, creating all the contraptions.

You might wonder about SSDs. Why SSD1-7 are boring/unteractive, while SSD8-10 are fine/okay? Well here's how I see it. The very first SSD missions that you have to do to progress (1-7) are extremaly boring. They hardly have any husks to fight and whole SSD can easily be done by few traps and a dragonscorch ninja. The difference comes once you play SSDs when those are as sidequests. Number of husks increases exponentially. Although it's still simple "stand there act like a good turret", the sheer amount of husks you have to deal with makes those missions extremaly satisfying.

The only mission that kinda doesn't deserve to be on level 3 is steel icarus (the one from current event). I only added it here because of 1 reason: Devs actually try to make it less boring. My guess is: at some point all RTL missions will consist of additional step of "look for 6 parts" before you can start the mission. Sadly, that is Bad direction and as I said before, I do not shy to repeat myself: Whoever is in charge of making fun and interactive missions does piss-poor job. It's just not your field of expertise. Sorry.


Here is a list of things that could IMO improve what we have right now along with new mission-suggestions:

Let players decisions have actual meaning in the game. Let them interact with the mission on level higher than acting as a turret. Example:

New mission. On the very middle of the map on a hill is huge black crystal. It has LOTS of health. Players spawn in and have to destroy it. But destroying it causes mobs to spawn around. The number of mobs depends on speed of crstals HP dropping. Because we are in "we all know it will never happen" example-mode, lets say defenders can be spawned even with 4 players in and they also participate and can be equipped with pickaxes, although their speed is slower. Each time husks touch the crystal its HP slightly regenerates (not by much)

Now here's what's interesting about this:

  • All players can focus on destroying crystal, if they all are outlanders they can break it within 2 minutes, but if they try and fail, wave of husks will wash over them and crystal, restoring its health almost'ish completely'ish.

  • 2 players focus on defense, while others break crystal - now it takes 4 minutes to complete but there's alot less husks to deal with

  • No players focus on crystal. Instead they equip 4 defenders to do it. - Now players have to defend for 6-7 minutes but mission is in easy mode.

Suddenly players can do the mission in various ways. They can strategize to some extend and their decisions matter.


Next way to add some interaction on 'steel icarus RTL' as an example.

Lets say Lars van has 10k HP, but it starts with only 1k. Players can look for missing parts to repair the shelt... van or start with a van having less health. It's still not enough interactivity. Instead of RTL having 2 phases, make 1 but slightly bit longer. In some intervals spawn parts that you can carry to lars to speed up the process of him lifting from the ground. Once again, you could set this task to your defenders, cause why not. Lil bit of heavy lifting on a smasher-filled battlefield won't kill them... Most likely.

or even the fact the van has less HP could speed up the process of lifting it into air. High risk, high/faster reward

Also get rid of circle-mob spawn that players can't defend properly other than shooting in every direction. I know it sound fun/engaging... But it isn't. It's just me standing still and spinning with my finger on a trigger of a gun.

Players now have a choice to how they want to play the mission.


Missions like "defend at least 1 out of X things" can be rather easily upgraded. Each server/telescope/whatnot can speed up the process of finishing the mission. Gives players incentive to try and protect all of them.


You can demand players to teamwork further than just defend the same thing for x minutes. You can for example let them split up to do something faster like for example SEE-BOT in repair the shelter. You can make a whole mission out of this mechanic, although you'd have to add something to that. For example:

new mission - open the bunker

bunker doors have 100k HP (or just enough that force-breaking them would take at least 10-15 minutes). To open them faster, 1 generator has to be working and defended. To further speed up the process you can engage 2 more generators. Then doors slowly open up in which 1 player has to enter to do something. Ofc those 1-3 generators smell awfully similar to atlas mission but.. Well, nothing is perfect in this world.


Evacuate a shelter can also be pimped to be less of a "defend bloated atlas". Let survivors actually escape the shelter and not only you have to defend the main thing, you have to escort survivors aswell. Those survivors then will be the reward (like "rescue the survivors mission).


Remember the first example, about the crystal? Remember funny bunny-building event mission? How about "build something while mobs are trying to destroy it". Again players can decide to all build, or split their workforces. mybe there could be side-mission with bait that would keep husks busy so they won't interfere with building the thing you... build..


Or how about a mission dedicated stricte to building a track through the map like in Deliver the Bomb? You already have the mechanics done there. Make longer paths, maybe some stops where players can either stop the bomb or whatever and defend from bigger waves of husks or keep on pushing and finishing faster. Or maybe even split-tracks with ew bombs that would split mob spawns?


I am well full of ideas. And here's another. Imagine a mission where the thing you have to defend is... Your own life. Rewards you get depend on how long you survive on the map. Once ou die, tehre's no respawn. Players can pick you up, but they dont have to. After some time you simply return to the lobby with your rewards and soothing message that 11s is nothing to be ashamed of. Maps could have higher quantity of rare resources, but to actually get them players would have to send them via some teleporter of some sorts (Me-thinks of Division - dark sector.. Without pvp). Some classes would be stronger than others, but that could be fixed in some ways.. Or to some extends. This would belong to level 2 mission types of just being different. Not bad, but different.


At the end of the day, if all of above seems pointless to you, Epic, here is my final suggestion for how to improve your missions. Create new set of missions called "husk-wave" or.. well you can go with "incredibly alot of husks this mission has" but that sounds less badass. Anyways, that's the thing I expected this game to have when i bough it. You have no idea how sad I was when I learned it isn't the case. Anyways. Do those things:

  • set mob spawns fixed (storm won't change direction)

  • create a very easy path between spawn - target, where players can (keyword:) easily predict, trap and defend from husks. Preferrably long, straight road/canyon

  • ramp up spawn rates to extremes and beyond. Where i nhardest setting there'd be 20 husks/minute, make it 150/minute. Make husks FLOOD the players. Let traps be usefull. Make traps durability actually be an important stat.

  • set winning condition to #number of husks killed. This can be later even be set as time-records where players can compete with each other.

I swear, if we'd have more SSD8-10 missions as regular ones, I'd be playing them so often.


Ok here it is, that is all. Hope it was interesting to read. If it wasn't or you disagree with me then... Well, Join in the discussion. Give you idea of what you'd improve or how. Or maybe say why wouldn't you touch anything.

submitted by /u/Saianna
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Split up Fortnite on Twitch.

Posted: 29 Apr 2018 07:38 AM PDT

I know not many people stream Save the World, but there is definitely a growing PvE streaming community on Twitch.

It would be nice if Epic could split up the games on Twitch into:

Fortnite - Battle Royale

Fortnite - Save the World

submitted by /u/TheDeeGee
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The Loot Store really needs to have a Confirmation alert. I misclicked on the Super Hero Llama today and got damn lucky (first Mythic!), but that moment of disappointment after I clicked could easily happen to anyone. For all I know, I could've gotten a Support Specialist in her place.

Posted: 29 Apr 2018 03:22 AM PDT

I think I found the scummiest 13 year old

Posted: 29 Apr 2018 03:09 PM PDT

I was playing casually helping people with stormshields. I asked on global chat if anyone needed help. A kid who we will call ,Kanye (not his real name), sent me an invite to his party (ps4) and game.

I joined his stormshield. I was expecting to do it but he says "hey can you upgrade some stuff? I don't have any materials to do it" I had my materials at max. I told him I had around 500 of each. I didn't upgrade anything.

Kanye then says " I just need to upgrade my trading boxes" at this point I knew he was a little kid who scammed. I told Kanye "you wanna go farm for mats?"

He ignores my question then says "hey do you have any guns to give me? I only have 4". I say mine are low level. Finally he says "well bye little F@gêt" and kicks me out of the party! Wtf!

submitted by /u/BrahYann
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!s are very annoying

Posted: 29 Apr 2018 12:46 PM PDT

I don't know if this is the right place to post this. I don't know if its a bug, but it is making the game literally unplayable for me.

I tend to be a bit OCD and the ! at the top bug me. I always get rid of them.

Recently I maxed out all my research trees (Tier 1-4) and now I'm sitting on max research points (27,690/27,690) and the limit of 4,260. But sadly the game sees the limit of 4,260 and puts a ! on all Tiers of research trees and the Skills tab at the top.

So no matter what I do, I cannot get rid of that ! and it is literally making me insane.

!s are annoying

submitted by /u/AthanasiosL
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Not even fantasy women would look at me

Posted: 29 Apr 2018 12:25 PM PDT

This event had the best rewards ever. Finally my OCD won't drive me crazy.

Posted: 29 Apr 2018 12:34 PM PDT

Things are going way to far

Posted: 29 Apr 2018 05:58 PM PDT

Inside the area huh Ray?

Posted: 29 Apr 2018 02:20 PM PDT

Fortnite plz

Posted: 29 Apr 2018 02:51 PM PDT

I think the time to cancel activation should be increased to 10 seconds.

Posted: 29 Apr 2018 06:50 PM PDT

I just started a mission objective and then wanted to increase difficulty halfway, then I ran back to cancel when it was at 1 second but it went off. I think having it be 10 seconds is way better because that gives people enough time to change their mind or even veto it. And having it be 10 seconds long isn't gonna hurt people much.

submitted by /u/berthen
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PSA: Here's how Reclaimer support works

Posted: 29 Apr 2018 03:26 AM PDT

Hey guys, Whitesushi here to clear up some misconceptions with the reclaimer support bonus. Reclaimer is the subclass and goes by the alias of Shamrock or Fragment Flurry Jess. If you don't already know what it does, here's what it says

Increases Energy damage by 20%

In this instance, we specifically want to look into how this support affects

  • Energy Weapon Damage
  • Energy Ability Damage

Before we jump in, quick plug for my spreadsheet which was recently updated to include a build guide tab as well as a vbuck guide tab following my recent post on how to obtain vBucks. The skillpoints calculator is also working now which lets you calculate how much SP you can still obtain


Energy Weapon Damage

People didn't really know if this was multiplicative to final damage or additive to %damage. In fact, a fair share of people who haven't tested it believed that it was the former (multiplicative). Thankfully, this was really easy to test. I simply setup a loadout which has no effect on weapon damage and grabbed my Hydra to shoot some husks up. It is worth noting that I picked a mission without any storm modifiers so our numbers don't get wonky cause of that. In the first instance where I had no heroes slotted in my Support slot, my Hydra did

  • 2245 damage per shot on regular husks

Next I simply hopped out, equipped my Reclaimer in support slot and hopped back into the same game. This time, the Hydra did

  • 2590 damage per shot on regular husks

If we do some quick maff, this comes out to approximately 15.367% damage. Why this number you might wonder? That's the exact %damage/shot difference the Hydra gets if we change its 30% damage from perks to 50% instead. In other words, Reclaimer support is additive to %damage perks and behaves similarly to MGR/Berserker support. It is akin to giving your energy weapon an additional "20% damage" perk.


Energy Ability Damage

So this was a lot more controversial as people kept talking about how Reclaimer support was giving more damage than Shuriken Master. To test this, I decided to use Frag Grenades because it does energy damage and is easy to test basically. I kept some factors constant namely my

  • Level 40 Special Forces in main
  • Level 40 Phase Scout Jess in tactical
  • 2005 Tech
  • Of course no storm modifiers and the likes

Switching my support in and out, the numbers I got for Frag Grenade were

  • With level 40 Shuriken Master : 29722
  • With level 30 Reclaimer : 28217
  • Without anything : 20640

Immediately, you see that the numbers don't match up like I must be dumb or something to test with different values of Hero Ability Damage. Well honestly even if the Reclaimer was the same level as Shuriken Master, their HAD would still be different. Thankfully, my calculator is able to precisely determine the grenade damage based on my inputs so all I had to do was to key in the HAD for the different scenarios and extract the expected values. In doing so, I found that the expected values are

  • With level 40 Shuriken Master (9.71 HAD) Image : 24768.5

Note that here, I turned the 20% bonus off to simulate not having the perk so we simply make use of their HAD

  • With level 30 Reclaimer (6.76 HAD) Image : 23514.1

If you wonder where to get this HAD value, you can find it by inspecting your hero here

Either way, now we just have to divide the in-game values by the expected values to find the difference and the numbers look something like

Shuriken Master = 29722 / 24768.5 = 1.199991925 = 1.2 = 20% Reclaimer = 28217 / 23514.1 = 1.200003402 = 1.2 = 20% 

As you can see, both of these work in the exact same way in the sense that they both act as a final multiplier to the damage of your ability. However, it is worth noting that Shuriken Master works better since she has a higher innate Hero Ability Damage

Damage difference due to HAD = 29722 / 28895.6 (Grenade damage if Reclaimer was at 40) = 2.86% 

Feel the BASE

Now you guys must be wondering... why exactly does Reclaimer then give more damage than Shuriken Master when it comes to Heavy BASE's ability, Feel the BASE. Well truth is... I think Epic Games messed it up. Here's how the support bonuses are calculated for Feel the BASE at least.....

  • With SMS support

    Final damage = damage * ( 1.8 + 0.2 )
    = damage * 2

1.8 is the level 30 Heavy BASE perk while 0.2 is the SMS support bonus

  • However with Reclaimer support

    Final damage = damage * 1.8 * 1.2
    = damage * 2.16

Where 1.8 is still the level 30 Heavy BASE perk but 1.2 being the Reclaimer support bonus

Essentially, for the instance of Heavy BASE's "Feel the BASE", SMS bonus is factored in additively while Reclaimer bonus is factored in multiplicatively. This was the reason why Reclaimer actually gave the explosion more damage than Shuriken Master Sarah.


Conclusion

Reclaimer, at the moment, is definitely better than Shuriken Master when it comes to Heavy BASE but falls behind on every other ability since Shuriken Master's higher innate HAD pushes out more damage than Reclaimer's. That said, it might be more worth it using Reclaimer if you are trying to make use of Energy weapons on top of your abilities. Ultimately, I don't like mixing classes to do both weapon & ability damage, especially not with energy weapons (I mean you just lose too much damage not going counter-elements) but that's just my opinion.

TL;DR Reclaimer bonus is additive to %damage on weapons and behaves multiplicatively (same as SMS) on abilities. That said, Feel the BASE is not calculating SMS support properly

submitted by /u/Whitesushii
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HELP! ALL OF MY SURVIVORS AND DEFENDERS GONE!

Posted: 29 Apr 2018 08:12 AM PDT

Last week someone got a hold of my account and was using it. I changed my password and put on 2 step varification on but he was still on my account. I log in today and im lvl 16 (previously 34) and all my survivors and defenders are gone! How can i fix this? Ive contacted Epic about this twice now and they havent emailed me back about anything. Im freaking out right now. I dont want anything else to go! EDIT: EVERYTHING IS GONE ACCEPT FOR THINSG HE LIKES! IVE LOST ALL OF MY STUFF!!

submitted by /u/Segwaypolice
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Please make a confirmation Popup when evolving weapons to Obsidian or Shadowshard.

Posted: 29 Apr 2018 01:05 PM PDT

I actually have 7 weapons that need to be changed to shadowshard because im trigger happy ( not all of them ) and i know im not the only one who make this mistake.

So could it be possible to make the game ask for a confirmation when evolving to obsidian or shadowshard. Please

Edit : Or make the game actually force us to choose( click ) betwin OB or SS cause right now OB is always selected by default and if you go too fast....

They will also have less support ticket asking them to switch the evolution path.

submitted by /u/Godzblaze
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