Fortnite Battle Royale - Season 7 starts with new areas, a Plane, Weapon/Vehicle skins & Creative. The Block announced.

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Monkey Man
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PostRe: Fortnite Battle Royale - v4.4 Content Update (Stink Bomb, Final Fight Mode)
by Monkey Man » Thu Jun 21, 2018 8:39 pm

COUNTERPLAY AND PLAY STYLES

By The Fortnite Team

TL;DR - We are going to continue to make changes to evolve the game to give players multiple ways to counter each other in combat, and create more strategies to win the game.

Fortnite is constantly evolving. Our goal with any changes is to keep the game fun and interesting, keeping it feeling fresh and new.

It’s important to support a variety of late game strategies, that don’t boil down to “just build lol”. We strongly believe that the evolution of Fortnite supports a wide range of play styles and counterplay. Currently, the superiority of shotguns, rockets, and uncapped building are such a dominant play style in the final circle that most other strategies are being drowned out.

RECENT & UPCOMING CHANGES
We have made a few changes recently -- and will continue to make more -- to give you options to counter other players in combat, especially in the late game.

We are exploring changes to weapon balance and resource economy, like e.g. resource caps.

MOVING FORWARD
So, where does this leave us?

You should be able to find Victory Royales through multiple strategies. Shotguns should be strong, but other weapons have room to grow. Not every encounter should have to end in a build-off. We want to empower you to showcase your skill, strategy, and tactics in all variety of ways.

We’ll be exploring these changes over the next few weeks - we’re excited to hear your thoughts and encourage you to participate in discussions on our various social channels.

https://www.epicgames.com/fortnite/en-U ... lay-styles

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Ho-Ho-Ho-tek
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PostRe: Fortnite Battle Royale - v4.4 Content Update (Stink Bomb, Final Fight Mode)
by Ho-Ho-Ho-tek » Fri Jun 22, 2018 9:07 am

Really enjoy the final fight mode, had a blast playing it last night, so much so that this is rotating back into our play schedule. I'm gonna get next season's battle pass and work towards getting ones for free going forward.

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PostRe: Fortnite Battle Royale - v4.4 Content Update (Stink Bomb, Final Fight Mode)
by Mafro » Sat Jun 23, 2018 10:38 am


HSH28 wrote:Assmung you ever get one that is.

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PostRe: Fortnite Battle Royale - v4.4 Content Update (Stink Bomb, Final Fight Mode)
by DarkRula » Sat Jun 23, 2018 2:37 pm

By The Fortnite Team: It’s important to support a variety of late game strategies, that don’t boil down to “just build lol”.

This is something interesting to note. Monkey Man put the full thing above, but I just want to focus on this bit. Building is a way of moving around, and it is a form of defence. But then it gets to the smaller circles, and no matter what, there are usually either two ways the end result comes from. Building towers or a jungle gym.

One of the latest games I played on here resulted in a situation where seven people had built up this giant structure and were running around it trying to get each other - blasting at parts to quickly get across. Someone had even ran out of resources and was hidng under a slope. That's the fun way of late-game building. The not so fun one is forts, where everyone builds their own individual tower and to be in anything other than a tower is just asking for trouble. Ocassionally you'll get someone with a rocket or grenade launcher who decides to take a risk in blowing them all up.

And speaking of latest games, I got three trap kills by placing it by a door and people would just walk unknowingly into it when they opened the door. Someone tried to be smart and tried getting me from the roof, but I got them. Another person had a shotgun and blasted through the walls to try and hit me, but I managed to get them as well. I just wish I'd DVR'd it.

Last edited by DarkRula on Mon Jun 25, 2018 11:13 am, edited 1 time in total.
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the eponymous bollock
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PostRe: Fortnite Battle Royale - v4.4 Content Update (Stink Bomb, Final Fight Mode)
by the eponymous bollock » Sat Jun 23, 2018 2:41 pm

DarkRula wrote: I just wish I'd DVR'd it.


Lolwut

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PostRe: Fortnite Battle Royale - v4.4 Content Update (Stink Bomb, Final Fight Mode)
by DarkRula » Sat Jun 23, 2018 3:26 pm

the eponymous bollock wrote:
DarkRula wrote: I just wish I'd DVR'd it.


Lolwut


Oh, did you not know all consoles come equipped with a DVR these days? It's such a great feature to have for recording the quick moments without the hassle of needing it set up beforehand.

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Monkey Man
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PostRe: Fortnite Battle Royale - v4.4 Content Update (Stink Bomb, Final Fight Mode)
by Monkey Man » Sat Jun 23, 2018 7:04 pm

The game might still be in your replays in Fortnite.

Still haven't got a trap kill, rarely ever get a trap let alone a kill.

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PostRe: Fortnite Battle Royale - v4.4 Content Update (Stink Bomb, Final Fight Mode)
by DarkRula » Sat Jun 23, 2018 9:20 pm

I'll have a look next time I'm on. But I was definitely surprised by how effective I was holding that building, and equally surprised that the trap was that effective.

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PostRe: Fortnite Battle Royale - v4.4 Content Update (Stink Bomb, Final Fight Mode)
by Monkey Man » Sun Jun 24, 2018 4:27 pm

Coming probably on Tuesday -

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Playground LTM (v1)

The Playground LTM will load you into the Battle Royale Map with some adjusted settings.

Battle and build to your heart's content with an extended period of time to roam around the map as well as increased resource generation. All treasure chests and ammo crates will be spawned, try droppin’ in different spots and scope out the loot. Friendly fire is on so you can scrimmage with your squad (up to 4 friends per match), but fear not you’ll respawn immediately.

Oh … and Lloads of Llamas.

Note: Stats and Challenges will not be tracked in this mode

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Verti-Forma (tape edit)
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PostRe: Fortnite Battle Royale - v4.4 Content Update (Stink Bomb, Final Fight Mode)
by Verti-Forma (tape edit) » Sun Jun 24, 2018 8:01 pm

been fortniting since october or so. whenever the first season of battle royale was. i think it's pretty fun. i've become distinctly average at build battles.

one thing threatening to push me away though is the absurdly terrible 'bloom' in fortnite's shooting model. it makes every gun battle a literal crapshoot, pure roll of the dice like. doesn't matter if you have a legendary scar or whatever, most of your (my) bullets are going a mile wide. i don't understand why it's still this way, knowing how receptive epic have been to player feedback, except apparently on this matter; not being able to bring home a good percentage of my bullets feels like an arbitrary cap on the skill ceiling.

representing switch btw ✌️ used to play on ps4, but after losing my beloved bright bomber skin to sony's resistance to cross-play, i wont be buying any more cosmetics on that platform. absolutely ridiculous.

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Ho-Ho-Ho-tek
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PostRe: Fortnite Battle Royale - v4.4 Content Update (Stink Bomb, Final Fight Mode)
by Ho-Ho-Ho-tek » Mon Jun 25, 2018 9:16 am

At start of next season gonna get battle pass, mate already has enough for it through playing the game. It’s worked it way back in to rotation,with mates as has Halo MCC weirdly.

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PostRe: Fortnite Battle Royale - v4.4 Content Update (Stink Bomb, Final Fight Mode)
by DarkRula » Mon Jun 25, 2018 11:16 am

DarkRula wrote:And speaking of latest games, I got three trap kills by placing it by a door and people would just walk unknowingly into it when they opened the door. Someone tried to be smart and tried getting me from the roof, but I got them. Another person had a shotgun and blasted through the walls to try and hit me, but I managed to get them as well.


Okay, it was two trap kills and I died to the person shooting at me through the wall, but at least I put up a good fight against him.


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PostRe: Fortnite Battle Royale - v4.4 Content Update (Stink Bomb, Final Fight Mode)
by Monkey Man » Wed Jun 27, 2018 10:29 am

DOUBLE TAP!

Celebrate summer with a bang! Explosions from the Grenade Launcher now emit firework effects for a limited time. Double the firepower and fun, the Dual Pistols can now be found in Battle Royale. Test your aim and let your imagination run wild in the new Playground LTM. The quadrilogy questline comes to an end... Witness the conclusion of Blockbuster in its final chapter, now available in Save the World!

Dual Pistols (Battle Royale)
Experience two times the fun and firepower with Dual Pistols, the newest weapon introduced to Battle Royale.

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Playground LTM (Battle Royale)
Train, explore, battle! Show us your creativity in the new Playground LTM as you drop onto the island with up to 3 friends.

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GENERAL

Celebrate summer with the Fireworks Launcher, which has been added as a seasonal item that has firework explosions and replaces the Grenade Launcher for a limited time. (cosmetic change only).
Blocks that are removed while in edit mode are now opaque rather than clear. Blue, white, and red colors still indicate build status.
Adjusted to limit player's ability to peek through structures while editing.
Save the World and Battle Royale keybindings are now separated. Settings in one mode will not affect the settings of the other.
Changed the button that lets you re-roll one daily quest or challenge from 'Abandon Quest' to 'Replace Quest', to make the behavior more obvious.

BATTLE ROYALE

LIMITED TIME MODES

PLAYGROUND

Summary
Playground is a low-pressure environment where friends can let their creativity run wild. Build massive structures. Practice with the weapons and items. Fight against your friends. Have fun!

Mode Details
You’ll have one hour to create, play and train as you wish. Hop in and try out version 1 of Playground!
Drop into the Battle Royale map with a squad of friends for an hour
Friendly Fire is on
Players respawn on death unless killed by the storm
The storm doesn't start closing in for 55m, and takes 5 minutes to close in
Resources gathered grant 10x the normal rate.
100 Llamas will be spawned on the map
Chests & Ammo Boxes spawn 100% of the time

FINAL FIGHT TEAMS OF 12

Summary
Make it to the final circle and then fight for the Victory Royale!

Mode Details
Final Fight plays similar to standard Battle Royale, but instead of the storm circles closing all the way in, they stop part way through the match.
When the circles have finished closing in, the Final Countdown timer will begin.
The remaining teams will battle it out until the timer expires.
The team with the most players remaining at the end of the timer wins!
In the event of a tie, the two (or more) teams tied for the lead win the match.

WEAPONS + ITEMS

Dual Pistols Added
Available in Epic and Legendary variants.
41-43 base damage.
Uses Medium Ammo.
Shoots both pistols with one pull of the trigger.
Can be found from floor loot, chests, and Supply Drops.
Does not use first shot accuracy.

Significant jumps that are landed with the Shopping Cart now appear in the elimination feed (height, distance, and time).
Weapon damage to structures now correctly scales with rarity.
Shotgun damage to structures has been reduced by 50% for Pump Shotgun, and 25% for both Tactical Shotgun and Heavy Shotgun.
Explosions now damage all structures within range, whether or not they are visible from the explosion center.


We’re making the following changes to further solidify the identities and strengths of Tactical and Silenced SMGs.

Tactical SMG
Removed first shot accuracy.
Increased base accuracy by 25%.
Lowered the sprinting accuracy penalty by 15%.
Lowered the ADS bonus by 10 %.
Increased damage by +2.

Silenced SMG
Increased base accuracy by 10%.
Increased ADS accuracy bonus by 20%.
Increased damage by +2.

Shotgun ammo now drops in stacks of 4 instead of 5.
Grenade Launcher visuals have been temporarily changed to shoot fireworks instead. This is a cosmetic change only.

Bug Fixes

Boogie Bomb explosions are no longer blocked by vehicles.
Thermal Scoped Rifle will now consistently exhibit intended accuracy while in scoped in.
Clingers can no longer stick to players through the ceiling or floor.
Spike traps placed on a ceiling no longer damage players on the floor above.
The Thermal Scoped Rifle no longer highlights opened chests.
Weapons will no longer appear to fire while switching weapons under certain network conditions.

GAMEPLAY

Progress for elimination quests will now be granted if you down an enemy with the required weapon rather than needing to actually eliminate them with it.
In Build Mode, walls will now try to build at a closer location when placement is blocked due to lack of structural support. Stairs, Floors, and Roofs are not affected.
Auto-open doors no longer functions while in the Down-But-Not-Out state.
Pickaxes will no longer hit the Shopping Cart if you are riding as the passenger.
Players in the Down-But-Not-Out state can no longer enter Shopping Carts.
Improvements made to the auto pickup weapons feature to better handle picking up large groups of weapons.

Bug Fixes

Items dropped in water now stay above the water's surface.
Excessive fall damage is no longer applied when under certain network conditions.
Supply Drop crates no longer briefly persist in the world after being opened if it was shot down.
Smoothed out the location of all soccer balls and basketballs while under varying network conditions.
Players are no longer able to hit building weak spots through other buildings.
Having the Sprint Cancels While Running setting turned on will no longer prevent players from auto-reloading their weapon after sprinting.
Fixed an issue that applied a constant force to players if they were hit by a Shopping Cart.
Doors that are interacted with multiple times rapidly no longer get out of sync with their state on the server.
Fixed an issue where if a player was using a consumable and then exchanged it for a different pickup, it would select the pickaxe instead of the new item.
Chests no longer create invalid pickups, such as a 2x Chug Jug instead of 2 individual Chug Jug pickups.
This created an issue that caused players to be unable to pick up building materials.
Players are now awarded an elimination if the opposing player bounced off terrain and took fall damage before taking enough damage to be eliminated.
Fixed a small number of accounts that had incorrect Week 5 Challenges.
Mushrooms no longer spawn on trees in Moisty Mire.
Fixed an issue that prevented the ability to open chests by preemptively holding the interact button while approaching the chest.
Fixed a gap in the terrain that was caused by the sporting goods store in Greasy Grove being slightly moved by accident.

PERFORMANCE
Improved performance of skydiving on all platforms (especially Switch), by reducing rendering related CPU hitches
Fixed a source of hitching on Xbox one. In rare instances, this was causing up to 2-second hitches for some players
Improved framerate around swing-sets by adjusting physics.
Improved performance by doing less work when players are moving outside of your view.
Improved performance for moving ammo and weapon pickups.
Improved player movement updates in large team games. This should make the movement of other players appear smoother.
Fixed skydiving rings ticking the entire match.

AUDIO

Changes to enemy building audio (friendly building audio remains the same).
Increased volume of enemy building audio.
Increased range of enemy building audio by 2 building tiles.
Added variation to water footsteps on mobile and Nintendo Switch platforms.
Re-balanced bass content for surround sound mix.

Bug Fixes

Reallowed the first few milliseconds of audio to play if an emote is triggered while jumping.
Suspension audio on cars is no longer spammed when jumping or sliding off of them.
Shopping Carts no longer spam their collision audio if flipped upside down.
Fixed issue that caused doors to play an open and a close sound when opened.
Fixed the slowed audio for the Step it Up emote.

UI

The switch seat icon is now hidden when you can't switch seats.
The minimap now draws the whole map and bus paths instead of nothing when on the Starter Island.
Existing map markers are removed when landing after jumping from the Battle Bus to reduce map clutter.
Custom voice chat output devices can be selected on PC.
Removed damage numbers from Shopping Carts and added a health bar.
HUD Elimination and Down-But-Not-Out notifications have received updated animations.

Bug Fixes

Damage numbers no longer overlap if damage is done to both shield and health.
Object stacks no longer appear as 0 ammo when looted.
Map marker icons now properly appear even while on the Starter Island.
Fixed an issue where sometimes map markers wouldn't be removed when pressing right click and moving the mouse slightly.
Fixed an issue where the player was unable to drop or split an item after dropping a full stack of items.

ART + ANIMATION

The cape on the Battlehound* Outfit is now available as Back Bling.
Added capes to the Ventura* and Venturion* Outfits.
*Anyone who purchased these Outfits has been granted the Back Bling to be used on any other Outfit.

Bug Fixes

Visual effects for the Oracle Axe Pickaxe and Ominous Orb Back Bling now appear correctly on consoles.
Back Bling no longer appears in low detail while spectating players.

REPLAY SYSTEM

Removed ProAm replays from the Replay Browser.
Replay Browser entries will now scroll if text doesn't fit.

Bug Fixes

The Replay Browser no longer loses gamepad focus if chat window is opened.

SPECTATING

Bug Fixes

The shield bar no longer incorrectly fills and empties when switching between players in spectator mode.
Storm effects no longer get stuck on players that were in the Storm while being spectated even after leaving the Storm or after switching to a new player.

MOBILE

Added settings on mobile for low power mode and scalability.
Improved touch interaction logic to be more consistent and reliable.
Touch rotation sensitivity in the locker has been reset.

Bug Fixes

Vibration setting no longer resets to the wrong value on mobile devices.
Fixed a bug where lower end mobile devices weren’t displaying the whole island while on the bus.
Volume on mobile devices will no longer occasionally become muted.

https://www.epicgames.com/fortnite/en-U ... notes/v4-5

Not in the English Patch Notes, New 3D Map Markers -

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DarkRula
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PostRe: Fortnite Battle Royale - v4.5 Patch Notes (Playground mode/Dual Pistols/Fireworks Launcher)
by DarkRula » Wed Jun 27, 2018 12:02 pm

Oh yeah! Dual pistols! Can't wait to find them and try them out. Markers appearing in the world itself is also a good addition for easier team management.

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PostRe: Fortnite Battle Royale - v4.5 Patch Notes (Playground mode/Dual Pistols/Fireworks Launcher)
by Monkey Man » Wed Jun 27, 2018 1:26 pm



That lasted long :lol:

Ppl already building stuff - https://www.reddit.com/r/FortNiteBR/com ... als_later/ & https://imgur.com/e6vJB4F

Last edited by Monkey Man on Wed Jun 27, 2018 1:35 pm, edited 1 time in total.
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PostRe: Fortnite Battle Royale - v4.5 Patch Notes (Playground mode/Dual Pistols/Fireworks Launcher)
by DarkRula » Wed Jun 27, 2018 1:34 pm

Well, I had a good half hour messing around with a trolley and exploring that rocket silo. Hopefully it doesn't take long to come back.

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Monkey Man
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PostRe: Fortnite Battle Royale - v4.5 Patch Notes (Playground mode/Dual Pistols/Fireworks Launcher)
by Monkey Man » Thu Jun 28, 2018 11:54 am

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PostRe: Fortnite Battle Royale - v4.5 Patch Notes (Dual Pistols/Fireworks Launcher)
by Monkey Man » Fri Jun 29, 2018 7:22 pm

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I assume the rocket from the evil villain base is blasting off at 6.30pm BST.


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PostRe: Fortnite Battle Royale - Rocket Launching at 6.30pm today
by Monkey Man » Sat Jun 30, 2018 6:24 pm

Rocket taking off in 6 minutes. Looks like I should just get in as there's a queue.

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PostRe: Fortnite Battle Royale - Rocket Launching at 6.30pm today
by Mafro » Sat Jun 30, 2018 6:33 pm

wtf is going on? :lol:

HSH28 wrote:Assmung you ever get one that is.

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