games Fortnite Battle Royale (Official Thread)

Pressure

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I wonder if pubg devs regret that exclusive deal with Microsoft.

It’s just Microsoft’s luck they think they got a huge catch in the bag, a coup, getting an exclusive look at the hottest new game only to see a free to play game take over that lane lead by its performance on ps4
Why?

The game runs like ass unless you have a One X.

It would have the same issues if not more if it were on PS4.
 

Duke Dixon

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You don't need to have a lot of kills to win in this game.

Thier loot helps but you can win by playing like Rambo(rushing everybody with two pumps) or like Solid Snake(surveying the battle field and striking when nessacary).

I hope the Famas is a good gun. That's been one of my favorite guns in every game its in.
 

Chill

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v4.2 Patch Notes

  • Added Epic and Legendary Burst Assault Rifles.
    • Can be found in Floor Loot, Treasure Chests, Supply Drops, and Vending Machines.
    • Does 32 / 33 damage (Epic / Legendary).
    • Uses Medium Ammo.
    • Uses the same damage fall-off ranges as other Assault Rifles.
  • Added a new foraged item: Apples
    • Consuming an Apple will grant 5 health (up to 100).
    • Can uncommonly be found around certain trees throughout the map.
  • Impulse Grenade drop rate has been increased by 5%.
  • Suppressed Submachine Gun
    • Damage increased by 3.
      • Common is now 20 (was 17).
      • Uncommon is now 21 (was 18).
      • Rare is now 22 (was 19).
    • Increased Accuracy reset speed by 25%.
      • This will decrease the penalty during continuous fire.
    • Increased Damage fall-off range.
      • Fall-off begins at 28 meters (was 24 meters).
      • Damage reduced to 85% at 47.5 meters (was 80% at 35 meters).
      • Damage reduced to 75% at 70 meters (was 65% at 50 meters).
      • Damage reduced to 65% at 250 meters.
  • Damage Trap
    • Decreased Damage from 125 to 75.
    • Reset Time decreased from 6 seconds to 5 seconds.
  • Remote Explosives
    • They will now damage all structures within range, whether or not they are visible from the explosion center.
    • Damage radius and throw distance have been increased.
    • Delay between sequential explosions has been reduced from 0.25 seconds to 0.175 seconds.
    • Delay before detonating a charge or throwing another one has been reduced from 0.75 seconds to 0.15 seconds.
  • Removed the delay between swapping to a grenade and the ability to aim it.
Bug Fixes
  • Fixed an issue where Remote Explosives could destroy the meteor in Dusty Divot.
  • Assault Rifles no longer appear to eject multiple bullet casings per shot.
  • Fixed an issue preventing players from using the Launch Pad when multiple players activated it at the same time.
Gameplay
  • Added ‘Auto-Pickup’ option for pickups on PC and consoles.
    • This will automatically pick up Weapons and Consumables when walking over them (as long as inventory slots are still empty). They will be placed in the next available inventory slot.
    • This option can be enabled in the Settings menu.
  • 50v50 V2 Adjustments
    • DBNO damage per tick lowered from 10 to 5.
    • Chest spawn rate increased from 50-70% to 75-90%.
    • Final circle is shortened from 5 minutes to 3 minutes.
      • This last circle exists for 60 seconds before gradually closing in over an additional 60 seconds.
Bug Fixes
  • Fixed an issue where Turbo Building would stop if you pressed another button before releasing the other.
  • Fixed an issue allowing players to bypass weapon equip times after canceling a consumable use animation.
  • Players can no longer crouch through the vents of the research facility in Dusty Divot.
  • Fixed an issue causing door prediction to get stuck and make it so a player could never open doors.
  • Fixed an issue that caused an incorrect displaying of selected cosmetic items in the lobby.
  • Patched up a hole in the terrain near Lucky Landing.
  • Fixed an issue that made chests appear to be unopened when they have already been looted.
  • Fixed an issue allowing player to sprint at full speed in a section of the Loot Lake water.
Performance
  • Improved overall server performance.
    • The server tick rate has been increased from 20 to 30 updates per second.
    • This allows for more responsive movement and shooting, and reduces effective ping times for all players.
    • Network bandwidth has increased slightly.
  • Improved material loading by 2x, which should help buildings and characters stream in faster and reduce hitching.
  • Fixed large hitches that occurred when certain cosmetic items were encountered for the first time in a match.
  • Improved framerate when using Hop Rocks by optimizing its particle effect.
  • Fixed remote players appearing to jump far too high when their connection went bad or there was a server hitch.
Audio
  • To help differentiate between above/below footstep sounds, we’ve added an additional layer to steps that are above you based on the surface type.
    • Wood has creaks, Stone has crunches + gravel noises, and Metal has rattles.
  • Lowered the volume of the weak points that appear when harvesting .
  • Boosted the volume of Grenade Launcher explosions to more closely match volume of other explosions .
  • Improved how wind fades out prior to landing when using a glider.
Bug Fixes
  • Fixed an issue that would cause audio to cut out on elimination.
  • Fixed an issue that would cause a spectated player’s footsteps/jumps/lands to sound like they were to the left/right if they were moving, especially when looking through a scope.
UI
  • Emoting in the lobby can now be triggered by clicking the right analog stick.
  • Added an emote button to the bottom of the screen while in the lobby.
  • Nvidia Shadowplay Highlights now defaults to off (PC only).
Bug Fixes
  • Fixed an issue that prevented map input from working while spectating.
  • Fixed an issue where teammate map indicators wouldn’t display during a match.
  • Fixed an issue that prevented the consume timer from displaying while consuming a Hop Rock.
  • Fixed an issue that caused the trap placement UI to display while looking at surfaces that do not allow trap placement.
  • Fixed an issue where the minimap arrow wouldn’t display properly while spectating a player.
Art + Animation
Bug Fixes
  • Fixed an issue that allowed Sprays to affect objects that moved (player-worn bush, soccer balls, etc.).
  • Fixed an issue that caused Battlehound’s pants to clip through his tunic when running.
Replay System
Bug Fixes
  • Fixed issue where Eliminations wouldn't show up in the Replay browser.
Mobile
  • HUD customization added.
    • This is version 1.0, we'll continue to build this out.
  • Added an optimization that limits the number of Sprays rendered at once.


I'm so damn happy they nerfed traps. Buffing the Suppressed SMG is a good step but I still think it's ass compared to the Tac SMG. I can't wait to play with the FAMAS like it's rainbow six vegas again :wow:.

What''s really wild is the tickrate increase since PUBG's is still pretty low. Epic once again proving why Fortnite is the dominant game.
 

NotaPAWG

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You don't need to have a lot of kills to win in this game.

Thier loot helps but you can win by playing like Rambo(rushing everybody with two pumps) or like Solid Snake(surveying the battle field and striking when nessacary).

I hope the Famas is a good gun. That's been one of my favorite guns in every game its in.

two pumps take up too much room. plus knowing you have a back up subconsciously makes it so you’re not spending that split second to really get a good shot cause you know you can just switch. plus shot guns are just so inconsistent.. the amount of times i’ve died because a blue pump to the dome doesn’t even do 30 damage just makes me mad thinking about it. a pump and heavy is great, though.

my set up is usually

an AR, either a pump + heavy, pump + tac smg or heavy + smg

or sometimes just running either a pump, heavy or a blue or purple sub tac

2 heals always. storm damage + no/low shield cause some fakkit doesn’t think objectively and rather fight in the storm when y’all both got to make a hike is infuriating and really fukks you once you make it out.

i like keeping slot towards end game for a bolt, so usually i’ll end up sacrificing bandages or med kits and anticipate or hope i can pick them up off someone if my health is in the gutter
 
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Duke Dixon

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two pumps take up too much room. plus knowing you have a back up subconsciously makes it so you’re not spending that split second to really get a good shot cause you know you can just switch. plus shot guns are just so inconsistent.. the amount of times i’ve died because a blue pump to the dome doesn’t even do 30 damage just makes me mad thinking about it. a pump and heavy is great, though.

my set up is usually

an AR, either a pump + heavy, pump + tac smg or heavy + smg

or sometimes just running either a pump, heavy or a blue or purple sub tac

2 heals always. storm damage + no/low shield cause some fakkit doesn’t think objectively and rather fight in the storm when y’all both got to make a hike is infuriating and really fukks you once you make it out.

i like keeping slot towards end game for a bolt, so usually i’ll end up sacrificing bandages or med kits and anticipate or hope i can pick them up off someone if my health is in the gutter

I normally use the same setup give or take. I use 2 shotties(really any combo except double tac) AR or Burst, a specialty weapon(sniper, grenade launcher, or rockets), and shields.

Here are the new emotes and skins

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p2f211wgn9y01.jpg

qsoshifb97y01.png

I'll probably get the shirtless brother since he looks like he was in the jungle hunting the Predator. I might get the Yeet emote if the song doesn't suck.
 

Chill

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Solo Showdown Limited Time Mode

If I could place top 20 each game against these tryhards they would be ideal since I haven’t been playing the game that long and my building still ain’t up there yet.

Kinda wild they’re adding competitive. I do hope they use H1Z1 scoring but I doubt it.
 

Kairi Irving

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Solo Showdown Limited Time Mode

If I could place top 20 each game against these tryhards they would be ideal since I haven’t been playing the game that long and my building still ain’t up there yet.

Kinda wild they’re adding competitive. I do hope they use H1Z1 scoring but I doubt it.


All you need to do is build ramps in gunfights :mjlol:


Im not bad at building but im no pro either, getting 3-10 kill games a lot.
 
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