/fng/ Fortnite General

>What is Fortnite?
It's a 4 player co-op basebuilder/tower defense with lot's of loot and various hero classes.

>Do I have to buy it?
At the moment yes, currently there are various founders packs for sale, starting at $40. It will go F2P next year.

>If I was in alpha do I have to buy?
If you spent money equal to the price of a founders pack during the alpha you will receive the corresponding founders pack for free plus. If you did not you will get a discount on one.

>Where do I buy it?
fortnite.com

>/fng/ discord
discord.gg/uXZHAyG

>/fng/ loot table (ongoing project, help is appreciated)
docs.google.com/spreadsheets/d/1Wrfh3l2kOfXi-TxDcSaXDrShaZzMSVd4iZeGk8mraBg/edit?usp=sharing

>FortNite crafting weapon costs for first tier weapons, traps.
pastebin.com/FLBZVc3f

>Some useful information
docs.google.com/spreadsheets/d/1iWt-LgADVmRdQnS9OomDFqjqXQT7wyyPA1unctnaPHM/htmlview?sle=true#

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i wonder if we will see every flavor of bees, nature fire water, energy, then maybe husk mix, like when a blaster's laser impacts it leaves energy bee clouds behind

>We are proud to announce changes to the combat!
>It will include a new element to weapons
>Element bee

>lobbers with bees

My worry is that enemies will become so strong and then the game becomes a min maxing game where if you have the wrong setup you are going to have a bad time.

Well thats what gas lobbers are

i agree, im gonna beat plankerton, then spend time leveling up heros, and getting things i like to silver, ill let other players hit hard grindwalls for me first before i start 3 staring weapons, and start hating the game, besides i think plankterton, and canny valley enviroments are not finished, i did not realizes that plankerton missons are supposed to look differnt than stonewood

Nah, gas isn't nearly as strong as bees.

PSA: "+X% Headshot Damage" is additive, not multiplicative, with "+Y% Critical Hit Damage" when you make a critical headshot.

See picture for reference.
Ninjas generally have a higher ability damage modifier. I've listed their base values at level 1 at the bottom of each table.
Frag grenade only hits a 0.5 tile radius circle.
Dragon Slash hits a 2 tile by 0.5 tile rectangle.
Ammo of 3 with a CD of 25s vs a CD of 10s.
And then there's the perk diversity.

Unless you're comparing the Mythic Soldier, frag grenade is laughable in comparison to dragon slash.

you are not taking into account that you have to be in MELEE RANGE for meme slash you nob

So is headshot damage the same as regular damage %?

and dont get me wrong, i enjoy my purple skirmisher when i have to play ninja, but ehh, guns are so much fun desu

Crit damage is regular * crit mod.
HS damage is regular * HS mod.
HS Crit damage is regular * (crit mod + HS mod)

I factored the range aspect in. Frag grenades are safer, but they don't kill anywhere near as effectively as dragon slash does. It's the traditional higher risk for higher reward trade off.
You travel forward 2 tiles when you use it. Three tiles if you have the wings perk. You can use it to quickly approach key targets for killing, or you could use it to quickly escape from where you are killing stuff on the way. Or just to destroy everything that's in a choke point.
Also, don't get disillusioned into thinking that Ninjas aren't supposed to use guns and should have all weapon slots filled with melee. You're better off with two guns and a single melee weapon. If you wanted to, you could even have zero melee weapons. Dragon slash is an ability after all, you can use it while zipping around with a shotgun or sniper.

>Crit damage is regular * crit mod.
When I say "regular" I mean your non-crit normal damage.
If you were trying to ask if HS damage weapon rolls were the same as +damage weapon rolls, then no. The implication is that +crit dmg and therefore +crit chance is less "good" than everyone thought it was for weapons where you consistently land headshots. Much in the same vein as +dmg wasn't as "good" as everyone thought it was before.

So the headshot damage rolls are different from the regular strait damage rolls?
Would the good rolls be
Teir 1: Crit damage, crit chance
Teir 2: hs damage roll
Teir 3: regular damage roll
Or are they both the same? I do notice that the hs rolls are usually higher than the regular damage rolls.

It all depends on the other stats of the weapon (mag size, fire rate, etc.), how you plan to use it, and what you're using it against.
You can almost create a generalized tier list if you set your enemy to be an imaginary one with infinite hp, but I don't see the point in that.

All I'd say for certain are things like: you should be sad if you get dmg/crit chance/crit dmg rolls on a trap that does no damage and can't crit, you should probably be sad with HS mods on weapons you rarely HS with like the LMGs (on a side note, headshotting with most shotguns is actually easy and thus advised), you should probably be sad with recoil mods on bolt action snipers.

I'm currently doing testing on misc weapons that I have, HS dmg mods on weapons I find, and HP totals for mobs. If I can get more of that done, only then will I consider making 'tier lists' for rolls. And there won't be a general one, they'll be multiple depending on the gun, enemy, and playstyle.

i assume damage rolls are bugged and they are going to fix them? there is no way something that gives 15% damage, only gives 10 points, when its supposed to be about 71 points of attack power

>So the headshot damage rolls are different from the regular strait damage rolls?
Forgot to answer this. Yes, they're different. This is basically the formula for damage per hit:

Normal Hit: (Weapon Base Damage) * (1 + Damage Mod)
Critical Hit: Normal Hit * (1 + Critical Damage Mod)
Headshot: Normal Hit * (1 + Headshot Mod)
Critical HS: Normal Hit * (1 + Headshot Mod + Critical Damage Mod)
"Damage Mod" is the sum of all 'normal damage' modifiers: Offense, +Damage weapon rolls, Soldier's Advanced Tactics or Assault Damage perks, etc.
"Critical Damage Mod" is the sum of all 'critical damage' modifiers: The base modifier for the weapon, +Critical Damage weapon rolls, various hero perks, etc.
"Headshot Damage Mod" is the sum of all 'headshot damage' modifiers: The unlisted base modifier for the weapon, +HS Dmg weapon rolls, various hero perks, etc.

It's not bugged. Perhaps the above formulas will help clear confusion. It's all working how they intended it to work. It's just that a lot of people make incorrect assumptions on how it should work because their wording is technically ambiguous. And also because the inspect screens don't display base values for half the stats, and are constantly bugged on top of that.

so could you explain the damage roll on a weapon in some barney style laymans, like in theory, damage rolls get better with more offense, or they just give a very minor boost to damage, and thats it

Afaik offense damage work something like this:

You have 100 offense and deal 100 unmodified damage, your damage when you hit is now 200.

If you increase your offense to 200 you deal 300 damage. You now unlock +10% damage perk on your weapon.

Your offense increases to 210 because of it, and you now deal 310 dmg. You would think you deal 10% more damage compared to before unlocking, but in reality your damage only increased by 3.3% compared to the expected 10%.

TLDR; More offense makes +% dmg worse.

>TLDR; More offense makes +% dmg worse.
I hate this explanation because it requires an assumption to be true. Or you need to be talking in relatives, which nobody ever mentions.
+Damage rolls add the same amount of damage no matter what offense you have.
However, critical hits and headshots are multiples of your modified damage. So the more offense (or +dmg) you have, the more damage they do.
Thus: crit chance rolls adds more damage the more offense you have, whereas damage rolls don't.

I get it. It's just weird that they don't make it a flat 10% to your overall damage. I would be happy if they made it like that. But part of me wonders of it would be broken by one shooting everything.
It would make crit damage even better if you have both flat damage modifier and the crit damage modifier rolls.
Maybe it was intentional or unintentional by how the formula works.

They'd just have to tweak the numbers a tiny bit to make it not broken

This whola llama gamble is depressing.

They just need to change a few things like missions give upgrade llamas or something like that. Why cant they easily fix it I fucking hate TENCENT REEEEEEEEEEEEEEEE

Just installed and opening my first llamas and have an epic question mark.

Do I want Copper Founders Warhammer or Copper Founders Greatsword?

Doesn't matter, warhammer if you want to play constructor sword if you want to play ninja

>Don't have SSD
>Rescue Shelter mission is auto-fail

Great.

join mission in progress, shelter is 600hp left
we lost

Is that penny chick good? I like her fat tits.

If its not Kyle its not good

Is there some trick to finding all the bonus survivors in a Rescue the Survivors mission?

The worst are those random shelters that you have to go into the trigger the survivor to spawn, that shit is impossible to fucking find.

Have all 4 people actually looking for survivors instead of gathering shit/AFKing

Learn to carry

From a game design standpoint: when dealing with many different sources of modifiers, it's easier to balance current and future content if the modifiers are additive. It also helps prevent gigantic number syndrome, where stuff like health and damage are inflated to values in the thousands and millions very quickly.
And from a programming perspective: adding a bunch of times and then multiplying once is much, much more desirable than multiplying multiple times; both in performance and extensibility.

Penny is gr8, the melee bonuses are nice too if you're in to that playstyle. Everyone's all about Kyle, but really, you just have to know how to place your BASE effectively.

Most sods don't center it for maximum coverage, nor place it a floor or two above so it can reach multiple levels.

>4-story build
>Places BASE at ground floor
>Lobbers destroy the roof easily

That's not the fault of lacking BASE radius, that's just a bad constructor player. Placement is everything, and Penny gets plenty of tiles to be viable. Not to mention you can still move it around if the storm direction changes... people tend not to capitalize on that. I have the Build HP Regen slotted on mine, my shit never dies and the melee Hardware procs are laughably useful (I'm in Canny atm.) You haven't lived until you've stun-locked smashers and takers so they can't do shit. Mr.Red is my best friend.

So, while Kyle still gets the Overload skill for melee, he doesn't get the 25%DMG / 20%CRIT / 70%CRITDMG bonuses for it. Kyle also doesn't get the 20% shield/HP buffs to make him more viable in a melee situation, nor the 25% damage reflect when shields are up. But otherwise their ability sets are similar (BASE, Bull, Plasma), it's just Kyle is more "I give my builds steroids" and Penny is more "I build, but I also fuck everything up around my base and I'm harder to kill."

It's a playstyle thing, neither characters are bad. ..Can't speak for the other Constructors though.

Knox is full on MASSIVE auto repair BASE with resource generation, decoys and he can stun with hardware when he needs to.
Really fun guy.

Is the terrain for your main base in Stonewood / Plank etc randomly generated or does every player have the same terrain?

As far as I can tell all storm shield areas are exactly the same for everyone.

>Its a vindertech episode where the event is triggered prematurely.

About to purchase this... one question

How bad is the slot machin/ loot crate reliance in this? I heard you can loose access to your weapons if you 'upgrade' them and can no longer find material to replace them?

If I just keep weapons at a lower upgrade rank/level I can keep repairing/ remaking them easy enough right?

I wouldn't say that it's too bad. Honestly I don't know what the whole llama-rng fuzz is about.

You don't loose access to your weapons if you evolve them. You can upgrade weapons from level 1-10, then you have to evolve it so you can upgrade it from 10-20 etc. When you evolve a weapon the crafting items you need will be more rare. A good rule of thumb is to keep them at 1 star (level 1-10 in the first zone Stonewood). Then when you enter the next zone Plankton you evolve it to 2 stars (10-20).

Thanks. Last question, if I buy the cheapest edition, can i pay the difference to upgrade to a more expensive version?

>How bad is the slot machin/ loot crate reliance in this?
Its possible to play but things will harder if you don't have really good ways to keep up in terms of damage.
When they first came out with the llama's a like a year ago I didn't pay anything and I will say things did get pretty hard but I don't think I did a very good job with keeping things like offense up

I heard you can loose access to your weapons if you 'upgrade' them and can no longer find material to replace them? when you level a weapon up pass 10/20/30 and so on the things you need yo make them go up a tier to so in this case you start with copper from 1-10 then 10-20 you need sliver and so on (along with the next rank in the other things you find via going around the map)

>If I just keep weapons at a lower upgrade rank/level I can keep repairing/ remaking them easy enough right?

Yeah but after a point you won't be doing enough damage to keep up but most likely as you get in higher power levels you will start to find the things you need to make the higher grade weapon

It's not that hard to avoid.
Basically don't evolve to 2 star before you can find silver reliably (early Plankerton) and don't go to 3 stars before you can find Malachite easily (End of Plankerton/start of Canny Valley)

As for the loot crate reliance, yeah it's basically the only way to get new equipment.
Without paying extra money you'll find the rate of loot slows to a trickle around the end of the first area of the game.

The game itself is quite fun but it's clearly set up to goad whales into buying tons of RNG boxes when it releases free to play.

yes

Can't vouch for other elements but fire bees are extremely fucking rare but exist. Touch one even slightly and you're basically burning to death or sitting at 5 hp.

So damn glad I got a legendary bazooka with crit rate and damage.
Everything after that is just icing at this point.

>wasting your powercells and silver so badly
You could have gotten 3ish blues that'd do the same job for the cost of 2 of those.
t. blue 100% crit rolled rocket launcher owner

Looks like someone hasn't gotten their Support Specialist yet.

316 silver 521 cells 379 malachite
I'm fine, I usually shoot when my grenadier grenades are on CD

god damn how do you get so much? are you in plankerton still?

user he replied to. That's a fairly normal amount.

really? i only have a little over 200 silver, less than 100 cells and less than 50 mala

are you mid-plank?

I'm in mid'ish canny valley

im on page 8 or 9 of the story quest in plakerton so i guess?

ah ok

I did some testings. Ranges are given because making yourself do exact amounts of arbitrary damage values is hard. Everything fits quite well with 19 lightning bolt stuff having 3.3 times as much hp as 9 lightning bolt stuff. I figure I'll spend a few more hours sometime this week at a different level to get a third data point to see if I can fit a formula to it.
Bees have the same hp as husks, but have 20% damage resistance while they have the beehive on.
Propane tank fatties have the same hp as normal fatties.

As an aside, has anybody done any testing to find out the base HS damage modifiers for weapons and posted it anywhere?

I guess I should also note that I didn't bother to change my offense to make my weapons do integer values of damage. If the game rounds your final damage like the display does, then it didn't matter. If it actually tracks damage/hp to the tenths, hundreths, etc. place despite displaying the rounded number, then I could potentially be off by a tiny bit. I'll try to make my damage whole integers next time I give this a go.

>11 for the price of 10 upgrade llamas
>we'll allow you to buy seven of these packages

Stick with the wasp or go with the raptor? Since this damn game never wants to give me the guns I actually want.

>tfw standing next to a wall and positioning the camera to see Penny's fatass tits while I afk in base

Is Energy the only good damage type to roll into?

No, it's just the least grindy for the benefits it provides.

Hell, even making transform worthwhile would be something (yes i know you get permanent epic keys if you bought the Deluxe Jew Edition) but most people did not

Why for example can't we use inventory items like unwanted ore or chest weapons to transform, and why the hell is there an added cost along with the items you trade for

>tfw want to play Penny but have the shittiest Doomhammer ever rolled

Those Wasp rolls are incredibly bad

>talk about Penny's tits
>doesn't post screenshot

Why are you teasing us user?

just pick Penny in your home base and find a wall

I hope they give you guys perm epic keys so that I'll get perm legendary keys :^)

...

Penny and Hype are so perfect.

Fuck both of them. Headhunter and the redhead are the cutest.

Headhunter is definitely up there with Penny and Hype because of how absolutely cute she is. This game is kind of shitty right now but some of the waifus are ace.

Banshee is making things in my pants, i don't know why

Banshee's mouth is a bit too wide for me, actually I think a lot of the characters have that problem where their mouths are too wide, it looks weird.

Powerbase is absolute god tier when it comes to beefing up your base. I'm glad the constructor you get from the limited edition is powerbase.

>opted for the soldier from my megagoy edition
>really want to play constructor now
>best I have is an epic hotfix

Hotfix isnt so bad

Jonesy is underrated husbando

>Got an epic auto shotgun in my welcome jew pack (Bearcat or some shit)
>10 ammo capacity and insane RoF, but eats ammo
>Been my trusty sidekick ever since
>Get an epic Over-Under Shotgun in a llama
>Looks bad on paper, only slightly more damage than the auto one, only 2 ammo and takes about 9 weeks to reload
>mfw it's even worse in practice than on paper, does not kill shit and can't even knock over the fat husks

Am i missing something here?

Sounds like you got some shit rolls, user.

Who do i have to fuck/kill to find nice traps in my next llama?

The OU shotguns blow ass at basically everything, but the SxS ones are fucking great at crowd control and imo fun as FUCK to bully husks with.

I want Kyle to build a house for us to live in

Why should I buy this game now if it's going to be a f2p in a year?

I don't think your missing out on much if you wait

Game might be vastly different by the time it is released to the masses. If I was you, I'd probably just wait.

Or it might be dead at this point, your call.

So I'm about halfway through Plankerton and all of a sudden my exp gains have just become abysmal. I used to get a whole level or damn near after every mission but now I'm lucky to get a notch or two.

You need to do missions that say "You are Underpowered for this mission"

the over under and DB are pretty much crowd control shottguns, OU is a narrow cone that goes farther than DB, which is a much wider cone at less range

Can I unequip some survivors or something? I lucked out with the troll truck a yesterday and got 3 mythic leads so I'm sitting at power level 34 and everything available is 28. I mean I've got my next SSD coming up so I guess that will fix everything.

Is the EXP bug still there? Where at the end of the mission it will say you gained like 3k exp and when you go back to the main screen you actually gained more than that.

No, that's not how that works. You have a Commander level based on how many skill points you've gained. When you reached a certain point, the lower power level mission will give little to no exp. It's a wall that says, "Do higher level shit or receive no exp."

I believe it's rare, but can still possibly occur.

It still happens to me after every match, I haven't seen a skill point gained at the end match screen for a day or two but back in the main menu I have 11 saved up

here's a question, does the amount of building materials you get from breaking things go up per zone? because it felt like i started getting more stuff when i jumped from stonewood to plankerton

Things have more health