Dev Tracker

Originally posted by Final_Recoil

I was a bear

Join us!

Originally posted by quickscope1323

Will voice chat be in game only or will it be available in lobby like br?

In lobby too. There are cases where it won't work, like when someone is travelling to the game from the lobby. For example, if we were in a party, I could be in a lobby and you're travelling to the map and we wouldn't hear one another until we were in the same space.

Originally posted by arsehole-o-matic

Would you kindly get the control settings parity of modes somewhere on your schedules (aim settings, controller schemes)?

These changes are all fine and dandy, but you are leaving certain basics behind, never to be addressed.

We're actively trying to figure that out. StW has a lot more button requirements than BR so it's a challenge. We want parity too!

Originally posted by disfunctionaltyper

Voice Chat on PC

Eewwwwh :(

It's opt out.

Originally posted by Plenoge

Define "new mythic hero is born". Are we taking on parental duties?

It's a bag of flour in a diaper and if you break it you fail the class.

Originally posted by a_golden_ruler

How is port a fort going to work in StW?

It's a bag of flour in a diaper and if you break it you fail the class.

Originally posted by Haveireddit

Any chance that the pc voice chat will be able to work with consoles?

It'll be just like BR in functionality.

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Originally posted by Whitesushii

Hey guys, Whitesushi here. 4.2 was a big patch bringing about drastic changes to game mechanics. It is no wonder that people would have several doubts about their weapons or just the game in general. As such, I made a post compiling some of the most commonly asked questions from my other thread's comments (for those who are too lazy to dig for answers) as well as from my Reddit inbox..... and of course try to answer them (Like what, obviously)

Now before you ask me why I made a separate post for this. It's because I already answered most of those then and there but I'm still getting new questions on the same subjects so why not just make a separate post where more people will read it (rather than digging through comments for it) and I can add on some additional points to my original answers. Hopefully, it also helps others who originally did not have a question on the particular subject but gets some decent information out of reading it anyway

1. Magazine Size or Reload

Well first thing you notice is that these 2 perks give the same result when calculating the damage per second of your weapons. Putting it simply, they are identical in "value". However, there are a few things you want to take note of when choosing between the two. First, you want to know

  • If your hero gives more reload or magazine

If your hero already gives reload, stacking more reload on top of that results in diminishing returns (not the same hard-coded way as critical rating). In that case, magazine is better and vice versa. Another thing you want to take note of is the weapon you are looking at. For

  • Most weapons, reload is better because in practice, players rarely find themselves only reloading when their magazines are empty. As such, reload perk has a "100% uptime" since everytime you reload, you tap onto the bonus but magazine doesn't

  • For weapons that can reload after every shot (Super Shredder), magazine size is better. If we do some quick maffs on the example of Super Shredder

    Magazine Perk = 6 (Reload) / 14 (Magazine Size) = 0.43
    Reload Perk = 3.5 (Reload) / 8 (Magazine Size) = 0.44

The above shows that the weapon not only reloads faster per round (0.43s) when using the magazine size perk, you also get an indirect benefit being the option to take more shots before having to reload

2. What do you think about energy?

As it is at the moment, there's no need for energy because any of your specific element weapons can be your all-rounder weapon. Energy literally has no advantage over specific elements. Missions are generally broken down into 2 phases

  • Farming Phase
  • Defense Phase

You will only encounter one element in each phase (or no element at times). As such, running specific elements will only require you to switch weapon once when going from the farming > defense phase. Let's give an example

  • Farming phase (Nature)
  • Defense phase (Fire)

I would take out my fire gun and run around during the farming phase. This fire weapon would do exactly the same damage to normal husks as energy but do more to nature. Once the defense phase starts. I change my weapon to a water gun. Again, this water weapon would do exactly the same damage to normal husks as energy but do more to fire. Thus, your element weapon can basically be your energy weapon

However, energy isn't really obsolete

You can technically argue that over-kill damage is wasted damage and energy can perform equally as well as counter-element. However, that's not a good reason because energy has no inherent advantage over elements and with perk re-rolls in place, you can basically get elements on all your weapons. In fact, the only point worth arguing for in this instance is if you are running energy on a separate path... like you know, Obsidian to split your resource consumption between the 2

3. Should I convert my legacy weapons?

Firstly, do not convert all your legacy weapons, not even 'most' for that matter. You don't need 58149185 weapons to play the game and converting all your weapons put a strain on your re-roll materials which takes time to farm up. There is simply no good reason to convert more than a handful of legacy weapons.

Well technically there is since converting more legacy weapons would give you more opportunities to get a weapon with good level 25 perk (see more about this down below) but I still wouldn't recommend it

What I would instead recommend is to convert a few your worst rolled legacy weapons and just build them up to becoming godly ones.

That being said, new weapons would beat legacy weapons 95% of the time. I haven't done the precise math on this yet (since my comparisons calculator isn't updated) but some rough calculations show that you need your legacy weapon to be made up of godly compositions (like triple crit chance + double crit damage) and with reasonable rarities for it to even stand a chance. However, this shouldn't be reason enough for converting all/most of your legacy weapons

4. Why is DMG/HEADSHOT so good compared to CRIT/CRIT DAMAGE stack?

Firstly, critical rating is weaker now due to diminishing returns and raw damage is stronger (buffed up to 30% from 20%) but you guys already know that. Here's the other thing that's interesting.

  • % Damage is a multiplier
  • % Crit Rating + % Crit DMG forms up a multiplier together
  • % Headshot damage is a multiplier

With only 2 slots where you can roll any combinations of these 4 perks (at level 5 and at level 15), it is obvious that rolling both perks into 2 separate multipliers is going to be superior to rolling both perks into 1 multiplier. Even if we were to do it mathematically assuming a weapon with 100 damage, 10% base critical chance, 50% base critical damage, 50% base headshot, the weapon will do

  • 100 * ( 1 + 0.38 * 1.8 + 0.5 ) = 218.4 (DMG/Shot with Crit Setup)
  • 100 * 1.3 * ( 1 + 0.1 * 0.5 + 0.5 ) * 1.4 = 282.1 (DMG/Shot with HS/DMG Setup)

Of course, this is over simplifying things

Stacking %damage on top of the %damage on the element and level 20 slot might result in some diminishing returns (not hard-coded ones) and will make it less effective. Running heroes with innate crit rating/crit damage in main and support would also scale better with the crit setup. The possibilities are endless which is why I encourage you to use the calculator and run the numbers yourself

5. Energy or Physical?

For a general purpose weapon and mathematically speaking

  • Energy weapon does 120 to physical and 80.4 to elemental
  • Physical weapon does 144 to physical and 72 elemental

To find enemy composition where a is the % of elemental enemies,

144 * (1 - a) + 72a = 120 * (1 - a) + 80.4a  
144 - 144a + 72a = 120 - 120a + 80.4a  
144 - 72a = 120 -39.6a  
24 = 32.4a  
a = 0.74  

Essentially, you need 74% of enemies to be elemental for the energy weapon to be generally better. The result is up to you to decide. However, u/blahable made a really good point where he stated that

The value of energy isn't about 'average' damage though, it's that it increases worst-case damage output

The idea is that you don't need too much damage to kill the enemies that don't matter but you need all the damage you can get for the ones that do (elemental smashers). That's a perfectly logical point and definitely gives energy an edge over physical in that regard. However, in view of this, I still lean towards physical just because a player can just start up another elemental weapon eventually and be set for the cough 'ideal setup' cough but if you are truly lazy and only wants to run 1 weapon, then by all means play energy

6. Best Perks?

Read my other post

7. Affliction or bust?

If we just look at this table, your choice of perks for the level 20 slot really depends on what you get on the level 25 slot (which you have no control over). Obviously,

  • If you get affliction, you take %damage to afflicted
  • If you get snare, you take %damage to slowed/ snared
  • Otherwise, just take %damage to mist monster/ boss

Nothing much to talk about really since it's not like you can do anything about the level 25 perk. However if you can choose between 2 weapons (with different 25 perks), then affliction is better since it squeezes out more damage and I like damage as opposed to crowd control

8. DPS/ DMG/Shot?

Time-to-kill is actually the most "accurate" way of measuring damage numbers. However the calculator isn't setup for that at the moment, not yet at least. That said between the other 2

  • DMG/Shot is more relevant for regular husks ('feels better' stat)
  • DPS is more relevant for tankier enemies (mist enemies)

Personally, I prefer damage/shot just because DPS is essentially making up for damage by using more bullets which I'm not a fan of

9. 'Ideal Setup' ?

1 Fire, 1 Water 1 Nature & 1 Physical weapon

10. Ideal perks on traps and melee weapons?

Not yet but it's pretty cool that you can roll 6 lines on your traps

11. Weapon stability or Weapon durability?

Lol no

As always, Sushii dropping another knowledge bomb. This is definitely a great breakdown of perks to aim for with the new re-roll system and I've seen a lot of questions on which to roll and why. This also squashes the "legacy weapons will still be better" questions because opted in weapons will beat the legacy weapons the majority of the time... especially when they are fully perked out.

This was an awesome llama! Definitely some good pulls here. I'm still trying to pull another Deadeye for my ranger setup. Thanks for sharing!

Originally posted by Nydus_The_Nexus

So, for better or worse, the Siegebreaker is probably the most-used full-auto Assault Rifle in the game. It's well-liked, well-rounded, and doesn't have any glaring flaws.

The Deathray and Argon Assault Rifle are two energy Assault Rifles that, like the Siegebreaker, are full-auto. Unlike the Siegebreaker, they innately deal energy damage, and use energy ammo (as opposed to light bullets). Apparently they can no longer roll an element on top of their energy.

So let's have a quick look at their stats in comparison, using my in-game collection book (with level 1 schematics), so keep in mind the damage numbers won't line up with what you've got.

Siege Death Argon
DPS 1,404.8 1,099.4 1,099.4
Damage 117.1 137.4 183.2
Headshot Damage 175.6 206.14 320.67
Critical Hit Chance 10% 10% 15%
Critical Hit Damage 50% 50% 75%
Fire Rate 12.0 8.0 6.0
Magazine Size 30 40 30
Range 4,096 4,096 4,096
Durability 375 375 375
Reload Time 2.3 3.0 2.5
Ammo Cost 1 1 1
Impact 59.0 8.0 105.0

So we can see from the numbers that the Argon shoots slower, hits harder, and has better crits. The Deathray has the "medium" rate of fire, "medium" damage, and it's got a bigger capacity. The Siegebreaker shoots more bullets, dealing more overall damage.

From my own brief testing, the Siegebreaker has roughly-upwards recoil, the Deathray has sporatic "popcorn" recoil, and the Argon seems to have "popcorn" recoil that is actually reduced during full-auto (or maybe the slower rate of fire makes it appear to be reduced) but worse than either when used to "tap-fire" in semi-auto or bursts. The recoil patterns/behaviors are different, but the guns are ultimately similarly accurate at range.

So, looking at these 3 guns so far, they all seem to be fairly equal. The issue is, Deathray and Argon Assault Rifle apparently can no longer roll elements, whereas Siegebreaker can. So, facing elemental husks (which are the stronger husks that require the most bullets, and can't as easily be killed with traps and abilities), dealing specific elemental damage is going to be more efficient. This means, best case scenario, Siegebreaker is going to have the correct element, and Deathray/Argon won't.

Couple that with the crafting cost of energy cells compared to light bullets (most expensive ammo vs cheapest ammo), puts Siegebreaker far ahead.

Am I missing something? Are Deathray and Argon Assault Rifle just worse alternatives to Siegebreaker? Do they have any meaningful redeeming traits?

Maybe their innate energy frees up a slot so they can specialize in having more damage? Making them viable against all elements, but not especially good against any, while also dealing well with non-elemental enemies?

I'd like to know what everyone else thinks about these weapons.

My suggestion would be to significantly lower the recoil of Deathray and Argon Assault Rifle, so at least they can be the "accurate during full-auto" rifles (since this game is lacking in that department).

This also comes down to preference.. there are some players who may not own a Siegebreaker... let alone a decently rolled one. There is also the idea of "class fantasy" and someone may want to use these guns with the neon heroes. I've seen players who just prefer how these guns shoot compared to the Seigebreaker. Every gun is pretty much a viable choice.. especially with the re-roll system. It just depends on the play style of the player!

Literally... unplayable!

Originally posted by Sharpi710

Magyst this happens quite often. Not just under the map but inside walls as well.

Yeah, I've seen this issue happen mostly when there are walls near an encampment and sometimes the husk would spawn inside of the wall instead of around it. However, I haven't encountered this for some time OR seen any husk spawning in the ground and I thought we had fixed it.

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You didn't see the super-duper invisible buff in the patch notes? Kidding! I'll send this over to the QA team to investigate. looks like the blaster spawned under the map some how. Thanks for sharing!

It's super satisfying when this lines up. Makes for a pretty edgy defense strategy.. am I right?

Originally posted by Matt_Sterbate710

And it sucked so bad to try and get around the map. Then you made the Hoverboard. Then the new events started getting better. THEN RECOMBOBULATOR.

I was a BR magnate, but now I’m finding myself only ever wanting to play STW.

Thank you Epic for this awesome update!

This is definitely an awesome update.

Regarding the sprinting and stamina.. I do NOT miss those days! I was a huge Ninja main and the stamina changes (No stamina on sprinting and double jump stamina reduction) have been amazing and made Ninja game play super smooth. Enjoy the 4.2 update! We still have plenty of awesome things planned.

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Originally posted by Chemical-Cat

So this weapon just went from "pretty good stormblade variant" to "absolute garbage". The explosion triggers after 6 hits, and heavily damages player built structures. Bad. Bad bad bad bad bad.

Yeah this one is a bug. It'll get fixed in our next patch.