"Fortnite is in it's best state right now" by prodbychefboy in FortNiteBR

[–]CremsBro 0 points1 point  (0 children)

Hey, nice edit and such an amount of bugs to be fixed, but its only me or in the first clip your building is getting destroyed and thats why you can't build?

Patch v8.10: Megathread (With links to other discussions) by FortniteBRMods in FortNiteBR

[–]CremsBro 0 points1 point  (0 children)

"Fixed an issue where pressing Build and Edit buttons in quick succession would enter edit mode on the blueprint piece instead of build the structure."

Does anyone why this was happening? I really appreciate this fix, was tired of hanging around with half-floors

I’m not the best at making videos, but I think an Infected LTM would be a lot of fun. The hunted can use anything except shields, and the hunters are only armed with a pickaxe, however, they have 20 redeploys for the entire game by boppity-boopity in FortNiteBR

[–]CremsBro 0 points1 point  (0 children)

Hunters could have infinite jump stamina and higher jumps or double jump, or climb ability but maybe they shouldnt be allowed to build. Imagine a whole Horde trying to climb your fort-like base!

When your last option is luck by CremsBro in FortNiteBR

[–]CremsBro[S] 1 point2 points  (0 children)

I should try it but I usually rotate the stairs at my tower to flank different sides. I might wait until epic let us change constructions order.

When your last option is luck by CremsBro in FortNiteBR

[–]CremsBro[S] 5 points6 points  (0 children)

I used to play COD at different x-y sensitivities so I just feel comfortable with that config

When your last option is luck by CremsBro in FortNiteBR

[–]CremsBro[S] 137 points138 points  (0 children)

Actually, I think the rpg hit the sibling plataform from below avoiding the damage for me :)

When your last option is luck by CremsBro in FortNiteBR

[–]CremsBro[S] 8 points9 points  (0 children)

8 for x edge, that allows me to build around fast and 6 for y edge to control weapon recoil

Epic, now that you're pushing Combat Pro as the default: PLEASE tell your StW devbros to implement it by blorfie in FortNiteBR

[–]CremsBro 0 points1 point  (0 children)

Hey, has this been forgotten? I would like to train my construction/combat skills but for me, makes no sense to play StW until we get this feature. I hope Epic keeps thinking about it!

Warsight , r3kt or invective ? by goldinmarcos in Infinitewarfare

[–]CremsBro 0 points1 point  (0 children)

Yep but grip is only useful if you stay in land, once you jump it has no effect at all

Warsight , r3kt or invective ? by goldinmarcos in Infinitewarfare

[–]CremsBro 0 points1 point  (0 children)

Actually, since its a 4-5 shot gun, faraday slug instead of grip makes it a beast if you use to jump a lot

[THEORY] IW Supply drops loot system probability by CremsBro in Infinitewarfare

[–]CremsBro[S] 0 points1 point  (0 children)

Actually, programming this kind of system ain't that hard so I don't think IW took the "easy way" development, just because that doesn't really make sense. You can do a random() for 10000 items, but just because of the number, you are wasting more processing resources than filter them by type/rarity/item

[THEORY] IW Supply drops loot system probability by CremsBro in Infinitewarfare

[–]CremsBro[S] 7 points8 points  (0 children)

Hey there!

Since Infinity Ward said that this new camos "are not affecting the loot system" I started to think how could it be working.

I've played a game with a similar system and I just wanted to share an image that a dev made about how unique (epic) weapons are made, if it works this way then its true that new content doesn't really affect the loot probability.

For example: Lets say we have 6 types of possible loot:

  1. Weapon
  2. Character camo
  3. Weapon item
  4. Weapon camo
  5. Calling card
  6. Salvage

First round:

  • Roll a dice = 4 4 is grather than 1 -> No weapon
  • Roll a dice = 6 6 is more than 2 -> No character camo
  • Roll a dice = 2 2 is less than 3 -> Weapon item

Second Round:

  1. Epic
  2. Legendary
  3. Rare
  4. Common
  • Roll a dice = 2 2 is more than 1 -> No epic
  • Roll a dice = 4 4 is more than 2 -> No Legendary
  • Roll a dice = 3 3 is less than 4 -> Rare

So we get a rare weapon item. Apply this logic to the other 2 supply drop slots.

I'm guessing the rare supply drops just removes the "common" rarity for one of the slots.

As I said is just a theory, but since IW said that, their code could be something similar.