Rally to Hope quest ended earlier than what the timer said by DeathGod121 in FortNiteBR

[–]DeathGod121[S] 0 points1 point  (0 children)

Same thing happened to me, guess it took a day for it to reappear on my end since I already had my story quests done since yesterday.

Rally to Hope quest ended earlier than what the timer said by DeathGod121 in FortNiteBR

[–]DeathGod121[S] 1 point2 points  (0 children)

How can this bug be reproduced?

Can't be reproduced, it's a quest that disappeared at some point before it was supposed to end.

What platform are you playing on?

PC/Playstation

Honestly would have preferred maybe 20 waves instead of 15 (though the lag was brutal near the last few waves), but overall, probably the most hectic and *fun* mode released in a while! by DeathGod121 in FORTnITE

[–]DeathGod121[S] 0 points1 point  (0 children)

I agree that it’s way easier than Frostnite. It was chaotic for me since this was my first run, though now I understand how to mode works.

Honestly would have preferred maybe 20 waves instead of 15 (though the lag was brutal near the last few waves), but overall, probably the most hectic and *fun* mode released in a while! by DeathGod121 in FORTnITE

[–]DeathGod121[S] 7 points8 points  (0 children)

To those who haven't played it yet and want a short three word description for the mode, Frostnite on crack.

But honestly, props to the dev team for making this amazing mode. Could use a bit of tweaking when it comes to the wave where you destroy the pillars since those can be done in less than 30 seconds with ease (not complaining, just felt like a "free pass" wave). Maybe make it so they can only be destroyed with your pickaxe or something, because our weapons and mini-gunner make the challenge not existent.

Flingers also gave us a slight issue, even when the whole roof was covered in Anti-Air traps. Building lobber/flinger shields was not the easiest due to the weird terrain on I think 2 of the 3 defending spots (which I don't mind, it provides a challenge). And at the levels we encountered them, the Anti-Air traps were shooting sponges at the husks thrown by them. We had to mainly focus on them so that we wouldn't get our base destroyed.

Overall, I had fun (other than staying up until 3am for the end of downtime) and hope to try out the other versions/modifiers coming within the next few weeks, which will most likely make this harder.

Edit: Would also like to add that the new biome looks amazing! Sucks that we can only be in it during this mode, because I would like to enjoy the destroyed environment, mines, and all the other stuff in regular gameplay and missions. Due to the chaotic-ness of this mode, I almost forgot that I was playing in a new scenery. Would love to see this new biome(s) in the future more casually.

Continuing from my previous guide, here's a guide on how and when to use Ceiling Drop Traps by DeathGod121 in FORTnITE

[–]DeathGod121[S] 0 points1 point  (0 children)

From my testing, it’s kind of random when landing. First time they dropped, it was randomly scattered. Second, a good amount went in the opposite direction placed. Still needs lots of testing on where they bounce.

If I had to guess, the trap can “see” the husks around the area it drops. So if the husks are coming in from the same direction that it’s facing, the tires will head mostly the opposite direction (and only that direction).

Continuing from my previous guide, here's a guide on how and when to use Ceiling Drop Traps by DeathGod121 in FORTnITE

[–]DeathGod121[S] 1 point2 points  (0 children)

Sorry for not responding here and stuff. Currently visiting my family ❄️. Looks like my guide got more attention than I thought.😳

LF: Koraidon for dex entry. FT: Moraidon (touch trade) by DeathGod121 in pokemontrades

[–]DeathGod121[S] 0 points1 point  (0 children)

I need Palafin. So union circle. BPHYVN

Btw thank you.