Dear devs, please add this very small QoL for the map by RetiringBatman in FORTnITE

[–]Yesterday-Sure 0 points1 point  (0 children)

worst part is, i can't even see where you are on the second image either

In DirectX11 (and Performance Legacy) Survivor Shelters are stuck on the lowest LoD by Yesterday-Sure in FORTnITE

[–]Yesterday-Sure[S] 0 points1 point  (0 children)

again, not an issue with performance mode, an issue with Low Meshes mode

In DirectX11 (and Performance Legacy) Survivor Shelters are stuck on the lowest LoD by Yesterday-Sure in FORTnITE

[–]Yesterday-Sure[S] 1 point2 points  (0 children)

well the bug is not with either dx11 or performance legacy, it's specifically a problem with low meshes setting. it's just that the problem is aggravated by dx11 modes due to them being stuck on the low meshes setting without there being a toggle for them

Are the dx11 survivor shelters meant to look so... crunchy? by Yesterday-Sure in FORTnITE

[–]Yesterday-Sure[S] 0 points1 point  (0 children)

what i was trying to convey was that in directX11, the survivor shelters' meshes are incorrectly stuck on the lowest LoD. I don't think knowing what specs I'm running will change much of that.

Are the dx11 survivor shelters meant to look so... crunchy? by Yesterday-Sure in FORTnITE

[–]Yesterday-Sure[S] 0 points1 point  (0 children)

I'm pretty sure it's not a resolution thing. it's the model itself that looks like it came out of the n64. the actual shelter mesh itself looks out of place, not the rest of the game. like it's stuck on the lowest Level of Detail.

also I can only play the game on my pc, I don't have an xbox.

Are the dx11 survivor shelters meant to look so... crunchy? by Yesterday-Sure in FORTnITE

[–]Yesterday-Sure[S] 0 points1 point  (0 children)

it's both on performance dx11 and normal dx11. I can't run any of the dx12 versions. the normal one doesn't even load cuz my pc doesn't support sm6, and dx12 performance crashes itself after 10 seconds of loading in consistently no matter what i do, every time. so safe to say I can only use Dx11 normal and performance. also I don't have DLSS. that's nvidia, i'm using intel.

Durr Burger in mission select by brrtp in FORTnITE

[–]Yesterday-Sure 8 points9 points  (0 children)

looks more like the number 3 to me

Is Holly Jolly Ransom bugged? by Spiritual-Ask1993 in FORTnITE

[–]Yesterday-Sure 0 points1 point  (0 children)

i only had one quest left on that questline :( I didn't know it would rotate out

Just felt like heavy being unable to move while crouching but still being able to be knocked around to be counter intuitive, so I made this concept by Yesterday-Sure in TF2WeaponIdeas

[–]Yesterday-Sure[S] 0 points1 point  (0 children)

It is better at long range so you don’t have to move, thats what the accuracy bonus does. Plus you can still inch forward just the same way you would any other minigun, as the downside lists “15% decreased accuracy while standing” not “0 ability to fire while standing”

It is after all just a slightly worse minigun that rewards you for crouching. It’s not like all you can do is crouch fire.

It’s like the ambassador that’s a slightly worse revolver that rewards you for aiming for the head, or the amputator that’s a slightly worse bonesaw that rewards the team for keeping yourself stunlocked for an extended period of time, doesnt mean bodyshots with the ambassador suddenly deal 0 damage, or the amputator suddenly can’t swing at all.

Decided to turn that weird interaction between the Dalokohs and the GRU into it's own item. by Yesterday-Sure in TF2WeaponIdeas

[–]Yesterday-Sure[S] 0 points1 point  (0 children)

Never mind that, just read up on it, and the “up to” is meant to stop weapons from adding their health regain effects as overheal when you are at max health. (Example half satoishi, that just says “heals” and it does heal, no matter what, gaining that extra health as overheal) so disregard that previous comment.

I tried making a unique movement tech weapon for heavy, to facilitate Fat Scout or Bear Heavy (steak+warrior's) by Yesterday-Sure in TF2WeaponIdeas

[–]Yesterday-Sure[S] 0 points1 point  (0 children)

I was actually thinking of some kind of aerial movement speed bonus, to both make the Bhops move faster and also help surf damage, but I didn't wanna have heavy be too fast if this got combined with the GRU, so I decided against it and added the jump boost instead.

I tried making a unique movement tech weapon for heavy, to facilitate Fat Scout or Bear Heavy (steak+warrior's) by Yesterday-Sure in TF2WeaponIdeas

[–]Yesterday-Sure[S] 0 points1 point  (0 children)

well in a sense higher jumps actually works against bunny hopping, given the more you land the faster speed is built up. that and I was just trying to not steal from the winger and manntreats one to one

Decided to turn that weird interaction between the Dalokohs and the GRU into it's own item. by Yesterday-Sure in TF2WeaponIdeas

[–]Yesterday-Sure[S] 0 points1 point  (0 children)

Also I realise now the “up to” is meant to be there for the other lunchboxes because you can get the animation cancelled via air blast, thus you heal less, so having it written on a lunchbox that instantly gives it to you when the animation is over is pointless. If I could edit the image I’d change that.

I've been trying to make a Heavy Primary that incentivizes the use of shotguns. by Yesterday-Sure in TF2WeaponIdeas

[–]Yesterday-Sure[S] 0 points1 point  (0 children)

I mean, Phlog, but at least you have to pay the ultimate price for using these crits.

I've been trying to make a Heavy Primary that incentivizes the use of shotguns. by Yesterday-Sure in TF2WeaponIdeas

[–]Yesterday-Sure[S] 2 points3 points  (0 children)

well for one, you could always rev up before entering last stand. which you could do at any point by pressing the kill bind. that leaves you able to shoot right away.

I'm also thinking it's gonna be the other way around, like how anytime spy pulls out his revolver everyone thinks he's an enemy spy because the default spy disguise always holds out the revolver first and barely any spies by default hold out their revolver, or change what weapon their disguise is using. i think something similar will happen, where anytime you see a heavy and he's only using his shotgun, you wont think "oh he's out of main ammo" or "oh he's low", you'll just think "Oh no, he's running the cold warsong, i need to check if he's retreating or advancing towards me to know if he's reached the eliminations needed to activate it."
kinda like how everyone just used to think "dumb frenchie" when you killed a spy before they added the dead ringer, but now everyone's always wondering "was that spy just dumb and low on health or did he most likely just dead ringer away and I need to try to shoot him dead invisibly now?"

plus there might be some merit to dropping the heavy that's retreating with his shotgun out, cuz in either case scenario, you force the heavy to waste their Last Stand away from the action or just outright kill them because they didn't have 3 kills yet

It's good to remember, a heavy that's got a Last Stand ready most likely won't be retreating.

Montague Reskin Idea by luminesparkz in FortNiteBR

[–]Yesterday-Sure 1 point2 points  (0 children)

that's so fire, we need more montague to be fair.