Brizz started a new Unreal Tournament reddit sub because the mods on r/unrealtournament are generally douche canoes.
What would your ideal weapon set be for your ideal Unreal Tournament game?
Shock
One of rocket or flak
One of mini or pulse
Sniper/rail style weapon
This gives us : 1* Projectile aim (with low rof, high damage, splash), 1* tracking aim (high rof, low damage), 1* flick aim (low rof high damage)
+ shock because.. ut.
If mini was picked then the weapon set would be lacking a high rof low damge projectile weapon (pulse primary). If rl was picked then you lack a shotgun style weapon.
The ripper could replace the rocket/flak weapon with a beefed up explosive disc. It was useless in ut99. However the other two unreal tournament weapons are more “iconic” so.. yeah.
Balancing rl seems a pain in the ass. I like single fire.. and would be fine with just that, but the majority seem very attached to loading. The flak alt fire could become a non-arc shot and the rl dropped, solving the need to address loading at all.
Sniper seems to either get love or hate, personally it feels very flat compared to ql rail, which is balanced nicely with the reload to punish close shots.
Starting weapon – something shotgun style to limit effective range. Dispersion pistol comes up as this often but.. slow moving projectiles that feel like marshmallows are not appealing. A shotgun could even be quite “strong” at close range* as the trade off is having to get in close with your opponents.
Four weapons? Anything beyond that is doubling up with the usual ut firemodes. Unless you wanted to aim for a tiered weapon setup which is not a bad thing, but could relegate crowd favourites to the trash tier. After these four the next “obvious” candidate is a grenade launcher style weapon which ut has never really had in a meaningful way (outside of maybe the current thing) – but that is not really on par with the other weapons and fills a utility role. Perhaps flak could be modified for the alt fire to shoot a non-impact style fused grenade + the regular primary (unique to the other four weapons already).
I’d prefer to see more utility from the weapons and heavily different usage. Rather than shock/sniper being almost interchangeable remove most of the damage from the shock primary (for example) and change it to knockback instead, putting more difference between the shock and sniper. It becomes a combo machine + knockback.
*imo this is a big failing of the ut4 project. Epic never laid out “ranges” and what they expected weapons to be useful for. Thus they were inundated with feedback that X was not useful at Y range when it may have been their intention. This causes discussion around the weapons to get stuck here rather than a more interesting discussion around what range the weapon should be useful at.
> primary, secondary, and tertiary firing
I’d be more keen to see more unique weapons rather than trying to cram more use into the existing ones. Weapons should each fill a unique niche and this has never been the case in ut really.
This is a stub for an upcoming article
Are you looking for a Fortnite Battle Royale Weapon Guide? Perhaps you want to improve your Fortnite weapon skills with weapon stats and information. Whatever the reason the goal here is to give you as much information relating to FN weapons as well as some use cases for each.
>Note about this being different to PVE/Save the world
Please note that this information does not apply to PVE/Save the world gameplay. Weapon stats there are variable and to my knowledge not in line with what we for Fortnite Battle Royale Weapons. Even the weapon handling is different in PVP so using the PVE game to practice gunplay is not super useful.
Fornite weapons are color coded to denote their quality. This is a throw back to RPG color coding on weapon tiers.
Standard (White), Uncommon (green), Rare (blue), Epic (purple), Legendary (Gold).
> Weapon Stats
In Fortnite Battle Royale weapon stats are fixed. In the PVE game they change based on schematics, survivors and crafting, however in BR they remain the same across rounds and time. They cannot be improved via pickups, attachments or other player buffs.
Weapons have a number of stats that are viewable from the inventory screen. Some of these are carry over from the PVE game and can be ignored as they either do not change between weapons or are simply irrelevant. The most obvious that changes between weapons of the same type but different qualities is the damage. This ranges from 32 for a white Assault rifle to 39 for a yellow SCAR.
What is important
Damage numbers / Damage chart – weapon dmg
Fortnite weapon Accuracy
Fortnite weapon locations
Useful ranges (fortnite weapon ranges)
Best Weaponname
Best weaponname fortnite
fortnite weapons battle royale
fortnite battle royale weapon list
fortnite weapons tier list
fortnite weapons list
fortnite battle royale weapon stats
all weapons in fortnite battle royale
all guns in fortnite battle royale
fortnite battle royale weapon colors
Commonly refered to as
> Weapon mechanics
>Headshots
Headshot Damage
Headshot Percentage
> Weapon Switching
>SMG
>ASMG
>Revolver
>Automatic Pistol
>Pump Shotgun
>Tactical Shotgun
>Assault Rifle (M4)
+SCAR
>Burst Assault Rifle
> Auto Sniper
> Bolt Sniper
> Grenades
> Rocket Launcher / RPG
> Grenade Launcher
>Best weapons/guns
> Weapon Skins
> Drop rates / where can you get weapons
Shotguns not in chests?
Do you like this sort of content?
You should check out the rest of the arenafps.com fortnite guides.
.. or at the very least consider the range at which you are doing it.
Players in many games jump by default during combat, usually with the intention to throw off their opponents aim. A common thread on this sub is the nerfing of jump. I don’t want to go down that discussion path but do want to draw your attention to an important point players miss. This may not apply to console quite as much I have never played an FPS/TPS there.
You don’t have to jump and jumping may be making you easier to hit with the fortnite weapons.
When players jump they take a very predictable and easily traceable path. This path making hitting them easier. The initial launch might throw off player aim but the resulting path is long enough for good players to adjust and hit you. Chaining jumps amplifies this. Now you may personally feel that you cannot hit players who are jumping, but players who can aim will be able to track you. You are lowering the likely hood of bad players kill you and raising the chance of good players killing you.
Do you need more Fortnite help.
On the flip side if you are a good player and jump in this way you may feel that it is exceptionally beneficial as your opponents have trouble shooting you. Due to the nature of matchmaking (or lack of) in fortnite if you are good you are likely playing against potatoes most games. This means that the “tactic” of jumping to avoid being hit is working, not because it is a good thing to do and throwing off peoples aim, but because the players you are playing against are not good at tracking/aiming.
They are players you would be beating anyway, and if you come up against players who can aim you are helping them. Jumping adds another “level” of RNG as you can never know your opponents skill. Statistically if it throws off aim in a greater portion of the player population it is better to do, but it will cause fights versus more competent players to be stacked against you. What should you do?
Are there times and places to jump in combat? For sure. Throw a jump in now and then. At longer ranges the amount offset jumping gives might make you harder to hit, or at the very least not hurt.
Building over your opponent then jumping off the ramp to shotgun them is another “bad” habit. If you are two floors up and you jump you are simply extending the amount of air time, which is easily tracked and giving them more opportunity to kill you. If you want to build up and then drop it probably better to just walk of the edge.
So what is the point? Consider when you are jumping. Consider that it may be easier for other players to hit you when you jump. Range is an important factor here – at longer ranges the distance up/down traveled to the amount of mouse movement your opponent needs to track will probably make it worthwhile.
This thread (http://bit.ly/2jC0Tic) prompted this post. And a scenario that played out earlier this week in game. A player at mid range running perpendicular to my view jumping continually. The first two jumps I whiffed because I tried to track him, then I adjusted, put the crosshair at the top of the jump arch and pinged him easily for the next three jumps.
Do you like this sort of content?
You should check out the rest of the arenafps.com fortnite guides.