UPDATE: The release of Patch V.2.4.0 has been delayed so we can further improve stability and hammer out some remaining bugs. Once we have an updated ETA, we’ll be sure to let you know.
Hey Fortnite players,
You’ve probably run into a few issues playing Fortnite this past week. We’ve since solved a lot of those issues, however, we’re still working to solve a couple of building-related problems. We know this is affecting a lot of you and are working to resolve this as quickly as we can. We greatly appreciate all of youra h patience and understanding. As a token of our appreciation, here are some goodies! Find out more here.
On top of that, V.2.4.0 brings in bug fixes for Battle Royale and some fun new additions for Save the World. Amaze your friends with stories of past adventures around the Cozy Campfire, or try out the new Expedition types!
Minigun
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Introducing the Minigun! Control the battlefield with sheer firepower with this new addition to Battle Royale.
Cozy Campfire
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Heal yourself and allies with the all-new Cozy Campfire addition to Save the World. Stay warm and healthy as you share stories with your friends around it.
BATTLE ROYALE
WEAPONS
MiniGun
Found in Chests and Supply drops
Fires almost as quickly as SMG
Uses Light ammo
Suppressed Pistol
Reduced drop chances of Epic variant by 20%.
Reduced drop chances of Legendary variant by 33%.
GAMEPLAY
Added “Controller Auto Run” option.
This enables/disables the auto run feature on controllers.
Auto run, which was introduced in v2.3.0, is enabled by double clicking the left thumb stick on controllers.
Bug Fixes
Fixed a few landscape areas that were barely below floor height before.
This sometimes caused the majority of a structure to appear underground.
Players can now shoot through the Soccer goal.
GENERAL
Added “3D Resolution” slider to Video options on PC and Mac.
This new preference allows you to set the resolution of the 3D world, without affecting the user interface.
The range goes between 640×360 and your selected Display Resolution. Using a lower 3D Resolution may greatly improve frame rate.
When selecting an overall Quality option, an appropriate 3D Resolution will be chosen automatically.
Bug Fixes
Fixed a client crash that would get triggered by an audio cue.
Fixed an issue preventing players from unmuting other players in the lobby screen.
Fixed an issue causing an incorrect character model to display on the lobby screen.
Fixed an issue causing entire walls to highlight when looking at a door.
PERFORMANCE
Bug Fixes
Fixed client hitching which could occur when the Chug Jug was found in game.
Made engine performance improvements to how we process collision overlap events.
Reduced network bandwidth usage when players are walking, and when they are standing still
UI
Spectating
Added spectator count UI to the HUD. This appears in game as a small eye in the lower left corner when there are active spectators. Better off not knowing? There is also an option to disable the feature under game options labeled “Show Spectator Count”.
Bug Fixes
Removed an unnecessary button prompt on the left side of the news widget.
Added a border highlight around item shop tiles when selecting them on consoles.
Fixed an issue allowing the old trap picker radial menu to open. This radial menu is no longer used for selecting traps.
Fixed an issue causing weapon icons to not display properly on the hotbar in some cases.
Fixed a few spots on the map and minimap that were rendered as black spots.
Fixed the floor under the hero not showing up when previewing emotes in the locker or item shop
Fixed emotes being offset if they were viewed in succession.
ART/ANIMATION
Optimized the colored rarity effect on weapons and items to improve overall performance.
Colors may look slightly different.
Bug Fixes
Corrected the drinking speed animation for the 15-second Chug Jug item.
AUDIO
Bug Fixes
Improved spatialization of loot chest audio by increasing the audio volume if you’re aiming at them.
Removed the static audio from living room televisions.
Fixed a directional audio issue when another player switches to a shotgun.
Removed footstep audio from dance emotes.
WORLD
Bug Fixes
Fixed the missing collision on a window asset in Tilted Towers.
Fixed the landscape appearing jagged at medium-range distances.
Fixed flickering artifacts that are sometimes seen on the rivers while riding the Battle Bus.
Fixed an issue causing two items to spawn in the same location near Lonely Lodge.
Fixed some seams in the terrain south of Anarchy Acres.
Disabled the collision on the vines in Moisty Mire.
KNOWN ISSUES
Problems building on consoles.
Visual building selector issue that sometimes makes the wrong structure type appear in the UI.
SAVE THE WORLD
HIGHLIGHTS
Context Sensitive menus are live!
More options are available when interacting with items in the Hero Squad, Survivor Squads, and Armory. Schematics and people can be directly added to the Collection Book now!
Cozy Campfire
All allied players and Defenders in a 3×3 tile area around the Campfire are healed over time. Lasts until the fire has consumed its Durability. The Cozy Campfire trap schematic is available through the Event Store.
Two New Expedition Types
People Runs: A free to run expedition that lets you gather a small amount of People (resource).
Trap Runs: These expeditions will let you gather traps through expeditions.
Balancing changes on some existing expeditions.
Improved rewards, with slightly lower power costs.
We’re continuing to iterate to make this better! Please tell us what you think!
HEROES
Bug Fixes
The Anti-Material Charge hitbox will more reliably hit enemies in front of the Outlander on startup.
Fixed the healing visual effects not properly being removed when a player is healed from BASE M.D.
Additionally, the healing effect is now periodic instead of being applied as soon as you touch the affected BASE.
MISSIONS
Bug Fixes
Husks from encampments will no longer spawn under the terrain.
UI
Bug Fixes
Fixed problems working with the in-zone transfer UI for severely overflowed Storm Shield storage.
Please note: In a near future release, it will not be possible to claim expedition rewards while Storm Shield storage is overflowed. Respecting the storage limit is important to protecting player items.
Updated the frag grenade tooltip to reflect the recent changes to Keep Out and Cluster Bomb.
Cluster Bomb: Releases 6 cluster explosions around the impact site that will each do 25% of the original damage.
Keep Out!: Leaves a residual energy field, doing 15% of the initial grenade blast damage every 1 second, over 10 seconds.
Update the Cardio Feedback perk tooltip to properly display the base healing amount of 15 instead of 13.
Fixed many incorrect tooltips
GENERAL
Removed a few llamas from the store rotation: Double Llama, Fiver Llama, Six Pack Llama, Niner Llama.
The 3, 7 and 10 versions of this Llama still exist. This was done to focus on a smaller number of variants of this llama type.
Rebalanced the amount of starting ammunition for ranged weapons when picked up in the world.
KNOWN ISSUES
Players are sometimes unable to select card choice when opening an Upgrade Llama.
Items in the collection book cannot be evolved after leaving a zone.
When inspecting an item located in the players inventory the display image may not appear properly.
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Where do you want to start learning and improving your Fortnite Battle Royale game? Maybe you would like to be a better builder, maybe better at combat. Perhaps you want to improve your looting or world navigation. With these guides you will be able to get ahead of your opponents and better understand the game.
Update 3 : Double pump returns to fortnite! As of fortnite patch 3.5 all weapons now have an equip time and the pump animation has been removed. Relevant lines from 3.5 patch notes that relate to double pump:
Essentially this means that the pump animation has been removed (which was played when switching back to pump) and the weapon swap time is replacing it. However the weapon swap time is faster than the previous pump animation, buffing double pump. Not to the level it was before but better than after the double pump nerf
Update 2 : The new heavy shotgun (Epic and Legendary) has been added in patch V3.3.1. This is a slowish firing shotgun with longer range and higher damage than the Tactical. However as of late March players can now “double pump” with this new weapon for faster fire rate and improved DPS.
Update 1 : Double Pump has been officially nerfed. As of V.3.0.0 players must now repump the shotgun when switching back to it. Thoughts on double pump nerf
Large streamers finally discovered double pump in Fortnite Battle royale, three months after the games release. This has irreversibly changed the meta of the game. Now everyone wants pump shotguns and everyone wants to +forward into opponents faces. The change on voice in squads with randoms is amazing – players getting two pumps then making comments that would lead one to believe the game is in the bag. Here is one of the first mentions of the phenomenon on reddit – posts about two shotguns were quite frequent after this. Shotguns are not affected by bloom in the same way as Assault Rifles so were perfect for this trick.
Daequan is credited with being the “first” to mainstream this, however players have been commenting on reddit since the games launch about it in one way or another. As a player who used this before it mainstreamed the difference is night and day. If you think it is good now, imagine what it was like when literally noone was using it. In around ~7 days /played I encountered two players doing it.
The premise is simple and I have been using it, for more than just shotguns, since the games release. Some background is required to undersand how the double pump shotgun “trick"” works in FNBR. Fortnite weaponswitch time is quite fast, faster than the refire rate of the non-automatic weapons. This means that you are not at the mercy of the refire speed when using a slow firing weapon, which is typically how these weapons are balanced. Low rate of fire to punish missing and balance out high damage. At the very least with fast switch players can pull out another gun in place of nothing (reload time). The opportunity this offers seems lost on streamers and youtubers who are now pumping (pun intended) out tutorials for “How to double pump shotgun in fortnite” while overlooking that this applies to a large selection of Fortnites weapons. Or that they have been doing the same forever with sniper plus any other weapon.
Because the Fortnite weapon switch speed is fast the refire time can become the weapon switch speed when the refire time is slower than switch. This means that the low rate of fire weapons become much faster. The pump shotguns are likely the most popular because they hit for “the most” and are also relatively easy to land some damage with. You really only need one pump and another weapon to make use of the weapon switch speed in a meaningful way. Pump shotgun to open a fight into assault rifle, auto pistol or smg (of decent quality) is perfectly acceptable in order to avoid being a sitting duck. To be completely fair swapping to a high rate of fire weapon after hitting a solid pump shotgun hit is probably more reliable play anyway, provided you are in sub machinegun range. Think hittng rail or rockets and finishing with lightning gun in quake.
The slow fire rate weapons benefit from fast switching with higher rof weapons benefiting less. At some point it becomes a waste of time to switch between weapons to use the pump shotgun – switching to an smg (highest rof) for one bullet then back is an overall DPS decrease. Some examples that are good.
Weapon combos that benefit from swapping back and forth: Pump shotgun to pump shotgun. Pump shotgun to tactical shotgun. Pump shotgun to revolver. Pump shotgun to Burst Assault rifle (one burst). Pump shotgun to assault rifle for a few rounds. The revolver can replace the starting pump in any of these and for this combo it may be better to use the revolver for opening shot then sticking to the other weapon.
Some weapon combos benefit from starting on the pump and switching after landing significant damage. The low firerate could be negated by peeking corners until landing damage then swapping. Pump shotgun to Sub machinegun/assault sub machinegun/ Silenced sub machinegun. The assault rifle could also fall into this category once good opening damage has been landed. The higher rate of fire is potentially better for finishing. This means if you open a fight, land a high (70+) pump or tactical shotgun hit you only need to deal the remaining 30. Using and smg or assault rifle gives players have much higher rate of fire, meaning a single miss is less impactful. This was a common idea in older arena shooters.
Why this is interesting for shotguns, specifically pump action
It is very easy to use two shotguns. First you need to find two – a pump and tactical shotgun is a viable option until you find a second pump. Put both the weapons in slots that have easy to use binds, for example weapon slots 2 and 3. When you engage open with the higher hitting weapon for maximum front load. After the first shot swap to the second weapon and shoot, as you shoot swap back to the first weapon straight away and shoot again.. swapping back to the second weapon as you do so. Your character will diligently swap between weapons without playing the pump animation.
If the default weapon binds are not good then you could try binding individual weapons to mousewheel. Bind slot 2 to up and slot 3 to down. You can now scroll up/down to pick weapons 2 and 3 while shooting. It is a good idea to get used to individual weapon binds anyway so removing next/previous weapon from the mousewheel is good anyway.
The two main offenders for exploits are the pump shotgun and revolver. This is because weapon swap stops the refire animation from playing.
Does it matter if the shotguns are grey (common) or green (uncommon)? The quality of the shotgun barely matters. The grey pump shotgun deals 90 damage and the green deals 95. With 2.5* headshot modifier this gives 225 and 237 for full headshots. Less than 5% difference. Don’t sweat a grey pump.
Why fast switch is interesting for other weapons – RPG – sniper, etc
Fast weapon switch is interesting for other weapons, although not because it circumvents the refire animation.
Drawbacks to double pump – mechanical skill requirement – losing an inventory slot
Other mixtures that allow for interesting play – high hitting -> high rof low damage (rl/rail -> lg)
Firstly, in order to
Using a macro to double pump is not required. The action is gated by weapon switch speed which is (human speed wise) quite slow so macros do not make this more viable. Having said that it is easy enough to create a macro for double pump shotguns with most modern mouse or keyboard software. Logitech, Razer, Zowie, ASUS, Corsair, etc. There are two ways to go about this. Either create a macro that uses specific weapon slots or use next and previous weapon.
Is this balanced – can the weapons work without it, currently gives interesting mix, without much more limiting on weapons so maybe good
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Epic added first shot accuracy in patch 3.4 First shot accuracy details. This does not change how bloom/cone of fire explained below works but it does mean that you can now achieve accurate shots.
What is bloom in Fortnite? Fortnite weapon mechanics (overall) consist of two aspects. Weapons have a cone of fire “area” which grows and shrinks. The changing of the cone of fire area is incorrectly referred to as bloom. The fortnitebr reddit tends to use bloom to apply to all aspects of the crosshair cone of fire as well as boom, which can be confusing at times.
To make it simple :
First shot is not more accurate than what is messaged via the crosshair arms. First shot does not hit center point with any more frequency than any other time. The effective range of weapons in Fornite BR is controlled by cone of fire and bloom as they do not suffer from damage falloff. Bloom is the primary mechanic for the majority of the bullet weapons. Sniper rifles are 100% accurate but are projectiles. Shotguns seem to have their own rules – for them use the center point.
How to lower bloom in Fortnite is a good question. Moving, jumping and shooting will raise bloom. To lower bloom a player needs to stand still or crouch. Tap firing automatic weapons allows the size of the cone of fire time to reset between bullets.
Bloom applies to the following weapons : Sub machine gun (SMG), Assault SMG, Silenced SMG, Automatic Pistol, Silences Pistol, Revolver, Assault Rifle (AR), Burst Assault Rifle, Scoped Assault Rifle. The scoped AR is a stand out because its bloom is not messaged with the crosshair while zoomed, however it does seem to offer less bloom than the other weapons while not being 100% accurate.
In Fortnite BR the inside of the crosshair arms denote “bloom” – the circle where bullets can land. This changes with movement, crouching, shooting. The usual suspects that lower weapon inaccuracy in FPS. In order to hit 100% this circle needs to cover the target 100%. The centerpoint of the crosshair is meaningless for the AR/bloom weapons. Bullets do not appear to favor the center more than outside parts of the bloom circle. A better way to describe this might be the cone of fire – however the fortnite BR community seem to have attached the term bloom to everything related to weapon inaccuracy.
Technically “bloom” is the aim area shrinking or expanding based on player behavior. Bloom simulates recoil in Fortnite, however beyond controlling the size of the shooting area (minimise bloom) players cannot control the recoil like in CounterStrike and similar games. There is no recoil pattern to speak of. Some weapons like the shotgun and revolver do “kick” like recoil but this is very minimal compared to bloom.
In Fortnite the crosshair messages effective range of the guns. This is best visualised with an example.
The picture below is taken from a frame of thisvideo. The player posted it believing they were on point for the shot.
At that range, with the target taking up 20-30% of the circle you are not going to hit all shots. In fact the target it so small in relation to the bloom area that you are unlikely to hit many.
Its not that you should build. If you want to hit all those shots you need to engage at a closer range. This is the primary difference between the AR weapon rarity. The amount of bloom allowing for engagement at longer ranges.
Somewhat unintuitively aiming for headshots with the center dot will lower your accuracy since there will be a large section of the “bloom area” above the players head.
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