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Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

From the private game server thread, there's a Discord server available at https://discord.gg/qC4Qjtf

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Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

Skandranon posted:

From the private game server thread, there's a Discord server available at https://discord.gg/qC4Qjtf

Quoting myself to bump, could this get added to the OP?

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

StabMasterArson posted:

Whats the playerbase for this like? The lack of people really talking about this and huge development time, it wouldnt surprise me if it's DOA

So we've got at least 4-5 Goons online most of the time (well, for the weekend anyways), and around 20 or so who have joined the Discord server. As to the pubbie playerbase at large, you can easily find people to jump into missions with (if you can stand them... they aren't terrible, but their bases usually look like garbage.


ImpactVector posted:

Not that I know of. It's pretty dumb.

I think I stuck an emergency rocket launcher and rifle in there.

Storm Shield storage can actually be quite useful, you can put stacks of 999 wood/stone/metal, so you can harvest more while out, and then spend a good hour laying out 5000 metal worth of material on your base. I also use it to store some of the standard traps I use, so I can keep my components from taking up too much space in my backpack. They stack up to 20.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

Equate posted:

Also servers are currently down due to them trying to scale up their servers, they broke it. Currently TBD on them fixing it.

I was just about to upgrade to the super duper package, and It's like they read my mind, and shut the servers off so I couldn't. Smart.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

Fallout posted:

What's an effective layout for funneling them into a big trap killzone? I was really into games like Sanctum and Orcs Must Die and want to utilize traps more, especially for my storm defenses.

The enemies are more intelligent than in OMD, and also more random. They will basically follow shortest path mechanics, but it's more complicated. One facet is that the spawns are more spread out than OMD, so some spawns from an area may find the shortest path to be the one you intended, but others may not. I think they are also intentionally random to a point, to keep things from being too easy. The best build strategy I've seen so far is more around handling exceptions well than optimizing a mega kill zone like you could in OMD.

You also cannot pick up traps after putting them down, so you should probably focus on setting up generic defensive positions, and then lay traps as bottlenecks appear. Set up opportunities for bottlenecks, but do not count on them working like a well oiled machine.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

Agrajag posted:

So do you guys think this game is worth a buy?

I also heard there are microtransactions. What are those like?

Is it viable to play solo and what is this whole homebase stuff and stuff you build not saving?

I also assume the standard package is good enough yes?

Standard package is plenty to start anyways, and you can upgrade the packages at any time. If you aren't garbage at the game, you'll be plenty useful and able to contribute, you just won't instantly have all the shiny toys.

I bought the maximum super legendary pack, and I'm not upset with it.

Solo play is tricky... you can run around and loot solo, and some missions are much more viable solo, but some will just be more aggravation than is worthwhile. Pubs aren't that bad for just running missions for XP, but a good group is of course more fun.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

Equate posted:

Yes, you pay the difference in purchase price. I have sold all of my packs unfortunately, (I had 4 from ultimate), good luck getting one!

I have a few more beginner packs left if anyone is interested, just PM me.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

So, since we can make weapons for each other, I figure it may be useful to get an idea of the schematics out there for people interested in trading. I've put together a simple spreadsheet for now, anyone with the link can edit. Add schematics you think people might be interested in. This probably means Rare at the minimum, but filters are easy to apply, so if you are willing to make the item for someone, put it in.

https://docs.google.com/spreadsheet...dit?usp=sharing

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

sushibandit posted:

@Skan: added a few columns that seemed useful

Thanks, I didn't think of putting them in because I can't fill them out from memory (at work now).

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

s.i.r.e. posted:

Was looking to pick this up to play with some friends since we're kinda big on the whole horde mode/Nazi Zombies/Minecraft stuff and this seems to scratch that itch pretty well, is it worth picking up the higher up editions? I was thinking about getting the $150 one just for the two codes I could sell to friends and I'm kinda a sucker for cosmetic poo poo.

Also, god drat that's THICC.

I got the $150 + $100 package, and I am not regretting it yet.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

ImpactVector posted:

Yeah, the scavenging system in this game really needs instanced/shared loot. If it were, you could have one outlander who's actually contributing to the team by running around and finding all the chests in a level.

I guess I kinda agree with this? I like playing Outlander, and finding a purple chest feels good because YOU got it, but this has led to playing with teams of nothing BUT Outlanders trying to get to chests first, and this is counter-productive. Though it is fun having multiple Outlanders and having big Loot Llama parties.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

ImpactVector posted:

It would totally give me a warm fuzzy feeling to find a sweet purple chest and know that everyone got something from it.

On the other hand, I'd also like to feel like I can take a break and play something else once in a while. But I can't give up that Keen Eye buff.

Or Anti-Material Punch... but then again, that's mainly so I can get through walls faster so I get the loot screw you suckers!

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

ImpactVector posted:

I always forget I have that. But then again, I'm almost always running on fumes for stamina.

For me the main other thing I'd miss would be Passing Zone. Pickaxe something 5 times for a 15% (IIRC) speed boost? Yes please. Everyone else seems so slow afterwards.

It's dangerous, I've destroyed purple chests with it being a little too zealous...

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

StabMasterArson posted:

dont loving spend $200 on this wtf

Totally spend $250 on this it's the besting thing you will ever spend money on.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

Tei posted:

I don't know any. Some random dude just posted this in reddit, and could be worth testing.

https://www.reddit.com/r/FORTnITE/c..._0_shots_fired/

The problem of shield defenses, is that you don't know where the attack will come from, so is hard to guess where to put defenses first.

Because you can't easily predict the angle of attack, you need a more generalist solution. You want to give yourself time to adapt to changing situations. First step is to make sure you have your sheild/amplifiers protected from direct attack. Next, you establish further lines of defense, with the idea being you can easily fall back to regroup without your main objectives being damaged. Once you can do that, you can start creating chokepoints where you can maximize your damage, but you don't want to over-invest in any one area.

See Defense in Depth https://en.wikipedia.org/wiki/Defence_in_depth

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

Drakenel posted:

Right, the AI basically tries to figure out the shortest way to the objective, with fewest barriers and least traps in its path. Of course, since they spawn a fair direction away, they spread out enough to find different ways though if you let them through they'll notably go for the same weak point.

Yeah, this didn't show up as much in OMD because the spawn points were so much more concentrated at the rifts, so they were much easier to predict and funnel.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

sushibandit posted:

Out of the 15 llamas I got 2 rare rocket launchers, and out of a founder's llama (with founderbux from the 15) I got another one... did they just add explosive weapons to the droptable or something?

Nah, I got a blue grenade launcher a few days back

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

Tei posted:

I don't know If I have posted it here.

My current base design. V shaped walls perimeter with player jumps.

https://twitter.com/Teiman/status/891631436893212672


I don't think traps will be very effective in this game, because is spiritual successor of Orcs must die. But I am wrong often :P

The inverted pyramid looks neat, but you sacrifice a wall trap.

It did just give me an idea for a pattern to keep mobs looping around while walking headfirst into wall darts... hmmm....

code:
           \ < ramp to angle them away and start the cycle over again
           | < wall electric thing
husk->  _ _| < wall darts 
        ^ ^ spring up trap
        | spikes of some sort

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

Equate posted:

I don't know how well that ramp works, I know it works well 1 story up, but 2? I never tested with two.

The higher level ones shoot them higher up... supposedly. Need to test.

I'd also like to try a carnival strongman trap

code:
                  _
                >| |< 
                >| |< 
                >| |< electric wall traps
husk ->           _|
		  ^ floor launcher

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

TheBlandName posted:

The electric trap will never hit anything. Traps have an arming delay so you can't launcher mobs past a wall of death.

EDIT: Actually, the game says arming delay is something different. It's worth testing then.

I think it should work, I've seen traps where a husk gets shot up, then a wall trap fires and shoves them over. The real trick is if they'll go high enough to be pushed back 1 square, and land on the spikes to repeat the process.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

Equate posted:

the long range shotgun is a blast

I second this, I love it quite a bit, I wish mine was legendary, would use it for almost everything, but just got my Nocturno to level 20, need to try that first.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

Tei posted:

I don't think anything complicate is going to work in this game. Is a spiritual successor to Orcs must die, so most of the killing is supposed to be done by the players. The husk are randomized, some of them work on different parameters. Like some use the logical route, but a few of them have crazy ideas to them. Traps have a number of charges. Witches may be destroying some part of your base that is not even easy to reach to you. The most dangerous monster for your base is some witches that separate from the main group, and fire at your base from a hole somewhere you can't see.

In am interested in pyramids, they look good and efective.

Whaa? Scoring high in OMD was all about scoring bonuses by having complicated traps. You wanted to kill orcs with as many status effects as possible. I understand the purpose of the players, to deal with an unpredictable enemy, but I see no reason complicated traps would not work. If Husks and Huskies can be dealt with largely by traps, the players can be much more free to handle the exceptions. The traps I outlined above, while possibly costly to build and re-arm don't suffer from the randomized aspect. You could build a wall of carny traps 5 wide, and be relatively safe in knowing that the husks will filter into one of them.

Pyramids are good, even if they do NOT ruin AI pathing anymore, they are still an excellent defensive platform as they allow easy retreating while the husks get caught up on border walls. You also get the best firing solution available when firing down a pyramid, with a greater chance of headshots without husks able to hide behind anything.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

explosivo posted:

So, when talking about building a pyramid you mean just reinforced stairs forming a single pyramid around the objective? Are stairs any less durable than walls? Where do you put the traps then if they're walking up the side of the pyramid?

Stairs can form the ramps, you need to use roofs for the corners. You can also use roofs for the ramps. They have identical strengths. Only difference is cosmetic.

It's not just a pyramid, you want to use 1 high walls at the base. Here's a simple one. You stand on the top, and husks run up to and then start attacking the mini-walls (i). You shoot down and hit them in the head. You can have both a floor trap and a wall trap at the bottom, taking out the husks as you shoot them.

code:
      _
     / \
___i/   \i___
You can also stagger the pyramid like so, giving multiple layers of traps/walls, but this significantly expands the base of your pyramid so might not work for small areas. If you are upgrading your defenses, a single wall should be sufficient, unless you are soloing.

code:
        _
     _i/ \i_
___i/       \i___

Skandranon fucked around with this message at Aug 1, 2017 around 16:08

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

ImpactVector posted:

I don't know where I saw the idea for it, but my basic atlas defense for a while is just stairs leading up 3 of the sides of the atlas, corner slopes at the corners, and a box jutting out from one side so you can put a door on it (ideally facing away from where the husks are coming from). Then you ceiling it off and put a floor trap directly above the atlas, put some supports up so you can put a ceiling trap above that and you're done.

Sorry, I'm at work or I'd build one and post an example.

Anyway, I'd definitely noticed that the husks have started attacking the slopes instead of running up to the top recently. But I'm 90% sure that if you reinforce the slopes, stairs and walls while leaving the ceiling normal they will run up to the top again.

You don't even really need the door, as you can edit the corner pieces to let you walk in, activate the atlas, then re-edit to close it again. I saw this with some pubbies, posted a screenshot in Discord, and did this with some Goons once or twice. Haven't done it lately, but would not be hard to further reinforce to make them walk up again, making the ceiling the weakest point.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

TheBlandName posted:

code:
Husks break in here.
     v  _
     _i/ \i_
___i/       \i___
That's an expensive construction for a single trap (that you have to place 25 times!) and one and one third walls worth of defense. That's a 7x7 structure. It requires 890 resources for a level 1 version. Or 5,340 to reinforce everything to level 3. (Literally not counting the floor traps around your base because they're not reliant on the pyramid to work.)

By comparison, a conventional bunker with roof, and a surrounding ring of low walls will require 460 resources for a level 1 version. 90 of those resources will be low priority roof pieces. So a level 3 version will cost 2,220 resources, plus 90 for a level 1 roof. If you're really worried about your roof you can double layer it with level 1s, for a total cost of 2,400 resources. Still coming in at 1/2 cost compared to the pyramid.

The entire logistical advantage of the pyramid shape is that your four corners also act as roofs. The inherent disadvantage of a pyramid is that every piece must be equally reinforced to provide uniform protection. But roofs don't need to be as strong as your main walls, because lobbers can be aggroed and their attention redirected to the strong parts of your base. And flingers don't seem to toss husky husks, so nothing worth worrying about is going to end up on your roof unless you build stairs or ramps up there.

As for tactical advantages? Having cover and trap opportunities outweigh clear lines of sight 100% of the time once you're at the level where husks are actually dangerous.

But your bunker is so ugly.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

TheBlandName posted:

Style is a perfectly valid reason to build pyramids, as I acknowledged before. Own your reason. Don't try to wishful think the pyramid into an effective design when it's not.

ADDING: I understand style. Whenever possible I've avoided destroying any trees, bushes, or rocks for my Plankerton base, instead building my forts around them. It's definitely reduced the effectiveness of my base, but it looks (to me) absolutely great to be blasting husks as they shamble out of the surrounding swampland.

I wasn't actually suggesting the multi-tiered one was desirable, it is costly in both space and resources. I was showing how a pyramid may be useful. I prefer the simple pyramid as it's rare they will breach even the first bounding wall, and you get all the sight line benefits from it. The pyramid is also much easier to navigate, no need to look around for stairs or jump pads. It also should be your last line of defense, not the first. You should be defeating most of the enemy further out, and only need to use the pyramid when everything has gone to poo poo.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

Bakalakadaka posted:

The pyramid seems like a great quick temporary fort for missions where the objective is in an open area but if your main base isn't a super elaborate death castle you are missing out.

I'm actually planning out some authentic Roman fortifications as we speak. Going to populate it with useless, authentic buildings, and make people fight through the streets.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

TheBlandName posted:

Citation needed.

I'm reasonably certain that no monetization researcher in the world is trying to reduce player engagement over something as trivial as server bills. Do casino owners try to get gamblers to step outside and get some fresh air? Or do they build cheap restaurants within earshot of the jingle jangle of slot machines?

Don't give a free to play game a single ounce of good will or the benefit of the doubt.

I think he meant that they've tried to undermine poopsockers making progress with their poopsocking, not convince them to lead more well rounded, fulfilling lives.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

Kalli posted:

Stupid question. When you send heroes out on expeditions, does that cost survivors? I opened the row boat, and it said 85/15 survivors on one of the screens.

Well, costs people, those are different from the "Survivors" that you can level up. Not all expeditions do though, and sometimes other resources are used, like research points.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

Bakalakadaka posted:

They clarified what happened to the bases. They changed the maps and had to remove the bases but gave you everything back.

https://www.epicgames.com/fortnite/...canny-and-twine

Well, that's not so bad.

Also, they DO have the ability to wipe & refund resources/traps. Hopefully that becomes a real feature soon.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

ImpactVector posted:

Also, everyone will be able to get a green Pathfinder Jess from the outlander quest now that it's unbugged. If you don't have another source of Keen Eyes I highly recommend taking her at least to 8 for chest farming.

Getting Anti-material charge is really useful for chest farming, you can blow through walls really quickly. Just be careful not to also hit the floor or the chest.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

ImpactVector posted:

For sure. Though I'm honestly almost always too low on stamina to make good use of it. Breaking through walls is usually valuable stamina recharge time.

It's also useful for blowing up some types of things, as you do get the loot from them.

Working on leveling up my Legendary Founder Jess, she gets a lot of teleport stuff, which I think lets you teleport through walls to get chests, but less destructively.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

socialsecurity posted:

The one time I tried to use them on stormshield defense they were useless because the 20 seconds you get between waves is not fast enough to move their platform/redrop their weapons and ammo between sites, at the very least they should follow you.

If you have the platforms already built, you can move them pretty easily, but you have to have thought about it a bit ahead of time. Ammo part is annoying though.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

Inzombiac posted:

Using defenders in a normal mission is too cumbersome for me.
I wish they came with a gun based on their class with power decided by their rarity and unlimited ammo. They don't have to be as powerful as a person but I don't see myself ever using them regularly.

I've been wanting to try using the sniper one on stormsheild defense... but since you have to unlock the slot... it hasn't come up yet.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

LaserShark posted:

I'm tempted to get this, but the whole 'paying for F2P' bit concerns me. Will players get compensated for their extra payment once it leaves EA, or are they paying to beta test?

Even the lowest key does get you some extra in game items, you get a 5 month head start (your progress will not be wiped), and while it's not been stated, we may get some more founder stuff later on? We all got a big loot pack for free when there was an unplanned outage last week.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

You can also probably get a key from goons who got the mega packs for less than $40.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

Tei posted:

Cars are a lousy way to get nuts and bolts. Try smaller things like machines and cat tax collectors.

Parking meters are the best. On City missions, there will be tons of them, they take 1 hit, and will drop 2-3 bolts. I am almost always full on ammo as I loot ammo boxes whenever I see them, especially when playing my Outlander. I mainly use nuts and bolts for my traps. Also, do "Destroy the Encampment" missions a lot. They are usually pubbie friendly, there's no base to build, and the boxes dropped by encampments will often have 50+ bolts, along with other crafting materials. I'm always chronically short on inventory space (130 backpack atm) and drop stacks of planks, batteries, ore, etc, just to be able to keep going.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

Leif. posted:

I mean, I feel dirty saying "Reddit has a point" but this review actively made me feel stupider for having read it.

Not only is there a way to craft ammo mid-mission, it's the ONLY way. My guess is he rage-quit after running out of ammo.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

ImpactVector posted:

Agreed 100%. My money's already spent and I don't really regret it, but the monetization system of an early access game with a $40+ price tag is a total joke.

Maybe this whole Early Access period is a developer scam on the marketing guys to collect a ton of internet vitriol to prove to them that it won't fly, and they can correct it for launch?

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Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

If they had a guild system, it would be a lot easier to craft weapons for guild members, and that should actually alleviate a lot of the problems with the grind. Some whales will have Legendary BPs, and the mats the need would not be hard to farm.

Also using this as another opportunity to shamelessly plug my Goonite Schematic Share spreadsheet. Put your good BPs in! Get Goons to make things for you!

https://docs.google.com/spreadsheet...2tqg/edit#gid=0

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