The following write-up is to provide some foundational knowledge that will be of interest to players who make use of traps and demonstrate some of the mechanics in action (because some people just won't believe until they see it with their own eyes).
The write up
- Is not going to suggest 'best trap perk combinations' (because these don't exist, it depends entirely on how you use your traps)
- Is not going to tell you that you must build in a certain way (and only that way)
- Is going to give you a frame of reference (foundation) upon which you can plan defensive designs.
It's probably a lot easier to give you a diagram than try to explain this to you in words
The majority of husks in the game need to travel on foot and will thus 'walk' wherever they are allowed to path, bringing them ever closer to their objective. People usually don't get too creative with their pathing options.
Most people will build like this
- <Spawn> ========== <Objective>
- A straight path without elevation
More creative players will build things like this
- <Spawn> / / / / / <Objective>
- A path that goes up and down via ramps
The ramp tiles cost exactly the same amount of resources to build as a floor tile and can use most of the floor traps (at the very least it can use wooden floor spikes). From a birds eye view, when travelling a distance of 4 tiles
- " ==== " is ~ 2048 range
- " / / " is ~ 2500 range
- Using 4 ramps instead of 4 floor tiles makes the husks travel nearly an extra tile in distance (~88% of a floor tile further)
Fractions of a second could make the difference between a Smasher destroying your wall or dying in front of it, the difference between your trap being armed and ready or still stuck reloading. Most players would jump at an opportunity to buy more time if it didn't take them any more effort.
Husks move at different speeds (depending on the husk). Let's assume that a husk travels 512 range in 2 seconds (Note: Most of them will actually travel slower than this, but it's a pain to try and measure it and Epic haven't ever told us the exact speeds for each and every husk). Some general equations that are useful for figuring stuff out are as follows
- Speed = Distance / Time
- Distance = Speed * Time
- Time = Distance / Speed
These very basic equations are something you've probably encountered during high school science class, but they're very much applicable to Fornite. The question we want to know is how much time we can 'buy' if we use a ramp tile instead of a floor tile.
Let's say that
- Distance (Floor Tile) = 512
- Distance (Ramp Tile) = 625
- Husks will travel 512 range in 2.0 seconds
- Speed = 512 / 2.0 = 256 range per second
- Time (Ramp) = 625 / 256
- Time (Ramp) ~ 2.44 seconds
By forcing a husk to travel along a ramp instead of a floor tile you buy yourself an extra 0.44 seconds worth of time (for that tile). Another way to phrase this would be forcing the husk to take 22% longer to move 1 tile distance closer to the objective.
If you look at this video from earlier you'll notice that the wooden floor spikes actually trigger twice (deal damage) before the husky husks makes it off the tile. The 'cycle time' on wooden floor spikes (without reload speed modifiers) isЗагрузка...
- 1.0 sec arming delay
- 2.2 sec reload time
- Cycle is 3.2 seconds (1.0 + 2.2)
Most of the 'snare' mechanics in the game apply a 30% snare
- 30% snare/slow for 6 seconds (weapon perk)
- 30% movement speed reduction (Corrosion)
- 30% movement speed reduction (Corrosive Blade)
- 30% slow of enemies inside (Smoke Bomb)
- you get the idea
It's assumed that wooden floor spikes also provide a 30% snare/slow because of various tests that have been done with stacking snare/effects
Using the previous 'Speed' value (256 range per second) and applying a 30% reduction
- Speed = Distance / Time
- Speed * 0.7 = 30% reduction
- Time = 512 / (256 * 0.7)
- Time ~ 2.857… seconds
Obviously 2.857 seconds is less time than 3.2 seconds (which is the cycle time on the wooden floor spikes). If the spikes can trigger twice then it means the husky husk is taking longer than 3.2 seconds to travel the 512 range distance (and thus the speed is actually slower than 256 range per second assumption). This slight deviation isn't actually all that important, but it means if you plan a complex trap system using the assumed '256 range per second' assumption you're going to have a bit of leeyway (buffer) for your traps. Like the earlier video with the wooden floor spikes and the launcher, the launcher has a default cycle time of 9.0 seconds. Without the spikes to slow down the Smasher the launcher wouldn't be ready in time to trigger and the Smasher would make it past. The spikes applying the snare ensures the launcher has enough time to complete the cycle and is ready and waiting to trigger.
The 'hardest' thing about a defense (if you're using traps) is making sure that the traps are set off by the correct husks and that they'll have the durability to last long enough. Whether you're in a team with 4 humans or playing solo, setting up a defensive perimeter should not be a hard (nor expensive) thing to achieve. Most Twine Peak players will be running around with 5,000 resources of all material types after any given mission without even trying to gather any resources. If you're smart about your traps (like using an infinite loop combination) you don't even need to run that many and you don't need to run high level traps (except for the launchers).
- The 'game' restricts the total number of husks that can spawn (total amount)
- Husks spawn at fixed (timed) intervals and there is a maximum amount for any given wave
- The total number of any given type of husk is capped (you won't end up with infinite Smashers if you don't kill them)
You may not need to use traps (especially if you over-power the content) but knowing the basics (and having a good foundation) will serve you well in situations where proper planning actually matters. Being able to build well and knowing how to buy time can be the difference between a very hard defensive phase and something that is trivially easy.
© Post "[Education] Foundational Knowledge for Planning Defenses" for game Fortnite.
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