Fortnite: Battle Royale 9.01 Changes

it’s that time again when Epic Games release an update for Fortnite and I end up posting 50 posts breaking things down (ideally it’ll be 3 this time). I did actually manage to get a game or two in before posting this with the new patch and I can say I like the new gun, it’s got decent range and it’s fire rate is quite decent with a touch of recoil.

Besides that, the most the changes are related to the slipstreams in relation to building efforts to block them (which they won’t) but enough of my dribbling check out the changelog below and let us know what you think of this release in the comments!

Changelog

WEAPONS + ITEMS

  • Tactical Assault Rifle
    • Available in Rare, Epic, and Legendary variants.
    • Available from Floor Loot, Chests, Supply Drops, and Vending Machines
      • Fully Automatic
      • 30 Round Magazine
      • Deals 22/23/24 damage
      • Headshot Multiplier of 1.75x
      • This weapon has a tight spread in close quarters but is less effective at long range when compared to other Assault Rifles.
  • Drum Gun adjustments
  • Reduced Baller health from 200 to 150
    • The primary goal of the Baller is to provide fun and exciting mobility. We feel that it still has a little too much defensive agency – this change should reduce the effectiveness there while not impacting its strengths.
    • Reduced base damage from 26/27 to 22/23
      • Since its unvaulting, the Drum Gun effectiveness has been slightly higher than we wanted. This change should reduce its combat effectiveness while still retaining its flavor.
  • Vaulted Compact SMG
    • Due to the recent addition of the Drum Gun and the brand new Tactical Assault Rifle, we wanted to reduce the availability of high rate-of-fire weapons.

GAMEPLAY

  • Slipstream adjustments
    • Slipstreams no longer block building.
      • Trying to build up to get into a Slipstream should be an easy & intuitive experience. We noticed some cases where players would build up to the Slipstream, but due to build restrictions would take a ‘leap of faith’ and not make the jump. This should make getting into a Slipstream easier.
    • Players flying in a Slipstream will destroy player built objects when they collide.
    • Slipstreams are now disabled after storm phase 5.
      • We’ve seen a number of cases where Slipstreams caused issues during late game circles – primarily around getting pulled into the storm unexpectedly. Since the value of Slipstream mobility is limited in those scenarios, we felt it’s better to simply disable them.

PERFORMANCE

  • Improvements made to level streaming performance on all platforms.
    • This will reduce cases of buildings not loading in.
  • Physics optimizations to improve performance in conduits
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