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Fortnite v10.20 Update patch notes – Bubble Shield, Rift Beacon map changes, and more

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The latest patch update, v10.20, is now live across Xbox One, PlayStation 4, PC, Nintendo Switch, and mobile that include the new Bubble Shield, map changes, and more.

Fortnite’s tenth season of Battle Royale, Season X, has been moving along at a steady pace. Each week there is either a content or patch update that can include slight to significant changes to the game.

August 27’s v10.20 update launched at 4 am ET/1 am PT/9 am BST, with players immediately hopping in to check out the update.

Fans were previously alerted about the new Bubble Shield item on August 26 through Fortnite’s in-game news section. That item did arrive in Fortnite with the v10.20 update which acts as a barrier from explosives and projectiles.

More information became available on August 26 thanks to the Rift Beacon changing locations to outside the Truck ‘N’ Oasis truck stop in the desert.

Here’s everything you need to know about Fortnite’s v10.20 patch update.

Bubble Shield

The new item was briefly teased on August 26, and fans did not have to wait long to get their hands on the Bubble Shield.

Last week players were introduced to the throwable Junk Rift item, and we suspect the Bubble Shield will be used to help counter them along with BRUTEs.

The new item’s description reads: “This is a bubble that’s not easy to burst. Take cover under this dome that’s invulnerable to projectiles and explosives!”.

Rift Beacon changes the desert

There isn’t always a map change with every patch or content update, but v10.20 certainly isn’t short on delivering.

Thanks to the Rift Beacon moving to outside the Truck ‘N’ Oasis, the area is now a Borderland-inspired zone. Players who decide to visit ‘Pandora’ can build up their shield by not taking damage inside the Rift Zone.

This isn’t the first change the Rift Beacon has caused, with Neo Tilted transforming into Tilted Town and Mega Mall changing back into Retail Row.

You can check out the full patch notes for the v10.20 update below!

Fortnite V10.20 Patch Notes

Fortnite X Mayhem
Bring on the Mayhem. Cross the border into crazy and check out a Rift Zone based on Pandora. This collab also includes themed Challenges with free rewards, Psycho and Claptrap cosmetics, and more. Head over to our blog post or watch the video below to see all the mayhem available!

Shield Bubble
This is a bubble that’s not easy to burst. Take cover under this dome that’s invulnerable to projectiles and explosives!

10BR_ShieldBubble_Social.jpg

WEAPONS + ITEMS

  • Shield Bubble
    • Rare item.
    • Found from Floor Loot, Chests, Supply Drops, and Vending Machines.
    • Lasts for 30 seconds.
    • Creates a large bubble that blocks projectiles and explosives. However, players can still run through it.
      • Projectiles and explosives can be fired from inside the bubble but cannot go outside of it. 
      • The bubble’s emitter has 400 HP. Destroying it deactivates the bubble.
  • B.R.U.T.E.
    • The B.R.U.T.E.’s map icon will remain visible to all players after players board one. The icon will follow the vehicle as it moves.
      • This is to increase awareness of a B.R.U.T.E.’s presence and location to all players in the match.
    • The B.R.U.T.E. changes below were implemented between August 22-23.
      • Decreased the maximum amount of rockets fired by the B.R.U.T.E. in a single charge from 10 to 6.
      • Decreased the rate at which the rockets are fired from the B.R.U.T.E. by 56%.
      • The B.R.U.T.E. no longer grants materials to the driver and passenger when stomping or dashing through the environment.
      • Returned the explosion radius of B.R.U.T.E. missiles back to their original range.
        • We had decreased the explosion radius by 42% in the August 22 hotfix. This change in particular felt like an overswing, making it too difficult for the B.R.U.T.E to hit targets with less rockets and mobility. So on August 23 we brought the damage radius back (in core modes) to where it was before August 22. We’re continuing to closely evaluate the B.R.U.T.E. changes to make sure they align with our goals.
          • As of v10.20, these changes are now also in Arena & Tournament playlists.
      • Increased the dash cooldown from 3 seconds to 5 seconds.
      • Decreased the velocity gained from boosting while in air by 33%.
      • Adjusted the variability of spawn rates for storm phases 1, 2, and 3 in core modes. 
        • Note: These adjustments do not affect the spawn rates in Arena and Tournament playlists. You can find those spawn rates in the v10.10 Patch Notes.
        • Storm phase 1
          • Increased the maximum number of B.R.U.T.E. spawns from 5 to 6.
          • Reduced the chance for 0 B.R.U.T.E.s to spawn from 29% to 14.3%.
          • New spawn rates 
            • 14.3% chance to spawn 0.
            • 14.3% chance to spawn 1.
            • 14.3% chance to spawn 2.
            • 14.3% chance to spawn 3.
            • 14.3% chance to spawn 4.
            • 14.3% chance to spawn 5.
            • 14.3% chance to spawn 6.
          • Old spawn rates
            • 29% chance to spawn 0.
            • 14.3% chance to spawn 1.
            • 14.3% chance to spawn 2.
            • 14.3% chance to spawn 3.
            • 14.3% chance to spawn 4.
            • 14.3% chance to spawn 5.
        • Storm phase 2
          • Increased the maximum number of B.R.U.T.E. spawns from 3 to 5.
          • New spawn rates
            • 16.7% chance to spawn 0.
            • 16.7% chance to spawn 1.
            • 16.7% chance to spawn 2.
            • 16.7% chance to spawn 3.
            • 16.7% chance to spawn 4.
            • 16.7% chance to spawn 5.
          • Old spawn rates
            • 25% chance to spawn 0.
            • 25% chance to spawn 1.
            • 25% chance to spawn 2.
            • 25% chance to spawn 3.
        • Storm phase 3
          • New spawn rates
            • 25% chance to spawn 0
            • 25% chance to spawn 1
            • 25% chance to spawn 2
            • 25% chance to spawn 3
          • Old spawn rates
            • 33% chance to spawn 1
            • 33% chance to spawn 2
            • 33% chance to spawn 3
      • Decreased the material cost of using the gunner’s overshield from 200 to 75.
      • Increased the Health of the B.R.U.T.E from 1000 to 1250.
  • Junk Rift
    • The Junk Rift has been re-enabled in all modes.
  • Vaulted
    • Storm Flip
    • Drum Gun
    • Storm Scout Sniper Rifle

Bug Fixes

  • Fixed an issue in which the Junk Rift was not destroying B.R.U.T.E.s on impact.
  • Weapons and items received from Vending Machines no longer differ from the weapons and items displayed upon receiving them.
  • Fixed an issue in which Chug Splashes were able to be deployed quicker than intended.
  • The Combat Shotgun no longer becomes more inaccurate for a short period of time after players swap to it from a weapon best used while aiming down sights (such as Sniper Rifles).
  • Shockwaves now properly affect members of the Horde. 
  • Fixed an issue in which Small Shield Potions would not fill players’ Shield to 50 if it was at 49.
  • Fixed an issue in which Stink Bombs would do less damage to players using a B.R.U.T.E.
  • Gunners in a B.R.U.T.E. who aren’t accompanied by a driver will no longer have an obstructed view while in the volcano vortex. 
  • Hoverboards can no longer be ridden by a B.R.U.T.E.
  • The damage state of a B.R.U.T.E. now appears when players with a vehicle Wrap equipped enter a B.R.U.T.E. that was previously unoccupied. 
  • Reloading a B.R.U.T.E.’s shotgun no longer makes it unable to fire missiles.
  • Fixed an issue involving the B.R.U.T.E.’s air slam dealing more damage to Horde spawners than intended.
  • The self-destruct timer of a B.R.U.T.E. can no longer be paused. 
  • Switching seats in or exiting a B.R.U.T.E. while it is loading missiles no longer makes it unable to emote. 
  • Entering a B.R.U.T.E. no longer causes players to lose the ability to use weapons or items on exit.

GAMEPLAY

  • Pandora
    • At the oasis near Paradise Palms, a Rift Beacon has created the Pandora Rift Zone.
      • Part of the Fortnite X Mayhem collab.
      • This Rift Zone highly resembles the planet Pandora. However, it’s more than just a model; even the rules of the planet apply!
        • While at the Rift Zone, players will begin to generate Shield after 4 seconds of not taking damage.
      • Pandora will be available until September 10.
  • Tilted Town
    • Added traversable paths that connect the town to the surrounding hills. 
      • This is to improve the experience in late-game circles that take place at Tilted Town.
  • Increased the time between subsequent Turbo Build placements from 0.05 seconds to 0.15.
    • The first placement of a structure using Turbo Build remains the same.
  • Moving Storm
    • Safezones will no longer move while shrinking in the later phases of a match.
    • Note: This change does not affect Arena and Tournament playlists.
    • This change was implemented on August 23.

Bug Fixes

  • Going inside the Tilted Town Rift Zone while using a B.R.U.T.E. no longer causes the screen filter and no-building effect to remain after leaving the Rift Zone.
  • Getting knocked out of a B.R.U.T.E. no longer causes players to enter an unintended Down But Not Out state in which they’re able to walk/run and unable to be revived.
  • Fixed an issue in which members of the Horde would not attack players in a B.R.U.T.E.
  • Damaging a B.R.U.T.E. no longer counts towards the Storm Surge damage threshold.
  • Players inside indestructible buildings can no longer be damaged by a Junk Rift.
  • Destroying a Chest or ammo container by destroying the object it is placed on will now open it.

ART + ANIMATION

Bug Fixes

  • Fixed an issue in which Catalyst’s left arm would clip through multiple backpacks in the lobby while idle.
  • The Y0ND3R Outfit and EQ Wrap now animate correctly on PlayStation 4.
  • Boarding a B.R.U.T.E. inside the Tilted Town Rift Zone and then exiting the Rift Zone while in the B.R.U.T.E. no longer causes the player’s Outfit to be unable to return to the equipped Outfit.

AUDIO

  • Adjusted the shape of the Junk Rift’s audio attenuation from a sphere to a capsule.
    • This is to make Junk Rift objects more audible when spawned up high. 
  • Reduced the volume of the Minigun’s overheat audio.

Bug Fixes

  • The Frag Grenade’s fuse sound no longer occurs as it is thrown.
  • The Battle Bus’ audio no longer plays from the wrong location on Starter Island.
  • Fixed an issue in which the spawn sound effects of Junk Rift objects would not play if the thrown projectile hit a player.

UI

Bug Fixes

  • Fixed an issue involving players being unable to see Challenges upon logging in for the first time during Season X.
  • The input UI for the B.R.U.T.E.’s gunner mode no longer displays the wrong inputs for players using a controller.
  • Fixed an issue in which the player icon wouldn’t update properly while players have their Locker Outfit set to Random.
  • A rounding error no longer occurs in the Health and Shield meters after applying Bandages or Small Shields. 
  • Fixed an issue that caused the Social Panel to show an incorrect set of Team Members.

REPLAY

  • Local replays now have the same HUD as that of server/broadcast replays.
  • After a player is eliminated in a replay, the camera will now follow their teammates or the player who eliminated them.
  • Reordered and slightly modified the replay HUD controls. 
    • As part of this, the button used to access the player list has been removed. However, players can still access the player list using the map screen.
  • On August 20, we disabled server streaming replays on PlayStation 4 and Xbox One to improve stability and address performance issues. 

Bug Fixes

  • Fixed an issue in which some of the smaller Junk Rift objects would not be hidden in replay rewinds after hitting the ground.
  • Thrown Junk Rift projectiles no longer duplicate in replays.
  • Junk Rift objects hitting the ground in replays no longer causes assets to appear.
  • Fixed an issue involving the Junk Rift’s audio effects not occurring in replays.

MOBILE

  • iOS will now optimize content during players’ first run of the game after patching. This will help reduce hitching and load times when waiting for the Battle Bus to leave.
  • 60FPS support has been re-enabled for iPhone 8. 
  • Updated the images that appear on-screen during the patching process.

Bug Fixes

  • Playlist tiles, “New” tiles, and Event page tiles will now display the correct images. 
  • Fixed collision issues between characters and some cosmetics.
  • Fixed an audio issue when using the B.R.U.T.E on Android.
  • Backing out of cinematics no longer causes a black screen.
  • The font alignment has been corrected in the Challenges menu.
  • Fixed an issue in which ammo belts would float while players were in a B.R.U.T.E.
  • Fixed an issue in which Autofire was active against some vehicles.
  • Added Score Manager device. 
    • This device provides score to the player that activates it. It can only be activated via its receivers – it cannot be interacted with directly by players.
    • Score Value
      • Determines the amount of score awarded the first time the device is activated during a game.
        • -200, -100, -50 , -35, -20, -15, -10, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 10, 15, 20, 35, 50, 100, 200 (Default: 0).
    • Score Award Type: Determines what effect the device has on the activating player’s score.
      • Add, Subtract, Set, None (Default: Add). 
        • Add and Subtract – Adjust the player’s current score.
        • Set – Forces the player’s current score to the required amount, ignoring any existing score.
        • None – does not change the player’s current score, making the device a counter.
    • Team
      • Any, 1-16 (Default: Any).
    • Times Can Trigger
      • Determines how many times the device can be triggered before it stops responding.  This value can still be reset via the Reset When Receiving From receiver even after the limit has been reached.
        • Infinite, 1-10 (Default: Infinite).
    • Score Increment
      • Each subsequent time the device is triggered after the first, the amount of score to be awarded will be adjusted by this amount.  This can be utilized to create increasing or decreasing reward structures.
        • -200, -100, -50 , -35, -20, -15, -10, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 10, 15, 20, 35, 50, 100, 200 (Default: 0).
    • Minimum Score
      • This determines the minimum value that the score award can be reduced to by the Score Increment option. The actual score awarded will never be less than this value, even if the initial Score Value begins lower.
        • -999, -500, -400, -300, -200, -100, -50 , -35, -20, -15, -10, -5, -3, -2, -1, 0, 1, 2, 3, 5, 10, 15, 20, 35, 50, 100, 200 (Default: -999).
    • Maximum Score
      • This determines the maximum value that the score award can be raised to by the Score Increment option.  The actual score awarded will never be greater than this value, even if the initial Score Value begins higher.
        • -200, -100, -50 , -35, -20, -15, -10, -5, -3, -2, -1, 0, 1, 2, 3, 5, 10, 15, 20, 35, 50, 100, 200, 300, 400, 500, 999 (Default: 999).
    • Enabled: Determines when the device is enabled. When Disabled, the device cannot be activated by its receivers.
      • Disabled, Enabled, Warmup Only, Gameplay Only (Default: Enabled).
    • Visible In Game: Off, On (Default: Off).
    • Transmit On Score
      • When the device awards this amount of score it will transmit.
        • -200, -100, -50 , -35, -20, -15, -10, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 10, 15, 20, 35, 50, 100, 200 (Default: 0).
    • Receivers:
      • Activate When Receiving From: Awards score to the activating player when receiving a signal on the selected channel.
        • No Channel, 1-32 (Default: No Channel).
      • Enable When Receiving From
        • No Channel, 1-32 (Default: No Channel). 
      • Disable When Receiving From
        • No Channel, 1-32 (Default: No Channel).
      • Reset When Receiving From
        • On receiving a signal from the selected channel, the device will be Enabled, the score award value will be reset to the value specified in the Score Value option and the number of times triggered will be reset to 0.
          • No Channel, 1-32 (Default: No Channel).
      • Increment When Receiving From
        • Causes the current score award value to be adjusted by the Score Increment value without actually awarding any score to the activating player.
          • No Channel, 1-32 (Default: No Channel).
    • Transmitters:
      • On Max Triggers Transmit To
        • When the device has been triggered the number of times specified by the Times Can Trigger option, send a signal on the selected channel.
          • No Channel, 1-32 (Default: No Channel).
      • On Score Output Transmit To
        • When the score specified in Transmit on Score is awarded to a player, send a signal on the selected channel.
          • No Channel, 1-32 (Default: No Channel).
  • Added Speaker Device. 
    • Plays audio to everyone nearby when triggered. 
    • Speaker Audio: Selects which audio sample to play.
      • Off, Accent A, Accent B, Accent C, Bump A, Bump B, End A, End B, Failure A, Failure B, Flashback, Game Over, Magic, Mystery A, Mystery B, Mystery C, Neutral, Positive, Reward A, Reward B, Scare A, Scare B, Success A, Success B, Success C, Surprise A, Surprise B, Threat, Transition A, Transition B, Unlock, Wash (Default: Accent A).
    • Volume: Very Low, Low, Medium, Loud, Very Loud (Default: Medium).
    • Attenuation: Determines how far the sound will travel.
      • Close, Medium, Far, Very Far, Island (Default: Medium). Island – the sound can be heard anywhere on the map.
    • Retrigger Behaviour: Determines what should happen if the device is triggered again while a sound is already playing.
      • Ignore, Restart (Default: Ignore).
    • Enabled: Determines when the device is enabled. When Disabled, the device cannot be activated by its receivers.
      • Disabled, Enabled, Warmup Only, Gameplay Only (Default: Enabled). 
    • Activate on Hit: Selects whether the device can be activated by applying damage to it.
      • Yes, No (Default: Yes). 
    • Visible In Game: Off, On (Default: Off). 
    • Receivers:
      • Activate When Receiving From: No Channel, 1-32 (Default: No Channel). 
      • Enable When Receiving From: No Channel, 1-32 (Default: No Channel).
      • Disable When Receiving From: No Channel, 1-32 (Default: No Channel). 
  • Added HUD Message Device.
    • This device allows you to send text messages to players through the HUD in a variety of styles.  Messages can be timed or activated via triggers and receivers. Only one message can be on-screen at a time, regardless of placement.
    • Message
      • Text box with 80 character limit.
    • Team
      • All, 1-16 (Default: All).
    • Time From Round Start
      • The message will be displayed after the specified amount of time has elapsed since game start.
        • Off, 1-10 seconds, 15 seconds, 20 seconds, 25 seconds, 30 seconds, 40 seconds, 50 Seconds; 1 minute, 2 minutes, 3 minutes, 4 minutes, 5 minutes (Default: 10 seconds).
    • Display Time
      • Determines how long the message will remain on-screen.
        • 1-5 seconds, 10 seconds, 15 seconds, 20 seconds, 25 seconds, 30 seconds, 40 seconds, 50 seconds, 60 seconds, Permanent (Default: 5 seconds).
    • Text Style
      • Default, Small, Large, Bold, Extra Large, Blue, Bold Blue, Orange, Bold Orange, Red, Red Outline (Default: Default).
    • Message Type
      • Determines the importance level of the message.  Default messages will queue behind other messages.  Critical messages will be displayed immediately.
        • Default, Critical (Default: Default).
    • Play Sound
      • On, Off (Default: On).
    • Placement
      • Selects the area of the screen in which the message will be displayed.
        • Bottom Center, Top Center, Center Right (Default: Bottom Center).
    • Visibility During Game
      • Visible, Hidden (Default: Hidden).
    • Receivers
      • Show When Receiving From: No Channel, 1-32 (Default: No Channel).
      • Hide When Receiving From: No Channel, 1-32 (Default: No Channel).
  • Made a number of changes to the Advanced Storm Controller device.
    • Overall we have tried to simplify the use of the Advanced Storm Controller and Advanced Storm Beacons to make it easier to generate custom storms.
    • Added Generate Storm on Game Start
      • Should the Storm start as soon as the game begins?
        • Yes, No (Default: Yes).
    • Added Generate Storm When Receiving From
      • Generates the Storm on receiving a signal from the selected channel.
        • No Channel, 1-32 (Default: No Channel).
    • Added Destroy Storm When Receiving From
      • Disables the Storm controller, removing the Storm immediately on receiving a signal from the selected channel.
        • No Channel, 1-32 (Default: No Channel). 
    • Added When Phase Ended Transmit On
      • Sends a signal on the selected channel at the end of each Storm phase.
        • No Channel, 1-32 (Default: No Channel).
    • Removed Starting Phase and Late Phases Move options – These caused confusion when being used with the Storm Beacons. Intent is that Storm Beacons will be used to configure late Storm phases.
  • Made a number of changes to the Advanced Storm Beacon device.
    • Removed “Don’t Override” value from all options – all values must now be specifically set and defaults have been added. This was done to reduce confusion on how Storm Beacons worked with the Storm Device.
    • Removed “None” value from the Movement Behavior option.
      • Choose if the Storm will move to this Beacon or randomly.
    • Added additional value to End Radius option: 0m.
  • Added new option to Item Spawner, Item Spawn Plate and Capture Item Spawner devices.
    • When Item Picked Up Transmit On
      • No Channel, 1-32 (Default: No Channel).
  • Added additional values to Duration option for Timer device
    • 6 minutes, 7 minutes, 8 minutes, 9 minutes, 11 minutes, 12 minutes, 13 minutes, 14 minutes.
  • Added a number of options to the Radio device.
    • Play During Pregame: No, Yes (Default: No).
    • Play During Warmup: No, Yes (Default: No).
    • Play During Gameplay: No, Yes (Default: No).
    • Play During Round End: No, Yes (Default: No).
    • Play During Game End: No, Yes (Default: No).
    • Play When Receiving From: No Channel, 1-32 (Default: No Channel).
    • Stop When Receiving From: No Channel, 1-32 (Default: No Channel).
  • Added a number of options to the Explosive Device.
    • Visible During Game: On, Off (Default: On).
    • Collision During Game: On, Off (Default: On).
    • Collide Against: All, Only Weapons (Default: All).
    • When Exploded Transmit On: No Channel, 1-32 (Default: No Channel).
    • Turn On Visibility When Receiving From: No Channel, 1-32 (Default: No Channel).
    • Turn Off Visibility When Receiving From: No Channel, 1-32 (Default: No Channel).
    • Added additional values to Time to Detonation from Game Start option: 11 minutes, 13 minutes, 14 minutes.
  • Added options to the Team Settings & Inventory device.
    • End Round When Received From: Ends the current round with this team being the winner.
    • When Team is Eliminated Transmit On: Transmits when the team associated with this team settings device is eliminated. 
  • Removed option from the Objective Device.
    • Collision During Game: When Visible
      • This was causing networking performance issues.

Bug Fixes

  • Settings on certain devices on Xbox One now save correctly (including Player Spawn, Billboard and Explosive Device).
  • Fixed an issue where Billboard device memory cost increased to 200.
  • The Speed Boost device now affects the B.R.U.T.E.
  • Initial storm phase will now spawn at the Advanced Storm Controller device location.
  • Fixed an issue where the Storm Controllers’ Generate Storm When Receiving From options would reset existing storms.
  • Ambient sound effects from the Advanced Storm Beacon device are no longer audible during games.
  • Players will not be able to use weapons after respawning inside an active Weapon-Free Zone.
  • Fixed an issue where Collectibles would block interaction with other actors when nearby.
  • Barrier device frames no longer show up while far away from players. 
  • Barrier devices will now block players in the pre-game lobby.
  • Fixed an issue where the Team Settings & Inventory device would incorrectly send a team elimination signal when the team wasn’t eliminated.
  • The Retro camera filter renders properly on PlayStation 4 or Xbox One, as well as other rendering artifacts on mobile devices.
  • The Creature Spawner will display descriptions when cycling through customization options.

UI + SOCIAL

  • Building quick bar will now be hidden and building hotkeys disabled if Allow Building option in the Game Settings menu is set to Off.
  • Added “Duplicate” button to the Game Creation menu to allow players to create a quick duplicate of an existing island.

Bug Fixes

  • The screen will not black out when using the B.R.U.T.E. after having been eliminated.
  • Fixed an issue with the score widget in the HUD not tracking player/team standings correctly.
  • Text fields can now be selected on Playstation 4 and Switch.
  • Fixed the Creative-mode scoreboard menu in replays to show the buttons to close it or leave the match.

Be sure to check out Epic’s official Fortnite Trello board where you can keep track of top community issues, bugs, and more.

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Best Controller settings for Fortnite Chapter 3 Season 1

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Fortnite Frostbyte loading screen

If you’re looking to take your game to the next level, then you need to make sure you have the best controller settings for Fortnite Chapter 3 Season 1.

To be on top of your game, you need the best Fortnite settings. The default settings Fortnite starts players with won’t cut it. In order to maximize performance, you need to optimize every setting.

Approaching Fortnite’s settings menu alone can be daunting. There’s plenty of options to choose from which can get confusing. But we are here to show you the best Controller settings for Fortnite Chapter 3.

Best Fortnite Controller Settings

Fortnite game settings tab

Fortnite Game Settings Tab

The “Game” Settings tab is the second tab in the settings menu. It is indicated by a cogwheel.

Movement

  • Toggle Sprint – Off
  • Sprint By Default – On
  • Sprint Cancels Reloading – Off
  • Auto Open Doors – Off

Combat

  • Hold to Swap Pickup – Off
  • Toggle Targeting – Off
  • Mark Dnager when Targeting – On
  • Auto Pick Up Weapons – Off
  • Preffered Item Slots – Personal Preference
  • Auto Sort Consumables to RIght – Off

Building

  • Reset Building Choice – Off
  • Disable Pre-Edit Option – Off
  • Turbo Buidling – On
  • Confirm Edit on Release – On

Tutorial

  • Contectual Tips – On

Extra Game Options

Tap to Search/Interact – On

Fortnite Controller Options Tab

fortnite controller options settings tab

You don’t need to worry about the two tabs in-between “Game” and “Controller Options”. The controller settings are indicated by a controller icon.

Input

  • Controller Auto-Run – On
  • Buil Immediately (Builder Pro) – On
  • Edit Hold Time – 0.100 Sec
  • Vibration – Off

Sensitivity

  • Build Mode Sensitivity Multiplier – 1.6x
  • Edit Mode Sensitivity Multiplier – 1.7x
  • Use Advanced Options – On

Advanced Look Sensitivity

  • Look Horizontal Speed – 50%
  • Look Vertical Speed – 60%
  • Turning Horizontal Boost – 0%
  • Turning Vertical Boost – 0%
  • Boost Ramp Time – 0%
  • Instant Boost When Building – On

Advanced ADS Sensitivity

  • ADS Look Horizontal Speed – 17%
  • Look Vertical Speed – 17%
  • ADS Turning Horizontal Boost – 0%
  • Turning Vertical Boost – 0%
  • ADS Turning Boost Ramp Time – 0%

Advanced Sensitivity

  • Look Dampening Time – 0.20 Seconds
  • Look Input Curve – Exponential
  • Aim Assist Strength – 100%

Controller Deadzone

  • Left Stick – 6%
  • Right Stick 6%

Adaptive Trigger (PS5 Only)

  • Enable Adaptive Trigger – Off
  • Use Effect For Press – Off

Button Layout Tab

The Button Layout Tab is the last tab you will need to fiddle with, and there isn’t much to it. Set your controller configuration to Builder Pro. You won’t need to change any of the buttons unless you personally prefer otherwise.

Fortnite controller settings tab

And that’s everything you need to change to have the best Fortnite controller settings. They will take some getting used to at first, but the increased sensitivity will definitely improve your reaction time.

For more Fortnite, check out how to use the Visualize Sound Effects setting, and stay tuned for more news and guides.

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The 5 most hated skins in Fortnite

The Fortnite community is no fan of these skins.

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Fortnite skins have taken on a life of their own since the game came out. Back in the early days, we couldn’t imagine spending money on a free game. Now, hundreds of dollars later, we’re still padding our lockers as collectors of in-game cosmetics.

Some skins tell a lot about the player wearing them. A Peely? They’re just trying to goof around and have some fun. A Dynamo? Sweat is probably pouring onto their keyboard at all times.

Today, we’re taking a look at the most hated skins in Fortnite – the skins that elicit an immediate reaction from opponents. You better be ready for some backlash if you post a clip while wearing one of these skins.

5. Female Soccer Skins

Female Soccer Skins have been hated ever since they first came out. This might have been the first “sweaty” skin to come to Fortnite, and it remains in the category to this day. However, it’s been made available in the Item Shop quite frequently so everyone from sweats to casuals owns it.

“Soccer skin” means more than just the skin that someone is wearing, at this point. It’s a term that longtime Fortnite players will likely remember for the rest of their gaming careers. However, because of its frequent item shop appearances, it’s last on the list.

fortnite soccer celebration
Via: Epic Games

4. Custom Superhero Skins

These skins have cause quite a stir with players and have disrupted the competitive scene on more than one occasion. The actual name of these skins is Boundless, and they are among the most customizable skins in the game. Many players bought them for their versatility at first, but they were quickly abused by competitive players.

Players could set their skins to have an all-black or all-white color scheme which would make them harder to see. These color combos were banned from the game, but players still found a way to make their skins harder to see. This lead to these sweaty skins being banned outright in all competitive play.

3. Anime Skins

This category of skins is pretty new since “anime” skins were introduced in Chapter 2 Season 5. A bundle of anime skins was also released during Season 6 which contains some of the sweatiest and most hated Fortnite Skins.

Chigusa, Megumi, and Yuki are part of the Cyber Infiltration bundle, and Lexa was given to players who reached a certain level of the Season 5 Battle Pass. For some reason, players hate these cell-shaded skins and would rather face off against Soccer Skins.

2. Surf Witch

When we asked Twitter which skins they hated the most, a large number of responses included Surf Witch. It seems this skin is hated because it’s used by “sweats” and also because of its lackluster design.

Surf Witch’s design isn’t much different from many of the other female skins. In fact, she has a very similar design to Haze, a preexisting skin. Many players think that Surf Witch is a cheap rip off of Haze, and their hate is derived from their similarities.

1. Dynamo

Dynamo is – by far – the most hated skin in Fortnite, at the moment. If you post a clip while wearing the Dynamo skin, you’re guaranteed to see the bulk of your replies consist of something along the lines of, “Dynamo, ew.”

We’re not exactly sure why Dynamo has its status as the most hated skin in Fortnite. Perhaps, it’s because Dynamo a very sweaty skin that isn’t difficult to get. Unlike Crystal and Aura, a lot of players think Dynamo is, simply, a bad skin on top of the fact that it’s incredibly sweaty.

Whatever the reason, wearing a Dynamo skin puts a target on your back. If you hit the island wearing Dynamo, then you better be as good as the skin suggests you are.

Epic Games

Does this list mean that you shouldn’t be wearing these skins in Fortnite? Absolutely not. In fact, a lot of players like playing the role of an antagonist in all sorts of games. It can be fun. Wear whatever you want – these are just some of the skins that are in the community’s crosshairs at the moment. We’re sure that it will change in the future. Wear what you want and have fun!

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How to get Fortnite Inflate-A-Bulls and how to use them

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Fortnite Inflate-A-Bull

Epic Games have added another disguise to Fortnite Season 8 following the v17.10 update, and they’re called Inflate-A-Bulls.

If you ever wanted to tip-toe around the Fortnite world hidden in a cow costume, well, now is your chance!

On July 13, 2021, Epic posted a new update on their official live blog, confirming the Inflate-A-Bull has been added to the game.

Now, you’re going to need to know how to use it, and where to find them – because they look like a lot of fun.

How to use Fortnite Inflate-A-Bull

Fortnite Inflate-A-Bulls can be attached to your back and can be – shock horror – inflated to bounce or roll away from dangerous scenarios.

Essentially, they may save your life during close gunfights.

Quick tips!

Even if a player shoots your way and pops the inflatable, you will be protected from the damage.

Epic have also released a quick tip for players to follow as well, to get the most out of this strange disguise. They posted: “Tip: Rolling downhill with an Inflate-A-Bull is a LOT faster than just running downhill”.

Where to find Fortnite Inflate-A-Bull

These pesky disguises can be found in two ways: IO Chests and normal Chests.

Guarantee yourself one of these items at this location, where Rick Sanchez will wait for you.

However, there is one NPC on the Fortnite island selling these as well – Rick Sanchez. For those who don’t know, Sanchez can be found at the IO Base east of Weeping Woods (seen above).

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