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- Guided Launcher Does No Dmg Work
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Jul 31, 2018 Explosions now damage structures with no regard for Line of Sight. Guided Missile can also be controlled via keyboard using the default movement inputs. Scroll to the bottom of the page for a few handy tips to get you up and running with this revamped. Feb 07, 2014 This thread is about the laser guided missile used by the stealth and attack jets, not the one used by the scout helicopter. Update: Some new bugs: - get a hitmarker when a missile hits an enemy TOW launcher instead a kill, I don't think TOW launches have active protection - sometimes the second missile won't be loaded until the first missile is fired - the 30mm cannon in the AA tank has no.
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This article discusses content that has been put in the Vault. |
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This item has been made unavailable in order to adjust the game balance. It may return in the future. |
Damage Trap | |
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Details | |
Category | Battle Royale Items |
History | |
Introduced | Patch 1.6 |
Vaulted | 12.0 |
Damage Trap was an Uncommon item vaulted in Battle Royale but can still be found in Creative. In both gamemodes, it functions exactly the same. It combines the functions of the Spike Trap, Wall Dynamo, and Ceiling Zapper into a single trap that can be placed on any surface that accepts traps. When this trap is in placement mode, it will automatically swap between floors, walls, and ceilings depending on where it is placed.[1]
It is believed that the Damage Trap was vaulted at the beginning of Chapter 2 Season 2 because it was commonly used to kill player stuck in a box, which was very hard to avoid.
- 1Stats
Stats[edit | edit source]
Battle Royale[edit | edit source]
Damage Trap | |
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Details | |
Damage | 150 |
Reload Time | 5.0 |
Creative[edit | edit source]
Damage Trap | |
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Description | |
Retractable spikes that can be placed on almost all flat surfaces | |
Details | |
Use | Trap |
Customizable | No |
Hitpoints | Varies with placement[3] |
Damage | 140 |
History | |
Introduced | 1.6 |
Last Adjusted | 6.1 |
Availability[edit | edit source]
Damage Trap has a chance to appear among other utility items and consumables per loot sources in the following circumstances[2]
Class | Chest Loot | Floor Loot | Supply Drop | Supply Llama |
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Single Rarity | n/a | 75% | n/a | 75% |
Damage Trap has a chance to appear among all utility items and consumables in the following circumstances:
Rarity | Chest Loot | Floor Loot | Supply Drop | Supply Llama |
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Single Rarity | n/a | 2.93% | n/a | 75% |
The Damage trap was vaulted at the beginning of Chapter 2 Season 2 (v12.00 patch)
Strategy[edit | edit source]
- Traps can be placed on either floors, walls or ceilings. Traps can used in one of two ways: passively or actively.
- Passively: This method entails placing a traps on one of the aforementioned pieces and simply waiting for a player to trigger the trap.
- Actively: This method is far more difficult to pull off but is impressive when done successfully. It entails trapping the enemy in a box and then placing the trap down. It is more effective if stairs are also placed in the box to limit the enemy player’s movement thus making it harder for them to escape as well as easier to eliminate them.
Trivia[edit | edit source]
- If you are on something above or in front of a damage trap, it will not be triggered.
- The file for the former rarity still exists, only it is called, 'retractable wall spikes.'
Changes[edit | edit source]
6.10 Patch Notes (October 16, 2018)Bug Fixes- Fixed inconsistencies with the damage trap not triggering properly.
- Damage Trap
- Reduced trigger volume for floor Damage Trap to better match visuals and prevent triggering when standing on ledges above.
Guided Launcher Does No Dmg Work
Bug Fixes- Spike traps placed on a ceiling no longer damage players on the floor above.
- Trap Damage increased from 75 to 150
Guided Launcher Does No Dmg Download
Bug Fix- Traps no longer wait for the player built structure to finish building before triggering.
- Decreased Damage from 125 to 75.
- Reset Time decreased from 6 seconds to 5 seconds.
- Damage Trap added
Guided Launcher Does No Dmg Start
Notes[edit | edit source]
- ↑Small Shield Potion Update
- ↑https://db.fortnitetracker.com/weapons
- 3. This trap will only have the amount of hitpoints as the surface it is placed on.
Guided Launcher Does No Dmg Work
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Guided Launcher Does No Dmg Mean
Retrieved from 'https://fortnite.gamepedia.com/index.php?title=Damage_Trap&oldid=131841'
First off, here is what I have determined to be the average damage of a missile salvo:SRM-2 damage: 2.8 (min, 2; max, 4)
SRM-4 damage: 5.3 (min, 2; max, 8)
SRM-6 damage: 8 (min, 4; max, 12)
LRM-5 damage: 3.2 (min, 1; max, 5)
LRM-10 damage: 6.3 (min, 3; max, 10)
LRM-20 damage: 12.7 (min, 6; max, 20)
I calculated these based on the chances to roll damage, adding up the odds for each possibility. For example, the possibilities for an SRM-4 are:
2.8% 1 missile hit
38.9% 2 missiles hit
50% 3 missiles hit
8.3% 4 missiles hit
If these findings are correct, then consider an SRM-4 vs a Medium Laser:
SRM-4: 5.3 damage, 2 tons plus 1 for ammo, 1 crit plus 1 for ammo, 3 heat
Medium Laser: 5 damage, 1 ton, 1 crit, 3 heat
LRMs seem to fare much better. Compared to things like the ER PPC and ER Large Laser, they do their damage without much heat, and allow indirect fire as well.
I was looking at the Jenner and its variants, and how the missile launcher and its ammo cost 3 tons. Ammo can explode, and the ‘Mech runs hot as it is. Dropping that launcher for three more heat sinks would allow all 4 medium lasers to fire each turn with no heat cost. Even with base-tech, that’s infinite alpha-strikes.