Devil May Cry 5 Guide: Tips To Get SSS Rank With Dante, Nero, and V

There’s something especially satisfying about pulling off a combo that gets you into the SSS ranking in Devil May Cry 5. Featuring a trio of badass devil hunters–returning favorites Dante and Nero, as well as newcomer V–you’ll realize that they each bring a dazzling set of skills that show off a remarkable sense of style and energy in a fight. But there’s a lot more to slaying demons than simply firing your gun or swinging your oversized, engine-powered sword. As an action game that possesses the depth of complex fighting games, you’ll need to learn and understand the subtle mechanics and nuances of its main cast in order to leave an impression on Devil May Cry 5’s enemies.

In this guide, we’re giving you the rundown on Devil May Cry 5’s key players. Whether it’s using Dante’s massive arsenal of weapons, deciding on which of Nero’s Devil Breakers to bring into a mission, or how best to utilize V’s demonic familiars–DMC5 presents you with a lot of options, and you’ll often need to decide how best to take advantage of the tools the game presents you.

Though you can get a lot of mileage out of the game’s training mode, known as The Void, you’ll eventually have to dive head-first into combat and put those skills to the test in an actual mission. If you’re willing to take the time and learn how each character functions, you’ll be able to get the elusive SSS ranking in no time. Below you can find links to our guides on each of the main players in DMC5 and how to best use their skills in battle. Though, be sure to watch the gameplay video above to see what SSS rank combat looks like for each character.

If you want more info about Devil May Cry 5, be sure to check out the full review along with our guides on how to find all the Secret Missions, and how to unlock the game’s special ending.

Nero

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As one of the more accessible characters, the charismatic and scrappy Nero features a moveset that carries over a number of returning mechanics from DMC4, which includes his familiar long-range grapple moves. With a skill-set that emphasizes timing and charging up attacks, Nero’s playstyle is all about creating opportunities and executing primed up attacks with his Red Queen sword, Blue Rose revolver, and Devil Breakers. Devil Breakers are Nero’s newest weapon, allowing him to bring in a customizable set of special arms into battle. This new mechanic can alter his normal attacks and introduce some exciting moves that can slow down time or give him additional projectile attacks.

[Nero Guide: Tips To Get SSS Rank As This Hot-Headed Brawler]

V

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V is essentially DMC5’s glass cannon. Though frail and weak in appearance, this demon hunter possesses impressive powers and relies on his demonic familiars–the shape-shifting panther Shadow, demonic bird Griffon, and giant golem Nightmare–to do damage for him. With V’s demons, you can perform all manner of complex combos and juggles, but you’re generally standing away from combat waiting to inflict a final blow.

[V Guide: Tips To Get SSS Rank As This Ranged Fighter]

Dante

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As the last character to unlock during the main story, the legendary devil hunter Dante may feel like you’re biting off more than you can chew. While mechanically he’s similar to his version in DMC4, the pacing in DMC5 and the number of tools he has at his disposal is a big shift from the previous game, which can make getting a handle of his combat style feel a bit daunting. Simply put, Dante is the most advanced character in the game. In addition to an expansive arsenal of melee weapons and firearms that each have their own functions and mechanics, the legendary devil hunter also has four unique combat styles that introduce new moves and enhance his combat loadout.

[Dante Guide: Tips To Get SSS Rank As This Stylish Hunter]

Halo: The Master Chief Collection Is Coming To PC, Each Game To Be Sold Separately

Confirming rumors, Microsoft officially announced Halo: The Master Chief Collection will be coming to PC later this year. Microsoft says the PC edition was “built specifically for the PC audience,” but it remains to be seen what kind of PC-specific features are being implemented.

Microsoft did confirm that Halo: MCC for PC will contain campaign and multiplayer support, so it sounds very similar to the Xbox One edition. However, whether or not there is cross-play support is unknown. Also unclear is if people who already bought the Xbox One edition will get the PC edition at no cost like Xbox Play Anywhere titles.

In a statement, 343 said it was “critical” to ensure that Halo: MCC for PC is a “first class” experience that doesn’t suffer from the same kind of issues that the Xbox One edition did.

“The team is passionately committed to ensuring that all of the features, bells, and whistles expected in a modern PC title are included with MCC,” 343 said.

To that end, Microsoft is adopting a unique release schedule for Halo: MCC on PC. Each title within the game will be released one by one. According to 343, this will allow the studio to ensure that “each one is right, while giving players a chance to jump in right away, rather than having to wait for the entire suite of games to be completed.”

This process will begin with Halo: Reach with the ensuing releases following in chronological order–Halo: Combat Evolved, Halo 2, Halo 3, Halo 3: ODST (campaign only), and Halo 4.

Each title will be sold separately. For Halo: Reach specifically, players will get campaign, multiplayer, and Firefight, though it’s not immediately clear if these are combined into one purchase or each sold separately. Microsoft’s announcement blog post doesn’t confirm if Halo 1 and Halo 2 are releasing on PC as Anniversary editions (featuring better graphics and other improvements) or as their standard editions.

Microsoft said it will share many more details about Halo: MCC in the time ahead, so keep checking back for more. 343 is working on the PC edition alongside outside studios Splash Damage and Ruffian.

Halo: MCC for PC will be available through the Microsoft Store and Steam, though pricing for each title was not announced. Whatever the case, 343 said each game within Halo: MCC for PC will “evolve and grow over time with community input.”

The collection originally launched on Xbox One back in November 2014, and the initial launch did not go so well with the game suffering from serious server issues. Those problems have been fixed, and the game is in much better shape today, and Microsoft continues to update the title on a regular basis as it also works on the brand-new Halo game, Halo Infinite.

Halo: MCC on Xbox One includes Halo: Combat Evolved Anniversary and Halo 2 Anniversary, as well as Halo 3 and Halo 4. Halo 3: ODST was later added to the package as a measure of thanks to the community for sticking with the game amid its issues.

Halo: MCC coming to PC is a big deal. While Halo: Combat Evolved and Halo 2 were released on PC, subsequent titles never were. Microsoft previously acknowledged that fans want to see more Halo games for PC, and this move–along with Halo Infinite being confirmed for PC–seems to be a strong signal that Halo once again has a home outside of Xbox.

Halo: The Master Chief Collection Adding Halo: Reach, Including Firefight Mode

Halo: The Master Chief Collection continues to grow. Microsoft announced today during its Inside Xbox broadcast that Halo: Reach will be added to the package in the near future.

Originally released in 2010, Halo: Reach is the final Halo game developed by Bungie after it handed off the franchise to Microsoft and its new developer, 343 Industries. A prequel to Halo: Combat Evolved, Halo: Reach tells a stirring story that ends on a dark note. The game puts you into the space marine boots of Spartan Six, not Master Chief.

Halo: Reach’s multiplayer content, as well as Forge and Theatre, will be added to Halo: MCC on Xbox One at no extra cost. However, the game’s campaign and fan-favourite Firefight multiplayer mode are coming together in a paid package. If you’re an Xbox Game Pass member, however, you’ll get “the entirety of Halo: Reach” without paying extra.

Halo: Reach becomes the second game added to Halo: MCC, following Halo 3: ODST that was added in 2015 as an effort on 343’s part to make up for the game’s launch struggles.

Microsoft also announced that Halo: MCC is coming to PC, with each title in the collection launching one by one. Unlike on Xbox One, Reach will be offered as one package on PC and will be the first MCC game available as part of its rollout on the platform.

After Halo: Reach is added, Halo: The Master Chief Collection will include all but one of the mainline Halo FPS games. Only the Xbox One game Halo 5: Guardians is not in the package. That game, like Halo: The Master Chief Collection, is included with Xbox Game Pass.

Devil May Cry 5 Dante Guide: Tips To Get SSS Rank As This Stylish Hunter

Nothing beats the exhilaration of performing an SSS rank combo in Devil May Cry 5. But if you want to experience these emotional highs, your technique needs to be on point. As an action game, DMC5 is filled to the brim with complex mechanics that takes practice to master.

As Dante, you utilize his arsenal of weapons and multiple fighting styles to perform all manner of combos. When playing him, you have to strike a balance at being flexible, while also being relentless in your approach. In this guide, we give you the basics of how to play this tenured demon hunter, as well as offer some tips on how to achieve an SSS rank. For visual reference, watch the video above to see what SSS rank Dante combat looks like in action.

If you want more info about Devil May Cry 5, be sure to check out the full review along with our guides on how to find all the Secret Missions, and how to unlock the game’s special ending.

Overview

As the last character to unlock during the main story, the legendary devil hunter Dante may feel like you’re biting off more than you can chew. While mechanically he’s similar to his version in DMC4, the pacing in DMC5 and the number of tools he has at his disposal is a big shift from the previous game, which can make getting a handle of his combat style feel a bit daunting. Simply put, Dante is the most advanced character in the game. In addition to an expansive arsenal of melee weapons and firearms that each have their own functions and mechanics, the legendary devil hunter also has four unique combat styles that introduce new moves and enhance his combat loadout.

It’s a bit overwhelming coming to grips with Dante since he doesn’t like to keep things subtle when he swings his sword or fires off his pistols–everything he does carries considerable force and an exceeding amount of flair behind it. However, what really sets Dante apart from Nero and V is the amount of customization you can apply to his arsenal. Though you can equip him with up to four melee weapons and guns at once–that’s eight weapons in total that can be swapped freely during combat–you can whittle it down to something a bit more manageable.

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Dante’s signature ability is his Devil Trigger, which greatly amplifies his attack power and combo potential. When activated, Dante will slowly regenerate any lost health and dish out significantly increased damage. Some of his key combat skills change slightly too, which can mean all the difference. For instance, using Dante’s signature Stinger attack allows him to pierce through the enemy–even damage nearby foes in the process. But even when he’s not in Devil Trigger, Dante’s attacks tend to focus on dishing out massive amounts of raw attack power in a short time–making him a particularly fun character to play.

The Styles

Dante truly shines with his four combat styles: the swordmaster, gunslinger, trickster, and royal guard. You’re able to switch between these four different stances and change his flow and mechanics. The Swordmaster style amplifies all of his melee weapons, adding a special move that’s not available in the other styles–such as the Sparda sword’s prop shredder and roundtrip moves. The Gunslinger stance boosts the attack power of each firearm, while also giving them some added buffs and traits. Trickster style gives Dante added mobility, allowing him to air-dodge, teleport, and pull off some fast moves that make him extremely mobile on the ground and in the air.

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The final style is known as the Royal Guard, and it’s by far the most challenging to master. Though it doesn’t possess the number of moves and enhancements that the Gunslinger or Swordmaster have, this style allows Dante to parry almost every attack from enemies, and strike back with energy stored up from any successful block. If you’re feeling especially brave, it’s even possible to clear an entire mission with Dante using only the abilities of the Royal Guard. While you’re certainly free to stick with a particular style you like, Dante’s true potential shines when he’s constantly switching between them. It can be especially satisfying pulling of some successful launchers in Swordmaster style, and then immediately following up by teleporting to airborne foes in Trickster, and then finishing them off in the air with the Gunslinger’s rainstorm skill.

Combat Techniques

First off, you’re going to need to get comfortable with Dante’s weapons and styles. Given the number of weapons he has in his arsenal, you may feel inclined to stick with a mostly standard set-up. While you can pull off some spectacular combos with just the basics, Dante’s combat chic is all about variety, and you’re much better off in the long run experimenting with different weapons and styles. One of Dante’s most effective starting weapons is the Balrog gauntlets. Allowing you to switch off between two different modes focusing on kicks and punches, this weapon has a surprisingly deep set of skills. It even includes a useful dodge mechanic known as the Dempsey Roll, allowing Dante to effortlessly dodge enemy strikes with side-steps, and immediately follow up with a critical strike.

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Some of Dante’s most effective weapons deal multiple hits within a single strike. The Cavaliere motorcycle, one of the game’s most bizarre weapons, especially excels at this. With the standard combo, you can hold the attack button to have Dante press down each strike, letting the bladed wheels grind into the enemy. These are incredibly effective against armored foes, and breaking their defense can score a large boost to your style ranking.

One of the best ways to attain the elusive SSS rank with Dante is to constantly switch up your weapons and tactics, while also staying on the move. The ability to swap between his loadout and styles is Dante’s greatest asset, and if you stick with one style or weapon for too long, your ranking will suffer. A strategy to use for attacking with Dante is start off with a basic combo with one weapon, and switch over to another once that particular combo chain ends. With the Devil Trigger active as well, Dante can become a serious force on the battlefield.

Microsoft’s Biggest Game, Minecraft, Is Coming To Xbox Game Pass

As part of March 12’s Inside Xbox broadcast, Microsoft announced the next Xbox Game Pass title–and it is a very big one. Microsoft’s open-ended sandbox game, Minecraft, will be added into the Xbox Game Pass library on Xbox One starting on April 4.

The game has 91 million monthly players, making it bigger than Fortnite, and one of Microsoft’s biggest games ever. Launching on Xbox Game Pass means Minecraft will reach even more people, as anyone with an Xbox Game Pass subscription can play at no extra cost. Microsoft also mentioned that Minecraft’s release into the Xbox Game Pass catalog expands the lineup of family-friendly games further.

Microsoft acquired the Minecraft franchise and developer Mojang in 2014 for $2.5 billion. The game is available on Microsoft’s console and mobile platforms, as well as systems from competing companies like PlayStation and Nintendo.

While Microsoft has no plans to make Minecraft 2, the franchise expands in 2019 with a new game called Minecraft Dungeons, which doesn’t have the franchise’s trademark building mechanics. Outside of games, a Minecraft movie is in the works.

Xbox Game Pass is Microsoft’s subscription service for Xbox One. For $10 USD/month, subscribers get access to a growing library of Xbox One games and backwards-compatible Xbox 360 titles. In addition to legacy titles, all of Microsoft’s first-party exclusives are included with Xbox Game Pass, meaning members can get this year’s Gears 5 and Halo Infinite whenever it comes out at no extra cost.

Devil May Cry 5 V Guide: Tips To Get SSS Rank As This Ranged Fighter

There’s nothing quite like executing a combo that gets you into the SSS ranking in Devil May Cry 5. However, being able to do so requires a little more finesse than mindlessly mashing on buttons or even executing simple combos. As an action game, DMC5 is packed with complex mechanics that take practice and patience to fully master. It presents you with tons of options, and you’ll often need to decide how best to take advantage of the tools the game presents you.

As series newcomer V, you fight foes from a range, commanding his pet demons to execute all sorts of dizzying combos. In this guide, we give you the basics of how to play him, as well as offer some tips on how to achieve an SSS rank. For visual reference, jump to the 11:45 mark in the video above to see what SSS rank V combat looks like in action. Otherwise, you can watch the video below.

If you want more info about Devil May Cry 5, be sure to check out the full review along with our guides on how to find all the Secret Missions, and how to unlock the game’s special ending.

Table of Contents [hide]

Overview

V is essentially DMC5’s glass cannon. Though frail and weak in appearance, this demon hunter possesses impressive powers and relies on his demonic familiars–the shape-shifting panther Shadow, demonic bird Griffon, and giant golem Nightmare–to do damage for him.

With V’s demons, you can perform all manner of complex combos and juggles, but you’re generally standing away from combat instead of being on the front lines. However, V must step in and deal the final blow himself, which creates another tactical layer to his playstyle. It’s a constant balancing act when playing as V, as you’re frequently fighting demons from afar, getting in close to finish them off, and then pulling back out to keep a safe distance.

Unlike his sword-touting allies, V demands patience and restraint. He’s all about positioning and paying attention to the enemies on the field, only dodging when you absolutely must, as to do so temporarily takes one of your pet demons out of play. You generally want to keep at arm’s length from enemies. Your familiars are excellent at keeping the enemy’s attention, but if you approach too close to the action with V, they’ll immediately divert their focus.

The Familiars

V has three pet demons in his arsenal, and they each inflict damage differently. Shadow and Griffon function as V’s melee and ranged attacks respectively. You’re primarily commanding them to attack enemies, while also coordinating strikes. It’s possible to make them autonomous for a brief duration–which also boosts their attack power–but the deadliest combos come from when you stay in control.

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The third familiar, Nightmare, acts as a Devil Trigger-like special move and can only be summoned once you have enough energy stored up. When this hulking golem enters the field, it becomes a major force that can dish out massive damage all on its own in a short time. If you purchased the Promotion skill, you can command it yourself, using its powerful melee strikes and long-range laser attack. You generally want to use Nightmare when you’re looking to increase your damage output or if you’re about to die and need to instantly revive any fallen familiars. Once Nightmare enters the fray, you can rest easy and let it do its thing.

Combat Tips

At first, it can be a bit disorienting jumping into V’s playstyle fresh after Nero. As a result, there’s a natural inclination to spam the attack buttons and let the Familiars do their thing. While this can be viable against minor foes, you’ll need to coordinate and set-up attacks against the more challenging demons. Both Shadow and Griffon will automatically try to get near the enemy you’re targeting, so wait on them first before initiating a combo. However, be wary about getting too far from your targeted enemy, as doing so instantly teleports Shadow and Griffon back by your side upon pressing their attack buttons. Though you’ll need to keep V at a distance, don’t trail off too from combat.

Another thing to keep in mind is remembering the difference in perspectives for the demons and V. If you’re having trouble performing directional attacks, it may be because you’re trying to input them in accordance to the positioning of your pet demons and not V himself. Furthermore, reduce movement while you’re attacking so as to avoid performing certain attacks unintentionally.

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Once Nightmare makes it on the field, it can be tough to keep track of your smaller familiars, Shadow and Griffon. If you need a breather, spend Devil Trigger to amplify either Shadow or Griffon, which will set them on a temporary AI control. Doing this will let you keep your focus on only one familiar instead of both of them. However, doing this will expend the energy you have left for Nightmare to stay on the field.

When playing as V, the easiest way to build up a SSS ranking is by keeping a steady flow going for both Shadow and Griffon and to immediately go in for the killing blow with the demon summoner when the time is right. V’s three familiar all possess attacks that can strike multiple enemies at once, which means you’ll be tearing through enemies far more quickly compared to Dante and Nero. Nightmare can quickly skyrocket your ranking with its devastating attacks, but if you’re only using Shadow and Griffon, diversify your attacks and use them in tandem to juggle enemies. It may take some time and finagling to get it just right, but before you know, you’ll find that using your familiars to do your dirty work is a pretty solid way to get a stylish flow going. This will also give you a great opportunity to have V crack up open his book and recite some William Blake poetry, granting you a boost in Devil Trigger.

Fortnite: PS4 And Xbox One Cross-Play Now Default Option Following New Patch

Fortnite‘s 8.10 update is now live on all platforms. Along with introducing the new Baller vehicle, this week’s patch makes some pretty notable changes to the game below its surface, particularly with regard to cross-play.

Following the 8.10 update, PS4 and Xbox One players will now by default be grouped in the same matchmaking pool in Battle Royale. Nintendo Switch players, who were previously part of the same matchmaking pool as those on other consoles, will now be grouped with mobile players to ensure an “on-average better per-game experience.”

When Sony first enabled cross-play between the PS4 version of Fortnite and other consoles last fall, players had to manually opt-in to the feature. That is still the case after this week’s patch, but players who choose to opt out will be limited to Fortnite’s Creative and Playgrounds modes, meaning cross-play between these two sets of platforms is now the default option for the game’s standard modes.

According to Epic, the reason behind these cross-play changes is optimization. “[The] motivating factor is unlocking optimization potential allowing us to run more playlists during more hours of the day while supporting more data center locations,” the developer wrote in its patch notes. Epic also invited fans to leave feedback on their cross-play experience.

In addition to the aforementioned Baller, a new hamster ball-like vehicle equipped with a Grappler for high mobility, update 8.10 makes some changes to how Vending Machines work; now players will no longer need to exchange materials, and the machines will self-destruct after one use. Epic has also brought back the heist-themed Getaway Limited-Time Mode.

Talos’ Very Different Marvel Comics Origins | Captain Marvel

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Call Of Duty: Black Ops 4 Adding Free Map, Modes, Blackout Update, And More

Call of Duty: Black Ops 4 continues to evolve, and this week the game will change once again with the addition of some delicious free content. A new map variant, mode, and event are all on the way, as well as some changes to Battle Royale game mode Blackout.

First up, a Hurricane variant of the Contraband map is coming, along with a new multiplayer game mode named Stockpile–developer Treyarch says this is a reimagining of the Black Ops 3 mode Fracture in which players must defeat opponents and deliver their dog-tags to a deposit site. Black Ops 4’s multiplayer portion is also getting a St. Patrick’s Day event named Shamrock & Awe, though it remains to be seen what this entails.

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Blackout will see its map updated for spring this week, while a Hardcore game mode is also on the way. This removes armor, vehicles, zombies, and players’ HUD for a more punishing experience.

Finally, Zombies will also be updated with a new Gauntlet named Hellcatraz. The Zombies portion of Black Ops 4 will also boast host migration, which will hopefully reduce instances of games dropping out due to one player’s poor connection.

Many of the changes will go live in the next few hours, though some are exclusive to PlayStation 4 for the time being; check out the graphic above for more details on platform availability.

Black Ops 4’s Operation Grand Heist started just recently, adding a new Specialist and three weapons. Blackout gained a spooky Ghost Town area, while another Gauntlet came to Zombies.

Fortnite Patch Notes (Update 8.10): Baller Vehicle And Everything That’s New

Fortnite‘s latest update, version 8.10, is live now on PS4, Xbox One, PC, Nintendo Switch, iOS, and Android. The patch adds a new vehicle named The Baller, overhauls Vending Machines, brings back The Getaway limited-time mode, and makes a few other tweaks, too. Read on for a full breakdown of what’s new and get a look at the full patch notes.

The Baller is a hamster ball-like vehicle that comes equipped with a Boost and a Grappler for rapid mobility–Epic describes using these two abilities to “to pull yourself up cliffs or swing through the trees.” While inside this single-seat ball, you’re protected from damage, but the vehicle itself can see its 300 health depleted by enemy fire. Find The Baller at Expedition Outposts and around pirate camp loot stashes.

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Vending Machines now work slightly differently since the 8.10 update; they no longer cost anything to activate, but they will self-destruct after one use. They are also rarer now, as common and uncommon Vending Machines have been removed from the game. Previously, Vending Machines required depositing a large amount of building materials in order to receive a corresponding reward.

Heavy Assault Rifles have also had their rarities adjusted: they can now be found in common, uncommon, and rare varieties–the epic and legendary editions are no more.

A new LTM named The Getaway is now live, which involves locating a jewel and then delivering it to a getaway vehicle before anyone else can. Four jewels and as many as four vans are on the map at a time. Notably, with most of Fortnite’s vehicles having been vaulted at the start of Season 8, this mode brings back the All-Terrain Kart, or ATK, due to the fact that it’s the only vehicle that can carry four people.

Also of note is a change to cross-play matchmaking, provided you opt in to it. PS4 and Xbox One players are now put together in one pool, while Nintendo Switch players have been moved from that group to one with players on mobile.

“We expect an on-average better per-game experience for both Mobile and Switch players,” Epic explained. “Motivating factor is unlocking optimization potential allowing us to run more playlists during more hours of the day while supporting more data center locations. Please provide us with feedback on your experience!”

You can see all the details about this and the rest of the changes to Fortnite’s Battle Royale portion at the bottom of this story; for the full patch notes of other modes, check out the Fortnite blog.

Fortnite’s Season 8 started just recently, introducing new skins and other cosmetics. A subsequent update has also introduced buried treasure maps. The new vehicle doesn’t exactly fit in with the current season’s pirate theme, although Epic tends to release a wide variety of skins and items, regardless of the general theme.

Week 2 challenges for Fortnite Season 8 are now available. Among the trickiest of the season so far are those that task players with visiting the new Pirate Camps and finding a giant face in the desert, jungle, and snow. You can see the complete list of this season’s objectives in our full Season 8 challenges guide.

Fortnite: Battle Royale Update 8.10 Patch Notes

Weapons And Items

  • Baller
    • This single seat vehicle is found at Expedition Outposts and around pirate camp loot stashes
    • Use the attached Grappler and Boost functionality to pull yourself up cliffs or swing through the trees
    • The driver is protected from damage, but The Baller is vulnerable to enemy weapon fire.
    • 300 Health
  • Infantry Rifle
    • Removed Common rarity
  • Heavy Assault Rifle
    • Adjusted rarity from Rare/Epic/Legendary to Common/Uncommon/Rare
    • Base damage scaling for Common/Uncommon/Rare 36/38/40
  • Clingers
    • Reduced max stack size from 10 to 6.
  • Vending Machines
    • Removed the material cost.
    • Each Vending Machine will be destroyed after claiming an item.
    • Common and Uncommon Vending Machines have been removed.
    • Removed Mounted Turret from Legendary Vending Machine
  • Reduced availability of Treasure Maps from floor loot .53% to .27%.
  • Reduced availability of Treasure Maps from chest loot 3.25% to 1.65%.

Bug Fixes

  • Fixed rocket smoke trails disappearing instantly on explosion.
  • Fixed an issue where the popping audio for Balloons would continue to play after using Balloons to get to max build height while using a vehicle.
  • Fixed an issue where Buried Treasure would not auto pickup when the Auto Pickup Weapons setting was enabled.
  • Fixed an issue where Buried Treasure chests could be placed on the Starting Island.
  • Fixed an issue where using an Impulse Grenade or a Shockwave Grenade while jumping on a Hoverboard causes the player to rapidly rotate.

Gameplay

  • Battle Royale Crossplay Matchmaking
    • Combined Xbox One and PS4 pools.
      • This requires you to opt-in to cross-play.
      • Players opt-ing out are restricted to Creative Mode and Playgrounds.
    • Combined Mobile and Switch pools.
      • Before, Switch players were combined with Xbox One and PS4 cross-play parties.
      • We expect an on-average better per-game experience for both Mobile and Switch players.
    • Motivating factor is unlocking optimization potential allowing us to run more playlists during more hours of the day while supporting more data center locations. Please provide us with feedback on your experience!
  • Reduced infinite dab duration from 12 hours to 11 hours in the front end
  • Just kidding, Increased Infinite dab duration from 12 hours to 13 hours in the front end
  • Elimination credit is now awarded to last damager in cases of logging out, self-elimination, and eliminations due to Storm damage. Current threshold timer is 15 seconds.
  • Added visual effects for the siphon on elimination.
  • Players can now build as soon as they impact anything after being launched by a Pirate Cannon
  • Players can dance while holding a balloon
  • Added Pirate Cannon’s audio visualizer HUD icon to be a cannon.
  • Players automatically enter the driver seat when entering an empty vehicle.
  • Added custom consume animations for the following items:
    • Bandages
    • Medkit
    • Small Shield Potion
    • Shield Potion
    • Slurp Juice
    • Chug Jug

Bug Fixes

  • Fixed Pirate Cannon collision that would block bullets for a passenger inside of the cannon
  • Fixed Pirate Cannon not being able to shoot when moving backwards
  • Fixed an issue where a player may lose functionality when shooting themselves out of a Pirate Cannon.
  • Fixed Pirate Cannon player impact explosion effects sometimes being delayed
  • Fixed an issue where Pirate Cannons flipped onto their side, sliding across the ground for too long
  • Fixed Pirate Cannons dealing damage to itself if fired in close quarters
  • Fixed an issue where players wouldn’t break through structures when fired from Pirate Cannons at close range
  • Traps are no longer triggered by vehicles that are empty or carrying only friendly players.
  • Fixed an issue in extreme camera flicking situations that would cause an incorrect first shot when firing weapons.
  • Fixed an issue with the Conga emote not respecting environmental surfaces like Lava
  • Fixed an issue where a player may briefly stop their skydiving animation unexpectedly
  • Fixed an issue allowing emote-cancelling during door open/close animations.
  • Fixed players holding Buried Treasure map upside down
  • Fixed an issue where pressing Build and Edit buttons in quick succession would enter edit mode on the blueprint piece instead of build the structure.
  • Driftboards no longer explode when exiting one near a Mounted Turret.
  • Fixed PS4 players being unable to adjust mouse sensitivity.

LTM: The Getaway

Summary

Welcome to The Getaway! In this mode, players will race to find a Jewel and take it to a getaway van before everyone else to win the match!

Mode Details

  • Jewels can be found in special supply drop safes, located along the edge of the first storm circle. The safes take a long time to open, so make sure the area is clear before attempting to claim a Jewel!
  • Four Jewels will be in play on the map at all times. If a player escapes with a Jewel or one is lost in the Storm, a new Supply Drop will bring a replacement.
  • Four total getaway vans will be on the map, three that arrive early in the match and one more that shows up near the end.
  • The goal is to find or steal a Jewel and take it to one of the vans in order to secure a Victory Royale.
  • Once they arrive, Safe drops and getaway vans will be visible on the map at all times.
  • When a Jewel is picked up, it will be visible on the map to everyone for 30 seconds.
  • Carrying a Jewel will give players health & shields over time, but also slow them down by 10%.
  • Getaway vans float in mid-air, Jewel carriers must build up and then interact with them in order to complete a Getaway.
  • 10 red “Pursuit” supply drops land at the very beginning of the match. These carry a variety of longer-range weapons and other items, and are the only way to obtain the new Grappler in this mode.
  • Only Rare weapons or better will be found in this mode.
  • Rifts, Rift-to-Go and Launchpads have been removed to reduce mobility for healthier Getaway Van engagements.
  • Profile Stats (K/D & Wins) are tracked in this mode, but Umbrellas are not awarded for wins
  • The ATK has been temporarily brought back in this mode as it is the only 4 person ground vehicle.

Events

  • Tournament Update: Gauntlet Solo Test Event & Gauntlet Duo Test Event
    • Added another extended session, which will run 24 hours a day and concludes on March 19 at 12 AM ET.
    • Matchmaking:
      • Matchmaking will no longer wait to create a match with closest scoring players available after 8 minutes, and will now require enough players with similar scores to start.
      • Adjusted matchmaking point expansion to increase likelihood for high scoring players to be matched against other high scoring players.
      • Note: Due to the playlist featuring matchmaking based on your score, the quality or availability of matches may differ at certain times of day.
  • Updated Scoring:
    • Solo
      • +2 Points will now be awarded after reaching 15th Place (previously 10th Place).
    • Duo
      • Increased Bus Fare from -2 Points to -3 Points.
        • This is a temporary solution for the Duo event granting too many points to players due to eliminations, causing an inflation of points over the course of the event.
      • +2 Points will now be awarded after reaching 7th Place (previously 5th Place).
  • New Tournament: Scallywag Duos Cup (March 16th & 17th) [$100,000 in Cash Prizes!]
    • As a test of our prize payment systems leading into the Fortnite World Cup, we’ll be holding a $100,000 Duos tournament on March 16th and 17th. The prize pool will be distributed across all server regions, with official rules and details released later this week.
    • Participation in this event requires players to be in the Top 3% (global) of either the Solo or Duo Gauntlet Test Event as of 12 AM ET on March 16th.
    • Format:
      • Round One: All Eligible Players
      • Round Two: Top 3000 Players from Round One

Performance

  • Fixed some instances of packet loss that could occur with certain ISPs that are prone to re-ordering UDP network packets.
    • Find more context in the Reddit Post we made last week.
  • Improved file I/O performance for Xbox One. This reduces the occurrence of late streaming meshes.
  • Fixed a regression in hitches on Switch due to GPU timing
  • Improved performance on Switch by reducing the likelihood of particles triggering when the day changes phases
  • Optimized the Ship Cannon
  • Optimized UI elements for large team modes
  • Improved performance for the Quick Bar
  • Fixed hitches that occur on the Match Stats screen due to synchronously loading assets

Audio

  • Added new audio for Balloons while in-air.
  • Reduced volume of small prop destruction sounds (chairs, beds, fences, etc).
  • Removed reverb from pickaxe swings.
  • Removed outdoor ambient sounds when gliding.

Bug Fixes

  • The Glider deploy sound no longer plays twice when using Glider Redeploy.
  • Fixed Glider land/open sounds ducking the Victory Royale music.
  • Improved music volume when previewing Gliders with music while in the lobby.
  • Pirate Cannon movement sound no longer stops after sprinting for over 10 seconds.
  • Fixed looping Balloon pop sound after going through a Rift.

UI

  • Key Bindings – The keyboard bindings are now categorized to make finding actions you want to rebind a lot easier.
  • Marker System:
    • Added hover details for in-world markers, actions a player may take on a marker will appear in these details. Marker details will appear when the reticule is placed over the marker.
    • You can now mark vehicles and found consumables such as apples.
    • Reworked display of Item markers to increase readability across all platforms.
    • Items will display as a large icon for a short time when first marked, and will reduce in size when a player aims near their location.
    • Markers are now sorted by distance.
    • Reduced screen size of squad waypoint markers to reduce view obstruction.
    • Minimap markers updated to match in-world markers.
    • On keyboards there is now a keybind option to specify a dedicated key for placing a danger marker.
    • Double-Clicking the ping button to place a danger marker, is no longer blocked by items on the ground.
    • You can now ping while riding in a vehicle reliably.
    • You can now Mark While Bush.
    • Please continue to let us know what improvements you would like to see for the marker system!
  • Squad nameplates and team arrows now become more transparent when aiming down sights.
  • Restored the ability to view all of your current Challenges while in a match.
  • Wrap things up in a hurry! You can now apply a wrap to all slots by choosing “Apply To All” when picking a wrap in the Locker.
  • Enabled camera control on some reward types when viewing Challenges
  • Challenge Info panel in the lobby now defaults to Party Assist while you are in a Party.

Bug Fixes

  • The Luxe bundle is now displayed in the Challenge Screen along with the Blackheart and Hybrid bundles.
  • Wraps are now previewed on the highest resolution version of the vehicle or weapon in the lobby.
  • Fixed an issue on consoles where you couldn’t select “Party Assist” for the last challenge in a bundle.
  • Fixed an issue where the next Stage of a Challenge was not automatically set to “Party Assist”.
  • Fixed an issue where the animation and sound effects would play twice when selecting Challenges on a controller.
  • Fixed an issue where scrolling with the mouse in the Challenge Screen would sometimes jump around unexpectedly.

Replay

  • Added bus paths to the minimap.

Mobile

  • Introduced an Auto Fire tuning feature to allow adjustments per weapon. This was done previously for other weapons, but we’ve now added this for pistols.
  • Added occlusion to footsteps on Android.
  • Improve the quality of some sound effects on Mobile/Switch.

Bug Fixes

  • Fixed an issue with the shoot button getting stuck in a continuous fire loop or being unable to fire without being able to reset.
  • Fixed an issue that caused touch players to need a more specific crosshair location to interact with the Use button.
  • Fixed turbo build not starting when going from edit to build mode with the input held.
  • Fixed Left Trigger action getting stuck when using a Bluetooth controller
  • Fixed weapon stats on the inventory panel for mobile
  • Fixed autorun not fully sprinting if “Sprint by Default for Controller” is set to ‘OFF’ on mobile
  • Fixed build mode being exited if a build piece is selected before releasing the build/combat mode button
  • Fixed dragging an item off the hotbar triggering use actions on mobile.
  • Fixed Throwable items’ trajectory line persisting when a player is driving different vehicles on Mobile