almost 5 years
ago -
Fortnite
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Transcript (by Youtube)
0s | [Music] |
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7s | What's Up fortnight fam sundown here and |
10s | today we're going to cover some of the |
12s | basic terminology you should know when |
15s | watching competitive fortnight if you're |
17s | familiar with high-level gameplay these |
19s | should be commonplace in a nice little |
21s | refresher if you're a little newer |
22s | buckle in because you're about to learn |
24s | out rotations a rotation is the path of |
30s | player or team takes to get from their |
32s | current location to the next safe zone |
35s | rotations cover not only the direction |
37s | the players choose the path but also the |
40s | method they use to get there a lot of |
43s | different forms of utility enable |
45s | rotations including vehicles rift agos |
48s | building shadow bombs and glider |
50s | redeployed a player's ability to rotate |
53s | effectively is key because this |
55s | determines what type of engagements |
57s | they'll be facing and whether or not |
59s | they're at an advantage or disadvantage |
63s | gatekeeping gatekeeping is when a player |
66s | who is secure inside the safe zone puts |
69s | pressure on an opponent who is forced to |
71s | rotate because of the storm closing in |
73s | on them the gatekeeper is able to get |
76s | uncontested shots on to the opponent as |
78s | they are forced to move due to not |
80s | wanting to take damage from the storm |
82s | you will see a lot of top players |
84s | utilize this in order to create |
86s | opportunities to get eliminations and |
88s | points high ground advantage high ground |
93s | advantage is when you have a height |
94s | advantage over your opponent and are |
96s | looking down on them having the high |
98s | ground enables you to have more access |
100s | to information and easier ability to |
103s | take and hit shots you will frequently |
106s | see players battling for high ground in |
108s | all stages of game but in particular |
111s | during the late game the ultimate high |
113s | ground is generally the player or team |
116s | who controls the highest level during |
118s | the final circles and they have a number |
121s | of advantages they are typically the |
123s | least threatened can decide when to drop |
126s | down and start taking fights and also |
128s | have great angles to punish opponents |
130s | with AoE weapons or rifle fire |
136s | low ground warrior the next term is the |
140s | opposite of the high ground the low |
142s | ground Warrior is the player looking to |
144s | sweep along the ground floor taking |
146s | close quarter combat fights in forcing |
149s | opponents to make the first move this |
151s | can also be efficient because it often |
153s | doesn't require as many materials or as |
155s | much of a risk to gain control of but |
157s | can also lead to being in a lot more |
159s | chaotic of an environment back side of |
163s | the storm |
164s | speaking of chaotic environments our |
167s | next term is possibly the most perfect |
169s | embodiment of this the backside of the |
171s | storm is when the safe zone is closing |
174s | in towards a new one and the players are |
175s | clustered in towards one edge generally |
178s | it is very high density of competitors |
181s | and you will find a lot of interactions |
183s | engagements dis engagements and |
185s | eliminations occurring at this point |
187s | particularly for those low ground |
189s | warriors we just talked about one by one |
194s | one by ones are the most basic proponent |
197s | of building in competitive fortnight |
199s | this is when a player boxes themselves |
201s | in using their own builds making them |
204s | safe from outside fire this technique |
206s | can be expanded on to allow for players |
208s | to take control of a space around them |
210s | but it all starts with the four walls |
212s | around you than a floor / ceiling that |
214s | each have a pyramid on |
218s | tunneling tunneling is the first basic |
222s | expansion of the one by ones tunneling |
225s | is when players create a tunnel out of |
227s | their own builds in order to rotate |
229s | safely this is typically done by putting |
232s | out floors and ceilings in either a |
234s | straight or diagonal path then covering |
237s | your sides with walls as you advance |
239s | this allows players without utility to |
242s | rotate for maximum safety 90s 90s are |
249s | when players utilize vertical 90 degree |
251s | rotational building in order to build |
254s | upwards as fast as possible while also |
257s | remade in cover this enables players to |
260s | try and gain high ground advantage or |
262s | outplay their opponent to get a quick |
264s | different angle you'll frequently see |
267s | them use in mid game build fights or in |
269s | endgame scenarios where players have to |
272s | build up very quickly this has been a |
274s | quick rundown of the common competitive |
277s | terms that are frequently used on |
279s | broadcast if there are any other terms |
281s | you are unfamiliar with let us know |
283s | using the hashtag fortnight World Cup in |
285s | asking for an explanation we hope this |
288s | helps you level up and we'll see you all |
289s | on the battle bus |
293s | [Music] |
296s | you |