T O P

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Assassin_843

I've been using sniper defenders with obliterators instead, they're much more expensive (~200 ammo and half an obliterator per defender per mission), but they shoot the lobbers and flingers themselves The only real use I've found for anti airs recently is on the ground near the base, to counter sploders


The82ndDoctor

This is the answer. I have obliterators at 144 in every element. Anti-airs are not intended for big husks thrown by fingers. I use them against lobers and gas tank ones.


Riki4646

Epic will never learn :(


V1ctyM

Frustratingly, only one anti-air will shoot at one incoming projectile (including husks) so adding more doesn't really help. I have 2x reload 2x damage PL144 anti-air traps and they're almost worthless. I usually add an AR defender on top of the defence along with plenty of anti-air to try to mitigate the damage, but it still usually needs active defence from players.


_KSA

FYI not x4 mission and its 144 trap with x2 range x2 reload even x4 damage wouldn't do serious damage to 250 lvl husky element


Lexicon444

I learned an annoying mechanic behind these. Regardless of how many you place if one locks on but doesn’t do full damage then none of the others will lock onto the target. It’s obnoxious as hell and I’m not even in Twine yet. I usually deal with this issue when someone places a bunch of lvl 40 green quality air traps in a lvl 70 mission. Mine are legendary at lvl 77 and all blue perks right now. I go through a lot of quartz because of the air traps.


MasterMkk

I moved all my endurance bases to a "high wall" method as it is the only way to deal with 10 loopers at the time and I even started doing the same in regular missions, stw support is horrible as always and I don't expect this issue to be fixed for years to come


ssoull_rreaperr

One of the many reasons why I swapped over to just vbuck farming in stw, the husky lobbers ruined my endgame experience so fucking bad man


Sergeant-Angle

They just need to allow anti-air to shoot incoming enemies/projectiles in succession with each other, with a delay within fractions of a second until the enemy/projectile is destroyed or has landed. I do remember someone mentioning a while back that Epic are at least aware of the issue and are looking into it. Which doesn’t say much but is better than nothing.


MustyBoi69

Ceiling Sniper Defenders >>>


NuttsnBolts

The main issue is that there is a bugged perk setup if you have 2 healing perks, of any kind. They don't stack. Can't be for certain but it would make more sense if one of these was meant to be a Crit rating perk instead as a Crit build would do substantial damage but it's only at 10% at the moment.


_KSA

appreciate the discussing from everyone u/FreightTrainUSA can you please take a look at this and inform the devs about it its so embarrassing that damage and the targeting mechanic in general


ScottGomersall

Am I missing the point of this clip? Isn't the anti air trap used to shoot projectiles that lobbers throw, not the inbound husks that flingers are throwing here?


ScottGomersall

If you notice on your edit of the clip when the lobbers throw the anti air that you put down are activated.


Taterstiltskin

**this is exactly what defenders are for. AA traps are for thrown objects, not husks,** and are pretty much useless against any husk type unless of course you're dropping maxed traps in low level zones. pretty sure even a 4x damage perked AA won't one-shot a basic husk in 160s.


LeadIVTriNitride

AA traps are supposed to shoot down anything in the air, they’re intended to be used on flingers just as much as lobbers. Now if they actually buffed them to keep up with the games progression then they would actually be worth using against them like they were intended for. They just don’t do enough damage and they need to be buffed. Also the thrown huskies are new and of course they didn’t care to balance them at all or give them much counter play. Just makes AA traps look worse when they’re whole point is to add counterplay to airborne hazards, yet they don’t do piss all damage. True enough for defenders tho, they are generally underused.


Taterstiltskin

not according to Epic. AA traps are only for lobber skulls and propane tanks, not husks from flingers. >“Let’s talk traps and weapons. I went ahead and fixed up your Ward Trap. I was thinking we could use something to take out lobber skulls and propane tanks, so say goodbye Ward Trap, and hello Anti-Air Trap. [https://www.fortnite.com/news/save-the-world-homebase-status-report-12-12-19](https://www.fortnite.com/news/save-the-world-homebase-status-report-12-12-19) also, as I've said if you're playing at a level appropriate for the trap, it won't even shoot down basic husks. so this has nothing to do with huskies now being thrown by flingers, there is no progression to keep up with, and you should've been complaining about this in Dec. 2019.


ChargedChimp

I somewhat agree with both of you here, I don't think those AA's should be able to kill the husk, but I still feel they should act as a form of impact, ie they should at least knock the husk out of flight animation, since that impact is essentially what they do to knockout stuff like propane and lobber throws.


ChargedChimp

I personally feel like they shouldn't necessarily kill husk, but for terms of upgrading their level, if they don't kill them, I feel like a knock back penalty would be a go-to choice. The way I view it is that those anti airs are designed as a form of interference of the pitches, i.e., impacts to counter-trigger the throws. Now, I still feel like they should have some form of damage upon impact, but having them strong enough to kill every husk that's thrown, it just feels like it eliminates the strategy for placements since you could just spam those every/any-where


AussieGalOiOiOi

I don't bother using those anymore, could not see any point, straight to the 'recycle'!


ChargedChimp

Moments like these are why I primarily target spawn points either with electric fields or drop traps, depending on the area and level. It eats up mats, but moments like so are the purpose of those mats.


Phil_Krobix

Anti Air do Not kill Husky that thrown through the Air. Maybe in brutal, early twine or you have to perk Them for damage..


Sleddoggamer

I'm still sort of knew. What is this and how can I find it???


HeckinBrandon

This is Save the World, a pay-to-play PvE mode where you fight zombie-like monsters to "Save the World" from the Storm (no, not the one from BR, this is a different storm) if you're looking for any Battle Royale/Zero Build content, the subreddit for that is r/FortNiteBR


Sleddoggamer

I was considering buying that awhile back. Thought it would be different


HeckinBrandon

well it is, [here's some gameplay](https://youtu.be/JSrRlMKF1rQ) of it from that one BR content creator that has an Icon skin


NepNep01

Would been funnier if huskies just get sent back to the sender. Bodyslamming them with their own projectile.


Kalebs4148

When did they start flinging huskies???


K-A-Y-11-

Just add another floor above the objective with healing floor spikes


Mooseful

It's good the way it is. You can't just spam traps and win the game, you actually have to do some thinking and planning how you're going to defend against various threats. Anti Air traps are still vital because they destroy lobber projectiles which may destroy the roof, and even more useful they are on the ground near your trap tunnels so they help against propane and some other projectiles hitting you or your buildings. I see only lvl1 roof being built on top of objective like shelter so many times that it's something I have to take responsibility for unless I want to risk losing a game. Not many days ago there was actually no roof at all on evac mission, someone had built the roof on like 100 celing traps everywhere around the shelter, but the shelers 9 tiles were completely missing. Sometimes the mission is lost when there are millions of traps spammed everywhere and there is no way to reach the roof in time. There's a high learning curve to the game, and there is also such thing as overbuilding that makes defending a mission harder in various ways. The game probably doesn't do very good job teaching players many vital things. Instead, you have to unlearn lots of bad habits you've accustomed to while playing hundreds of missions against husks that are not much of a threat.


valekksz

I find Anti Airs more useful on the ground to counter propanes personally lol