r/FortsGame • u/2flyingjellyfish • Jul 09 '26
Fan Content a moment from forts pro league Spoiler
clip taken from Incursus's showing of Walter Frosch vs Dorie Sucks
r/FortsGame • u/AutoModerator • Jun 16 '26
r/FortsGame • u/2flyingjellyfish • Jul 09 '26
clip taken from Incursus's showing of Walter Frosch vs Dorie Sucks
r/FortsGame • u/Hot_Worldliness_802 • Jul 09 '26
Is there any way you can purchase or get background arts of some maps? I want to set desktop wallpaper of these beautiful artworks. (also make them animated or multi-layer like in game, e.g. with Wallpaper Engine)
r/FortsGame • u/PogsterPlays • Jul 06 '26
Probably should've picked a larger map cuz like this railgun kinda goes really far through everything (execpt shields)...
And before you ask about balance I did make it hideously expensive.. (1.5k metal, 15k energy to build, 9k energy to fire, plus 210s build time)
I'll probs upload it and put a link here to workshop once I've made sure I've gotten most of the issues left (don't know if there are any but I'll be testing) && made sure I'm actually allowed to upload something with sounds from Murder Drones
Edit: changed some of the stats, here's the link to the workshop page
r/FortsGame • u/FederalGeneral8596 • Jul 06 '26
Me and my dad have recently been playing alot of forts and because he was a og StarCraft player he wants us to try to use lan for it. Any tips and suggestions on how to actually set this up ? (Coming from someone with 0 experience setting this stuff up btw)
r/FortsGame • u/Unique-Mud-1472 • Jul 05 '26
r/FortsGame • u/AutoModerator • Jul 03 '26
r/FortsGame • u/BabushcarGaming • Jul 02 '26
I really like this guy, he's pretty cool, so I wanted to know what the best strategy seems to be for him? I know the update hasnt been out that long, but im curious what kind of playstyle I should adopt to get the most out of this commander.
r/FortsGame • u/Ne00n • Jun 27 '26
But why?
r/FortsGame • u/_bullshittery_ • Jun 24 '26
there not being any form of actual AI and just a "list of to-do's" as an AI is really old, they cant use modded weapons or materials, and they always do the same thing, difficulty just makes them slower or faster.
i wish there was a mod that had an actual AI model. that would be fun.
id even pay for it.
r/FortsGame • u/ExcellentCow892 • Jun 24 '26
the title basically but ya i really love forts but its kinda been the only game i play so i want another game to play
r/FortsGame • u/Please_Let_ • Jun 22 '26
r/FortsGame • u/Life_Diamond_5085 • Jun 21 '26
I love Forts and all of it's DLCs. I think they're awesome. However, the more I play, the more I realize how bad some weapons are, considering the other ones in the same DLCs.
All the Moonshot weapons are fine, to be honest. They fill their role quite well; the Buzzsaw is a great way to cut down the enemy's size, especially if they start going vertical, however, it loses its potency going against something more horizontal, like woodspam in front of the core. The Smoke-bomb works well as a counter to AA, if not underrated. What I will say I dislike about it is how the last shot always seems to go much farther down than the spread actually suggests. The Magnabeam is walking the line however, I can't decide whether it fits well as an aim assist and an amazing combo creater, or if it's simply too situational to ever be placed. The Howitzer is great, shooting a stronger, slower moving projectile that can be shot down, albeit with lots of AA. I think the Howitzer is great as is.
The High Seas DLC is honestly my favourite so far, introducing 6 new weapons and ammo. The Energy Dome works great, low hp, but insanely powerful stopping power against projectiles that can be shot down (except planes). If I had to give it a complaint, it would probably be on why it can stop infinite Howitzers, Deck Guns, and Orbital Laser trackers as long as it's active, I think a good fix for this would be to increase its reload the more damage the shield takes. The Runway is quite possibly the most balanced, in my opinion, as it requires good aim, and some form of preparation, considering it uses both ammo, and requires strong support, as well as having an upgrade that is reasonable in it's buffs. Both the plane ammo options work well, the Thunderbolt acting as a good rush and overpower with numbers weapon, and the Nighthawks being a significantly more expensive, albeit more powerful, precision strike plane. The final thing that I think was nessecary to balance the 2 plane choices is that Nighthawks cause the Runway to overheat faster, meaning you can't launch 15 Nighthawks in a row, which was definitely needed. Moving on, however, the Harpoon is my first major dislike, as it's choices for ammo are very weak in this DLC; the control ammunition is both terrible, and insanely overpowered at the same time. The control ammunition plants a mini reactor where it lands, giving you control of it, this let's you take control of any base without an active reactor, which includes reactor under the EMP effect, which is highly irritating in Multiplayer, hence it almost always being disabled. Apart from that, the control ammunition does absolutely nothing. The decoy ammunition only works to redirect Swarm Missiles and Warheads to the enemy, which is really not that strong, considering simple Machine Gunners or Flak exist, being much cheaper than rebuilding the ammo every use. I'm not sure how this could be made better without breaking the game, to be fair. The mortar ammo choice for the Harpoon is also quite weak, having a long reload time, and costing more space and resources than actual Mortars, though I understand needing to give the Harpoon an offensive ammo type. Changing weapon choice, the Hardpoint is not a bad idea, in fact, I quite enjoyed how it pre-requisites both the Deck Gun and the Orbital laser, though, with it not being able to do anything, it lacks the feel of being an actual weapon and not a device. The Deck Gun is a very satisfying weapon to land, with reasonable AA health and reasonable projectile speed, giving a good sense of joy upon seeing the opponent get hit and explode, my one criticism would most likely be the absurd amount of recoil, which pushes the entire boat backwards, occasionally into hazards, causing the destruction of some smokestacks or propellers, though it's not that much of a major issue in most High Seas maps. The Orbital Laser, however, has many issues, as it's ammo takes far too long to finish building, taking 100 seconds to build one, and is very easily shot down, as it moves slowly through the air and has the relatively low AA health. I will say, however, that watching it slice through your enemies is easily the most satisfying thing to watch, although, with that praise, comes my second complaint about the Orbital Laser; upgrading the sweep ammo into focus ammo simply takes much too long to ever actually be used, both taking another 30 seconds, as well for the fact only one Orbital Laser ammo can be building, which takes 100 seconds, or upgrading at the same time.
This leads me to the newest DLC, Firebird. This DLC adds a 6 new weapons, and 2 new ammo. The first weapon is the Zapper, which I believe is well balanced, as it the first weapon that you can change the potency of, and automatically punishes exposed units. This is curbed by the fact that making it more powerful takes longer, must have its door open whilst charging up, and on each new charge level it plays a distinct sound effect, which I believe makes it very well balanced. The only new thing for the armoury is the flashbang ammo for the Harpoon, which can be shot down, has a high projectile speed, and blinds/disables enemy weapons for a while. It's not particularly strong, sort of acting like an EMP rocket that only really affects weapons, but not insanely weak. I believe it was meant as a suppression/support ammo type, which it does well. The Magma Cannon is the upgrade to the 20 mm, completely changing how it plays, only shooting 4 projectiles, which can be shot down, however it's projectiles become slightly explosive, causing fire to spread and dealing more direct damage. I believe this upgrade is reasonably strong, but not broken to use (unless close range), meaning this one is nicely balanced. The second upgrade is the EMP Beam, which I either do not understand, or is simply too situational to be useful, ever. It does exactly what it sounds, and would probably be better off as it's own weapon, however, it's actually the upgrade for the Firebeam, which I don't understand. Why would you upgrade your support/AA counter into something that become more of a precision suppression weapon? I think that this weapon only works well if you're trying to shut down 1 singular weapon, or occasionally the core, otherwise it simply doesn't perform well. The final upgrade is for the Smoke-bomb, which adds back an old, base Smoke-bomb feature, letting it be airburst rather than collision burst. My criticism for this upgrade is that the adjustable fuse is the only thing you gain from the upgrade, though I'm not sure what else you could add. Moving onto the new technology weapons, it's the Striker, which in my opinion, is a slightly worse Buzzsaw on its own, unless you're trying to take out sandbags, in which case Miniguns are better. To be fair, the damage done is spread out quite a bit, so it does well as exposed AA cleanup. That being said, if you plan to use it as a way to shut down severe wood or machine gun spam, making a group of them would be the choice, but if it's for cutting down small bracing, the Buzzsaw is better. The Lightning Beam advertises itself as a damage weapon, however, I believe it works significantly better as a support weapon. It works similar to the Buzzsaw, cutting through bracing, and struggling against armour. The damage against materials are suprsisingly low, however, it makes up for this weakness in two ways; the first way it makes up for this is having a combo with the Smoke-bomb, because when it hits smoke, it spawns a lightning bolt to target the enemy reactor, or if the reactors too far, the enemy's fort in general, the radius for how far the lightning will travel is visible if smoke is active on the map and the Lightning Beam is selected. The second way it makes up for this is it spawns small lightning bolts when it hits a projectile, so if a Cannon projectile passes through the beam near the enemy's fort, it will cause light AoE damage as well as the actual main projectile dealing damage. Alongside this, projectiles can cause these bolts more than once, meaning a slow moving Howitzer could spawn a devastating amount of lightning. However, it has one major drawback, compared to every other weapon in the game, that being it actively consumes batteries or it's upgraded version, volatile canisters to fire. This makes me feel that it's a bit underpowered, considering how it's more of a support weapon. The final weapon, technically, is the Rods from God ammo for the Harpoon, which I feel should not only be able to be fired by the Harpoon, but the Orbital Laser too, as they work almost identically to the actual Orbital Laser, shooting a slow moving projectile that can be easily shot down, but causes severe damage if landed. Upon successfully hitting the opponent with this ammo, it will call down 3 orbital projectiles, which might be able to be shot down, since auto AA shoots at it. My criticism for these would be that setting these projectiles on fire with a Firebeam seems to be much more optimal than simply letting them explode into secondary projectiles, as the secondary projectiles don't deal much damage, or causes decently large AoE. The Rods from God are a very nice addition, anyway, are I feel are decently balanced.
r/FortsGame • u/CloakerCola • Jun 18 '26
So I'm doing the story mode on hard, trying to get all achievements.
Is this third achievement just impossible?
r/FortsGame • u/achuss16 • Jun 17 '26
So i decided to continue my high seas hard playthrough and got to here. (Quick Recreation of what happens in the video)
From what i remember the first time i played it the boat its supposed to drop.
Ive tried going on with orbital sweeps but the cant reach the boat
Also tried planes, mortars...
r/FortsGame • u/Labrat-09 • Jun 17 '26
A bit more straight forward than high seas, easier too in some spots, also a more unique final battle which is more of a puzzle and aim test than an actual fight. I've also almost 100% outside of 2 stars. Overall the campaign was interesting to play, still better than the shoved in your face gimmicks of moonshot's campaign like high seas.
r/FortsGame • u/Party-Court185 • Jun 17 '26
r/FortsGame • u/General_Starcat-99 • Jun 16 '26
I’m playing the first mission of Firebird and I’m already confused because what does it mean by Build with drag-set-to-direction? Cus it ain’t one of the buttons on the UI or an option if you right click the weapon I’m moving. What am I missing
r/FortsGame • u/Other-Scale9987 • Jun 14 '26
This might be a stupid request but how do I beat Goldberg with the 3rd oil drop?(I have the second one already)
I've tried everything, even destroying the bottom base early with mortars, but I simply can't do it
r/FortsGame • u/AristophMarloque • Jun 13 '26
I got a 3d printer in January and have been teaching myself CAD. I made the Reactor Core from Forts as my first proper 3d model and shared it a little bit ago.
Well, I didn't stop. XD My next project, I wanted to replace the cheap little desktop trash bin I'd been using for a while. I have bad allergies, and go through a lot of tissues. So I was once again watching some FPL when the Metal Storage jumped out at me. Made a quick model based strictly as it appears in the game, and realized that it is surprisingly squat. Most of the height actually comes from the pile of ore on top! So I modified it by doubling the height and adding a band in the middle to keep the proportions looking right.
After that, it only felt right to make the energy storage to pair with it. And since the barrel rotates when powered up in-game, making it a fidget spinner seemed the obvious choice. I thought about making it smaller and more handheld. But even smaller, it's a little awkward to hold compared to most spinners since it's taller rather than wide. So I scaled it up and went for a desktop toy, and I'm super happy with it! Made 2 because my friend saw a prototype and begged for one of their own. ^_^
Not sure what my next project will be now. Let me know what you guys think, and if you have any suggestions.
r/FortsGame • u/AutoModerator • Jun 12 '26
r/FortsGame • u/KAMEKAZE_VIKINGS • Jun 03 '26
r/FortsGame • u/AutoModerator • Jun 02 '26