Playerunknown's Battlegrounds Volume II: Die Harder (new patch edition)

I've stopped playing the game. The hacking got really bad on Oceanic again, they fixed it to a degree but some hackers would simply wait until the top 10 and then wipe them all out with a pistol. It was pretty heartbreaking when it happened and they'd headshot you from 400m away with a pistol not even ironsighting it.
 
Its official, Brendan Greene shows he has no vision for PUBG: https://www.polygon.com/2018/4/16/17243216/playerunknown-pubg-red-zone-get-good

The issue about it isn't really an issue at all, it's his baby, a pet project that got legs and became huge.

Players have their own ideas about what they would like, and I hate the red zone myself, but while I get annoyed when I've been carving up the server and then my buggy gets nuked, I also understand that playing in a way that negates the risk of that happening is the angle Brendan likes as a creator, and it is functioning the way he wants it to.

As the game keeps developing I feel the red zone will be incorporated in a better way.
 
I've stopped playing the game. The hacking got really bad on Oceanic again, they fixed it to a degree but some hackers would simply wait until the top 10 and then wipe them all out with a pistol. It was pretty heartbreaking when it happened and they'd headshot you from 400m away with a pistol not even ironsighting it.
Yeah, hacking was way down for the last month or too on NA, but I've started to notice fishy bullshit again.

Nothing on the level you described, though.
 
As the game keeps developing I feel the red zone will be incorporated in a better way.

Its not a unique game mechanic to BR games. H1Z1 uses carpet bombings around supply drops and The Culling has player activated gas clouds at predefined locations. In both these game titles this game mechanic can be avoided 100% of the time. For a audio and visual queue is presented that allows players to reposition. This is not the case with red zones in PUBG. Cover isnt always an option along with not enough time allocated to evacuate the area.
 
Its not a unique game mechanic to BR games. H1Z1 uses carpet bombings around supply drops and The Culling has player activated gas clouds at predefined locations. In both these game titles this game mechanic can be avoided 100% of the time. For a audio and visual queue is presented that allows players to reposition. This is not the case with red zones in PUBG. Cover isnt always an option along with not enough time allocated to evacuate the area.
When was the last time you played?

Edit: Asking because your description is strangely outdated. The red zone has multiple visual and audio cues before bombs start dropping and the bombs are heavily weighted towards the center.
 
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Legit first timer here,played a bit of fortnite but couldnt really get in to it too much...Running with a squad would of def changed that for me though.

Bless xbox live gold membership! Haha

Since the free play days this weekend i enjoyed this game very much ill be getting the full game def.

Needed a break from CoDww2 and this game hit the right spot.lol

My last match solo i finished 8th,couldve done better but i messed up trying to run someone over and i crashed...So he had the drop on me.
 
Winner winner chicken dinner!

Cruised a buggy until 2 of us left,tried to run him over numerous times and failed.

So as i stop my buggy to get out he comes charging at me with a pistol...Little did he know!

05B.gif
 
Massive new balance update incoming

Tldr:
Map selection

Miramar substantially remade + new car.

Swimming underwater is much more difficult

pistols, xbows, smgs are better. Shotguns and lmgs are mostly better.
ARs are worse and better balanced with eachother.
The DMRs can use some ar attachments. Sks does less damage, but there's a new rare dmr to supplement it.

6 new attachments

Bug fixes

https://steamcommunity.com/games/578080/announcements/detail/1651009712392248570

PC 1.0 Update #12
APRIL 26 - MEPHIEKIM
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Hi everybody,

This is a big patch. We’ve got map selection, bug fixes, more improvements for Miramar, and a whole heap of weapon balance changes.

Weapon balance in particular is really important for us, and we want to take the time to get it right. For this reason, we’re going to keep the changes on the test server for longer than we normally would. We’ll be listening and and making changes based on your feedback before pushing this update to live. So please share your thoughts with us!

With love,
Your friends at PUBG Corp.


Weapon & Item Balance
We explained our goals with weapon balance in last week’s dev blog. You can find the specific changes below:

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Weapons
  • ARs - rebalanced ARs so none is the “objective” best—the power differential between each is now reduced, but each brings advantages to different situations.
  • SMGs - adjusted them to be more effective in short range combat
  • Shotguns - increased overall damage and effective range

  • Pistols
    • Increased the damage of the P92, P1911, P18C, R1895, and R45
  • Shotguns
    • Increased limb shots modifier (shooting limbs now does more damage)
    • Slightly decreased the damage of the S686 and S1897
    • Reduced pellet spread by 25%
    • Shotgun chokes can now be attached to the sawed-off
  • SMGs
    • Increased limb shots modifier
    • Slightly increased the damage of the Micro UZI, UMP9, and Vector
    • Decreased vertical recoil on all SMGs
    • Decreased recoil and scope sway when moving in ADS (aiming down sights)
    • Increased ADS transition speed
  • ARs
    • Slightly decreased the damage of the M16A4, SCAR-L, AUG, and M416
    • Increased reload time by 30% for the SCAR-L, M16A4, and M416
    • Increased reload time by 10% for the AKM
    • Increased vertical and horizontal recoil for all ARs except the AKM
    • Decreased recoil recovery rate for all ARs
    • Restricted big scopes (8x and up) for use with all ARs
    • Added new recoil animations for all ARs
  • DMRs
    • Increased head, body, and limb shot modifier
    • Decreased the damage of the SKS
    • Slightly increased the damage of the VSS and Mini14
    • Increased vertical and horizontal recoil for all DMRs
    • Decreased the recoil recovery rate for all DMRs
    • Added new recoil animations for all DMRs
  • Other guns
    • Slightly increased the damage of the DP28 and M249
    • Restricted big scopes (8x and up) for use with LMGs (DP28, M249)
    • Reduced crossbow reloading time from 4 seconds to 3.5 seconds

  • Weapon sway has been adjusted for all weapons (slightly increased side-to-side movement). And sway is now more pronounced when holding your breath.
    • Weapon sway when moving is now also reduced by the cheek pad attachment
    • Cheek pads now help you recover from weapon sway more quickly after moving

Throwables
  • Frag grenades
    • Increased explosion damage and added new hit effects and animations
    • Previously, grenade damage was greatly dependant on fall damage (from the grenade’s knockback effect) rather than explosion. We’ve removed the grenade’s knockback effect for player characters, and have adjusted it so that only explosion damage is applied when you’re struck by a grenade.
  • Weight changes (all throwables)
    • Frag grenade: Increased from 12 to 18
    • Molotov cocktail: Decreased from 18 to 16
    • Smoke grenade: Decreased from 16 to 14
    • Stun grenade: Decreased from 14 to 12

Character Movement
  • We’ve slightly decreased the movement speed when holding SRs, LMGs (M249, DP28) and shotguns. Your equipped weapon affects both your sprinting speed and your running (normal movement) speed.
  • We’ve removed the first shot delay when your character is not sprinting
  • Chambering a new round in certain weapons (M24, Kar98k, S1897, etc.) no longer limits you to walking speed while aiming down sights
  • The amount your camera shakes after being shot (“aim punch”) now depends on the amount of damage received

Other Item Balance
  • Level three helmets now only spawn in care packages (and one is guaranteed to be in every care package)
  • Both SR quickdraw magazines and SR extended quickdraw magazines now spawn only in care packages
  • We’ve reduced the spawn rate for AR extended quickdraw magazines
  • DMRs now use AR attachments (magazines, compensators, etc.) along with SR attachments
  • Adrenaline syringes now spawn (rarely) alongside normal loot in the game world
  • Adjusted the casting time of Adrenaline syringe from eight seconds to six seconds


Gameplay
Along with all the balance changes, we’re introducing a new weapon, a new vehicle for Miramar, and a ton of new weapon attachments.

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New Weapon

Added the SLR
  • The SLR will be spawned alongside normal world loot. It’s a DMR which uses 7.62mm ammo and contains 10 bullets per magazine (20 bullets when extended.)
  • The SLR is more powerful than the SKS but has more recoil. Recoil control is the key to using the SLR effectively.

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New Vehicle

The Mirado is a classic muscle car: a fast, four-seat sedan that’s limited to Miramar. It can be found around downtown areas and main city streets

Think of the Mirado as a compliment to the other unique vehicles on Miramar: The van is extremely sturdy, but slow and ineffective when taken off-road; The pickup is great for off-road travel; And the Mirado is the fastest way to blaze down a highway.


New Attachments
  • Duckbill - A new attachment for shotguns (S1897, S12K). It reduces the vertical pellet spread but increases horizontal bullet spread
    • Attachable to S1897, S12K
  • Light Grip - It reduces recoil recovery time but increases vertical and horizontal recoil
    • Attachable to ARs, SMGs, DMRs (UMP9, AUG, M416, SCAR-L, SKS)
  • Thumb Grip - It reduces vertical recoil but increases horizontal recoil. It also increases the recoil recovery time
    • Attachable to - ARs, SMGs, DMRs (UMP9, AUG, M416, SCAR-L, SKS)
  • Half Grip - It reduces vertical and horizontal recoil and also reduces recoil recovery time
    • Attachable to - ARs, SMGs, DMRs (UMP9, Vector, AUG, M416, SCAR-L, SKS)
  • Scope 3x - This scope has fixed 3x magnification with an illuminated reticle. It’s discoverable as a common world-drop item
  • Scope 6x - This scope has variable 3x–6x magnification. It’s discoverable as a rare world-drop item.

You can now change the reticle style and color on the red-dot, holo-sight, and 2x scope using the scope zeroing keys (Page Up/Page Down by default).

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Boat and Swimming Adjustments
  • Boats now sink when destroyed
  • We’ve made some adjustments to the way swimming works to reduce the effectiveness of hiding underwater.
    • We’ve decreased the maximum submersible time from 35 to 15 seconds
    • Once you’ve run out of air, you’ll now take 10 damage per second (up from four damage per second)
    • We’ve increased the delay for breath recovery time from one to four seconds. (In other words, when you lift your head up out of the water, it’ll now take four seconds before you begin to recover your breath)


Map Selection and Main Menu UI

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Map selection is now available.
  • Pick just one map (Erangel or Miramar) on its own to guarantee you’ll play there
  • If you select multiple maps, the game will randomly drop you into one of the selected maps
  • As we discussed in the map selection announcement dev blog, we may revisit the design of this feature as additional maps are added. We’ll keep you updated if changes are made.

We’ve also Improved the UI for team mode and perspective selection. As before, only the host can select these options.


Settings
  • We’ve added an option to adjust vertical mouse sensitivity
  • We’ve added an option to change the hotkey for reporting a player during killer spectating (R key)

World
We’ve made more improvements to Miramar:
  • We’ve increased the size of the oasis and added more buildings nearby
  • We’ve added extra farming points by placing small building sets near various cities and towns
  • We’ve reduced the number of buildings in some city areas to cut down on excessive building density
  • We’ve removed some excessive cover points (rocks, drums, boxes) inside various cities and towns
  • We’ve added more objects like trees and rocks throughout the map to provide some additional options for cover in wide-open spaces.
  • The interiors of certain buildings have been simplified

Bug fixes
  • We reduced some overly-dramatic collision effects (read: space shuttle takeoffs) that occurred when the motorbike crashed into other vehicles
  • We fixed an issue that would sometimes prevent you from hopping off of the motorbike after it had fallen down
  • When players move and shoot at the same time, bullet shells should now fall to the ground and remain there, instead of chasing the player like hella scary demon bullets
  • The timer for the final bluezone should now display correctly
  • We fixed an issue that was muting the bluezone’s sound effects for player who left and rejoined a game
  • We resolved an issue that sometimes allowed you to adjust your camera to see through the ceilings of the school on Erangel
  • Certain problematic terrain elements (which caused weird collisions or movement) on Erangel and Miramar have been fixed
  • We’ve fixed some abnormal orange lighting effects in buildings on Erangel
  • We’ve resolved some strange collision problems that were affecting character models and bullet cartridges
  • Walking on wooden structures will no longer create bizarre or out-of-place footstep noises
  • Prone characters should no longer improperly clip into the ground.
  • We’ve resolved an issue that sometimes limited movement after using emotes and the quantity popup window at the same time.
  • Text on a UMP skin from the Equinox crate labelled the gun as 45 ACP instead of 9mm. Thanks to the power of memes, this has now been fixed.
  • Weapon ammo is now counted as “loaded” when the magazine or bullet is inserted into the weapon, rather than when the animation finishes
 
the fact that PUBG is so brutal is why it is so fun. My best friend got headshot while he was manning the gun on the car and then i got hit with a rocket and we just laughed our asses off because we were like ranked 3 team.

You make one mistake in PUBG and you are dead.
 
this is what it looks like when me and my friends play online multiplayer games

 


The Doc is 80's machismo personified. :)
 
They finally dropped that miramar test server on console, and it was great. Test server is done now, but hopefully the actual map comes soon.

Aside from going down the first night, the test server felt flawless, so it shouldn't take them long to bring us miramar for good.

I know most of you are pc pub, but does anyone here play it on the box?
 
They finally dropped that miramar test server on console, and it was great. Test server is done now, but hopefully the actual map comes soon.

Aside from going down the first night, the test server felt flawless, so it shouldn't take them long to bring us miramar for good.

I know most of you are pc pub, but does anyone here play it on the box?
I think @DynamicLoosener might.

Is there an oasis in the top-center of the map? I'm curious how similar it is to PC.
 
Yep, just went there to check it out yesterday. It seemed pretty lucrative and no one was there. How is it on pc?

Oasis is a recent addition, so it looks like they're giving you the newest PC version to play with. It's pretty popular, but that might be from novelty. I like the area to the north of san Martin. Lots of small, dense compounds speckling the countryside.
 
They finally dropped that miramar test server on console, and it was great. Test server is done now, but hopefully the actual map comes soon.

Aside from going down the first night, the test server felt flawless, so it shouldn't take them long to bring us miramar for good.

I know most of you are pc pub, but does anyone here play it on the box?

PM me I'll send you my gamer tag
 
Anyone else enjoying the balance changes? ARs are still useful, but not nearly as dominant. And I don't know what else changed, but midgame isn't empty anymore.
 
Love the grenade changes, new grips, the 3x and 6x scopes are fantastic. Map selection is a huge bonus! Feels like hacking is wayyyyyyy down too. The introduction of weekly event modes is huge too! Very much like what League of Legends does! The war mode was so fucking fun, and the shotgun only one was hard as fuck

Thank god this games developers listen to the feedback and actually know what they’re doing


H1Z1s method of updating and progressing the game was comically awful in comparison
 
Only played a few games while they had free play days on Xbox, so don't mind my horrible shooting at first lmao





 

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