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PlayerUnknown's Battlegrounds

@PancakesZA it comes down to the grip though.
I find that one of them makes a massive difference in recoil, for me at least. Only problem is I tend to forget which of the "100" grips in this game it is as I seldom find the M4.

O shooting range, how I need you!!

For long distance spraying you want the Vert grip.
For tap firing you want Half grip or Vert grip.
For CQB you want a Vector/UMP or a Thumb grip on the M4
Never use the lightweight grip, it's trash.
 
For long distance spraying you want the Vert grip.
For tap firing you want Half grip or Vert grip.
For CQB you want a Vector/UMP or a Thumb grip on the M4
Never use the lightweight grip, it's trash.
Which is the little red grip?
Think that's the one that works for me. Just no sure way of testing as I would need to get both of them to test.
 
Which is the little red grip?
Think that's the one that works for me. Just no sure way of testing as I would need to get both of them to test.

The half grip, It's decent and a good all rounder.
Personally I'd take the Vert grip over everything, followed closely by the the Thumb grip.
 
The half grip, It's decent and a good all rounder.
Personally I'd take the Vert grip over everything, followed closely by the the Thumb grip.
I would just like a situation where I could reliably test every grip, to see how each acts and effects spraying. Which would work for close and medium etc.

Didn't they mention something about a shooting range a few months ago?
Hopefully they'll stop adding new things that people didn't ask for and start adding things players actually asked for and need. On that point, they did mention something about region lock if memory serves me right.
 
I would just like a situation where I could reliably test every grip, to see how each acts and effects spraying. Which would work for close and medium etc.

Didn't they mention something about a shooting range a few months ago?
Hopefully they'll stop adding new things that people didn't ask for and start adding things players actually asked for and need. On that point, they did mention something about region lock if memory serves me right.

They did mention it...
I don't see it coming any time soon though.
 
@Doom5003

Hi everyone,

This patch we’re overhauling throwables, continuing to tune weapon and attachment balance, and shipping a whole mess of performance improvements.

First, let’s share a little context about the changes to throwables:

  1. Frag grenades: In a recent update we removed the frag grenade’s knockback effect, greatly reducing its potential impact. To restore the trusty frag’s killing power we’re buffing its effective range and its damage.
  2. Stun grenades: Stun grenades have never been the most popular pickups, and recent changes to frag grenade audio effects have made them feel a bit redundant. To make stun grenades more rewarding, they’ll now affect stunned players’ vision, hearing, and their ability to shoot accurately. We’re also bumping up the stun grenade’s effective radius and introducing new animations so it’s possible to tell when your grenades have stunned opponents.
  3. Molotovs: These have traditionally been among the least popular items in the game. To make molotovs more useful, we’re increasing their area of effect, introducing new properties that allow fire to spread along walls and wooden surfaces in houses, and imposing new debuffs on players who catch on fire.

One last thing before we jump into the patch notes: we’re nerfing the M24, removing it from care packages, and adding it into the world spawn loot tables. Our goal is to make it a viable alternative to the Kar98k (that players actually get to use). As always, we’ll keep an eye on all of these balance changes and continuously make adjustments and improvements.

Now, onto the changelist.

Patch Notes

Gameplay
Improvements have been made to throwables (frag grenades, stun grenades, and molotovs).

https://steamcdn-a.akamaihd.net/ste.../446f85603f64c0bb5d7d132a24b32e6ff2fc7f4f.jpg

  • Increased frag grenade damage and effective range
    • Frags previously had to be within 2.6m of player models to deal lethal damage. They now deal lethal damage within 3.5m, moderate damage from 3.5m through 8.5m, and low damage from 8.5m through 10m.
  • Stun grenades’ blinding effects have been improved
    • First, let’s explain some terms. “Direct effect” is defined as stun grenade explosions occurring within a 100˚ angle of the player’s visual field. “Indirect effect” occurs when stun grenades explode outside of that “direct effect” range and players are within 5.5m of the explosion
    • The maximum effective range of stun grenade has been increased to 20m
    • Depending on distance from the explosion, the direct effect can blind the player for a maximum of 5.5 seconds, and a minimum of one second (when 20m away).
    • Depending on distance from the explosion, the indirect effect can blind the player for a maximum of three seconds.
    • Characters blinded by a stun grenade now cover their faces. This is a new animation.
    • Spectators are now also blinded when spectating someone hit with a stun grenade
    • Stun grenades will now briefly blind and deafen the thrower if they explode behind their back when cooked.
    • You’ll now be unable to ADS while blinded.
  • Molotov cocktails now have new effects and their damage has been increased.
    • Molotovs can now deal indirect damage and burn damage (as damage over time), depending on whether or not you're standing directly in the flames. If you're in the flames you'll take both types of damage.
    • Indirect damage (taken when standing in the flames) has been increased from 10 to 12.5 damage per second.
    • After catching fire, players will take burn damage as damage over time (10 damage per second) for a total of four seconds.
    • You’ll now be unable to ADS while taking burn damage.
    • Flames now spread further along wooden surfaces in houses
      Flames from Molotovs spread further if another Molotov is thrown on top of the flames.
    • A new animation has been added for character models who are suffering burn damage. They’ll attempt to pat out the flames using their hands.
  • Adjusting some weapon and attachment balance:
    • Reduced vertical and horizontal recoil of the SCAR-L
    • Decreased basic damage of the M24 from 88 to 79
    • M24 will no longer dropped in care package. It spawns in the world
    • The tactical stock and cheek pad are now less effective at improving recoil recovery rate. It now improves ADS speed.
    • Adjusted light grip
      • Light grip no longer affects weapon basic recoil control or recoil recovery speed
      • Light grip now decreases first shot/single shot recoil by about 15%. Animation kick reduction has been changed to 20% (from 30%).
    • To make the Vector a little easier to find, we’ve increased its spawn rate at the expense of the spawn rate of the UMP-9 (overall SMG spawn rate remains the same).
    • Increased world spawn rate of DMRs.

UI / UX
  • Added a UI message showing when healing items can’t be used.
New Anti-Cheat Tech
https://steamcdn-a.akamaihd.net/ste.../058051758616f163e218d1b021da7e91c6043585.png

Note: This new anti-cheat tech will be applied to the test servers soon.

We’ve added a new anti-cheat solution, developed in-house at PUBG Corp. Before we implement this tech on live servers, we’d first like to see how it works out on the test server. For this, we’ll need your help!

Expect to see a new popup when you start the client. It’d be more helpful for us if you run the anti-cheat tool using “SECURITY MODE,” but if that gives you problems, please choose “COMPATIBILITY MODE.”

Performance
In last week’s dev blog we wrote in detail about upcoming work we’ll be doing to increase performance holistically. Many of these fixes will take time to deliver, but we’ve already finished a handful of fixes that should make a positive difference:

  • We’ve improved the character model rendering process to prevent some small frame drop issues.
  • We’ve optimized character movement and animation while skydiving to improve framerate when multiple players are nearby.
  • We’ve made some improvements to our network code to reduce network latency.
  • We’ve increased the speed at which the server transfers data about objects (items, doors, fences) to address the fact that sometimes items spawn in late after players parachute in.
  • We’ve improved some inefficient processes with the way the server updates certain frames on vehicles and character models. This should resolve resolve some abnormal physics affecting vehicles.

Sound
  • You can now toggle the new HRTF (Head Related Transfer Function) sound feature in the options menu (for opponent’s gunshot sounds only). The feature, which simulates fully three dimensional sound even for two-channel stereo headphones, was explained in greater detail in our dev blog last week.
  • Reduced the volume of the care package airplane.

Bug fixes
  • Fixed some issues causing abnormal collisions in spots on Erangel and Miramar.
  • Characters should no longer get stuck while vaulting in particular spots around Erangel.
  • Fixed an issues allowing characters to pass through objects in certain locations on Miramar.
  • Improved the accuracy of the throwing trajectory indicator for stun grenades
  • Fixed a visual glitch in the inventory screen that occurred when attaching a choke to the sawed-off .
  • Fixed an issue that was resulting in some strange collisions if players ever jumped on top of a vehicle which had players in it.
  • Scope zeroing on the crossbow is no longer incorrectly enabled and set to an incorrect value by default.
  • Fixed an issue causing stun grenades to appear to bounce around for while after breaking a window.
  • Fixed an issue where the cheek pad’s vertical recoil control attribute was excluded in in-game tooltip.
  • Fixed an issue which prevented the cheek pad from adding 10% vertical recoil recovery when attached to the SLR.
  • Fixed an issue when hip-firing for an extended duration, the gun would appear to be lowered
  • Fixed an issue that caused the effect from stun grenades to appear differently depending on graphical settings
 
Last edited:
"Sound
You can now toggle the new HRTF (Head Related Transfer Function) sound feature in the options menu (for opponent’s gunshot sounds only). The feature, which simulates fully three dimensional sound even for two-channel stereo headphones, was explained in greater detail in our dev blog last week.
Reduced the volume of the care package airplane."

Anyone have the notes/text for the blog of last week?
 
Credit where credit is due, I read the servers, well the test servers for now, run at 60Hz and never drops below 30Hz, that's massive if they can get it to work in live.
 
WTAF!!!! I GOT BANNED!! Played the Sniper Warmode event, get a nice PB of 8 Kills and the team of randoms I'm in wins, and I get an immediate f#cking global ban (See attached). Is this a permanent ban? Seriously, WTF!! I don't f#cking cheat. I presume some salty c#nt reported this. I've logged an appeal here :
PUBG Support (Is this the right place place?)

Anybody else get something like this. How do you appeal these things

Pardon for the colorful language but I'm pretty f###ing livid at the moment
 

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WTAF!!!! I GOT BANNED!! Played the Sniper Warmode event, get a nice PB of 8 Kills and the team of randoms I'm in wins, and I get an immediate f#cking global ban (See attached). Is this a permanent ban? Seriously, WTF!! I don't f#cking cheat. I presume some salty c#nt reported this. I've logged an appeal here :
PUBG Support (Is this the right place place?)

Anybody else get something like this. How do you appeal these things

Pardon for the colorful language but I'm pretty f###ing livid at the moment
Gees dude. I think it was a salty cunt because of our lag he thinks you cheated.

I hope you get sorted.
 
PUBG Support responded and sorted...Phew, the truth will set you free...A Glitch in the anti-cheat! Flippinhel! Don't we already have enough crap to deal with.

On a positive side note, I started using the Corsair K63 TKL (my first TKL) wireless + lapboard last night and it ROCKS!! I can't believe how big the difference/improvement is for me playing in a more natural position (mouse-/keyboard- wise and sitting) and bit further from the screen. I really like this setup, coz I can still use my full size wired keyboard which I prefer as my daily driver, and just whip out this wireless combo and sit back for gaming ossimness

PUBG Support_G (PLAYERUNKNOWN'S BATTLEGROUNDS)

Jun 9, 15:15 KST

Hello Survivor,

Thanks for contacting PUBG support again!

Recently due to a glitch in the system, few players were wrongly banned by BattlEye. Hence the ban has been uplifted. I hope you're enjoying the game now.

However, if your account is still banned it looks like you have violated our terms and services. We will not be able to revoke the ban if it was a valid one.

Your support towards our fair play policy is much appreciated. We're always available here to assist our players.

PLAYERUNKNOWN'S BATTLEGROUNDS
-------------------------------------------
NOT JUST A GAME, THIS IS BATTLE ROYALE
 
Dont know about everyone else, but lately in first person, we have been having a lot of dodgy kill cams.

Guys having their crosshair snap to headshots, being mowed down through smoke or even being shot from a point that line of site isn't possible but it is a headshot or 3 of them...

That is starting to get relatively annoying.
 
Dont know about everyone else, but lately in first person, we have been having a lot of dodgy kill cams.

Guys having their crosshair snap to headshots, being mowed down through smoke or even being shot from a point that line of site isn't possible but it is a headshot or 3 of them...

That is starting to get relatively annoying.
Yes also experience the same.
Kill cam more than once show where player shot me but I am not even close to where he is aiming or not even in kill cam. Get shot through hills, brush, etc. where player cannot see me and I do not think this is lag ....
 
Yes also experience the same.
Kill cam more than once show where player shot me but I am not even close to where he is aiming or not even in kill cam. Get shot through hills, brush, etc. where player cannot see me and I do not think this is lag ....

Yea i have a couple clips where between buildings i was shot, through smoke guy standing dead centre firing away like mad.
 
Yea i have a couple clips where between buildings i was shot, through smoke guy standing dead centre firing away like mad.

Problem is, kill cams almost always add more confusion to a situation. They are extremely difficult to implement properly, from what I understand, and even the best ones are wrong a good portion of the time.

So now you have another unknown to add to each suspicious death. Was it lag? Cheating? Crappy kill cam poorly replicating a legit kill?

Don't think much is gained from them adding one really.
 
This update, i am so damn excited about :D
Lol, I miss the days when I shared the same addiction/enthusiasm. In a nutshell, I'm just officially gatvol at BlouHol once again just doing their own thing ( and the implications of what they're bringing in) and not focusing on players want and the game needs.

Mothballing this game for now. Time to catch up on my backlog from last years summer sale

...RIP PUBG, I'll miss you dearly.
 
Loving the new upgrade, every patch seems to bring about a new level of smooth to the game :D

The new map is fun too!
 

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