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frankieg92   
frankieg92

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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
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frankieg92   
frankieg92

e9c2770d4d7ddb7e4bb2b9df4b552b8ab3fec607

Hi everyone!

Welcome back to Sanhok (the map formerly known as “Codename: Savage”). Going forward, testing will be open to everyone who owns a copy of PUBG. Just download the “PUBG: Experimental Server” once it appears in your library.

We’ve still got some work to do before Sanhok is ready for live servers, so please give us the most detailed feedback you can! We couldn’t do this without you.

Enjoy!
PUBG Corp.

SANHOK TESTING WINDOW

  • OPENS: May 10, 7pm PDT / May 11, 4am CEST / May 11, 11am KST
  • CLOSES: May 14, 4am PDT / May 14, 1pm CEST / May 14, 8pm KST


AVAILABLE QUEUES

  • Both TPP and FPP are available in all queues
  • NA, EU, AS : Solo/Duo/Squad


 

PATCH NOTES


This map is now called Sanhok! More information about how we chose this name can be found here.

 

Gameplay
  • We’ve applied the same weapon balance and item spawn changes from the current PUBG live servers (see patch notes #12)
  • We’ve adjusted item spawn balance for Sanhok specifically:
    • Increased the overall item spawn amount
    • Adjusted the AR spawn balance in the world
      • Increased total amount of AR
        • Slightly decreased spawn ratio for M416, but the total amount spawned will remain similar to before
        • Increased spawn ratio for M16A4, AKM
    • Before boarding the plane, you can now throw apples (found in your inventory)
    • Changed Redzone rules
      • Generally, redzones will no longer appear inside the safe zone (white circle). There are some exceptions when the blue circle is too close to the white circle.
        • With this change, it becomes a bit more risky to play outside of the safe zone.
    9fd5674dba48ef58060601fed9def709061cb6f8
     
    Vehicles
    • Added extra design variants for the Aquarail
    • Added spawn points for Aquarails and Motorbikes near the cave area
     
    UI

    Changed some area names:

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    *Players voted for a similar name in a community poll, but we had to subsequently tweak the name to “Paradise Resort” for legal reasons.

     
    Map changes

    We’ve added four new areas:

    Cave
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    Tambang
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    Lakawi
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    Na Kham
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    We’ve also made various improvements to areas throughout Sanhok:

    Bhan, located in the middle of island
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    Ruins, located on the west side of the island
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    Quarry, located near the middle of the island
    4d072bb62cd23283b661f992b301688a09eb490b

    Docks, located on the southeast side of the island
    cf4ff53b197a1d5527b87a23b5489428f6a3b4c0

    Mongnai, located at the northeast side of the island
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    Bootcamp, located in the middle of the island
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    Paradise Resort, located on the northeast side of the island
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    Bug Fixes
    • Blood effects should now appear as intended
    • Certain FPS drop issues and sound issues have been resolved
    • Fixed an issue causing the “aim punch” effect to be too noticeable.
    • Certain invisible objects in buildings have been removed
    • The minimap now shows areas 200 meters away (instead of 100m)
     
    Known Issues (Investigating)
    • Sometimes in FPP, if the player was vaulting at the time when the game starts, the player doesn't get on board in the plane and instead flies straight to the final destination of the plane. (Yes, still)
    • When using the Death Cam, sometimes players disappear or weapons become invisible.
    • Sometimes in spectate mode or Death Cam, scopes are visible, but scope mesh isn’t.
    • Sometimes other players appear as zombies.
    • Sometimes the bluezone indicator on the minimap gets temporarily out of sync.

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frankieg92   
frankieg92

1.jpg.c1ff7b96292874f1c01f37ecbbce5da6.jpg

Hi everybody,

This week’s content drop is smaller one: mostly bugfixes and minor balance tweaks to follow up on 
update #12’s massive gameplay changes. We’re keeping a close eye on statistics and the feedback you’re sharing with us regarding these balance changes. Based on what we’ve seen so far we’re exploring tweaks to the M16A4 that will come in a later update. Additionally, we’re considering adjusting drop rates for weapons, so please keep sharing your feedback with us.

We’ve seen a lot of concern from many of you about overall performance. Addressing FPS drops is our top priority, and we hope to have more updates to address performance improvements soon. For now, the team will be trying out fixes throughout this patch cycle. Thanks for staying patient with us in the meantime.

On to the changes!


Patch Notes

 

Gameplay

  • Both the Lightweight Grip and Half Grip can now be attached to the Vector.
  • Some minor weapon balance adjustments:
    • First shot from the M16A4 now has less recoil. 
    • Decreased the spread of shotgun pellets.
    • Shotgun chokes and duckbills are now less effective at decreasing spread (so the effective spread for a shotgun with a choke or duckbill will be similar to before)

 

UI/UX

  • CUSTOMIZATION > GEAR tab has been added. Go here to equip parachute skins.
    2.jpg.0aeffb8acbb2e1cb12b4b73d8ffcaf1b.jpg
  • Tooltips for weapon attachments have been edited to make them more intuitive.

 

Localization

  • Added support for Ukrainian. Thank you to all the Ukrainian players who participated in the translation process!
  • Game lobby now supports multiple languages.
    • Multiple languages will be applied to various lobby components such as lobby menus (Play, Customization, Store, etc.), the options menu, and crates
    • 19 different languages are supported

 

Bug Fixes

  • Fixed an issue where certain buildings in Miramar were shown with default textures
  • Fixed some walls in Miramar that could be partially passed through
  • Removed the white mark that appeared alongside the aircraft icon on the minimap
  • Scope reticle settings should no longer reset when weapons are dropped and picked up again
  • We’ve improved the holographic sight’s reticle. It’s now the same size as a character silhouette seen from 100m away
  • Certain animations on the buggy and minibus have been fixed
  • Fixed an issue that sometimes caused characters to sit at odd angles if entering into vehicles from a prone position on a sloped surface
  • Fixed an issue causing red dot and holo sight reticles to get smaller and blurry when swapping weapons
  • “Damage-received” sounds should no longer play after winning a game

 

New Crate - Aviator

  • A new crate (Aviator Crate) with new outfits has been added. Find it in the STORE menu
    • Aviator Crate requires an Aviator Key to be opened
  • TEST SERVER ONLY: For testing purposes, we will provide 100K BP, 20x Weapon Skin Keys, 20x Early Bird Keys, 20x Aviator Keys, and 10x Aviator Crates to all test accounts.
    3.jpg.b920aca8917ee78a19ad8d7ed2116cfa.jpg
  • Added new parachute skin
    • The "Bengal Tiger" parachute skin can be purchased separately as an individual item for $4.99(price will vary slightly in some regions, based on global exchange rates). It can be purchased only once per account.
      • Bengal Tiger is unable to trade in Steam market
    • It is purchasable in STORE > ITEMS menu
  • Remember that the Target Practice Pan skin will no longer be available after the planned 5/17 update!
    4.jpg.23159057a3a28f419c73f1d667a305ed.jpg

 

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