Jump to content
Sign in to follow this  
frankieg92

PUBG News

Recommended Posts

frankieg92

4a576fc31ac745ceab3328494665cf201ce4955c

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: 

d204c17785964d379b388e1a93a57c6018e653dd

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. 

ddc6f61228aac7303fd3045a8249ec1551fe2c9c

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.


0d4e97a2cf8b11c97620342e775d866daab24c53

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).

21fa6ffa031c1b2a02c032cc89fa2641ae59e2b9


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


0ff876db55d53722cfb5a45ef4184789cf2931f0

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
  • Like 1

Share this post


Link to post
Share on other sites
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:

    d5a1914286c2dc2e350567788337175d27cdfe6d
    *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
    e87a96b5db334e0184f7da6d79e7736a726f06ce

    Tambang
    d68cd27be250590bb5ad8c82121cd479215aadf3

    Lakawi
    5c4331d0fa38a8457ba2263fd16c12a1e44310c6

    Na Kham
    4c1cc3e0de4aecb595ca47220ec3054fe152e89a

    We’ve also made various improvements to areas throughout Sanhok:

    Bhan, located in the middle of island
    4793f5c8939be89ad5f605077a3d3903cb3737e7

    Ruins, located on the west side of the island
    4bfeb042b37afa50a027edaaa2d9cbb374be88e5

    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
    02bc5e00d0eeea365d90bfab245a2fc64e06cd3b

    Bootcamp, located in the middle of the island
    8accac45b94494a00d1431fad2231aa885b9cf71

    Paradise Resort, located on the northeast side of the island
    3cebee38639c28e109d21a22739244004b227f09

     
    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.

Share this post


Link to post
Share on other sites
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

 

Share this post


Link to post
Share on other sites
frankieg92

1.jpg.3ac6e7c4a2afa2b7d17428c82882777a.jpg

 

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).

2.jpg.cb79be230b1673980947020579b54d19.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

41293cbcc4c3008c74fbc0294690cda05a8d74b6

 

Note: The new anti-cheat tech is currently only on the test servers, once additional testing is complete, it will be added to live servers.

 

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. To help us refine our anti-cheat service it would be helpful for us if you play with the "Enable Anti-cheat" box checked, if you experience issues you can disable this.

 

The option to disable the anti-cheat service will not be available when this is moved to live servers.

 

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

Share this post


Link to post
Share on other sites
jprice13b

bf3e4d552663fd398a1dc6217bada1cbac81c395.jpgdf20e586768a89ac0282f9d5045b6a6ca68d54cd.jpg

 

 

Hi everyone,

At Microsoft’s E3 Press Conference earlier today, we announced some exciting new content coming to all versions of PUBG later this year. 

Watch the full video from the conference below, then read on for a little extra context:

 

 

 

 

The ballistic shield is a new tool for setting up cover points for when you’re in otherwise exposed territory. It can be used simultaneously with sidearms, smgs, melee weapons, and throwable grenades.

The shield takes a primary weapon slot, and is especially powerful in squad-based combat. Shield-bearers can act as the vanguard for their team, pushing forward under cover while their teammates safely attack and move forward into better positions. 

The ballistic shield will first be introduced in War Mode for PC and Xbox later this year.

Now, let’s talk about that snow map.

This map is currently very early in development, and we’re aiming to bring it to both PC and Xbox One this winter. Expect to see some new mechanics built around the snowy terrain.

Soon we’ll also have more news about our fast-approaching third map, Sanhok. We’re proud to announce that it’ll come to PC on June 22, and to Xbox in late summer 2018.

That’s all for now! See you on the battlegrounds.

Share this post


Link to post
Share on other sites
Vex

Hi everyone,

Update #27 is now available on live servers!

First off, this update brings the brand new Survivor Pass 3: Wild Card! With up to 60 rewards available. In celebration of the PUBG 2 year anniversary, we’ve added a free 2 YEAR ANNIVERSARY CAP to the store. Lots of changes included in this update, many of which were thanks in huge part to great player feedback.

Major changes have been made to the Flare Gun, including quality of life improvements. We’ve added the new MP5K SMG to Vikendi, bumped up the loot on Erangel, made lots of changes to weapon balance, including making the M16A4 stronger, and also reduced aim punch. We haven’t forgotten bug fixes and we’ve got plenty listed below!

Read on for more detail and to see all the changes.

New Weapon MP5K

2mp5k.png

The MP5K is a brand new sub-machine gun chambered for 9mm ammunition. MP5K is exclusive to Vikendi and replaces the Vector on that map. 

While the firing mechanics of the MP5K are similar to those of the Vector, it boasts a higher per bullet damage, but with a lower overall firing rate and DPS. This SMG also has a higher magazine capacity than the Vector, starting at 30 rounds by default with 40 rounds in an extended magazine.

Key characteristics of the MP5K:

  • High rate of fire at 900 RPM with reasonably easy to control recoil
  • Accommodates all attachment slots to allow for a tactical stock, different types of magazines, muzzles attachments, grips, the laser sight and of course scopes
  • Base damage value of 33
  • Exclusive to Vikendi

Survivor Pass 3: Wild Card

3survivorpass-1.png

‘Survivor Pass 3: Wild Card’ will soon begin and includes over 60 rewards which can be obtained within the 10 week pass duration. The new pass will include improved missions which will test players skills, an in-game feature which will provide tracking of missions in real-time and even new background music and lobby.

Enjoy the new Survivor Pass 3: Wild Card!

  • Pass Period
    • Survivor Pass 3: Wild Card will run from when Update #27 hits live servers, until June 4 PDT
  • Improved Features
    • Mission status tracking is now displayed live in-game
    • Press P to view your current mission status (live update of data may have few seconds of delay)
  • New Missions
    • Daily Missions: These missions change daily, so ensure you complete each in time! You can swap out up to 3 missions per day
    • Weekly Missions: You will be able to play 10 new missions every week. You can swap up to 5 missions per week for new ones, and expired missions will disappear
    • Beginner Missions: Added 10 introductory missions that teach players about various in-game features
    • There are additional challenge missions to test your gunplay skills with the following weapons: Tommy Gun, Beryl M762, S686, UMP45, M16A4
      • Earn a weapon skin for each weapon’s mission set you complete!
    • Daily Missions refresh every day at 7pm PST / 11am KST / 4am CEST.
    • Weekly Missions refresh every Tuesday at 7pm PST / Wednesday at 11am KST / 4am CEST.
  • Rewards
    • Over 60 rewards total
    • New character face & hair items as free pass rewards
    • New backpack skins
    • Every level of the pass will grant a coupon which can be used in the coupon store to redeem items and random keys
  • Premium Pass and Level-up Items
    • Premium Pass: $9.99 (price may vary slightly depending on your region)
    • Level-up Items:
      • 5 Levels $4.99, 20 Levels $17.99, 30 Level up item $24.99 (price may vary slightly depending on your region)
    • Sales Period: From when Update #27 hits live servers, until server maintenance on June 5 KST
  • Other
    • Changing language is disabled while in-game to prevent a crash related to the live mission progress function

Survival Title System Season 3

4title.jpg

s3-rewards.png

We have gathered valuable feedback from our players during Survival Title System Beta Season 2 and are launching Season 3 with some changes, including making it easier to gain points and granting coupons as you progress through the titles.

We will continue to iterate on and improve this system moving forward.

  • Rewards for Survival Title System Beta Season 2
    • Distribution of rewards for beta season 2 will start when Update #27 hits live servers
      • Rewards should not take more than a day to be fully distributed
    • Rewards will be distributed to players who have achieved higher than a Novice title
      • If you have not received the reward after the announced date, please contact Customer Service
    • Any players who are found to have obtained a Survival Title by violating operation policies may be subject to account restriction and/or removal of seasonal rewards
  • Survival Title System Season 3 Schedule
    • Preseason: March 19 until live server maintenance for Update #27
    • Start Date: When Update #27 hits live servers
  • Improved Survival Point (SP) Balance
    • We have rebalanced the rate in which you gain Survival Points (SP) based on player feedback and it will now be easier to rank up, compared to Season 2
    • Survival Points (SP) earned during Beta Season 2 will be soft reset, meaning you don’t have to start completely from scratch
  • New Rewards System
    • Every promotion to a new title will grant players yellow coupons which can be used to unlock items in the coupon store
      • These coupons can be used in conjunction with coupons received from Survivor Pass 3: Wild Card
    • Use the Title reward button to claim rewards
  • Additional Changes
    • You can view the rewards for each Title on the Season page
    • Stats will be updated and reflected after a match has ended, not immediately when you die or exit the match early
    • Survival Title rank icons have been changed to roman numerals (V, IV, III, II, I)

Gameplay

Weapon Balance

  • M16A4
    • When firing using burst mode, the initial recoil has been decreased
    • Increased the range before damage fall-off occurs
      • This will help increase M16A4 efficiency when fighting over long distances
    • Canted Sights and the Tactical Stock can now be attached to the M16A4
    • The Tactical Stock will decrease recoil recovery time, animation kick and weapon sway, while also improving ADS speed and hipfire accuracy
  • Vector
    • Vector has been rechambered to use 9mm ammo
    • Magazine capacity has been increased to 19 bullets by default and 33 with an extended mag (was 13/25)
    • Damage decreased from 34 to 31 due to above changes
  • UMP45
    • The UMP9 has been rechambered to use 45ACP ammo and is now called the UMP45.
    • Magazine capacity has been adjusted to 25 bullets by default and 35 with an extended mag (was 30/40)
    • Gunshot sounds have been changed to be more realistic
  • MK47 Mutant
    • Tactical Stock can now be attached to the MK47 Mutant
    • The Tactical Stock will decrease recoil recovery time, animation kick and weapon sway, while also improving ADS speed and hipfire accuracy
  • Attachments Balance Modification
    • SMG and Pistol attachments have been combined and can now be used on both weapon types
    • Bullets Loops for Shotguns, Win94 and Kar98k have been combined into one item called Ammo Loops
    • Holo Sights can now attach to pistols
      • When equipped to Pistols, the size of the sight will be reduced to fit more appropriately
  • Hit Area Damage Multiplier Changes
    • Increased SR body shot damage from 110% of base damage to 150%
    • Increased SMG limb shot damage from 120% of base damage to 125%
  • Gameplay Balance
    • Decreased the overall aim punch (aim sway) applied when being shot by an enemy
    • First aid kits will no-longer heal instantly after use timer and will instead restore health over a 2 second period
    • Vehicles now block players from receiving grenade damage with a similar mechanism used for other objects. Although, depending on grenade position and trajectory, damage can still be dealt to players hiding behind vehicles.

Item Spawn Balance Modification

Erangel Loot Changes

The overall item spawn rates on Erangel have been increased. Additionally, we’ve increased the spawn rate of some major weapon classes. Please jump in and try the changes and let us know your feedback!

  • Increased the spawn rate of ARs (12%), DMRs (16%) and SMGs (14%)
  • SRs and Handguns received a slight spawn rate increase

Due to item changes this patch, including merging some attachments together, there is naturally a gap left in spawns which needs to be filled with other items. Because of this, we have increased the spawn rate of other items evenly. This will also result in a small increase in spawns of high priority items such as ARs, meds etc.

This also means the overall loot for other maps has also increased slightly, although no changes have been made to individual item spawn ratios on other maps.

Flare Gun Balance

We have reviewed lots of player feedback on the Flare Gun since it’s release and are making the following changes:

UI/UX

  • Many players felt the icons and on-screen message related to Flare Guns did not match the style of PUBG as a realistic Battle Royale experience. We agree and have removed them
    • Removed the Flare Gun icon from the world map and mini-map
    • Removed the on-screen message indicating incoming special care packages

Sound Adjustments

  • As a result of adding Flare Guns, there were many more planes flying by regularly which led to much frustration from players due to both the volume and frequency. So, we’ve made the following changes
    • Altitude of the plane delivering Flare Gun special care packages is now set to 500m (raised from 350m)
    • Subsequently, the audible volume of the planes will now be lower

Adjusted Loot Balance

  • Reduced Flare Gun Spawn Rate to an average of 3 Flare Guns per game for all maps
    • We want the Flare Gun to be a rare item with great benefits, but at a high risk
    • Reduced the Care Package contents from 2 sets to 1 set in squad mode, which is the same as solo/duo mode
    • Reduced total Flare Gun care packages available to be called in per game
      • Now only 2 sets of special care packages and 2 armored UAZ can be called in per game total, down from 3

Movement Rustling Sound

  • Weapons
    • Separate rustle sounds now play when equipping weapons in your hands vs holstering on your back
    • Identical rustling sound will be played regardless of weapon type
    • Sidearms, melee weapons and throwables do not make rustling sounds
  • Sound level balance
    • Rustling sounds of backpacks, weapons are all identical in both volume and audible distance
      • Even though the audible range of clothes is same as bags/weapons etc, it may sound like they’re heard at a different range due to the volume being lower.
    • Audible distance and volume of the rustling sound changes dynamically based on the characters movement speed
      • The faster you move, the louder the noise, which can then be heard from further away
    • The audible range and the volume of the rustling sound is lower than footsteps

World

7faceit.png

To celebrate FACEIT Global Summit: PUBG Classic in London this April, we’ve added FACEIT Global Summit advertisements to Sanhok and Vikendi.

  • On Vikendi look out for the big billboard in Volnova!
  • On Sanhok you can find some posters hanging up around Ha Tinh, Paradise Resort, Pai Nan and Boot Camp

Visit the official PUBG Esports website for more information on the FACEIT Global Summit: PUBG Classic.

UI/UX

 

  • UI Overhaul of PC Settings Menu
  • 8settings.png
  • *
  • Improved the overall system menu design including, settings, team management screen and more.
  • Added explanations for each option in the settings
  • Added preview images for each graphical option in the settings
  • Added individual teammate volume adjust to the team management screen
  • Added the Key Guide screen to the menu, showing the main keys used in-game
  • The Equipment HUD is now permanently enabled
  • Store Improvement

  • Improved the position of the character and weapon axis
    • This will make items and characters look more natural when previewing them
  • Modified weapon sizes to be similar in the preview, regardless of the actual weapon size to improve visibility
  • Hid ‘View Detail’ button when viewing non-weapon items
  • Friends List Status Improvement

  • The message ‘Playing’ is shown to players who are playing in your ‘Friends’ and ‘Recent’ lists
  • If you search for players through the Search tab, players will be shown as ‘Playing’
  • Rich Presence Integration

  • eSports Mode is now correctly displayed as Esports Mode (Esports Ready)
  • Crosshair UI Improvement for Canted Sight and Scopes

  • Added a new crosshair when using the Canted Sight to help players easily identify which scope they have equipped
  • 6cross.png
  • When using your main scope, you will see the standard crosshair, with an X shaped crosshair when using the Canted Sight
  • Replay System

  • The replay version has been updated and replays recorded prior to Update #27 will no longer be playable
  • Revised to include game audio only when exporting movies from Replay Editor
  • Added Highlight Replay features
    • Added a feature that allows players to watch multiple highlights by pressing the H key when spectating a specific player during a replay
    • Highlights of the selected players are generated as followed:
      • When the player kills or gets a knockdown on another player
      • When the player is killed
      • When the player escapes the blue zone with less than 5 HP
      • When the player wins a chicken dinner
  • Performance

  • Optimized the Network Debug Statistics UI rendering logic to slightly improve FPS
  • Optimized replay recording logic to slightly improve FPS during gameplay
  • Skins & Items

  • 9anniv.png
  • A PUBG 2nd Anniversary Cap is now available for free!
    • Players can redeem the cap on the featured and items page of the store
    • This item will be available on live servers when Update #27 is deployed
      • Availability period: From when Update #27 goes live, until April 23 PDT before the live server maintenance
  • Item sales for the following items will end when Update #27 hits live servers:
    • Guerrilla Bizon Skin
    • Chinese Streamer Skins
    • East Erangel Police Crates
      • Moved to the pool of random crates
  • Custom Match

  • Removed default (preset) of the feature where players can save location in observing system
    • Removed default location that players could move when using Ctrl + Num button
      • Maintained the feature to save certain location
      • How to use: Save from the desired location by pressing Ctrl + Num button in FreeCam view
  • Changed options in Custom Match based on the ‘Gameplay’ changes above
    • Merged attachments for pistols and SMGs into one category
    • Merged bullet loops for Kar98K and Shotguns
    • Changed UMP9 to UMP45
    • Changed Tactical stock option from M416, Vector to SMGs, ARs
    • Added new weapon MP5K
  • Localization

    We are happy to announce that the Irish language is now supported in-game thanks to voluntary localization from players and communities. We sincerely thank the players for their enthusiasm.

  • 10settings2.png

  • PUBG now supports Irish
  • Bug Fixes

    World

  • Fixed an issue where incorrect footstep sounds were made when moving on steel floors
  • Fixed an issue where players could become stuck in a wall when vaulting on top of an object in a specific building on Sanhok
  • General

  • Fixed an issue where players were able to see past walls by abusing the emote mechanism
  • Fixed an issue where players were able to open or close doors, despite a vehicle blocking it
  • Thank you

    – The PUBG Team

  • Fixed an issue where players were briefly able to see through a thin wall when leaning against it
  • Fixed an issue where when a player was damaged by two Molotov Cocktails, the player who threw the first will be credited with the kill.
  • Fixed an issue where the smoke coming from a grenade explosion outlines players inside the smoke grenade
  • Fixed an issue where players are unable to lean while standing on a crossbow
  • Fixed an issue where players with poor network connectivity take no damage when exiting moving vehicles
  • Fixed an issue which could cause your gun to reset to single fire mode, despite having the default set as full-auto.
  • Fixed an issue where characters hands move abnormally when switching firing mode on the Bizon
  • Fixed an issue where the Inventory UI displays incorrectly when equipping certain attachments on the QBZ
  • Fixed an issue where a specific object prevents Care Packages from landing on the ground
  • Fixed an issue where players are unable to be revived after the game client is forcibly closed or has crashed
  • Fixed an issue where certain object appear in different locations to other players
  • Fixed an issue which caused heavy FPS drops momentarily using hotkeys to mute or change audio channels.
  • Fixed an issue where automatic mini-map zoom wasn’t being activated while inside the plane or parachuting
  • Fixed an issue which could allow players to wear items which they’d previously exchanged for BP.
  • Fixed an issue where using Page Up or Page Down while observing would sometimes only cycle between two players
  • Fixed an issue where gun recoil could appear abnormal when observing a player shooting in ADS
  • Fixed an issue where video length sliders in the Replay Editor were difficult to see
  • Fixed an issue where the join between the character mode’s neck and body was visible
  • Fixed an issue where an abnormal line can be seen coming from the head of players with a specific appearance in Zombie Mode
  • Fixed an issue where the canted sight increased ADS speed of other scopes attached
  • Fixed an issue where attaching a specific magazine on the Beryl would display the incorrect magazine model
  • Fixed an issue where switching from the main sight to canted sight would reset reticle brightness
  • Fixed an issue where certain key bindings can increase the ADS speed of Canted Sights
  • Fixed an issue where the camera momentarily moves up and down when vaulting inside of a building
  • Fixed an issue where a character model shakes when moving to prone
  • Fixed an issue where black bars are displayed on either side of the lobby when using 21:9 aspect ratio
  • Fixed an issue which players could drive through a window on a motorbike without breaking the glass
  • Fixed an issue where the UI indicating weapon skin status was not displayed on the key guide
  • Fixed an issue where the character model in the shop preview would use the gender of your team mate
  • Fixed an issue where mouse and keyboard input can be registered in certain situations while observing unintentionally
  • Fixed an issue where the animation of chambering a round is played twice by spamming the fire key while reloading the Kar98k
  • Fixed an issue where some in-game UI elements remain exposed when returning to the lobby
  • Fixed an issue where a character can move inside a special care package under specific conditions
  • Fixed an issue in esports mode which prevented players from entering the rear seats of the pickup truck on Miramar
  • Fixed an issue which could prevent the replay from playing with keyframe paths when the UI was hidden
  • Fixed an issue where a map marker would be misplaced after enlarging the map and quickly placing a marker
  • Fixed an issue where changing the sensitivity the map zoom could prevent players from zooming in on the map
  • Fixed an issue where vines hanging from wire in Camp Bravo (Sahnok) were blocking bullets.
  • Fixed an issue with invisible objects in certain buildings of Goroka
  • Fixed an issue where the mission “Play a solo match using the Quick Join option” wasn’t able to be completed in FPP
  • Fixed an issue where Early Bird Key (season pass reward) was not able to open the Gamescom Invitational Crate
  • Fixed an issue where the incorrect ammo was alongside the Vector/UMP in Training Mode
  • Like 1

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  

united-we-stand-logo (footer size).png

United We Stand

United We Stand started in 2003 under the name Stars and Stripes. Our community has over 13 years of experience within the Battlefield franchise. Now, our community supports a diverse selection of gaming titles including: Escape from Tarkov, DayZ, PUBG, Star Citizen, and Siege to name a few. Come hang out, make new friends and enjoy your time with our united internationally supported gaming community!

Follow us

Powered By

×