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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

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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.
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    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
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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
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    Docks, located on the southeast side of the island
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    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

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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frankieg92

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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

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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

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jprice13b

E3 new winter map announced 

 

 

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jprice13b

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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.

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