PlayerUnknown's Battlegrounds

Tarisk

Pathetic Reaction Bot
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M24 as a spawn is good. Though reduced damage makes sense. Will be a nice alternative to the K9 with the higher bullet velocity.
 

slippery

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Update is live on test. Patch notes are clearer with a couple extra things

PLAYERUNKNOWN'S BATTLEGROUNDS :: PC 1.0 Update #14

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).

446f85603f64c0bb5d7d132a24b32e6ff2fc7f4f.jpg


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

UI / UX
  • Added a UI message showing when healing items can’t be used.


New Anti-Cheat Tech
058051758616f163e218d1b021da7e91c6043585.png


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

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

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

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

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

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

Bug fixes
  • Fixed some issues causing abnormal collisions in spots on Erangel and Miramar.
  • Characters should no longer get stuck while vaulting in particular spots around Erangel.
  • Fixed an issues allowing characters to pass through objects in certain locations on Miramar.
  • Improved the accuracy of the throwing trajectory indicator for stun grenades
  • Fixed a visual glitch in the inventory screen that occurred when attaching a choke to the sawed-off .
  • Fixed an issue that was resulting in some strange collisions if players ever jumped on top of a vehicle which had players in it.
  • Scope zeroing on the crossbow is no longer incorrectly enabled and set to an incorrect value by default.
  • Fixed an issue causing stun grenades to appear to bounce around for while after breaking a window.
  • Fixed an issue where the cheek pad’s vertical recoil control attribute was excluded in in-game tooltip.
  • Fixed an issue which prevented the cheek pad from adding 10% vertical recoil recovery when attached to the SLR.
  • Fixed an issue when hip-firing for an extended duration, the gun would appear to be lowered
  • Fixed an issue that caused the effect from stun grenades to appear differently depending on graphical settings
 
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slippery

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Videos reading the patch notes seem retarded. I just want to know if the optimization stuff actually did anything
 

Hekotat

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That seems like all youtube is these days, people simply reading the patch notes/information provided and speculating. Very few informed, well spoken content creators that put out quality videos.
 

slippery

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Apparently loot spawns are actually even worse on test. There is a video of a guy having a first aid spawn 25 seconds after he landed. Lots of complaints about getting guns but not having the ammo spawn
 

Hekotat

FoH nuclear response team
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Apparently loot spawns are actually even worse on test. There is a video of a guy having a first aid spawn 25 seconds after he landed. Lots of complaints about getting guns but not having the ammo spawn

It'll be pushed to live in 4 hours.
 
  • 1Worf
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Tarisk

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Shroud Choco J9 Chad just fucking annihilated everyone in round 1


A little bit before the tourney I ran into DrDisrespect and his team at hacienda, knocked out/killed Halifax close range with a mini, but died to a stream sniper hiding in a closet with a shotgun. Next game we ran into Shroud and crew immediately after. Got killed by ChocoTaco with a sawed off from 25 meters =/
 

Xevy

Log Wizard
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Sanhok desyncing, people rubberbanding, sounds super fucked. Regular game crashed me twice, but times I was auto running into the ocean even though one of those times I disconnected facing the exact opposite way.

Fucking christ, man. These patches are like finding out your girlfriend has a dick. Every. Fucking. Time.

(watch my ammo, before and after I die)


Never saw an M24 or heard an M24 once either all day in 5 hours.
 
Last edited:
  • 1Worf
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TJT

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Sanhok desyncing, people rubberbanding, sounds super fucked. Regular game crashed me twice, but times I was auto running into the ocean even though one of those times I disconnected facing the exact opposite way.

Fucking christ, man. These patches are like finding out your girlfriend has a dick. Every. Fucking. Time.

(watch my ammo, before and after I die)


Never saw an M24 or heard an M24 once either all day in 5 hours.

This analogy makes me wonder how many dicks you have to find before you just give up man!
 
  • 2Worf
Reactions: 1 users

Bubbles

2022 Asshat Award Winner
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Sanhok desyncing, people rubberbanding, sounds super fucked. Regular game crashed me twice, but times I was auto running into the ocean even though one of those times I disconnected facing the exact opposite way.

Fucking christ, man. These patches are like finding out your girlfriend has a dick. Every. Fucking. Time.

(watch my ammo, before and after I die)


Never saw an M24 or heard an M24 once either all day in 5 hours.
If your gf has a dick every single time then maybe you just have to accept that you might be a tranny chaser
 
  • 4Worf
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Gravel

Mr. Poopybutthole
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Seems like the game is dying. Most of the streamers have been playing it a lot less. The population has been cut in half. The servers somehow seem to be getting worse.
 

Ravishing

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Seems like the game is dying. Most of the streamers have been playing it a lot less. The population has been cut in half. The servers somehow seem to be getting worse.

I don't think it's dying... but I don't play the game.

In terms of streaming/popularity it's still a top 3 game.

Overwatch is consistently ~10th on Twitch and they still have the OWL and millions of players actively playing.
 

TJT

Mr. Poopybutthole
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PUBG will get a nice headshot when a similar, "realistic" battle royale with quality netcode and optimization comes out. They very obviously have some design flaws that they cannot fix. The architecture of their entire application isn't designed around what it needs to make it fixable.

Short of a full rebuild. But they won't do that and they don't have time to do so before a few of the ones in development are released.
 
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Ravishing

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Uhh, I really disagree with that. PUBG may get a headshot by another BR but they CAN fix their problems if they actually have the talent to figure it out. BR games gotta be one of the most simplistic game designs of recent memory. Like zero character progression to consider at all, just need efficient netcode & assets/maps.

Sure they have a lot systems at work, physics, vehicles, bullets, etc. But still fixable.

Compare to an MMO or even a MOBA where you have 100s of heroes, character progression, abilities, etc etc.

PUBG appeals to a totally different crowd than Fortnite. Everyone is too hung up on FN being #1 right now and killing PUBG but they appeal to completely different crowds. PUBG being more adult, slower, realistic, strategic. FortNite being faster paced, parkour, and sillier.

I hope PUBG sticks around, I like seeing the streamers crossover between the 2 games. I just hate the animosity they show *mostly* toward FN, but also starting to see some animosity from FN streamers toward PUBG. People just gotta chill and play games, and not make it some sorta competition to be the #1 on Twitch.