Check out the latest PUBG Patch Notes for PC 1.0. This is Update #12
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!
Weapon & Item Balance
We explained our goals with weapon balance in last week’s dev blog. You can find the specific changes below:
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
Increased the damage of the P92, P1911, P18C, R1895, and R45
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
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
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
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
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
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
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, S686, 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
Along with all the balance changes, we’re introducing a new weapon, a new vehicle for Miramar, and a ton of new weapon attachments.
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.
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.
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).
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
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.
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)
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
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 an issue that was causing some curtains on Erangle to be impenetrable.
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
Check out all of the latest PUBG Patch Notes.