I have the feeling that the new spectator system will result in a wave of hacker vids. I applaud Bluehole for 1) doing something that will bring bad PR (though at this point "PUBG is full of hackers" is firmly established anyway) and 2) doing something that will help fix the game.
As Tycho said about Fortnite, it's fun to watch your killer (and your killer's killer) win a match. And with the proliferation of hackers in PUBG you're guaranteed to watch some hackers. Having more eyes on the top players in the end circles will mean they get more scrutiny and this will (hopefully) translate to quicker reporting of players that are cheating.
Handy hint: "You can report a player you are spectating in Killer Spectate mode by pressing R"
Also: I am pretty darn excited for the next Event.
One of the absolute shit moves is that the coast next to the northern island on Miramar seems climbable, but you actually cant get out of the water there.
I swam for like 8 minutes once with my 8x scope and a bag of meds and then died 20ft from a Bronco to the blue.
So last night I got stuck in a Servers are busy: Reconnect loop, but my other team mates did not.
What's the actual issue (since it's obviously not that) and anyway to fix that?
It kinda helps to pace yourself a little bit, instead of just spamming it I think?
As for shotgun mode. Personally my shotgun philosophy is pump shotgun is good for outside buildings (and inside, just the others are arguably better), double barrels are mostly better than saigas because of chokes, but saigas honestly have their place in extreme cqc, like absolutely certain you're going to be in a tiny ass room. I'd take the double barrel in bigger rooms/halls though.
There's mostly overlap there besides the saiga. It just can't compete with a choke for anything past point blank imo. But in shotgun mode I suppose you'll just grab 2, so I feel like pump/saiga is probably the winning combo. Pumps are my favorite shotgun normally because they're the most versatile.
Double barrel is best imo. Longest range, quick firing and reload time.
Saiga is good. Especially silenced. But the lack of range is a killer.
I hate the pump actions slow reload.
I hate hate hate that the *click* of the double barrel doesn't sync with the gun finishing loading. Irl, when you hear the click the gun locked and ready to fire. But in pubg you have an awkward delay for no reason, and the reload can be cancelled by a vault. And if you attempt to fire after the click it will delay the finishing. It's total bullshit.
The event mode is a lot of fun. Slightly less fun than I expected, but still very fun.
Blasting away "sniping" at another team with nearly zero hits is fun.
Jumping around a corner and nailing someone with a shotgun blast is fun.
Running people over is fun.
The closer engagement distance means you have more shit talking, which is A LOT OF FUN.
We fought a squad, me and a guy traded long range shots while one of our team snuck up on them. One of theirs did likewise and flanked me. But I was rezed, and while I was down next to him we chatted and agreed to not kill any downed people. Then we killed another guy, leaving one last guy on the roof. My two team mates did some cop rp and asked him to come down with his hands up. He didn't cooperate. Eventually I snuck around the back and climbed up, with my teammates shots to mask my footsteps. BLAM BLAM. What a neat moment.
edit- I do not like the circle being visible in the plane. It works with shotguns, as you shouldn't be spread out much anyway. But outside of the circle is dead. They've been experimenting with a visible circle on the ultra test server and it changes the game for the worse imo.
I've never noticed a range difference between the pump and double barrel, although the stats do show the double barrel has 10 more velocity but that seems negligible. The double barrel lets you continue follow up shots, so I find it to be better for range personally. I am also admittedly a bit biased against the over/under design, not a fan. =P
But it's all personal preference at the end of the day!
Double barrel is best imo. Longest range, quick firing and reload time.
Saiga is good. Especially silenced. But the lack of range is a killer.
I hate the pump actions slow reload.
I hate hate hate that the *click* of the double barrel doesn't sync with the gun finishing loading. Irl, when you hear the click the gun locked and ready to fire. But in pubg you have an awkward delay for no reason, and the reload can be cancelled by a vault. And if you attempt to fire after the click it will delay the finishing. It's total bullshit.
Whaaaat, is that what's throwing me off with the double barrel? I'll have to watch that more closely.
The wide reticle represents variability in aim point. I guess that doesn't make sense in that it should always shoot where the barrel is pointing, but that's too much shit to model for a game when it's going to mostly be the same as making the aim point variable with movement. The problem with shotguns is some games with spread weapons use that reticle to indicate how much spread that weapon has, so it can be counter intuitive.
From videos I've been seeing, it's mostly a question of range and where on the pan it gets hit. At 30-40m, short of 5.56 rifle rounds, an edge hit results in a ricochet. 5.56 and 7.62 blow through pans (regardless of where they're hit) like you were shooting an aluminum can, and you'll end up with a bullet in the ass. .22LR, 9mm, .40, .45 tear through the flat portion but tend to get deflected on the edges.
Erlkönig on
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
The angle of impact is very important. A round coming in at 5 or 10 degrees is far less likely to penetrate than one hitting head on at 90. Especially if the shooter was several hundred meters away.
The angle of impact is very important. A round coming in at 5 or 10 degrees is far less likely to penetrate than one hitting head on at 90. Especially if the shooter was several hundred meters away.
From what I was seeing, a .22LR (exposed lead round) penetrated pretty easily coming in at around a 2010-degree angle (edit- rewatched the video and it looked closer to 10).
Erlkönig on
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
0
JuliusCaptain of Serenityon my shipRegistered Userregular
The angle of impact is very important. A round coming in at 5 or 10 degrees is far less likely to penetrate than one hitting head on at 90. Especially if the shooter was several hundred meters away.
From what I was seeing, a .22LR (exposed lead round) penetrated pretty easily coming in at around a 2010-degree angle (edit- rewatched the video and it looked closer to 10).
The angle of impact is very important. A round coming in at 5 or 10 degrees is far less likely to penetrate than one hitting head on at 90. Especially if the shooter was several hundred meters away.
From what I was seeing, a .22LR (exposed lead round) penetrated pretty easily coming in at around a 2010-degree angle (edit- rewatched the video and it looked closer to 10).
From videos I've been seeing, it's mostly a question of range and where on the pan it gets hit. At 30-40m, short of 5.56 rifle rounds, an edge hit results in a ricochet. 5.56 and 7.62 blow through pans (regardless of where they're hit) like you were shooting an aluminum can, and you'll end up with a bullet in the ass. .22LR, 9mm, .40, .45 tear through the flat portion but tend to get deflected on the edges.
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
Shotgun mode in squads is fun if for no other reason than it makes you think more about movement as a group. You usually see other groups from a distance, but can't effectively do anything, so moving up on them and making sure you're trying to stay together as much as possible makes for interesting situations where it actually feels like teams trying to get advantage over each other. Especially when multiple teams are in the area.
In regular matches of course you stick together too, but there's wiggle room to engage and flank independently to an extent. In this mode I think if you get caught alone against multiple people, you're in for a bad time just by nature of the weapons. It almost becomes a game of trying to divide and conquer and nearly feels like a melee battle more than a shoot out. At least, that's how I approached it.
I think chokes would change things a lot, I didn't see any and assume they aren't in. It's maybe for the best though.
I love that multi squad engagements are more obvious. It's not unusual to have 4 or more squads fighting in normal PUBG, but it's usually from at least 100 metres and you probably don't even realise it at the time. With shotguns you have this swirling melee of teams all within spitting distance.
Two squads will be trying to shotgun/mad max each other, and another team will roll up, and another, and another. It's awesome.
Shotgun mode has been so much fun! Kind of "cheated" a bit with one round as our squad started shit talking another squad, then it turned into a fashion meet swap, then a team up against two other squads who were racing each other, most fun I've ever had with the game.
Honestly I think a studio could toy with a battle royale designed from the ground up over a similar mechanic and probably find some pretty good success. It just feels right in the way it plays.
Ash of Yew on
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MortiousThe Nightmare BeginsMove to New ZealandRegistered Userregular
So every game tonight, I missed seeing people drop on my position. It's like them and their parachutes just aren't spawning in on the initial drop
"Invisible parachutes" is one of those persistent stories. Unfortunately it's hard to prove a negative. It's definitely something that feels true sometimes.
There was a guy in hospital with me and I thought that if I sung All Star it would draw him to me. Sadly my lovely singing did not seem to draw him so I had to take the Smashmouth to him. I killed him while singing, which was fairly difficult for me because I use PTT. It meant I had a finger holding down "t" while trying to duck and weave with my shotgun.
Also, the spectator cam is great. I was able to see the guy who killed me hack their way to #1. I actually felt kinda good about dying to a hacker? My own death wasn't suspicious, but after me they went ham on the remaining players. It was nice to know for sure that they were hacking and to be able to easily report them.
Friend and I have definitely done long jumps where no one's present when looking around (and parachutes don't spawn above or to the side of us) and we won't hear anyone drive up but definitely have people try to rush us a few seconds after landing.
not a doctor, not a lawyer, examples I use may not be fully researched so don't take out of context plz, don't @ me
0
MortiousThe Nightmare BeginsMove to New ZealandRegistered Userregular
Okay, I 'm counting invisible parachute drops as confirmed.
Guy dropped close enough for me to hear him land, could not see him.
Posts
As Tycho said about Fortnite, it's fun to watch your killer (and your killer's killer) win a match. And with the proliferation of hackers in PUBG you're guaranteed to watch some hackers. Having more eyes on the top players in the end circles will mean they get more scrutiny and this will (hopefully) translate to quicker reporting of players that are cheating.
Handy hint: "You can report a player you are spectating in Killer Spectate mode by pressing R"
Also: I am pretty darn excited for the next Event.
Shotguns and melee weapons only.
I swam for like 8 minutes once with my 8x scope and a bag of meds and then died 20ft from a Bronco to the blue.
0 boats is garbage in the same way finding absolutely 0 pistols or weapons in the first 6 buildings and nothing but clothes is garbage.
2008, 2012, 2014 D&D "Rare With No Sauce" League Fantasy Football Champion!
What's the actual issue (since it's obviously not that) and anyway to fix that?
It’s not a very important country most of the time
http://steamcommunity.com/id/mortious
It kinda helps to pace yourself a little bit, instead of just spamming it I think?
As for shotgun mode. Personally my shotgun philosophy is pump shotgun is good for outside buildings (and inside, just the others are arguably better), double barrels are mostly better than saigas because of chokes, but saigas honestly have their place in extreme cqc, like absolutely certain you're going to be in a tiny ass room. I'd take the double barrel in bigger rooms/halls though.
There's mostly overlap there besides the saiga. It just can't compete with a choke for anything past point blank imo. But in shotgun mode I suppose you'll just grab 2, so I feel like pump/saiga is probably the winning combo. Pumps are my favorite shotgun normally because they're the most versatile.
I expect the melee weapons to still be untouched.
Saiga is good. Especially silenced. But the lack of range is a killer.
I hate the pump actions slow reload.
I hate hate hate that the *click* of the double barrel doesn't sync with the gun finishing loading. Irl, when you hear the click the gun locked and ready to fire. But in pubg you have an awkward delay for no reason, and the reload can be cancelled by a vault. And if you attempt to fire after the click it will delay the finishing. It's total bullshit.
Blasting away "sniping" at another team with nearly zero hits is fun.
Jumping around a corner and nailing someone with a shotgun blast is fun.
Running people over is fun.
The closer engagement distance means you have more shit talking, which is A LOT OF FUN.
We fought a squad, me and a guy traded long range shots while one of our team snuck up on them. One of theirs did likewise and flanked me. But I was rezed, and while I was down next to him we chatted and agreed to not kill any downed people. Then we killed another guy, leaving one last guy on the roof. My two team mates did some cop rp and asked him to come down with his hands up. He didn't cooperate. Eventually I snuck around the back and climbed up, with my teammates shots to mask my footsteps. BLAM BLAM. What a neat moment.
edit- I do not like the circle being visible in the plane. It works with shotguns, as you shouldn't be spread out much anyway. But outside of the circle is dead. They've been experimenting with a visible circle on the ultra test server and it changes the game for the worse imo.
But it's all personal preference at the end of the day!
Is the sawed off in that mode?
Whaaaat, is that what's throwing me off with the double barrel? I'll have to watch that more closely.
Also unlike some other games the increased reticle size indicates increased variability of the center of the spread, and not an increased spread
Armchair: 4098-3704-2012
Armchair: 4098-3704-2012
The wide reticle represents variability in aim point. I guess that doesn't make sense in that it should always shoot where the barrel is pointing, but that's too much shit to model for a game when it's going to mostly be the same as making the aim point variable with movement. The problem with shotguns is some games with spread weapons use that reticle to indicate how much spread that weapon has, so it can be counter intuitive.
From videos I've been seeing, it's mostly a question of range and where on the pan it gets hit. At 30-40m, short of 5.56 rifle rounds, an edge hit results in a ricochet. 5.56 and 7.62 blow through pans (regardless of where they're hit) like you were shooting an aluminum can, and you'll end up with a bullet in the ass. .22LR, 9mm, .40, .45 tear through the flat portion but tend to get deflected on the edges.
Armchair: 4098-3704-2012
From what I was seeing, a .22LR (exposed lead round) penetrated pretty easily coming in at around a 2010-degree angle (edit- rewatched the video and it looked closer to 10).
How many hundred meters away was the shooter?
Armchair: 4098-3704-2012
From my original response on the topic:
Armchair: 4098-3704-2012
Which is why I said it's primarily two variables: range and location of the hit.
In regular matches of course you stick together too, but there's wiggle room to engage and flank independently to an extent. In this mode I think if you get caught alone against multiple people, you're in for a bad time just by nature of the weapons. It almost becomes a game of trying to divide and conquer and nearly feels like a melee battle more than a shoot out. At least, that's how I approached it.
I think chokes would change things a lot, I didn't see any and assume they aren't in. It's maybe for the best though.
Two squads will be trying to shotgun/mad max each other, and another team will roll up, and another, and another. It's awesome.
It’s not a very important country most of the time
http://steamcommunity.com/id/mortious
Also, the spectator cam is great. I was able to see the guy who killed me hack their way to #1. I actually felt kinda good about dying to a hacker? My own death wasn't suspicious, but after me they went ham on the remaining players. It was nice to know for sure that they were hacking and to be able to easily report them.
Guy dropped close enough for me to hear him land, could not see him.
It’s not a very important country most of the time
http://steamcommunity.com/id/mortious