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Two major changes were made this time. Regarding ballistics, we made changes to bullet drag effect, accuracy and hit areas to give them a more realistic touch as well as improve the balance of weapons. We have described the changes in detail below. We will be using a more advanced equation to calculate damage which will be shared in detail after this test. We are constantly looking into improving the balance of the weapons while adding a little bit of more realistic, albeit reasonably balanced touch.
As a consequence, we are now working on a ballistics balance pass. We have been announcing upcoming changes to the way the projectiles and weapons behave for some time and now the first iteration is finalized. The overhaul consists of multiple elements. The most essential one is the addition of a bullet drag effect that affects the trajectory curve of a projectile. Due to this effect the bullet now loses its velocity over time — similar to what happens to it in real life.
As a result, with gravity still acting on the projectile, at the same distance as before the bullet drop will be bigger. For most assault rifles the change will be hardly noticeable at short range. It will become increasingly obvious above the range of meters. While some weapons may experience slight accuracy nerf, others will become more accurate than before. Following the changes to the trajectory of the bullet, we have looked into the usability of iron sights and sight attachments.
To accommodate the new ballistics, we have changed the way zeroing works to be slightly more realistic. As a result, each weapon will have unique set of zeroing ranges while using the iron sights. Red dot and holographic sites will allow for zeroing in on short ranges. You will now also be able to adjust the intensity of the reticle by default using the Mouse Wheel.
Bigger scopes will additionally allow you to change the zoom level by default using the Mouse Wheel. Finally we have introduced changes to the hit areas of the characters. We felt that the initial system was a little bit too simplistic and punishing to the players.
With the new system, the problematic neck area will be protected by the helmet. Shooting hands and feet is now also less effective than it was before. On top of regular bonuses and penalties to the hit areas, the damage will be also modified by weapon class. These changes allow us to further balance the use and functionality of different types of weapon classes. Please bear in mind that the changes are not final, many are, in fact, experimental, and we are still working on more features to be included in the game.
When we prepared to release the first Early Access version of PUBG earlier this year, we were not fully prepared to respond to the issue of cheating. Since then, our traffic grew exponentially and it became an even bigger issue. We would like to invite. The authors showcased Ranked Battles, changed weapon balance, and added robots and new. TechRadar is supported by its audience. When you purchase through links on our site, we may earn an affiliate commission. Learn more By Wesley Copeland 20 May The final release of DirectX 12 and Windows 10 is months away but if you're itching to test your system's DX12 theoretical performance today, here's how you can do it.
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