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Found 24 results

  1. I think having melee switch to stomping or downwards hitting when a person goes down or is prone would be a good addition. thoughts ?
  2. Please use this thread to discuss anything related to balance with ALL the weapons within the Sniper Rifle Class.
  3. Hey, I'd just like to open a discussion on how cars fit into the metagame and how they could be better balanced. Yesterday I started grinding the solo oceanic leaderboard trying to make top 10 (I got top 10 win rating, 15th overall so far) and I found that I was consistently able to make top 10 by using a car. I would drop somewhere away from the plane and high density areas, get myself a little loot and a car. I would then drive said car around in open fields until there is about ~20 people left and then use the car to drive directly to a good spot to camp until there was only 10 people left. Yes, this is boring, yes, I was 'playing like a bitch' etc etc. but it is in the name of science (kinda). In squad, and to a lesser degree, duo, cars are not as big a threat as it isn't all that hard to shoot the people in it or to blow them up/shoot tyres out with multiple people firing at it so I can't comment too much on car balance in those modes so I will focus on solo here. In solo, shooting a car is a bit of a gamble. Unless they are driving in a straight line, it's hard to make the shot and in doing so you give away your position, allowing for someone to easily flank you whilst the car drives off into the sunset. Now to the point: Make cars burn fuel faster (2 or 3 times faster than current) Make gas cans very rare (If gas burns fast this item becomes useful and if they are rare the player needs to decide to pick one up when they see it, sacrificing bag space) Feel free to post other car related balance ideas or rip mine to shreds. Will be happy to clarify anything I have said if it is unclear. Moderator Edit To discuss the physics and handling of vehicles please refer to this thread.
  4. Please use this thread to discuss anything related to balance with ALL the weapons in the Light Machine Gun Class.
  5. Throwable weapon discussion

    Simple, fix grenade mechanics to be as accurate as possible. The throwing is great, aim mechanics are on point, except that a real grenade does not blow in your hand, even if you remove the pin. For the reaction to trigger you need to remove the pin, and let go of the latch. The latch is loose when the grenade is thrown, not while still being hold tight by the hand. Molotov works in a similar way. The bottle will not blow up in your hand because, for that to happen, all of the flammable liquid needs to spill and react to the fire all at once. If the Molotov cocktail is still inside the bottle, there is no way it will explode. Please fix this, it's annoying. If you are holding a corner and you need to be ready for that sweet frag with a nade, this can be a real bummer. I agree, if you throw the pin away, then that grande is dead, unless you find the pin and put it back on, but that would be stupid since you threw it mid battle. So, when you take the pin out, you must throw the grenade, that's OK for me. But it should never ever blow in your hand. Fix. That. Now. PUBG is my favorite shooter because of it's realism and immersion, this really takes it away.
  6. The KAR-98

    For starters, this game is not made to be a realistic shooter. It is not made to perfectly mirror the damage of a bullet done to a human being upon impact, it is made to be a balanced, fast paced, arcade style survival shooter. So don't try and pull the realism card here. This post is made to address the KAR-98's ability to kill in 1 shot to the head. (Without hitting a helmet of lvl 2 or 3). The argument of skill level of the shooter is also invalid as a highly skilled player with an AKM, with an 8x will not have a chance against a highly skilled player with a KAR-98. Skill level is relative, the gun is not. There for, the gun is the problem. For the most part this game profits from having an arcade styled damage model, IE: Taking around five shots to the chest on average to KO a player. In a game like this, I like this style of damage, because it gives you a second chance to fight back. If you were to die in one-two shots from anything, players would be much more hesitant to move around, and the game would become very slowly paced. Now, most weapons are balanced alongside of this ideal, taking multiple shots to kill. The exceptions being the Sniper Rifles, and the Shotguns. The shotguns are somewhat understandable, as they are very limited by range, so they are avoidable by staying away from CQB. The snipers on the other hand, are unavoidable mid and late game. You will run into at-least one player using one.The M24 and AWM, I really don't mind either, as you have to go through a good amount of work to earn them from a crate, and I feel it is justified for these 2 weapons have the ability to 1 shot. But that leaves the KAR-98, the severe problem to the balance of weapons in this game. I have been 1 shot in the head at least 15 deaths the past week. I strafe around, and sit still as little as possible, and sit in the safest possible positions, but eventually, you must stop to heal, or revive, or some other task. It doesn't matter how careful you are, if the shooter is skilled enough. And ranked in the 4000's, it seems EVERYONE is. On top of that, the spawn rate seems to have been increased significantly. I will usually find one by looting 15 or so buildings. 4x and 8x Optics are also pretty easy to come by currently, and end game, you can bet your ass most everyone will have one. As far as protection goes, the level 2 helmet will stop you from being 1 shot, but only if it doesn't hit you in the face, or other unprotected area of the head. The level 3 helmet will fully stop you from being 1 shot, but you can not always rely on finding one. Other than that, there is no protection and you can be hit from anywhere. So, in conclusion, the KAR-98 completely ruins the balance and overall damage model of the game. This is not an uncommon problem, it happens 9/10 rounds I play now and is it an absurd level. Fixes 1: The KAR-98's damage should be reduced just enough not to 1 shot head shot someone, as it is a weapon of medium rarity that can be found anywhere and should not have that level of power. 2: The KAR-98 should be changed to the VSS's level of rarity or higher to prevent so many of them being used. That way, it would become more like the other sniper rifles from crates, and be a more rare pickup and experience for shooter and target.
  7. Please use this thread to discuss anything related to balance with ALL the weapons within the Submachine Gun Class.
  8. Please use this thread to discuss anything related to balance with ALL the weapons within the pistol and miscellaneous weapon class.
  9. Shooting Tires

    Currently it takes about 3 bullets to shoot out a tire. As a proponent of chaos, this could be lowered to 1-2 just to enable more creative fights. It's already relatively difficult to hit a moving car, but this could add the dynamic of disabling the vehicle before shooting its occupants.
  10. Please use this thread to discuss anything related to balance with ALL the weapons in the Shotgun Class.
  11. Please use this thread to discuss anything related to balance with ALL the weapons in the Assault Rifle Class.
  12. Overall balance and feel

    7/7/17 | This commentary is geared towards solo play games. Things change in duo and squads. MATCHMAKING I'm loving the ELO and matchmaking systems, something easily overlooked. Matches are always quickly found. Matches are feeling incredibly difficult at high MMR and the climb on the way up was very satisfying and progressive. It doesn't feel "grindy" or like I'm ever stuck in the trench. Kudos all around. GUNS Groza - (likely) overpowered. Wins games, period. The combined bullet damage and fire rate coupled with half decent aim means you win nearly all late game firefights. Since you usually find it by the time sniper rifles stop being in use, it just dominates at the short-mid. Since outplaying people becomes so difficult in the late, it turns into quickdraw/best-gun-wins shootouts - and this just wins combined with high level armor. P18C- overpowered. Needs balancing, has changed the item build meta. There's literally no reason now to pick up the UMP or UZI if you have one of these around. The first idea to fix this that comes to mind is to simply make the UZI a side-arm like the other pistols. The UMP can stay, but it needs to be reverted to pre-debuff as it's so weak in it's current state. UMP - the recoil nerf has made this item useless. I would revert the nerf, reduce the spawn rates a bit, and then increase long range spread. Way too much 9mm ammo, in general, spawns. Shotguns - these are the early game meta. Drop, pick up a shotty, one shot your neighbors. The early "RNG" deaths feel frustrating, perhaps reduce the spawn rate of shotguns by half for a more enjoyable early game. Would much rather get into pistol fights at the start than being one-shotted with no recourse or answer. I do like though, that they are useful all game and feel balanced in that respect. Too much shotgun ammo spawns. VSS - this item is just never worth picking up, either you get one early and don't need it yet or get one mid/late - and have way better stuff. It needs some loving. I recommend getting rid of the insane bullet drop so you can actually kill things with it. The damage is already bad and it can't really be upgraded. It also won't scale well into late even with velocity increases, which should be fine from a balance standpoint. ARMOR General: I want to see more decision making when it comes to selecting gear. This is simple: level 3 gear could make you slow or noisy to allow for more strategic item considerations - opening options for more styles, including pure stealth. Playing without armor should be a choice, not a requirement. I would also like to see a flak vest that reduces grenade damage. Camouflage - I feel it's non-existent at this point from how the game renders. Far things are black dots that stand out too much. There's concealment like shooting from bushes; but, I don't ever feel like I can blend into the surroundings to form surprise attacks. Right now, it's just better to sit behind impenetrable cover with total concealment when nearby camouflage options are available. Better camo would give more options for route taking and positioning, rather then the current route funnels present. TACTICS Strafe peeking - when you pop out to shoot someone to the side and try to move back (moving, not leaning), often it feels like they kill you through your cover. Perhaps this de-synch will be addressed at some point, as it's limiting certain gameplay strategies from being viable. As it stands now, you can't strafe peek - you have to flat out leave your cover (100% committing) and hope you get the kill first knowing you can't fall back. This means the better aim + gear wins those fights. GAME STRUCTURE Kingmaker scenario - many circle related deaths have a problem: they let players who have no chance of winning the game take someone down with them. They have 5hp left and the circle will kill them in 1-2s and they can't make it, so they turn and shoot someone else who will make it. This makes players frustrated. My initial idea is if you're in the gas/radiation/blue stuff your aiming spread is increased 3X and 3X recoil penalty is applied for ADS shots. If you choose to equip a gas mask then you can bypass this aiming penalty rather than using a ballistic mask. Red zones - I do not currently like how they just target the highest MMR player. This just doesn't fly with me, not from a competitive standpoint. Instead, give players who get extensive kill-streaks the option to call a carpet bombing as a reward for their risk taking - a la COD. Kill streaks - these need to be rewarded to incentivize aggressive play/action, it would still allow for stealth/camping gameplay too. 3-5 kills could give you extra hp (+20% max). 5-10 kills could allow you to carpet bomb an area once or call for an air drop crate at a location of your choice. 10-15 kills could grant you activated, temporary thermal vision or a scope. I'm sure there's a lot of room for ideas here. Thanks for reading, would love to hear what you all think and your takes on these topics.
  13. I wanted to make a post about this because I have seen so many people complaining about mechanics in the game being "unrealistic" and wanting them changed because they are upset they died in a certain situation and would have wanted an unfair advantage in that situation. Keep in mind people this is a video game. A big part of game design is how to make a good game that feels good to play while keeping it fun. The devs at Bluehole are professional designers and made design decisions for the game for a reason. Every parameter in the game has been tested and iterated upon to make them part of a great experience. If this game was like real life it wouldn't be fun. You wouldn't be able to heal from gunshots in the duration of a match, taking a bullet to the leg would make you crippled for the rest of the match or you wouldn't be able to run forever like your character does in the game. Game design is a tough job and if you think anyone can do it you're wrong. It requires studies and experience in the gaming industry to do well and can't be achieved by anyone who has just played some games in his life.
  14. Flinching/Aimpunch

    Hey, Here's something I have been thinking about for a while. I have been playing a lot of PUBG and watching a lot of related YouTube content and I have come to dislike the flinching mechanic in the game. I understand completely the realism aspect of flinching when being hit by a bullet but I don't like how intense it is and how it can decide the outcome of a fight depending on who gets hit first. I was thinking about that and thought about how aimpunch works in Counter-Strike: If you don't have armor, you get aimpunch but if you do then you don't get aimpunch. How about adding a parameter to the different armor levels that reduces the amount of aimpunch. i.e. no armour getd more aimpunch than level 1 and level 1 more than level 2 so on and so forth and maybe even more aimpunch when hit in the head but again, armor levels modify the amount. Let me know what you guys think of this.
  15. Shotguns are busted

    4 Times today I have been shot clean through a wall by shotguns because for some reason pellets seem to ignore trees and walls. On top of that the damage from these things is ridiculous, the pellets have no damage drop off. I got 1 shot by a pump action 10 meters away wearing level 3 helmet and level 3 vest. When is there going to be a significant nerf to the shotguns? I have not noticed anything different about the shotguns despite the devs saying they nerfed them twice already.
  16. My Current Feedback

    Greetings everyone. I have played about 50 hours in PUBG, and am certainly enjoying the game. This type of game is actually the first of its kind (a multiplayer battle royale) that I have actually played, but I do have quite a bit of experience in other shooters such as CSGO. Now, after playing this game for a decent amount of time on solo and duo, I have suggestions and opinions that I feel would be a great benefit or change to the game. I just joined these forums, so these may of been suggested previously, or are currently being worked on, but I'll bring em out anyway. Clothing as loot - I honestly find this to be completely pointless. While it can be cool to find a trench coat and leather gloves (if you don't have them) to match your level 3 armor and helmet, I find it rather annoying to find a striped shirt in a heated situation when you need ammunition or a first aid kit. Melee hit detection - It may be a bug, lag or a performance issue on my end, I'm not exactly sure, but it could be something being worked on. I find that many of my melee hits do not register, even on matches that it does not seem laggy. Sounds of some guns - The sound in this game in it's current state is pretty good in my opinion. The only guns that I find sound pretty bad especially on full auto are the UMP9 and the Kriss Vector. I would think that they might update the sounds over time. Balance with certain guns against armored opponents - This is also something that might be lag or something on my end, but I feel that when using certain weapons, more specifically weapons chambered in 9mm, it takes a whole magazine to kill an enemy with decked out armor. I'm sure this has been discussed times o' plenty, just wondering if others may experience something similar. Wonky FPS view - TPS view is obviously the optimal choice in this game, but this is for those who would prefer to stick with the FPS view. I honestly feel that the FPS view needs fixing. It just feels weird and sometimes the butt stock of some weapons will stick out into the view into your face while running. Competitive/Hardcore mode - A possible mode being worked on for the future. If it does release, the mode should ONLY be in FPS view. Different types of ammunition - An idea I got from playing Insurgency. Might be a possible idea being worked on. I would like it if the game had regular FMJ/ball (standard damage), hollow point (more damage to flesh, less to armor), armor piercing (more damage to armor, less to flesh), and tracer rounds (standard damage, traces) So this is my current list of feedback. What do you guys think?
  17. Make Revolver Great Again!

    It's simple: -Add a speedloader attachment which can be found (just like in dayz) which reduces the time to reload drastically -Add a new fire mode: fanning. Once this mode is activated, mouse1 can be held and the character quickly shoots all 7 bullets. Highly inaccurate, but lethal at close range. -Add the ability to attach the following sights to the gun: -red dot -holo -2x -4x And yes, attaching these scopes to a revolver is possible in real life. The headshot damage should also be increased a little. Seriously, 42 damage to a level 3 helmet is a bit low, because you would technically need 3 headshots to kill someone. It should do 60 damage to a level 3 helmet, 80 damage to a level 2 helmet and 100 to a level 1 helmet. You may think that the new revolver would be super overpowered, but in order to balance it the spawn rate of it should be a bit decreaded and the speedloader should be very rare.
  18. Weapon Balancing

    Hello Survivors, this thread is created to get feedback in weapon balance. i personally feel that the balance of weapons especially by looking at the sniper rifles isnt optimal. i recently made my way to some air drops during the last days and i was really excited what i found in it. it was always an awm a x8 scope an a guile suit. i was like yes man now im gonna take em out 1by1 im a ghost huehue. in the end it doesnt work that way sadly. idk but since the high quality rifles are hard to get cause u will take high risk by getting close to an drop box since there are always peapole camping it. the impact atleast for my self is not that much. stat wise the awm is the best sniper ingame but it doesnt kill with 1 bullet. and tbh i stopped aiming on the head since server performance isnt that great till now, i tried it once on a not moving target with an distance of idk 500meters or so. i take the time and aim for the head guess what i missed idk how but he doesnt die. same target same distance aim for the chest direct hit he doesnt die. idk but this seems bad u have 1 shot before ur position can get revealed and it dont kill in 1 hit. i need to move my ass after my 2 shots to get into the safezone and well i got shot from the guy who should be already dead he needed 3 shots with his sks and killed me. ffs with a level 3 kevlar. so in the end i stop taking real sniper rifles when i could take a m16 or a akm since the difference isnt that huge and i can shot multipe times in short time so my chances to kill are much higher. what do you think? anyone else got the same feeling that sniper rifles are a lil underpowered or is it just me maybe i need to git gud idk.
  19. More Melee, less guns everywhere.

    I cant help but feel that the game is based around who made it to the first gun. Its also very rare to ever come across a weapon without ammo, but I feel that should be more of the focus, not "here's a gun and its fully loaded... oh and here is 2 more fully loaded clips laying on the ground next to it". Melee weapons are made obsolete as soon as someone near you picks up a gun because chances are its fully loaded. Make having a melee weapon useful. Hell, maybe even give it a real purpose like using it to pry open crates that have better gear inside them. Make people want to have them, because right now its just something attached to our backs that we never use because you cant sneak up on anyone anyways... which is another suggestion for another thread.
  20. Players out of zone appear on map

    I wanted to suggest that if a player is outside of the zone he should be revealed on the map for other players, or atleast be "pinged" once every 10 seconds or similar showing his location.
  21. Fix chest damage resistance

    Am I the only one thinking damage is kind of weird ? I dont know the cause of this, but many times I get shot down in 2-3 shots after i clearly hit 5-6 even 7 body shots at my enemy. For me it is kind of frustrating as the game is more towards stealth and positioning. This is the kind of gameplay i like, but i feel my efforts are ruined when i shoot someone i stalked for 5 min in the back 5 times and he just turn around and instantly kill me at full health with lvl 3 helmet or armor. I can get the arcade shooter influence there telling you to aim at the head instead and in a way to get the player a chance to return fire, but i feel that in a hardcore shooter like Battlegrounds, the player getting ambushed like that shouldn't have a chance if you hit your shots. After all, it's his fault if he isnt aware of his positioning and surroundings.
  22. Balancing Sniper Rifles

    Considering that snipers are already powerful in most situations, I think they would be more fair without silencers attached to them. That way there will be a risk reward scenario for using snipers since they make a loud noise when fired, but currently when someone has a silencer attached to their SR, they can't be detected even if they constantly miss their shots on the target...
  23. Improve Footstep Sound Balance

    So I just got done with a match where I run up a hill, pause for a second, turn around and there's a guy running directly at me maybe 10 feet away and autos me in the face. I could hear NOTHING. This has to be improved someway, this can't be how the game goes. Sure you can hear footsteps maybe when you're in a building, or outside a building sometimes, but there's almost nothing to hear when out in the hills, flatland. That, or there's a bug. Please do something about this, maybe like a ruffling of grass, or a cracked stick, maybe even just the gear that the player is wearing (sound of metal clacking, etc).
  24. The Basics & The Future

    These major points of the game need intensive work and balance (both bugs and suggestions): - Connection to server and lag/lag compensation are pretty bad at the moment - Parachutes can get stuck in trees and keep the character there for extensive periods of time - Character movement isn't fluid. Very bad motions - Third Person shooting camera is terrible and has terrible hipfire accuracy - Characters can get stuck in trees and be unable to move - Long Rifles and AKM's have horrendous accuracy - Shotgun range is very far. You can be outgunned by a shotgun in a ranged battle. Absolutely needs a nerf - Arranging items is lengthy and annoying - Cars can't run through basic fences (wire or metal). They should be able to - Cars also flip way too easily Additional points to be added