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Found 35 results

  1. Assault Rifles weapon class discussion

    - Put the Vector back to OP status and make it only avaliable on air drops, and keep the Thommy gun as it is right now. - Nerf the Mini-14, at least make the stock an attachment (micro uzi stock maybe?). - Put a grip slot on the AKM to make it a bit more useful. Game plays good, just keep up the good work.
  2. Blue Circle

    Hey everybody, i really enjoy this game, but it makes me Sick that when i fight, i die in the blue wall, often you find not one car or motorcycle, oethertime you find 10 vehicles in 100 Meters.. that should be more balanced, now to the Blue circle. My idea to get rid of the problem the circle make is to seperate the damage. the actual damage ticks can stay, but there are two options. Option 1. you are standing still, or moving on point, so you get the full damage. Option 2. You are moving in a vehicle or by foot and get a minimal damage of the circle. So you cant camp in the circle to kill peaple inside, but you have a fair Chance to get in the White Circle. Sorry for my bad English, and i hope you like this Idea. See you on the Battleground
  3. Vehicle vs Player suggestion

    Hi, i think the vehicles on this game need to turn slower, at least, at high speeds, it's too easy to run over players when going at any speed because the car turns to any direction too fast and it's almost imposible for the player to avoid being crushed into a jelly corpse. Also get damage or something when running over someone with a bike, maybe...
  4. Horrible balance

    hey guys, love the game. love the setting. annoyed by a few "balance" things. I'm playing only FPP so don't know if it applies to 3rd person but I guess it does. anyway I've had tons of games where someone would appear out of nowhere and I start shooting that person with m16a4 for example into body for like 5 times, short range, and that person would have SCAR-L for example and would shoot only ONCE - on me, while i have helmet lvl 2 or 3, hit me in the head and I would be knocked out. now please explain to me, how a guy with police vest 1 or no vest can take 5 m16a4 bullets and not be knocked out, while I take 1 bullet through lvl 2 helm and get instantly knocked out by a weaker weapon. HOW? the balance is horrible, please fix those helmets and what not. it's really annoying. also, your servers seem to respond like they're 10Hz instead of 60 or more. Always have to aim infront to hit someone even on close distances, but due to that server lag it just doesn't feel real. While weaker players will say that "it's newbie", I'd say it's not realistic, and I believe you aim realism.. to some extent right? anyway, this is just a criticism, not sure if people will agree / disagree, and it's fine. but I would recommend that you do something about it, and fast... thanks in advance, keep going strong!
  5. ...the need of more helmets 3? I'm sure some of you guys share the same opinion on this subject wich makes reference to the fact that in the last 10 minutes of every match you can hear the sound of ''Kar's'', and other weapons that one shot to the head when using a lvl 2 helm/or less. Either you mr. Punknown lower the drop rate of this gun's per match or increase the ammount of lvl 3 helmets for us. I Believe a game more engaged in automatic rifles and dmr's gives more the feeling of a fair fight then how it stands right now. On another note i think the most optimal resolution to this would be just lowering the ammount of spawns for the kar really, the other ones that one shot a lvl 2 are on drops, wich is pretty nice as it stands. Specially when you think that a helmet lvl 3 brakes trough out the game and guns don't, you see why there's so many kar's in comparisons to people with a lvl 3 helmet.
  6. Not just a worse version of the Red Dot, the EOTech Holographic Sight is a marvel of engineering and optics. The whole trade-off with the holographic sight is that the housing is larger than a Red Dot's, but the illusion of a floating reticle projected at zeroing distance makes it worth it. Without implementing the hologram, the holographic sight is just a cosmetic variant of the Red Dot's reticle with a bulky and obstructive housing. Please refer to this:
  7. I was playing in the SQUA Mode and at the end there was 4 people and two of them were in a team. I was over the hill and the team(2 person) was trying to kill me. I was able to manage kill one of them before they surround me. In that position, I was able to see his teammate hiding behind the tree. This gives me a big advantage because I could see when he comes out. After the fight, there are only 3 people left. *I was low on ammo(M16a4 w/ 16 bullet) I know that he is 100% not going to come out because another person was somewhere behind him. His teammate body was right beside me so I choice to loot him hoping for some 5.56 Ammo, unfortunately, he only have AK and 7.76 bullet. I double check his living teammate's position and then pick up the AK from the body, Soon as I starting to reload the AK, his teammate rush out and killed me. I was wondering who gives him the courage to just rush me? Remember, I can see when he comes out, but he can't see me. *I finally notice that when his teammate died beside me, as long as he doesn't switch to his teammate's view, he is able to see the area around his body. His dead teammate saw that I picked up his gun. This is why his friend were able to just rush out. I hope that after the player die, his camera well be force to switch on his teammate. ----------------------------------------------- Their point of view- Person A- his over the hill, I couldn't see him, but I can hide behind this tree. Person B(The person I killed)- camera around his body- HEY PERSON A, HE JUST TOOK MY AK AND START TO RELOAD, RUSH NOW.
  8. My balance went to -

    Hello, help me please with my problemm! I wanted to change my character but the button was not pressed so I pressed several times, the game dropped and my balance became -15000 but the character changed, help me how to get my balance back after that I played and sprayed some things and my balance became -14097 I really hope The fact that you will help me
  9. Nerfing the Kar98

    Headshots are king. Like almost every shooter out there headshots deal more damage in PUBG, it makes sense. However, I have an issue with the Kar98 and headshots. Shooting someone in the head takes skill, not a mad amount of it, but none the less you have to be good with the old mouse and left click. If you land the shot, well done you have out played them. This is all well and good well its an AKM vs M16 fire fight. However, it is when the Kar98 gets involved that I begin to get irritated. Now I'm not 'crying' over having died to the Kar, I am aware that more often than not the player who kills me is a 'good player', it just seems a little unfair. Putting the outcome of a firefight down to chance doesn't seem right. The Kar98 is a 1 shot headshot kill when the target has a lvl 1 helmet. It is also a 1 shot headshot kill with a lvl 2 helmet, IF the target is on anything below FULL health. Maybe I'm a little butthurt that I just so happen to be on 98% health when I get shot with the Kar98 while wearing a lvl 2 helmet. I'm definitely frustrated that I die instantly with a lvl 1 helmet on simply because no higher level helmets spawned anywhere I went. Essentially my frustration lies with the equation of the game. When you get down to it, most mid-late game fights are basically : Your skill + your gear + your positioning VS Their skill + their gear + their positioning. Skill comes from experience and time spent playing, that's fair. Your positioning is, I'd say, usually effected by your skill but also sometimes out of your control. BUT your gear is mostly down to chance. And personally I think the Kar98, basically idolized by the community as a killing machine, is slightly OP when it comes to that equation. I think perhaps its damage output should be altered, at least when it comes to a lvl 2 helmet headshot. Though that is only my opinion. Thanks for any feedback in advance, and please keep any obnoxious tips to yourself. HH
  10. I have a few idea for Battlegrounds and its guns/scopes. Here are my ideas. Idea 1: Replacing 15x Replacing 15x scope with a variable zoom. It would be a variable zoom, zooming to 5-10-15 or 4-8-15 respectfully. I think this is a good idea since 15x's are useless anyways, unless the bubble is in Military, southern Yasanya or the wheat fields, and for the rarity/risking your life to get a crate, its not worth it. However, having a variable zoom between even 8 and 15 would make it more useful, since you can switch it on the fly. Idea 2: Tommy gun and a replacement Remove the Tommy Gun from Crates, and replace it The Tommy Gun without a doubt is not a really good gun to get from a crate, saying as the ammo you get from the crate itself is the only ammo you will probably be able to use, and the tommy guns bigger brother the M249 outplays it in almost every situation. I think replacing it with something like an MP7, which can get 4x's attached, or an MP40, or an M1 Garand. Idea 3. MP40 This iconic gun would be the replacement for the Tommy Gun. The MP40 would be a nice AR/SMG hybrid, with a high damage output and a slow fire rate, the gun would be good for short to medium range combat, and would run off of 9mm. If it had enough damage then it would be a great weapon to get out of a crate. Idea 4: M1 Garand This would either be a crate, or a weapon with the rarity around the same as the Kar98K The M1 Garand, just like the MP40, is a WW2 era gun. It would shoot 8 shots, be accurate, slow fire, and would have the ability to 3 shot kill people with armour/helmets. It would have a new attachment, able to be attached to the front, a Bayonette. It would could attach to the Kar98k, or M1 Garand and would be a barrel attachment like a supressor. It is self explanitory, and would kill in 2 hits. Idea 5: Super Car A car with the speed of about 170MpH, but wouldn't handle good in rain, or offroading and would have bad health. I do not know when the game is supposed to take place so i can't give an example, but maybe something that looks like a Lamborghini Diablo would be something that might look good, (other then the fact that the game takes place in what looks like a communist, USSR country) It would be a nice addition to the game. A more balanced idea, durability of a Dacia, but the speed of the Motorbike, with the rarity of a bike w/o a sidecar Respond to this topic with things you would change or add to the game
  11. I would like to suggest having 2 C-130's fly across the map for insertion instead of all 100 players on one. With 2 aircraft players would be able to spawn across the entirety of the map. It seems the way it is now with just one plane there is a line of players and the vast majority of the map isn't even touched each game. It just seems to be a waste to have such a large map that most areas don't even get touched. Plus you have the added benefit of it becoming more realistic as a C-130 max para-drop is 64 people anyway.
  12. Shotguns weapon class balance discussion

    Addressing the power of shotguns or as I like to call them "Shotty Snipers" I am shocked that no one else, as far as I can see, has addressed the issue of the "Shotty Snipers" in this game. First, let's look at the purpose of a shotgun: A shotgun is designed to use in a close-quarters, face to face combat situation. If there is a shotgun in existence today that it's specific purpose is long range neutralization, please inform me. I am not above admitting if I make an error. Second, let's discuss the pellet spread, with and without a choke: All shotguns that I have ever heard of have pellet spread. Pellet spread is the result of the shell opening after pulling the trigger and this makes them less effective at long ranges, even with a choke which reduces the pellet spread for better accuracy. Again, I am unaware of any shotgun in the world that has the ability to have a perfect pellet spread, especially when the target is more than fifteen to twenty-five feet away. I have personally experienced, as recently as an hour ago, being killed by a shotgun at a distance of around forty to fifty feet. This is a huge problem in my opinion because several 1v1 situations I have experienced on this game, have resulted in ultimately losing the fight by a "shotty sniper". Just a little while ago, I was in a situation where my opponent was at least fifty feet away and although I was using the AKM with the fire mode set to full auto, I lost the fight because I was hit one time by the S12K. What makes it worse is the fact that I hit him with at least ten rounds as he peeked around the corner. Once he was in full view, at least five shots appeared to hit as there was blood splatter indicating a hit. He just walked right through the barrage of bullets and boom! That's all she wrote. Please, please fix the "shotty snipers". It's not fun losing a gun fight after shooting an enemy multiple times, only to have them blast me with the world's most accurate, longest effective range shotgun. I will gladly upload a video to my YouTube channel once I can catch this happening on video.
  13. Please use this thread to discuss anything related to balance with ALL the weapons within the pistol and miscellaneous weapon class.
  14. 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.
  15. Please use this thread to discuss anything related to balance with ALL the weapons within the Submachine Gun Class.
  16. Please use this thread to discuss anything related to balance with ALL the weapons within the Sniper Rifle & DMR Class.
  17. Shotguns weapon class balance discussion

    Please use this thread to discuss anything related to balance with ALL the weapons in the Shotgun Class.
  18. Please use this thread to discuss anything related to balance with ALL the weapons in the Light Machine Gun Class.
  19. Assault Rifles weapon class discussion

    Please use this thread to discuss anything related to balance with ALL the weapons in the Assault Rifle Class.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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?
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