PUBG Corp has shipped out a major update for the Xbox version of PlayerUnknown’s Battlegrounds which is currently available on the test server.
The announcement was made by PUBG’s Xbox Community Manager on the playbattlegrounds forums and includes a huge list of patch notes that could potentially alter the game completely.
Available to play until July 16 on the PUBG test server (PTS), the patch completely overhauls the weapon and item balance and finally adds the SLR Designated Marksman Rifle.
Numerous other important updates will also be applied to bring the Xbox version of the game more in line with the PC version, including the addition of various attachments, changes to throwables and UI changes.
The full patch notes can be found below. If everything runs smoothly during the test period, expect them to be added to the live servers shortly after July 16th.
PUBG Xbox PTS Patch Notes – July 11, 2018
PDT: July 10th 8:30PM ~ July 16th 1AM
CEST: July 11th 5:30AM ~ July 16th 9AM
PTS will be available to all players, available maps (Miramar, Erangel) will be the same as live servers. Only the NA server will be available to play on.
Please be aware that some game modes will be restricted due to lower player numbers compared to live servers, which can lead to extended matchmaking times. We may open these modes at a later stage, depending on the number of players on the PTS.
Weapon & Item Balance
Increased the damage of the P92, P1911, P18C, R1895, and R45
Increased overall damage and effective range
Shotgun chokes and duckbills are now less effective at decreasing spread (so the effective spread for a shotgun with a choke or duckbill will be similar to before)
Increased limb shots modifier (shooting limbs now does more damage)
Slightly decreased the damage of the S686 and S1897
Reduced pellet spread
Shotgun chokes can now be attached to the sawed-off
Adjusted SMGs to be more effective in short range combat
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
To make the Vector a little easier to find, we’ve increased its spawn rate at the expense of the spawn rate of the UMP-9 (overall SMG spawn rate remains the same).
Rebalanced ARs so none is the “objective” best—the power differential between each is now reduced, but each brings advantages to different situations.
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 15x) for use with all ARs
Modified recoil animations for all ARs
First shot (including first shot after recoil resets) from the M16A4 now has less recoil.
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
Increased world spawn rate of DMRs.
DMRs now use AR attachments (magazines, compensators, etc.) along with SR attachments
Decreased basic damage of the M24 from 88 to 79
M24 will no longer dropped in care package. It spawns in the world
Both SR quickdraw magazines and SR extended quickdraw magazines now spawn only in care packages
Slightly increased the damage of the DP28 and M249
Restricted big scopes (8x and 15x) 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
Other Item Balance
Level three helmets now only spawn in care packages (and one is guaranteed to be in every care package)
We’ve reduced the spawn rate for AR extended quickdraw magazines
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
The tactical stock and cheek pad are now less effective at improving recoil recovery rate. It now improves ADS speed.
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 spawns 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 decreases vertical pellet spread but increases horizontal bullet spread
Attachable to S1897, S12K
Light Grip – It decreases first shot/single shot recoil by about 15%. Animation kick reduction has been changed to 20% (from 30%).
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.
Improvements have been made to throwables (frag grenades, stun grenades, and molotovs).
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
Increased frag grenade damage and effective range
Frags previously had to be within 2.6m of player models to deal lethal damage. They now deal lethal damage within 3.5m, moderate damage from 3.5m through 8.5m, and low damage from 8.5m through 10m.
Stun grenades’ blinding effects have been improved
First, let’s explain some terms. “Direct effect” is defined as stun grenade explosions occurring within a 100˚ angle of the player’s visual field. “Indirect effect” occurs when stun grenades explode outside of that “direct effect” range and players are within 5.5m of the explosion
The maximum effective range of stun grenade has been increased to 20m
Depending on distance from the explosion, the direct effect can blind the player for a maximum of 5.5 seconds, and a minimum of one second (when 20m away).
Depending on distance from the explosion, the indirect effect can blind the player for a maximum of three seconds.
Characters blinded by a stun grenade now cover their faces. This is a new animation.
Spectators are now also blinded when spectating someone hit with a stun grenade
Stun grenades will now briefly blind and deafen the thrower if they explode behind their back when cooked.
You’ll now be unable to ADS while blinded.
Molotov cocktails now have new effects and their damage has been increased.
Molotovs can now deal indirect damage and burn damage (as damage over time), depending on whether or not you’re standing directly in the flames. If you’re in the flames you’ll take both types of damage.
Indirect damage (taken when standing in the flames) has been increased from 10 to 12.5 damage per second.
After catching fire, players will take burn damage as damage over time (10 damage per second) for a total of four seconds.
You’ll now be unable to ADS while taking burn damage.
Flames now spread further along wooden surfaces in houses
Flames from Molotovs spread further if another Molotov is thrown on top of the flames.
A new animation has been added for character models who are suffering burn damage. They’ll attempt to pat out the flames using their hands.
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, 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.
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)
Spectating Your Killer
Players can now spectate their killer by clicking the “watch” button on their match result screen.
Solo killer spectating
If you get killed by the Blue Zone, the Red Zone or from falling, you can spectate the nearest player from your death location
When the player you were spectating dies, you can continue spectating the killer of that player
If the player you were spectating gets disconnected, you can continue spectating their killer
Duo / Squad killer spectating
Same as above but can only spectate the enemy team after all your team members are dead
On Erangel, all windows with bars have had the glass removed.
Added 26 graffiti images to buildings in Erangel and Miramar.
UI / UX
A marker has been added to the map that allows players to check the flight path of the plane.
The path is visible from when players are at the waiting lobby up until the point when they fall down to their final drop destination.
Added a UI message showing when healing items can’t be used.
You can now change the reticle style and color on the red-dot, holo-sight, and 2x scope using the scope zeroing keys (hold rb, then move L-stick while ADS: brightness, hold rb then press ↑/↓: reticle shape change, color change)
HRTF (Head Related Transfer Function) plugin has been introduced to opponents’ gunshots for a more realistic gameplay.
Previously, this plug-in only affected sounds related to movement, explosions, and empty cartridges—not opponents’ gunshots. You could generally tell whether shots were being fired from your left or right sides, but things were more problematic when trying to differentiate between sounds directly in front of or behind your character. There was also no way to tell whether shots were coming from above or below. Our new implementation of the HRTF plugin fixes both of these issues.
We’ve improved the character model rendering process to prevent some small frame drop issues.
We’ve optimized character movement and animation while skydiving to improve framerate when multiple players are nearby.
We’ve made some improvements to our network code to reduce network latency.
Character data calculated radius has been reduced to increase server and client performance.
Bike animations have been optimized.
Scoping has been optimized—framerate should no longer decrease when scoping at forests.
Asset/Building loading in Miramar has been optimized.
Smoke effects (Smoke grenade, care package, etc.) have been optimized.