I'm getting really tired of games getting ruined, I'm about to quit PUBG and ask for my money back. This is insane, and they can do better. It's not a matter of can't, they just don't really want to. I decided to google some articles and add them here as an update for all. My last 3 games have been ruined because of these limp dicks, soooo tired of this.
I'm going to write this down for my own future use, God knows this game has to many chiefs and not enough Indians. Everybody's an EXPERT... Saying that, I'd like to say this, if you are DEAD, don't be telling people how to play, YOU'RE DEAD! Now, if you want to be proactive, then assist the ALIVE player by viewing the grounds in front of him and letting them know if you see enemy movement. That is your only job... sure, pointing out items is good, but just point it out and don't make it an issue.
At the point of the Jump, determine location and prepare to steer away from it if necessary. Try to find a cluster of buildings in a surrounding area just in case you need to redirect. Being familiar with the map is necessary as well, plan ahead before you jump.
I normally try to jump near the end of the flight and observe where people are jumping in the attempt to avoid those locations later. There are also fewer people at the end of the jump to deal with. Also, you can determine the side of the map most people are jumping, this helps in avoidance. I try not to engage anyone until the circle is about the size of a quarter, it has to be pretty small before I start engaging players actively. When I do engage, I try to engage players that are being shot at by multiple players and in a hidden-kneeling and or hidden-prone position with rock and or foliage around me.
I don't use vehicles, I run. To assist in the run I pick up as many drinks and pills as possible. Now this will mean you will die behind the blue wall of death time to time, that's just the trade off.
Initially, just grab the basics, whatever weapon you need to defend yourself. Be prepared for an encounter. After acquiring a weapon, then expand your search for other weapons and ammo. Be on the lookout for a helmet and vest, collect then ASAP after your first weapon and when you are in the process of searching for other weapons.
Once you have the basic weapons, search the map for the big circle. If you are outside of it, gauge how far and how far you will need to run. Collect rifles and ammo until you get the first warning and then start towards the big circle. Before running drink the energy drinks, they will help you move faster. Do not run with a weapon in your hand, it slows you down. Some people don't like this which is silly, if they are getting shot at, they are going to be looking for cover first, not stopping to shoot. They're dead if they stop and try to shoot, they are probably dead with a weapon in their hand because they are running slower and are an easier target to hit. Bottom line is the faster you run the better, they can like it or not like it, but this is the reality of it.
When I start moving to the center of the circle, I switch between the map and the view on the ground and try to locate the best route, even if its out of the way, to move to the center. Guessing where the center is going to end up is just a lucky guess, sometimes I get it, but most of the time I don't. Get there and hide as best as possible.
Always look around when you are running.
If engaged at the beginning of the game or in the larger circles, I shoot back if I can locate the shooter, and when I think they are reloading, I run like hell out of site and keep going. The key here is avoidance.
I avoid contact with everyone, unless absolutely necessary. I avoid vehicle like they are the plague and they are. They are all death traps screaming "HERE I AM!!!" You may want to do the same.
What works good in one game, may or may NOT work well in another. Be flexible. It seems group play is based on finding a vehicle, driving somewhere to get weapons and driving back to the circle... NOT LIKE EVERY OTHER FUCKER OUT THERE ISN'T DOING THE SAME... Yet, players both solo and group continue to do the same thing... Poor tactics in my opinion.
Your tactic should be flexible and not so predictable. I'm hoping for LAW rockets in the final release, it will force these repetitious players to actually start working out their individual team tactics.
Do not run together! I don't know how many times I have seen teams run together... It's insane. If the games mechanics actually change to real life, 3 of the 4 will be dropped before realizing what hit them.
I need to go trick or treating with my daugther, I will add more to this later.
M249: Another care package only weapon, the huge 100 round clip, strong damage and speedy rate of fire make this a potent tool for car destruction, while at mid-range it can tear exposed targets to pieces. The M249 is even surprisingly effective at long ranges, particularly if you go prone and deploy the tripod (this happens automatically). Try to fire it in bursts or you’ll quickly lose accuracy.
Crossbow: A weapon for people who want to share clips of themselves pulling off clutch shots. With damage second only to the AWM, the crossbow combines with poor range and a slow projectile travel time to give you a weapon that is extremely limited in usefulness, but extremely satisfying to kill with. The bolts fall to the ground quickly after a few dozen meters.
It is wonderfully stealthy, though. A quiver attachment slightly improves the dreadful reload time.
Tommy Gun: Something of a novelty weapon right now. The Tommy-gun is hard to control and doesn’t do much damage, but the fast-rate of fire and 100-round drum mag means it’s exceptional for shooting vehicles. The fact that it’s limited to care package drops means you’ll probably be quite angry if you risked everything for this underwhelming antique. If you have a Vector or UMP with all the mods they’re simply more reliable weapons for killing people quickly.
S686: The classic double-barrelled shotgun is probably the most effective tool for extreme close quarters. If you miss both shots you’re probably dead, but the two rounds are enough to finish off even the most heavily armored enemy and can be fired almost simultaneously. With the longest effective range of any shotgun (around 12m) and the fastest time to kill a fully armored enemy, the more modern shotguns pale in comparison.
S12K: The S12K is great if you’re worried about accuracy, with five rounds in a mag and a speedy rate of fire you can comfortably spam it at close ranges. You can't attach a choke, which means it’s less effective than other shotguns at anything beyond close range, while it does slightly less damage per shot. Uses assault rifle modifications (don’t even think about sticking a scope on it though).
S1897: The pump-action shotgun is, like all weapons of this class, incredibly powerful at close range (up-to around seven meters). However, the slow rate of fire can spell your doom if you miss even once, making it unforgiving.
Recommended shotgun mods:
Shotgun choke – gives the S686 or S1897 a much-needed boost to range, making them effective at picking off wounded enemies at distance, or throwing buckshot into cars full of enemies.
Extended mag – Makes room for a couple more cartridges in the S12K.
AWM: Immensely powerful. The AWM is the only gun in the game that will one-hit KO against a level 3 helmet. With exceptional range, in the right hands it’s an invaluable tool for taking down well-geared foes. You'll only find it in care packages, along with its .300 Magnum (7.62×67mm) ammo type.
SKS: The second-weakest long gun, fulfilling its role as a marksman rifle rather than a fully-fledged sniper weapon. I tend to prioritize it below assault rifles unless there’s a handy sniper rifle silencer to attach to it, due to the rarity of sniper mods and the selection of solid single-fire assault rifles.
Kar-98k: A fantastic rifle, with decent iron-sights and deadly accuracy. Try to take the extra moment to line up headshots while operating the Kar-98—the slow rate of fire often means you’ll get limited opportunities to shoot and it can be difficult to hit targets that are moving defensively. A single headshot will KO enemies wearing anything below a level 3 helmet. Body shots will require at least two shots, or three against a level 3 vest.
M24: Kind of like the AWM’s little brother—not quite as powerful but still highly effective at distance. If you want to hide in the hills and take potshots, this will be your weapon of choice thanks to its relatively abundant 7.62mm ammunition.
Mk14 EBR: We haven't hit a supply drop with one of these yet, so we can't speak from experience, but here are the details: The Mk14 is a new mid-power marksman rifle with a tripod that increases stability while prone, and a higher bullet velocity than the SKS, Kar98, and M24. The Mk14 EBR and the VSS below are the only marksman rifles with automatic firing modes. We wouldn't say no to one if we came across it.
VSS: The VSS is an unusual weapon. It comes with a permanent scope, and though its subsonic 9mm ammo is weak and tough to put on mark at long distances, the suppression makes it hard for targets to gauge your location. If you’re struggling to find optics and assault rifles, it can give you medium range capability in a pinch, and could come in handy in the late game.
Recommended sniper mods:
8x scope, 15x scope – An AWM or M24 with no scope is a curse in disguise—they have no iron-sights.
Suppressor – Nothing in Battlegrounds is more terrifying than realising a sniper is shooting at you, without being able to tell which direction they’re firing from.
Vector: A tiny package of doom that incapacitates quickly and is limited only by its short range. There's no weapon I'd rather have in the last moments of most matches, where I'm enclosed in a small area. Nearly always best used in full-auto, firing in bursts to retain accuracy beyond 15m.
UMP: The bridge between SMGs and assault rifles, with the slower rate of fire offset by limited recoil and a better effective range (30-40m) than the Vector. The UMP requires a lot of modifications to reach its full potential. Fire it in full-auto to take people down quickly. Its 9mm ammo should be plentiful.
Uzi: Fast, but wildly inaccurate. With a stock the Uzi becomes far more stable, but it’s still terrible at anything above 15-20 meters.
Recommended SMG mods:
Extended magazine – Absolutely vital to make the Vector and Uzi in particular shine, as the base, magazines are so shallow.
Suppressor – High rate of fire plus near-silence is an insane combo.
Vertical foregrip – Gives a vital boost to both the Vector and the UMP’s effectiveness at range by steadying the recoil.
Uzi stock – If you have your heart set on using an Uzi, be sure to pick this up to improve stability and lessen recoil.
SCAR-L: What sets the SCAR above all other assault rifles is the ability to control the recoil when firing, particularly when you have an array of modifications attached. It’s the only AR that can comfortably use automatic fire at medium range.
Groza: A new care package-only assault rifle, the Groza is similar to the AKM, but with a higher rate of fire and slightly different recoil. It's clearly a beast: a tough gun to control from the hip, but aiming down the sights makes a nice straight vertical line and the recoil can be managed. It's worth picking up if you find one, or are brave enough to hit up a supply crate. Have some 7.62 ammo ready.
M16: A great ‘off the shelf’ option that requires fewer modifications than the SCAR to reach its full potential. The M16 is fast and accurate in single shot mode compared to other ARs, while burst fire is best limited to close range. It has just has three attachment slots: magazine, barrel, and optics.
AKM: Does the most damage per bullet, meaning it’s an exceptional tool if you’re able to land multiple headshots, but heavy recoil and a slightly slower rate of fire mean it’s probably the weakest Assault Rifle overall (unmodified), with a poor automatic fire mode—though the best players can take advantage of it's power. For best results stick to single-shot above 20m and always try to land those headshots (it should only take 2 headshots to down an enemy—if you can land them). Only has three modification slots: magazine, barrel, and optics.
M416: Offers similar levels of modification to the SCAR, with the option to add a tactical stock that is required if you plan on using automatic fire anything above 20 meters. Not quite as stable as the SCAR, but with a faster rate of fire it’s still very viable. A good all-round weapon that doesn’t truly excel at anything.
Vertical grip/angled grip – The angled grip improves stability to a lesser degree and offers faster aiming down the sight, but you should prioritize the stability boost of a vertical grip to get the most out of your AR.
Compensator, suppressor, flash hider – one of the key choices you need to make. Suppressors are deadly on all assault rifles, severely limiting your opponent’s ability to locate you through directional audio. A compensator steadies recoil which can be vital if you’re planning to fire in full-auto at anything above close range. If you find a suppressor, prioritize it over a compensator unless you have another suppressed weapon. Recent community testing has shown that the flash hider reduces recoil to the same degree as the compensator, while giving the added utility of hiding gun-fire, making it a great pickup.
Extended mag – Simply more useful than a Quickdraw mag. Having those extra bullets at the ready fundamentally means that they're ready to fire, rather than reloading more quickly.
2x 4x or 8x scopes – Assault rifles truly shine with decent optics, the superior magnification of an 8x allows you to focus on headshots.
After considerable thought and pondering how to express the gratitude and appreciation I have for being allowed to know Mike, I can't limit my self to any one word or set of words that would even begin to convey, not just the privilege of knowing Mike, but also the effect he had on me as a person.
Mike will be missed, he already is. His insights, his personality, his knowledge, all were instrumental in making us all better. I know he prayed for us all. I'm sure when it came to me, my full name and location were used to identify me, as I'm sure I caused him grave concern for my soul time to time, lol. I will miss him...
I'm also sure he had hesitation when God called upon him, as to what he was leaving behind, the unfinished business, the things he yet still needed to do, see, and lives to be a part of. I'm also sure that when the Lord placed his arms around Mike, he knew the Lord would guide us just as he guided Mike and there is comfort in that knowledge for him and for us.
- RAM: G.SKILL TridentZ RGB Series 16GB (2 x 8GB) 288-Pin DDR4 3200 (PC4 25600) Desktop Memory,
- MOTHERBOARD: ASUS ROG Maximus IX Hero Z270 LGA1151 DDR4 DP M.2 USB 3.1 ATX Motherboard
- CASE: Rosewill THOR V2 Gaming ATX Full Tower Computer Case - Supports up to E-ATX / XL-ATX, Comes With Four Fans - 1 x Front Red LED 230mm Fan, 1 x Top 230mm Fan, 1 x Side 230mm Fan, 1 x Rear 140mm Fan
- HARD DRIVE: SAMSUNG 850 EVO 2.5" 250GB SATA III 3D NAND Internal Solid State Drive (SSD) MZ-75E250B/AM
- PROCESSOR FAN: Corsair Hydro Series H115i Extreme Performance Liquid CPU Cooler, 280mm CW-9060027-WW
06. From here you can select which settings you prefer, but I'll list my recommended settings.
07. Select: AdaptiveSharpen.fx (This will essentially sharpen the games visuals and make them less blurry.)
08. Select: HDR.fx (This will make the game over all more bright and depending on your monitor, give you a better color range.)
09. Select: Technicolor2.fx (This will give you a more vibrant less saturated color pallet.)
Other potential plugins you may want to use or try.
01. Vibrance.fx (Once again, this will give you a much brighter more vibrant color pallet)
02. LumaSharpen.fx (This will also sharpen the image, I only recommend using this or AdaptiveSharpen.fx, not both at the same time as too much sharpening may just ruin the image. Experiment with which you prefer)
03. Clarity.fx (This also aims to add sharper/clearer visuals, and once again, I'd only recommend using this and maybe LumaSharpen.fx or AdaptiveSharpen.fx)
01. Start up PLAYERUNKNOWN'S BATTLEGROUNDS.
02. Open ReShade by pressing Shift + F2.
03. If you wish, go through the quick user interface tutorial.
04. Once that's done, click the plus icon on the top right under Home to create a new profile and create a name for it.
05. At the bottom collapse the Adaptive Sharpen window.
06. Double click on Strength under Technicolor 2 and adjust to 0.500 (If you selected this setting earlier that is. You can also fiddle with the other plugins you selected earlier here as well.)
07. You may also want to set up your toggle key options and assign keys to your plugins if you wish to enable or disable them on the fly, I would recommend just using the numpad keys.
08. Next, go to the Settings Tab.
09. You'll wanna look for “Usage Mode” and then change this to “Performance” (You can adjust this later if you wanna experiment.)
10. Press Reload and exit.
Once this is done, you should be all set and able to enjoy stunning visuals as you hunt down fellow players around the map!