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NeX

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  1. Vic Firth liked a post in a topic by NeX in Halo: Revolution   
    Working on Valhalla. I may skimp on some visuals to get them all in, but hey. Gameplay testing is key here, so some textures may slip through for the time being. 
     

    Updates on Valhalla
     
    Fixed the <Missing String> problem with the Shade. All messages are now working correctly.
    Completely retextured the H3 Pelican model for the crashsite. Haven't yet added effects for it, but that's a job for tomorrow.
    Tried a newer mix of foliage, from animated grass patches to a better variety of detail objects, including thistles, cotton, weed stalks, ferns, and the good old field grass and cattails.
    So far I have found 0 collision issues with this map, and it's easily become one of my favorites to do so far. I may leave the snow at the top of the canyons, since I like the idea of an isolated oasis of green amid a snowy area.
    Fixed issue where frag grenades did not make a splash effect upon entering a body of water. They now respond similarly to the plasma grenades.
    Color-coded the teleporter jet effect emitters, man cannons are too unpredictable for online play in Halo 1, so they are now teleports. Should keep gameplay relatively the same. Spawns in an open area, so it won't blind side simply because it's a teleporter.
     
    Valhalla current pics:
     
     
    Still to do for final rev game night:
    Spice up Coagulation's foliage.
    Enable day/night sync scripting and lightmaps for Coagulation's dark BSP.
    Add detail objects to portent's snowy grass areas.
    Add night BSP to Valhalla, implement day/night sync scripts.
     
    ~attempt to diagnose issue with Midship~
    If I can't get midship into playable status by tomorrow night, I will make it my primary focus to get that map in good shape for the public Beta release. Again I apologize for the inconvenience, it's one of the best looking indoor maps I've done in my own opinion, I'd like to share it.
  2. Ryx liked a post in a topic by NeX in Stub maps for halo PC campaign?   
    Actually I think 002 did something just like this a while back...
     
    Let us summon him:
     
    002, 002, he who eats but doesn't chew
    blending meals of food to goo
    sleepless nights of code and booze
    his pores doth Halo knowledge ooze
  3. Vuthakral liked a post in a topic by NeX in Halo: Revolution Public Beta   
    Well, it's finally here. After 2 years in development and countless hours of work, including 2 complete restarts, this project is finally in the final stage before its completion.
     
    This post itself is a tad premature, as only the CE versions of the maps have been loaded onto HAC2, but within the next few weeks MD versions of the maps will be uploaded to provide server(s) for MD and PC players. 
     
    Once sehe finishes the codecaves to allow changing object spawns at runtime within SAPP, Spartans vs Elites and Flood servers will be available as well. 
    With the release of TSC:E, I'll be incorporating some new sounds, effects, and a model or two into the tagset before the final release. 
     
    This post will be updated if/when new servers open up.
     
    Links can be found in the Revolution WIP thread if manual downloads are preferred, although they are a bit redundant as they are on HAC2's database.
     
    Map List:
     
    Beavercreek Deltaruins Icefields Lockout Midship Prisoner Ratrace Sanctuary Snowcast Trench Valhalla   Images ____________________________________   Servers ____________________________________   1)   The Cave Server Hosted by Iggy and Blue Iris   74.91.126.92:2315   All maps on rotation with a variety of gametypes        
  4. NeX liked a post in a topic by Iggy in Revolution Game Night Request   
    Hello everyone, Krazy and I have been asked to host a game night and would like to invite you all to an event featuring some of the Halo Revolution maps.
    The event will be this Friday night at 7 pm EST on our Cave CE server IP 192.99.144.73:2390
    We look forward to seeing you there
  5. NeX liked a post in a topic by Solaris in "AWW YEAH" Thread   
    I did my annual review and I am not only getting a raise, but a new job title. The raise is going to be substantial with the job title change. I'm going from an Engineering Technician II title to a System Anal(yst) II, which is substantially higher on the pay scale than what I'm currently making. The only downside is that they're talking about making me salary, so no more overtime pay, especially if I'm traveling.
  6. NeX liked a post in a topic by Kavawuvi in "AWW YEAH" Thread   
    I'm going to finally be getting a better Internet connection next week. No more DSL
  7. NeX liked a post in a topic by Sunstriker7 in Playerunknown's Battlegrounds   
    This is almost more like a manual than a review O.o
  8. (SBB) Storm liked a post in a topic by NeX in Playerunknown's Battlegrounds   
    It's been a while since this game came out, but I figured since it's now "officially" out of Early Access with its v1.0 release, I'll give it a whirl.
     
    Playerunknown's Battlegrounds

    This is a Third or First person Survival/Shooter game, played in a Battle Royale scenario.
     
    Gameplay:
    ~100 players drop from a plane as it flies across an 8km x 8km map.   Weapons, gear, and vehicles spawn in the world in a RNG style system. Some areas have higher/lower weights for loot density and item tiers. High level gear is consistently dropped in a high-visibility air drop crate, which emits red smoke after landing to draw player attention. The map is restricted by a continuously shrinking area of play - the "circles" The new circle is shown on a player's map in advance, along with a timer to show how much time remains before the blue circle begins shrinking to the white circle. The blue circle indicates the current bounds of the match (as a blue field), and any player outside of it will take damage scaling higher with each successive circle, and their distance from the boundary. The further the game progresses, the higher the damage from the circle, and the further the player from safety, the higher the damage dealt. The last player (or team) to survive is the winner. The game only ends when only one player or team remains alive.  If opposing players are still alive within the final circle (roughly 10m in diameter), it will close completely and deal damage to all remaining players until a winner is decided.  
     
    The Maps
    There are two maps available, and matchmaking will randomly choose between the two when joining a lobby.  Each map supports different weather/time of day modes that are chosen randomly as a subset option of the map. Currently there is no way to manually select or alter settings to improve chances of playing any particular game mode.
     
    Erangel
    Erangel is a map canonically situated in the Adriatic sea. All signs and much graffiti is written in Cyrillic, and many buildings sport old Soviet Star/Sickle memorabilia - particularly present in certain state-sponsored buildings like police stations, hospitals, or military compounds.
     
    Size: 8x8 km (64 km^2)
     
    Notable Features: 
    Loot Hot-Spots Several large towns  Pochinki Yasnaya Polyana Georgopol Novorepnoye Severny Primorsk Rozhok Large military base on the Southern Island Hospital (Georgopol) Commercial Docks (Novorepnoye + Georgopol) Prison (Mylta) Power Plants (Mylta) Military Bunkers/Tunnels (between Mylta and Pochinki) School (Rozhok) Apartments (Rozhok) Mansion Estate (Yasnaya Polyana)  
    A rolling hilly landscape, along with several mountains provide high ground and consistent cover for players who utilize the landscape strategically.  Vegetation is common, and helpful for use in cover and concealment.  A Ghillie Suit may be acquired from an air drop, making players even harder to spot among the plentiful vegetation.  
     
    Common choke points include roads that are flanked by hills, large open fields that players may have to cross on foot, and the bridges connecting the southern island to the mainland.  If a player from the southern island cannot find a boat, they may have to risk a long slow swim, or brave the open sightlines and scant cover of a bridge.
     

     
     
    Interactive map with markers for locating potential vehicle spawns and high level loot locations.
     
    Miramar
    Miramar is a desert map canonically on the coast of Mexico, close to the border with the United States. The northernmost section of the map includes a border wall that players cannot cross.  It has very sparse vegetation away from the coastline, namely a handful of farm fields with waist high wheat, and the occasional palm tree, dead tree, or cluster of bushes.  Much of the cover in this map comes from its high vertical distribution of elevations present throughout.  Many cliffs and mountains preside over the spaces between towns and other locations, with uneven terrain a standard feature.  Boulders and crags are frequent, giving players opportunity for cover if needed, but concealment can be difficult to come by.  
     
    Size: 8km x 8km (64km^2)
     
    Notable Features:
    Loot Hot-Spots Several large towns  El Pozo Los Leones El Azahar Pecado La Cobreria San Martin La Bandita Valle del Mar Puerto Paradiso Large prison on the Southern Island Hacienda del Patron (San Martin) Graveyard (La Bandita) Power Grid (between Pecado and El Pozo) Military Camp (Northeastern Corner) Others that I may not know of yet  

     
    Interactive map with markers for locating potential vehicle spawns and high level loot locations.
     
    Weapons
    PUBG has a decent arsenal of weapons to choose from - some are world spawns and map-specific, others are only available in air drop crates.  TO simplify gameplay, many weapons share a common caliber size regardless of its realism.  There are 5 types of ammunition:
    9mm .45 ACP 5.56mm 7.62mm 300 Magnum  
    Below is a non-comprehensive list of weapons as I've used them and remember.  For a complete list of statistics, please see this page.
     
    Key:
    Erangel only Miramar only Air-drop only  
    Pistols
    P92 9mm pistol with 15 round magazine. Low damage, high rate of fire. Semi-auto. P18C 9mm pistol with 17 round magazine. Low damage, Extremely high rate of fire. Semi or Automatic firing modes. P1911  .45 ACP pistol with single-stack 7 round magazine. Medium damage, lower rate of fire. Semi-auto R1895 7.62mm 7-shot revolver, capable of mounting a suppressor. High Damage, low rate of fire. Very slow reload time. R45 .45 ACP 6-shot revolver, capable of mounting a red-dot sight. Medium Damage, Medium rate of fire, High accuracy. Fast Reload Sawed-off Shotgun Double-barreled breech-loaded 12-gauge shotgun. Large spread, High damage, Medium reload speed. Goes in pistol weapon slot SMGs
    Micro UZI 9mm. Low damage, Extremely High ROF. 25 round magazine. Very Innacurate UMP9 9mm. Medium Damage, High ROF. 30 round magazine. Medium accuracy Kriss Vector .45 ACP. Medium Damage, Extremely High ROF. 13 round magazine. Medium Accuracy Tommy Gun .45 ACP. High Damage, Medium ROF. No sights. 30 round magazine. High Accuracy Shotguns
    S1897 WWI Trench gun. Pump action, slide holds 5 rounds. Medium spread, high damage, slow reloading speed, longer time between shots S686 Double Barreled, breech loaded. No time between shots, tighter spread. High damage. S12K Semi-automatic magazine-fed shotgun. Large spread, Larger recoil. Short time between shots, fast reload.  
    Assault Rifles
    M16A4 5.56mm rifle. 30 round magazine. Single-fire or 3-round-burst. High accuracy, medium damage, low recoil M4A1 5.56mm. 30 round magazine. Single or Automatic fire. Medium recoil, High accuracy, medium damage. SCAR-L 5.56mm. 30 round magazine. Single or Automatic fire. Lower recoil than M4A1, High accuracy, medium damage. Slower ROF than M4A1 AKM 7.62mm. 30 round magazine. Single or Automatic fire. High recoil, medium accuracy, high damage. Groza 7.62mm. 30 round magazine. Single or Automatic fire. Low recoil, medium accuracy (between any 5.56 and AK), high damage (same as AK) AUG 5.56mm. 30 round magazine. Single or Automatic fire. Medium recoil, High accuracy, High damage. DMRs
    Winchester94 .45 ACP lever action rifle. Iron sights only. High bullet speed, Extremely high damage, slow reload, medium time between lever cycles. Mini-14 5.56mm marksman's rifle. 20 round magazine. Higher damage than 5.56mm ARs, higher bullet speed. Single fire only. Extremely high accuracy SKS 7.62mm marksman's rifle. 10 round magazine. High damage, lower bullet speed than Mini-14 Mk14 7.62mm marksman's rifle. 10 round magazine. High damage, high bullet speed, high recoil. Single or Automatic fire.  Comes with bipod (auto deploy on prone)  
    Sniper Rifles
    Kar98k 7.62mm, bolt action. Clip fed (can single reload), 5 round capacity. High accuracy, can 1-shot a level 2 helmet. M24 7.62mm, bolt action. Magazine fed, 5 round capacity. High accuracy, slightly higher damage than Kar98k but with faster bullet speed. AWM .300 Magnum, bult action. Magazine fed, 5 round capacity. High accuracy, Extremely high damage, 1sk for any headshot. Extremely high speed. .300 Magnum rounds come in drop with the rifle, only 20 rounds.  
    LMGs
    DP-28 7.62mm, fully automatic. Dinnerplate magazine with 47 round capacity. High recoil, medium accuracy, high damage, medium ROF. Comes with bipod (auto deploy on prone) M249 5.56mm, fully automatic. Belt fed, 100 round capacity. High recoil, high accuracy, high damage, high bullet speed, extremely high ROF. Comes with bipod (auto deploy on prone)  
    Bipods drastically reduce the recoil when prone, and other attachments can be found in the world. Attachments are interchangeable within their weapon classification (Extended Magazine for Assault rifle will fit any weapon of the Assault Rifle class).  DMRs take sniper attachments where applicable.
     
    Attachments
     
    Tip:
    Flash Hider Minimal muzzle flash detectable, helps fight some recoil. Common Compensator High recoil reduction, no muzzle flash dampening. Uncommon Supressor Hides all muzzle flash and drastically reduces sound footprint. No effect on recoil. Rare  
    Grips:
    Vertical Foregrip Reduces vertical recoil and time to ADS Generally best for tapping single-shot or burst, it doesn't mitigate horizontal recoil, which IMO is harder to control than vertical. Angled Foregrip Reduces both vertical and horizontal recoil (less vertical than VFG) Best for automatic fire, as there is lest horizontal recoil and vertical recoil is easier to mitigate at the input  
    Magazines:
    Quickdraw Increased reload speed Extended Extra bullets in magazine (amount depends on weapon. Rule of thumb is +~25%) Extended Quickdraw Full benefits of both other magazine types.  
    Optics:
    Red Dot Sight Simple Aimpoint sight. Reduces time to ADS Slight zoom when holding breath while ADS Holographic Sight Simple Aimpoint sight. Reduces time to ADS Slight zoom when holding breath while ADS Slightly bulkier than Red Dot, lowers visibility when ADS 2x Scope Offers 2x magnification with simple circle-dot reticle. Bulky and less visibility than Aimpoints 4x Scope Offers 4x magnification with variable reticles (varies by weapon) Distance ticks in reticle are weapon-specific like the reticle, keeping it accurate regardless of bullet speed/drag 8x Scope Offers variable zoom from 4x-8x magnification Distance ticks in reticle. Cannot be mounted on SMGs or the M16A4 (nerfed) 15x Scope Offers variable zoom from 4x-15x magnification Distance ticks in reticle. Cannot be mounted on SMGs or the M16A4 (nerfed)  
    Stocks:
    Wire stock Increases stability, accuracy, and reduces recoil Only for Micro UZI Tactical Stock Increases stability, reduces recoil Only for M4A1 and Vector  
    Misscelaneous:
    Cheek Pad Reduces weapon sway when scoped for SKS, Mk14 and Sniper rifles Bullet Loops Increases reload speed (quickdraw magazine for non-magazine weapons) Kar98k + Winchester94 SG Bullet Loops Increases reload speed S686 and S1897  
     
    Gear
     
    There are several tiers of wearable gear as well. Helmets, Armor, and Backpacks.
     

     
    Level 1 through Level 3.
     
    For armor and helmets:
    Level 1: 30% damage reduction
    Level 2: 40% damage reduction
    Level 3: 55% damage reduction
     
    Armor and Helmets have a durability that once depleted causes them to break. Even 1 durability will apply the damage reduction to the shot that breaks it, however.
     
    Backpacks simply have a capacity that scales with their level. Level 3 gear can sometimes be found in an airdrop crate.
     
    Medical Items
    When injured in the game, 75% health is a significant cut-off for low-level healing items.  Bandages and First aids cannot be used unless health is below 75%, and will only heal up to the remaining
    portion stopping at 75%. Boosts or higher level medical gear must be used to regain 100% health.
     
    Players cannot move much while applying medical items, or the action will cancel.
     
    Bandages Bandages heal ~10% of health, and take 3 seconds to apply. The heal isn't instant, but ticks upward over 2 seconds. Bandages can be spammed without losing any heal. Common Lightweight First Aid First Aid heals the player instantly to 75% health. It takes 6 seconds to apply. Uncommon Medium weight Med Kit Med Kits instantly heal players to a full 100% health. It takes 8 seconds to apply. Rare Heavy  
    Boost Items
     
    Boost items are technically a medical item in that they do cause healing over time - but the boost bar also increases run speed if brought high enough
     
    Energy Drink Heals ~23% damage over time. Fills boost bar 25% Lightweight Common Painkillers Heals ~40% damage over time. Fills boost bar 50% Heavier than Energy Drinks Uncommon Adrenaline Shot Found in air drop crates only, this takes 10 seconds to apply, and fills 100% of the boost bar in one go.  
    Boost bar is divided into segments and drains over time. The first segment is healing, second is faster healing, and final two are for increased movement speed (25% and 35% respecitvely)
    All effects stack.
     
    Vehicles
     
    There are a smattering of vehicles to choose from that will spawn on the sides of roads, in cities, or in garages.  They can sometimes be the only way to ensure you don't take blue circle damage, but they are loud and very visible targets for enemy players. Shooting from a vehicle is difficult and highly inaccurate.
     
    Boat Water only, seats 4. Very open for shooting Dacia Sedan, seats 4. Fairly fast on-road, bad handling off road.  Brightly colored UAZ Jeep. Seats 4. Similar on and off-road speeds. Decent handling. Slow. Green and comes in tarp cover or open with roll-bars Buggy Off-road buggy, seats 2. Fast, poor handling.  Passenger is highly exposed in a rear bucket-seat. Motorcycle Seats 2 (or 3 with sidecar). Very fast and maneuverable. Dangerous if flipped Players are easy to shoot Aquarail Seats 2, similar to a bike on the water (or a waveruner) Faster and more maneuverable than a boat. VW Bus Slow, very high durability. Seats 8. Not maneuverable, horrible off-road. Pickup Truck Slower than Dacia on Erangel, but better offroad handling than the UAZ. Great handling, all around a decent choice.  
     
     
    Conclusion
    7.5/10
     
    This is absolutely one of my favorite gaming experiences of all time. The concept and when the game goes well would give it an easy 9.5-10. However, this game only just came out of Early Access, and there are still many issues to address, such as
    Early game rubberbanding Tickrate is very low Client crashes are common Many calculations are performed client-side, leading to desync or high ping advantages Physics are fucky, especially in vehicles.  
    That being said, they've added QoL changes such as Vaulting and Climbing, which allows a freedom of movement that this style of gameplay desperately needed.  
     
    In this game, expert gunplay is rewarded, but tactics and strategy can be even more overwhelming. Gunfire will draw out players you didn't know were there, or you may go for a kill only to announce your presence before the circle requires you to run towards the enemy with little cover.  It's a fantastic game, and gives me an adrenaline rush unlike any shooter I've played before.  Winning is rare, and getting into the top 10 is an edge-of-your-seat experience.  
     
    Personally, I find this game to be the most enjoyable with a group of friends, but even solo play is fun and rewarding.
     
    I think in a few months and with some more polish from Bluehole, I'll be able to edge this score upwards as the quality of the game improves.
     
     
    Pros:
    Requires a good trigger finger and innovative playstyle Rewards both aggressive and passive playstyles when appropriate Forces players to improvise and play the hand they're dealt Decent bullet mechanics make each kill rewarding Winning a match in this game may be the most satisfying win experience in any game I've played - subjective, but honest. Every game plays out differently due to the nature of the battle royale style Developer is relatively transparent and open about changes, upcoming patches, and QoL Feature updates. Frequently listens to community feedback  
    Cons:
    Game is poorly optimized (although the latest patch is a huge step in the right direction) Server/Client issues (tickrate, rubberbanding) are present frequently enough to be noticeable and frustrating Client crashes are not uncommon Until recently, hackers were common. I haven't seen any since the last anti-cheat measures, but I imagine it's just a matter of time before the new checks are circumvented. No way to choose gamemode (map+weather)  
     
    If this happens to move anyone to get the game, I'm online playing fairly often and would love to party up!
     
     
     
     
     
     
     
  9. (SBB) Storm liked a post in a topic by NeX in Playerunknown's Battlegrounds   
    It's been a while since this game came out, but I figured since it's now "officially" out of Early Access with its v1.0 release, I'll give it a whirl.
     
    Playerunknown's Battlegrounds

    This is a Third or First person Survival/Shooter game, played in a Battle Royale scenario.
     
    Gameplay:
    ~100 players drop from a plane as it flies across an 8km x 8km map.   Weapons, gear, and vehicles spawn in the world in a RNG style system. Some areas have higher/lower weights for loot density and item tiers. High level gear is consistently dropped in a high-visibility air drop crate, which emits red smoke after landing to draw player attention. The map is restricted by a continuously shrinking area of play - the "circles" The new circle is shown on a player's map in advance, along with a timer to show how much time remains before the blue circle begins shrinking to the white circle. The blue circle indicates the current bounds of the match (as a blue field), and any player outside of it will take damage scaling higher with each successive circle, and their distance from the boundary. The further the game progresses, the higher the damage from the circle, and the further the player from safety, the higher the damage dealt. The last player (or team) to survive is the winner. The game only ends when only one player or team remains alive.  If opposing players are still alive within the final circle (roughly 10m in diameter), it will close completely and deal damage to all remaining players until a winner is decided.  
     
    The Maps
    There are two maps available, and matchmaking will randomly choose between the two when joining a lobby.  Each map supports different weather/time of day modes that are chosen randomly as a subset option of the map. Currently there is no way to manually select or alter settings to improve chances of playing any particular game mode.
     
    Erangel
    Erangel is a map canonically situated in the Adriatic sea. All signs and much graffiti is written in Cyrillic, and many buildings sport old Soviet Star/Sickle memorabilia - particularly present in certain state-sponsored buildings like police stations, hospitals, or military compounds.
     
    Size: 8x8 km (64 km^2)
     
    Notable Features: 
    Loot Hot-Spots Several large towns  Pochinki Yasnaya Polyana Georgopol Novorepnoye Severny Primorsk Rozhok Large military base on the Southern Island Hospital (Georgopol) Commercial Docks (Novorepnoye + Georgopol) Prison (Mylta) Power Plants (Mylta) Military Bunkers/Tunnels (between Mylta and Pochinki) School (Rozhok) Apartments (Rozhok) Mansion Estate (Yasnaya Polyana)  
    A rolling hilly landscape, along with several mountains provide high ground and consistent cover for players who utilize the landscape strategically.  Vegetation is common, and helpful for use in cover and concealment.  A Ghillie Suit may be acquired from an air drop, making players even harder to spot among the plentiful vegetation.  
     
    Common choke points include roads that are flanked by hills, large open fields that players may have to cross on foot, and the bridges connecting the southern island to the mainland.  If a player from the southern island cannot find a boat, they may have to risk a long slow swim, or brave the open sightlines and scant cover of a bridge.
     

     
     
    Interactive map with markers for locating potential vehicle spawns and high level loot locations.
     
    Miramar
    Miramar is a desert map canonically on the coast of Mexico, close to the border with the United States. The northernmost section of the map includes a border wall that players cannot cross.  It has very sparse vegetation away from the coastline, namely a handful of farm fields with waist high wheat, and the occasional palm tree, dead tree, or cluster of bushes.  Much of the cover in this map comes from its high vertical distribution of elevations present throughout.  Many cliffs and mountains preside over the spaces between towns and other locations, with uneven terrain a standard feature.  Boulders and crags are frequent, giving players opportunity for cover if needed, but concealment can be difficult to come by.  
     
    Size: 8km x 8km (64km^2)
     
    Notable Features:
    Loot Hot-Spots Several large towns  El Pozo Los Leones El Azahar Pecado La Cobreria San Martin La Bandita Valle del Mar Puerto Paradiso Large prison on the Southern Island Hacienda del Patron (San Martin) Graveyard (La Bandita) Power Grid (between Pecado and El Pozo) Military Camp (Northeastern Corner) Others that I may not know of yet  

     
    Interactive map with markers for locating potential vehicle spawns and high level loot locations.
     
    Weapons
    PUBG has a decent arsenal of weapons to choose from - some are world spawns and map-specific, others are only available in air drop crates.  TO simplify gameplay, many weapons share a common caliber size regardless of its realism.  There are 5 types of ammunition:
    9mm .45 ACP 5.56mm 7.62mm 300 Magnum  
    Below is a non-comprehensive list of weapons as I've used them and remember.  For a complete list of statistics, please see this page.
     
    Key:
    Erangel only Miramar only Air-drop only  
    Pistols
    P92 9mm pistol with 15 round magazine. Low damage, high rate of fire. Semi-auto. P18C 9mm pistol with 17 round magazine. Low damage, Extremely high rate of fire. Semi or Automatic firing modes. P1911  .45 ACP pistol with single-stack 7 round magazine. Medium damage, lower rate of fire. Semi-auto R1895 7.62mm 7-shot revolver, capable of mounting a suppressor. High Damage, low rate of fire. Very slow reload time. R45 .45 ACP 6-shot revolver, capable of mounting a red-dot sight. Medium Damage, Medium rate of fire, High accuracy. Fast Reload Sawed-off Shotgun Double-barreled breech-loaded 12-gauge shotgun. Large spread, High damage, Medium reload speed. Goes in pistol weapon slot SMGs
    Micro UZI 9mm. Low damage, Extremely High ROF. 25 round magazine. Very Innacurate UMP9 9mm. Medium Damage, High ROF. 30 round magazine. Medium accuracy Kriss Vector .45 ACP. Medium Damage, Extremely High ROF. 13 round magazine. Medium Accuracy Tommy Gun .45 ACP. High Damage, Medium ROF. No sights. 30 round magazine. High Accuracy Shotguns
    S1897 WWI Trench gun. Pump action, slide holds 5 rounds. Medium spread, high damage, slow reloading speed, longer time between shots S686 Double Barreled, breech loaded. No time between shots, tighter spread. High damage. S12K Semi-automatic magazine-fed shotgun. Large spread, Larger recoil. Short time between shots, fast reload.  
    Assault Rifles
    M16A4 5.56mm rifle. 30 round magazine. Single-fire or 3-round-burst. High accuracy, medium damage, low recoil M4A1 5.56mm. 30 round magazine. Single or Automatic fire. Medium recoil, High accuracy, medium damage. SCAR-L 5.56mm. 30 round magazine. Single or Automatic fire. Lower recoil than M4A1, High accuracy, medium damage. Slower ROF than M4A1 AKM 7.62mm. 30 round magazine. Single or Automatic fire. High recoil, medium accuracy, high damage. Groza 7.62mm. 30 round magazine. Single or Automatic fire. Low recoil, medium accuracy (between any 5.56 and AK), high damage (same as AK) AUG 5.56mm. 30 round magazine. Single or Automatic fire. Medium recoil, High accuracy, High damage. DMRs
    Winchester94 .45 ACP lever action rifle. Iron sights only. High bullet speed, Extremely high damage, slow reload, medium time between lever cycles. Mini-14 5.56mm marksman's rifle. 20 round magazine. Higher damage than 5.56mm ARs, higher bullet speed. Single fire only. Extremely high accuracy SKS 7.62mm marksman's rifle. 10 round magazine. High damage, lower bullet speed than Mini-14 Mk14 7.62mm marksman's rifle. 10 round magazine. High damage, high bullet speed, high recoil. Single or Automatic fire.  Comes with bipod (auto deploy on prone)  
    Sniper Rifles
    Kar98k 7.62mm, bolt action. Clip fed (can single reload), 5 round capacity. High accuracy, can 1-shot a level 2 helmet. M24 7.62mm, bolt action. Magazine fed, 5 round capacity. High accuracy, slightly higher damage than Kar98k but with faster bullet speed. AWM .300 Magnum, bult action. Magazine fed, 5 round capacity. High accuracy, Extremely high damage, 1sk for any headshot. Extremely high speed. .300 Magnum rounds come in drop with the rifle, only 20 rounds.  
    LMGs
    DP-28 7.62mm, fully automatic. Dinnerplate magazine with 47 round capacity. High recoil, medium accuracy, high damage, medium ROF. Comes with bipod (auto deploy on prone) M249 5.56mm, fully automatic. Belt fed, 100 round capacity. High recoil, high accuracy, high damage, high bullet speed, extremely high ROF. Comes with bipod (auto deploy on prone)  
    Bipods drastically reduce the recoil when prone, and other attachments can be found in the world. Attachments are interchangeable within their weapon classification (Extended Magazine for Assault rifle will fit any weapon of the Assault Rifle class).  DMRs take sniper attachments where applicable.
     
    Attachments
     
    Tip:
    Flash Hider Minimal muzzle flash detectable, helps fight some recoil. Common Compensator High recoil reduction, no muzzle flash dampening. Uncommon Supressor Hides all muzzle flash and drastically reduces sound footprint. No effect on recoil. Rare  
    Grips:
    Vertical Foregrip Reduces vertical recoil and time to ADS Generally best for tapping single-shot or burst, it doesn't mitigate horizontal recoil, which IMO is harder to control than vertical. Angled Foregrip Reduces both vertical and horizontal recoil (less vertical than VFG) Best for automatic fire, as there is lest horizontal recoil and vertical recoil is easier to mitigate at the input  
    Magazines:
    Quickdraw Increased reload speed Extended Extra bullets in magazine (amount depends on weapon. Rule of thumb is +~25%) Extended Quickdraw Full benefits of both other magazine types.  
    Optics:
    Red Dot Sight Simple Aimpoint sight. Reduces time to ADS Slight zoom when holding breath while ADS Holographic Sight Simple Aimpoint sight. Reduces time to ADS Slight zoom when holding breath while ADS Slightly bulkier than Red Dot, lowers visibility when ADS 2x Scope Offers 2x magnification with simple circle-dot reticle. Bulky and less visibility than Aimpoints 4x Scope Offers 4x magnification with variable reticles (varies by weapon) Distance ticks in reticle are weapon-specific like the reticle, keeping it accurate regardless of bullet speed/drag 8x Scope Offers variable zoom from 4x-8x magnification Distance ticks in reticle. Cannot be mounted on SMGs or the M16A4 (nerfed) 15x Scope Offers variable zoom from 4x-15x magnification Distance ticks in reticle. Cannot be mounted on SMGs or the M16A4 (nerfed)  
    Stocks:
    Wire stock Increases stability, accuracy, and reduces recoil Only for Micro UZI Tactical Stock Increases stability, reduces recoil Only for M4A1 and Vector  
    Misscelaneous:
    Cheek Pad Reduces weapon sway when scoped for SKS, Mk14 and Sniper rifles Bullet Loops Increases reload speed (quickdraw magazine for non-magazine weapons) Kar98k + Winchester94 SG Bullet Loops Increases reload speed S686 and S1897  
     
    Gear
     
    There are several tiers of wearable gear as well. Helmets, Armor, and Backpacks.
     

     
    Level 1 through Level 3.
     
    For armor and helmets:
    Level 1: 30% damage reduction
    Level 2: 40% damage reduction
    Level 3: 55% damage reduction
     
    Armor and Helmets have a durability that once depleted causes them to break. Even 1 durability will apply the damage reduction to the shot that breaks it, however.
     
    Backpacks simply have a capacity that scales with their level. Level 3 gear can sometimes be found in an airdrop crate.
     
    Medical Items
    When injured in the game, 75% health is a significant cut-off for low-level healing items.  Bandages and First aids cannot be used unless health is below 75%, and will only heal up to the remaining
    portion stopping at 75%. Boosts or higher level medical gear must be used to regain 100% health.
     
    Players cannot move much while applying medical items, or the action will cancel.
     
    Bandages Bandages heal ~10% of health, and take 3 seconds to apply. The heal isn't instant, but ticks upward over 2 seconds. Bandages can be spammed without losing any heal. Common Lightweight First Aid First Aid heals the player instantly to 75% health. It takes 6 seconds to apply. Uncommon Medium weight Med Kit Med Kits instantly heal players to a full 100% health. It takes 8 seconds to apply. Rare Heavy  
    Boost Items
     
    Boost items are technically a medical item in that they do cause healing over time - but the boost bar also increases run speed if brought high enough
     
    Energy Drink Heals ~23% damage over time. Fills boost bar 25% Lightweight Common Painkillers Heals ~40% damage over time. Fills boost bar 50% Heavier than Energy Drinks Uncommon Adrenaline Shot Found in air drop crates only, this takes 10 seconds to apply, and fills 100% of the boost bar in one go.  
    Boost bar is divided into segments and drains over time. The first segment is healing, second is faster healing, and final two are for increased movement speed (25% and 35% respecitvely)
    All effects stack.
     
    Vehicles
     
    There are a smattering of vehicles to choose from that will spawn on the sides of roads, in cities, or in garages.  They can sometimes be the only way to ensure you don't take blue circle damage, but they are loud and very visible targets for enemy players. Shooting from a vehicle is difficult and highly inaccurate.
     
    Boat Water only, seats 4. Very open for shooting Dacia Sedan, seats 4. Fairly fast on-road, bad handling off road.  Brightly colored UAZ Jeep. Seats 4. Similar on and off-road speeds. Decent handling. Slow. Green and comes in tarp cover or open with roll-bars Buggy Off-road buggy, seats 2. Fast, poor handling.  Passenger is highly exposed in a rear bucket-seat. Motorcycle Seats 2 (or 3 with sidecar). Very fast and maneuverable. Dangerous if flipped Players are easy to shoot Aquarail Seats 2, similar to a bike on the water (or a waveruner) Faster and more maneuverable than a boat. VW Bus Slow, very high durability. Seats 8. Not maneuverable, horrible off-road. Pickup Truck Slower than Dacia on Erangel, but better offroad handling than the UAZ. Great handling, all around a decent choice.  
     
     
    Conclusion
    7.5/10
     
    This is absolutely one of my favorite gaming experiences of all time. The concept and when the game goes well would give it an easy 9.5-10. However, this game only just came out of Early Access, and there are still many issues to address, such as
    Early game rubberbanding Tickrate is very low Client crashes are common Many calculations are performed client-side, leading to desync or high ping advantages Physics are fucky, especially in vehicles.  
    That being said, they've added QoL changes such as Vaulting and Climbing, which allows a freedom of movement that this style of gameplay desperately needed.  
     
    In this game, expert gunplay is rewarded, but tactics and strategy can be even more overwhelming. Gunfire will draw out players you didn't know were there, or you may go for a kill only to announce your presence before the circle requires you to run towards the enemy with little cover.  It's a fantastic game, and gives me an adrenaline rush unlike any shooter I've played before.  Winning is rare, and getting into the top 10 is an edge-of-your-seat experience.  
     
    Personally, I find this game to be the most enjoyable with a group of friends, but even solo play is fun and rewarding.
     
    I think in a few months and with some more polish from Bluehole, I'll be able to edge this score upwards as the quality of the game improves.
     
     
    Pros:
    Requires a good trigger finger and innovative playstyle Rewards both aggressive and passive playstyles when appropriate Forces players to improvise and play the hand they're dealt Decent bullet mechanics make each kill rewarding Winning a match in this game may be the most satisfying win experience in any game I've played - subjective, but honest. Every game plays out differently due to the nature of the battle royale style Developer is relatively transparent and open about changes, upcoming patches, and QoL Feature updates. Frequently listens to community feedback  
    Cons:
    Game is poorly optimized (although the latest patch is a huge step in the right direction) Server/Client issues (tickrate, rubberbanding) are present frequently enough to be noticeable and frustrating Client crashes are not uncommon Until recently, hackers were common. I haven't seen any since the last anti-cheat measures, but I imagine it's just a matter of time before the new checks are circumvented. No way to choose gamemode (map+weather)  
     
    If this happens to move anyone to get the game, I'm online playing fairly often and would love to party up!
     
     
     
     
     
     
     
  10. (SBB) Storm liked a post in a topic by NeX in Playerunknown's Battlegrounds   
    It's been a while since this game came out, but I figured since it's now "officially" out of Early Access with its v1.0 release, I'll give it a whirl.
     
    Playerunknown's Battlegrounds

    This is a Third or First person Survival/Shooter game, played in a Battle Royale scenario.
     
    Gameplay:
    ~100 players drop from a plane as it flies across an 8km x 8km map.   Weapons, gear, and vehicles spawn in the world in a RNG style system. Some areas have higher/lower weights for loot density and item tiers. High level gear is consistently dropped in a high-visibility air drop crate, which emits red smoke after landing to draw player attention. The map is restricted by a continuously shrinking area of play - the "circles" The new circle is shown on a player's map in advance, along with a timer to show how much time remains before the blue circle begins shrinking to the white circle. The blue circle indicates the current bounds of the match (as a blue field), and any player outside of it will take damage scaling higher with each successive circle, and their distance from the boundary. The further the game progresses, the higher the damage from the circle, and the further the player from safety, the higher the damage dealt. The last player (or team) to survive is the winner. The game only ends when only one player or team remains alive.  If opposing players are still alive within the final circle (roughly 10m in diameter), it will close completely and deal damage to all remaining players until a winner is decided.  
     
    The Maps
    There are two maps available, and matchmaking will randomly choose between the two when joining a lobby.  Each map supports different weather/time of day modes that are chosen randomly as a subset option of the map. Currently there is no way to manually select or alter settings to improve chances of playing any particular game mode.
     
    Erangel
    Erangel is a map canonically situated in the Adriatic sea. All signs and much graffiti is written in Cyrillic, and many buildings sport old Soviet Star/Sickle memorabilia - particularly present in certain state-sponsored buildings like police stations, hospitals, or military compounds.
     
    Size: 8x8 km (64 km^2)
     
    Notable Features: 
    Loot Hot-Spots Several large towns  Pochinki Yasnaya Polyana Georgopol Novorepnoye Severny Primorsk Rozhok Large military base on the Southern Island Hospital (Georgopol) Commercial Docks (Novorepnoye + Georgopol) Prison (Mylta) Power Plants (Mylta) Military Bunkers/Tunnels (between Mylta and Pochinki) School (Rozhok) Apartments (Rozhok) Mansion Estate (Yasnaya Polyana)  
    A rolling hilly landscape, along with several mountains provide high ground and consistent cover for players who utilize the landscape strategically.  Vegetation is common, and helpful for use in cover and concealment.  A Ghillie Suit may be acquired from an air drop, making players even harder to spot among the plentiful vegetation.  
     
    Common choke points include roads that are flanked by hills, large open fields that players may have to cross on foot, and the bridges connecting the southern island to the mainland.  If a player from the southern island cannot find a boat, they may have to risk a long slow swim, or brave the open sightlines and scant cover of a bridge.
     

     
     
    Interactive map with markers for locating potential vehicle spawns and high level loot locations.
     
    Miramar
    Miramar is a desert map canonically on the coast of Mexico, close to the border with the United States. The northernmost section of the map includes a border wall that players cannot cross.  It has very sparse vegetation away from the coastline, namely a handful of farm fields with waist high wheat, and the occasional palm tree, dead tree, or cluster of bushes.  Much of the cover in this map comes from its high vertical distribution of elevations present throughout.  Many cliffs and mountains preside over the spaces between towns and other locations, with uneven terrain a standard feature.  Boulders and crags are frequent, giving players opportunity for cover if needed, but concealment can be difficult to come by.  
     
    Size: 8km x 8km (64km^2)
     
    Notable Features:
    Loot Hot-Spots Several large towns  El Pozo Los Leones El Azahar Pecado La Cobreria San Martin La Bandita Valle del Mar Puerto Paradiso Large prison on the Southern Island Hacienda del Patron (San Martin) Graveyard (La Bandita) Power Grid (between Pecado and El Pozo) Military Camp (Northeastern Corner) Others that I may not know of yet  

     
    Interactive map with markers for locating potential vehicle spawns and high level loot locations.
     
    Weapons
    PUBG has a decent arsenal of weapons to choose from - some are world spawns and map-specific, others are only available in air drop crates.  TO simplify gameplay, many weapons share a common caliber size regardless of its realism.  There are 5 types of ammunition:
    9mm .45 ACP 5.56mm 7.62mm 300 Magnum  
    Below is a non-comprehensive list of weapons as I've used them and remember.  For a complete list of statistics, please see this page.
     
    Key:
    Erangel only Miramar only Air-drop only  
    Pistols
    P92 9mm pistol with 15 round magazine. Low damage, high rate of fire. Semi-auto. P18C 9mm pistol with 17 round magazine. Low damage, Extremely high rate of fire. Semi or Automatic firing modes. P1911  .45 ACP pistol with single-stack 7 round magazine. Medium damage, lower rate of fire. Semi-auto R1895 7.62mm 7-shot revolver, capable of mounting a suppressor. High Damage, low rate of fire. Very slow reload time. R45 .45 ACP 6-shot revolver, capable of mounting a red-dot sight. Medium Damage, Medium rate of fire, High accuracy. Fast Reload Sawed-off Shotgun Double-barreled breech-loaded 12-gauge shotgun. Large spread, High damage, Medium reload speed. Goes in pistol weapon slot SMGs
    Micro UZI 9mm. Low damage, Extremely High ROF. 25 round magazine. Very Innacurate UMP9 9mm. Medium Damage, High ROF. 30 round magazine. Medium accuracy Kriss Vector .45 ACP. Medium Damage, Extremely High ROF. 13 round magazine. Medium Accuracy Tommy Gun .45 ACP. High Damage, Medium ROF. No sights. 30 round magazine. High Accuracy Shotguns
    S1897 WWI Trench gun. Pump action, slide holds 5 rounds. Medium spread, high damage, slow reloading speed, longer time between shots S686 Double Barreled, breech loaded. No time between shots, tighter spread. High damage. S12K Semi-automatic magazine-fed shotgun. Large spread, Larger recoil. Short time between shots, fast reload.  
    Assault Rifles
    M16A4 5.56mm rifle. 30 round magazine. Single-fire or 3-round-burst. High accuracy, medium damage, low recoil M4A1 5.56mm. 30 round magazine. Single or Automatic fire. Medium recoil, High accuracy, medium damage. SCAR-L 5.56mm. 30 round magazine. Single or Automatic fire. Lower recoil than M4A1, High accuracy, medium damage. Slower ROF than M4A1 AKM 7.62mm. 30 round magazine. Single or Automatic fire. High recoil, medium accuracy, high damage. Groza 7.62mm. 30 round magazine. Single or Automatic fire. Low recoil, medium accuracy (between any 5.56 and AK), high damage (same as AK) AUG 5.56mm. 30 round magazine. Single or Automatic fire. Medium recoil, High accuracy, High damage. DMRs
    Winchester94 .45 ACP lever action rifle. Iron sights only. High bullet speed, Extremely high damage, slow reload, medium time between lever cycles. Mini-14 5.56mm marksman's rifle. 20 round magazine. Higher damage than 5.56mm ARs, higher bullet speed. Single fire only. Extremely high accuracy SKS 7.62mm marksman's rifle. 10 round magazine. High damage, lower bullet speed than Mini-14 Mk14 7.62mm marksman's rifle. 10 round magazine. High damage, high bullet speed, high recoil. Single or Automatic fire.  Comes with bipod (auto deploy on prone)  
    Sniper Rifles
    Kar98k 7.62mm, bolt action. Clip fed (can single reload), 5 round capacity. High accuracy, can 1-shot a level 2 helmet. M24 7.62mm, bolt action. Magazine fed, 5 round capacity. High accuracy, slightly higher damage than Kar98k but with faster bullet speed. AWM .300 Magnum, bult action. Magazine fed, 5 round capacity. High accuracy, Extremely high damage, 1sk for any headshot. Extremely high speed. .300 Magnum rounds come in drop with the rifle, only 20 rounds.  
    LMGs
    DP-28 7.62mm, fully automatic. Dinnerplate magazine with 47 round capacity. High recoil, medium accuracy, high damage, medium ROF. Comes with bipod (auto deploy on prone) M249 5.56mm, fully automatic. Belt fed, 100 round capacity. High recoil, high accuracy, high damage, high bullet speed, extremely high ROF. Comes with bipod (auto deploy on prone)  
    Bipods drastically reduce the recoil when prone, and other attachments can be found in the world. Attachments are interchangeable within their weapon classification (Extended Magazine for Assault rifle will fit any weapon of the Assault Rifle class).  DMRs take sniper attachments where applicable.
     
    Attachments
     
    Tip:
    Flash Hider Minimal muzzle flash detectable, helps fight some recoil. Common Compensator High recoil reduction, no muzzle flash dampening. Uncommon Supressor Hides all muzzle flash and drastically reduces sound footprint. No effect on recoil. Rare  
    Grips:
    Vertical Foregrip Reduces vertical recoil and time to ADS Generally best for tapping single-shot or burst, it doesn't mitigate horizontal recoil, which IMO is harder to control than vertical. Angled Foregrip Reduces both vertical and horizontal recoil (less vertical than VFG) Best for automatic fire, as there is lest horizontal recoil and vertical recoil is easier to mitigate at the input  
    Magazines:
    Quickdraw Increased reload speed Extended Extra bullets in magazine (amount depends on weapon. Rule of thumb is +~25%) Extended Quickdraw Full benefits of both other magazine types.  
    Optics:
    Red Dot Sight Simple Aimpoint sight. Reduces time to ADS Slight zoom when holding breath while ADS Holographic Sight Simple Aimpoint sight. Reduces time to ADS Slight zoom when holding breath while ADS Slightly bulkier than Red Dot, lowers visibility when ADS 2x Scope Offers 2x magnification with simple circle-dot reticle. Bulky and less visibility than Aimpoints 4x Scope Offers 4x magnification with variable reticles (varies by weapon) Distance ticks in reticle are weapon-specific like the reticle, keeping it accurate regardless of bullet speed/drag 8x Scope Offers variable zoom from 4x-8x magnification Distance ticks in reticle. Cannot be mounted on SMGs or the M16A4 (nerfed) 15x Scope Offers variable zoom from 4x-15x magnification Distance ticks in reticle. Cannot be mounted on SMGs or the M16A4 (nerfed)  
    Stocks:
    Wire stock Increases stability, accuracy, and reduces recoil Only for Micro UZI Tactical Stock Increases stability, reduces recoil Only for M4A1 and Vector  
    Misscelaneous:
    Cheek Pad Reduces weapon sway when scoped for SKS, Mk14 and Sniper rifles Bullet Loops Increases reload speed (quickdraw magazine for non-magazine weapons) Kar98k + Winchester94 SG Bullet Loops Increases reload speed S686 and S1897  
     
    Gear
     
    There are several tiers of wearable gear as well. Helmets, Armor, and Backpacks.
     

     
    Level 1 through Level 3.
     
    For armor and helmets:
    Level 1: 30% damage reduction
    Level 2: 40% damage reduction
    Level 3: 55% damage reduction
     
    Armor and Helmets have a durability that once depleted causes them to break. Even 1 durability will apply the damage reduction to the shot that breaks it, however.
     
    Backpacks simply have a capacity that scales with their level. Level 3 gear can sometimes be found in an airdrop crate.
     
    Medical Items
    When injured in the game, 75% health is a significant cut-off for low-level healing items.  Bandages and First aids cannot be used unless health is below 75%, and will only heal up to the remaining
    portion stopping at 75%. Boosts or higher level medical gear must be used to regain 100% health.
     
    Players cannot move much while applying medical items, or the action will cancel.
     
    Bandages Bandages heal ~10% of health, and take 3 seconds to apply. The heal isn't instant, but ticks upward over 2 seconds. Bandages can be spammed without losing any heal. Common Lightweight First Aid First Aid heals the player instantly to 75% health. It takes 6 seconds to apply. Uncommon Medium weight Med Kit Med Kits instantly heal players to a full 100% health. It takes 8 seconds to apply. Rare Heavy  
    Boost Items
     
    Boost items are technically a medical item in that they do cause healing over time - but the boost bar also increases run speed if brought high enough
     
    Energy Drink Heals ~23% damage over time. Fills boost bar 25% Lightweight Common Painkillers Heals ~40% damage over time. Fills boost bar 50% Heavier than Energy Drinks Uncommon Adrenaline Shot Found in air drop crates only, this takes 10 seconds to apply, and fills 100% of the boost bar in one go.  
    Boost bar is divided into segments and drains over time. The first segment is healing, second is faster healing, and final two are for increased movement speed (25% and 35% respecitvely)
    All effects stack.
     
    Vehicles
     
    There are a smattering of vehicles to choose from that will spawn on the sides of roads, in cities, or in garages.  They can sometimes be the only way to ensure you don't take blue circle damage, but they are loud and very visible targets for enemy players. Shooting from a vehicle is difficult and highly inaccurate.
     
    Boat Water only, seats 4. Very open for shooting Dacia Sedan, seats 4. Fairly fast on-road, bad handling off road.  Brightly colored UAZ Jeep. Seats 4. Similar on and off-road speeds. Decent handling. Slow. Green and comes in tarp cover or open with roll-bars Buggy Off-road buggy, seats 2. Fast, poor handling.  Passenger is highly exposed in a rear bucket-seat. Motorcycle Seats 2 (or 3 with sidecar). Very fast and maneuverable. Dangerous if flipped Players are easy to shoot Aquarail Seats 2, similar to a bike on the water (or a waveruner) Faster and more maneuverable than a boat. VW Bus Slow, very high durability. Seats 8. Not maneuverable, horrible off-road. Pickup Truck Slower than Dacia on Erangel, but better offroad handling than the UAZ. Great handling, all around a decent choice.  
     
     
    Conclusion
    7.5/10
     
    This is absolutely one of my favorite gaming experiences of all time. The concept and when the game goes well would give it an easy 9.5-10. However, this game only just came out of Early Access, and there are still many issues to address, such as
    Early game rubberbanding Tickrate is very low Client crashes are common Many calculations are performed client-side, leading to desync or high ping advantages Physics are fucky, especially in vehicles.  
    That being said, they've added QoL changes such as Vaulting and Climbing, which allows a freedom of movement that this style of gameplay desperately needed.  
     
    In this game, expert gunplay is rewarded, but tactics and strategy can be even more overwhelming. Gunfire will draw out players you didn't know were there, or you may go for a kill only to announce your presence before the circle requires you to run towards the enemy with little cover.  It's a fantastic game, and gives me an adrenaline rush unlike any shooter I've played before.  Winning is rare, and getting into the top 10 is an edge-of-your-seat experience.  
     
    Personally, I find this game to be the most enjoyable with a group of friends, but even solo play is fun and rewarding.
     
    I think in a few months and with some more polish from Bluehole, I'll be able to edge this score upwards as the quality of the game improves.
     
     
    Pros:
    Requires a good trigger finger and innovative playstyle Rewards both aggressive and passive playstyles when appropriate Forces players to improvise and play the hand they're dealt Decent bullet mechanics make each kill rewarding Winning a match in this game may be the most satisfying win experience in any game I've played - subjective, but honest. Every game plays out differently due to the nature of the battle royale style Developer is relatively transparent and open about changes, upcoming patches, and QoL Feature updates. Frequently listens to community feedback  
    Cons:
    Game is poorly optimized (although the latest patch is a huge step in the right direction) Server/Client issues (tickrate, rubberbanding) are present frequently enough to be noticeable and frustrating Client crashes are not uncommon Until recently, hackers were common. I haven't seen any since the last anti-cheat measures, but I imagine it's just a matter of time before the new checks are circumvented. No way to choose gamemode (map+weather)  
     
    If this happens to move anyone to get the game, I'm online playing fairly often and would love to party up!
     
     
     
     
     
     
     
  11. (SBB) Storm liked a post in a topic by NeX in Playerunknown's Battlegrounds   
    It's been a while since this game came out, but I figured since it's now "officially" out of Early Access with its v1.0 release, I'll give it a whirl.
     
    Playerunknown's Battlegrounds

    This is a Third or First person Survival/Shooter game, played in a Battle Royale scenario.
     
    Gameplay:
    ~100 players drop from a plane as it flies across an 8km x 8km map.   Weapons, gear, and vehicles spawn in the world in a RNG style system. Some areas have higher/lower weights for loot density and item tiers. High level gear is consistently dropped in a high-visibility air drop crate, which emits red smoke after landing to draw player attention. The map is restricted by a continuously shrinking area of play - the "circles" The new circle is shown on a player's map in advance, along with a timer to show how much time remains before the blue circle begins shrinking to the white circle. The blue circle indicates the current bounds of the match (as a blue field), and any player outside of it will take damage scaling higher with each successive circle, and their distance from the boundary. The further the game progresses, the higher the damage from the circle, and the further the player from safety, the higher the damage dealt. The last player (or team) to survive is the winner. The game only ends when only one player or team remains alive.  If opposing players are still alive within the final circle (roughly 10m in diameter), it will close completely and deal damage to all remaining players until a winner is decided.  
     
    The Maps
    There are two maps available, and matchmaking will randomly choose between the two when joining a lobby.  Each map supports different weather/time of day modes that are chosen randomly as a subset option of the map. Currently there is no way to manually select or alter settings to improve chances of playing any particular game mode.
     
    Erangel
    Erangel is a map canonically situated in the Adriatic sea. All signs and much graffiti is written in Cyrillic, and many buildings sport old Soviet Star/Sickle memorabilia - particularly present in certain state-sponsored buildings like police stations, hospitals, or military compounds.
     
    Size: 8x8 km (64 km^2)
     
    Notable Features: 
    Loot Hot-Spots Several large towns  Pochinki Yasnaya Polyana Georgopol Novorepnoye Severny Primorsk Rozhok Large military base on the Southern Island Hospital (Georgopol) Commercial Docks (Novorepnoye + Georgopol) Prison (Mylta) Power Plants (Mylta) Military Bunkers/Tunnels (between Mylta and Pochinki) School (Rozhok) Apartments (Rozhok) Mansion Estate (Yasnaya Polyana)  
    A rolling hilly landscape, along with several mountains provide high ground and consistent cover for players who utilize the landscape strategically.  Vegetation is common, and helpful for use in cover and concealment.  A Ghillie Suit may be acquired from an air drop, making players even harder to spot among the plentiful vegetation.  
     
    Common choke points include roads that are flanked by hills, large open fields that players may have to cross on foot, and the bridges connecting the southern island to the mainland.  If a player from the southern island cannot find a boat, they may have to risk a long slow swim, or brave the open sightlines and scant cover of a bridge.
     

     
     
    Interactive map with markers for locating potential vehicle spawns and high level loot locations.
     
    Miramar
    Miramar is a desert map canonically on the coast of Mexico, close to the border with the United States. The northernmost section of the map includes a border wall that players cannot cross.  It has very sparse vegetation away from the coastline, namely a handful of farm fields with waist high wheat, and the occasional palm tree, dead tree, or cluster of bushes.  Much of the cover in this map comes from its high vertical distribution of elevations present throughout.  Many cliffs and mountains preside over the spaces between towns and other locations, with uneven terrain a standard feature.  Boulders and crags are frequent, giving players opportunity for cover if needed, but concealment can be difficult to come by.  
     
    Size: 8km x 8km (64km^2)
     
    Notable Features:
    Loot Hot-Spots Several large towns  El Pozo Los Leones El Azahar Pecado La Cobreria San Martin La Bandita Valle del Mar Puerto Paradiso Large prison on the Southern Island Hacienda del Patron (San Martin) Graveyard (La Bandita) Power Grid (between Pecado and El Pozo) Military Camp (Northeastern Corner) Others that I may not know of yet  

     
    Interactive map with markers for locating potential vehicle spawns and high level loot locations.
     
    Weapons
    PUBG has a decent arsenal of weapons to choose from - some are world spawns and map-specific, others are only available in air drop crates.  TO simplify gameplay, many weapons share a common caliber size regardless of its realism.  There are 5 types of ammunition:
    9mm .45 ACP 5.56mm 7.62mm 300 Magnum  
    Below is a non-comprehensive list of weapons as I've used them and remember.  For a complete list of statistics, please see this page.
     
    Key:
    Erangel only Miramar only Air-drop only  
    Pistols
    P92 9mm pistol with 15 round magazine. Low damage, high rate of fire. Semi-auto. P18C 9mm pistol with 17 round magazine. Low damage, Extremely high rate of fire. Semi or Automatic firing modes. P1911  .45 ACP pistol with single-stack 7 round magazine. Medium damage, lower rate of fire. Semi-auto R1895 7.62mm 7-shot revolver, capable of mounting a suppressor. High Damage, low rate of fire. Very slow reload time. R45 .45 ACP 6-shot revolver, capable of mounting a red-dot sight. Medium Damage, Medium rate of fire, High accuracy. Fast Reload Sawed-off Shotgun Double-barreled breech-loaded 12-gauge shotgun. Large spread, High damage, Medium reload speed. Goes in pistol weapon slot SMGs
    Micro UZI 9mm. Low damage, Extremely High ROF. 25 round magazine. Very Innacurate UMP9 9mm. Medium Damage, High ROF. 30 round magazine. Medium accuracy Kriss Vector .45 ACP. Medium Damage, Extremely High ROF. 13 round magazine. Medium Accuracy Tommy Gun .45 ACP. High Damage, Medium ROF. No sights. 30 round magazine. High Accuracy Shotguns
    S1897 WWI Trench gun. Pump action, slide holds 5 rounds. Medium spread, high damage, slow reloading speed, longer time between shots S686 Double Barreled, breech loaded. No time between shots, tighter spread. High damage. S12K Semi-automatic magazine-fed shotgun. Large spread, Larger recoil. Short time between shots, fast reload.  
    Assault Rifles
    M16A4 5.56mm rifle. 30 round magazine. Single-fire or 3-round-burst. High accuracy, medium damage, low recoil M4A1 5.56mm. 30 round magazine. Single or Automatic fire. Medium recoil, High accuracy, medium damage. SCAR-L 5.56mm. 30 round magazine. Single or Automatic fire. Lower recoil than M4A1, High accuracy, medium damage. Slower ROF than M4A1 AKM 7.62mm. 30 round magazine. Single or Automatic fire. High recoil, medium accuracy, high damage. Groza 7.62mm. 30 round magazine. Single or Automatic fire. Low recoil, medium accuracy (between any 5.56 and AK), high damage (same as AK) AUG 5.56mm. 30 round magazine. Single or Automatic fire. Medium recoil, High accuracy, High damage. DMRs
    Winchester94 .45 ACP lever action rifle. Iron sights only. High bullet speed, Extremely high damage, slow reload, medium time between lever cycles. Mini-14 5.56mm marksman's rifle. 20 round magazine. Higher damage than 5.56mm ARs, higher bullet speed. Single fire only. Extremely high accuracy SKS 7.62mm marksman's rifle. 10 round magazine. High damage, lower bullet speed than Mini-14 Mk14 7.62mm marksman's rifle. 10 round magazine. High damage, high bullet speed, high recoil. Single or Automatic fire.  Comes with bipod (auto deploy on prone)  
    Sniper Rifles
    Kar98k 7.62mm, bolt action. Clip fed (can single reload), 5 round capacity. High accuracy, can 1-shot a level 2 helmet. M24 7.62mm, bolt action. Magazine fed, 5 round capacity. High accuracy, slightly higher damage than Kar98k but with faster bullet speed. AWM .300 Magnum, bult action. Magazine fed, 5 round capacity. High accuracy, Extremely high damage, 1sk for any headshot. Extremely high speed. .300 Magnum rounds come in drop with the rifle, only 20 rounds.  
    LMGs
    DP-28 7.62mm, fully automatic. Dinnerplate magazine with 47 round capacity. High recoil, medium accuracy, high damage, medium ROF. Comes with bipod (auto deploy on prone) M249 5.56mm, fully automatic. Belt fed, 100 round capacity. High recoil, high accuracy, high damage, high bullet speed, extremely high ROF. Comes with bipod (auto deploy on prone)  
    Bipods drastically reduce the recoil when prone, and other attachments can be found in the world. Attachments are interchangeable within their weapon classification (Extended Magazine for Assault rifle will fit any weapon of the Assault Rifle class).  DMRs take sniper attachments where applicable.
     
    Attachments
     
    Tip:
    Flash Hider Minimal muzzle flash detectable, helps fight some recoil. Common Compensator High recoil reduction, no muzzle flash dampening. Uncommon Supressor Hides all muzzle flash and drastically reduces sound footprint. No effect on recoil. Rare  
    Grips:
    Vertical Foregrip Reduces vertical recoil and time to ADS Generally best for tapping single-shot or burst, it doesn't mitigate horizontal recoil, which IMO is harder to control than vertical. Angled Foregrip Reduces both vertical and horizontal recoil (less vertical than VFG) Best for automatic fire, as there is lest horizontal recoil and vertical recoil is easier to mitigate at the input  
    Magazines:
    Quickdraw Increased reload speed Extended Extra bullets in magazine (amount depends on weapon. Rule of thumb is +~25%) Extended Quickdraw Full benefits of both other magazine types.  
    Optics:
    Red Dot Sight Simple Aimpoint sight. Reduces time to ADS Slight zoom when holding breath while ADS Holographic Sight Simple Aimpoint sight. Reduces time to ADS Slight zoom when holding breath while ADS Slightly bulkier than Red Dot, lowers visibility when ADS 2x Scope Offers 2x magnification with simple circle-dot reticle. Bulky and less visibility than Aimpoints 4x Scope Offers 4x magnification with variable reticles (varies by weapon) Distance ticks in reticle are weapon-specific like the reticle, keeping it accurate regardless of bullet speed/drag 8x Scope Offers variable zoom from 4x-8x magnification Distance ticks in reticle. Cannot be mounted on SMGs or the M16A4 (nerfed) 15x Scope Offers variable zoom from 4x-15x magnification Distance ticks in reticle. Cannot be mounted on SMGs or the M16A4 (nerfed)  
    Stocks:
    Wire stock Increases stability, accuracy, and reduces recoil Only for Micro UZI Tactical Stock Increases stability, reduces recoil Only for M4A1 and Vector  
    Misscelaneous:
    Cheek Pad Reduces weapon sway when scoped for SKS, Mk14 and Sniper rifles Bullet Loops Increases reload speed (quickdraw magazine for non-magazine weapons) Kar98k + Winchester94 SG Bullet Loops Increases reload speed S686 and S1897  
     
    Gear
     
    There are several tiers of wearable gear as well. Helmets, Armor, and Backpacks.
     

     
    Level 1 through Level 3.
     
    For armor and helmets:
    Level 1: 30% damage reduction
    Level 2: 40% damage reduction
    Level 3: 55% damage reduction
     
    Armor and Helmets have a durability that once depleted causes them to break. Even 1 durability will apply the damage reduction to the shot that breaks it, however.
     
    Backpacks simply have a capacity that scales with their level. Level 3 gear can sometimes be found in an airdrop crate.
     
    Medical Items
    When injured in the game, 75% health is a significant cut-off for low-level healing items.  Bandages and First aids cannot be used unless health is below 75%, and will only heal up to the remaining
    portion stopping at 75%. Boosts or higher level medical gear must be used to regain 100% health.
     
    Players cannot move much while applying medical items, or the action will cancel.
     
    Bandages Bandages heal ~10% of health, and take 3 seconds to apply. The heal isn't instant, but ticks upward over 2 seconds. Bandages can be spammed without losing any heal. Common Lightweight First Aid First Aid heals the player instantly to 75% health. It takes 6 seconds to apply. Uncommon Medium weight Med Kit Med Kits instantly heal players to a full 100% health. It takes 8 seconds to apply. Rare Heavy  
    Boost Items
     
    Boost items are technically a medical item in that they do cause healing over time - but the boost bar also increases run speed if brought high enough
     
    Energy Drink Heals ~23% damage over time. Fills boost bar 25% Lightweight Common Painkillers Heals ~40% damage over time. Fills boost bar 50% Heavier than Energy Drinks Uncommon Adrenaline Shot Found in air drop crates only, this takes 10 seconds to apply, and fills 100% of the boost bar in one go.  
    Boost bar is divided into segments and drains over time. The first segment is healing, second is faster healing, and final two are for increased movement speed (25% and 35% respecitvely)
    All effects stack.
     
    Vehicles
     
    There are a smattering of vehicles to choose from that will spawn on the sides of roads, in cities, or in garages.  They can sometimes be the only way to ensure you don't take blue circle damage, but they are loud and very visible targets for enemy players. Shooting from a vehicle is difficult and highly inaccurate.
     
    Boat Water only, seats 4. Very open for shooting Dacia Sedan, seats 4. Fairly fast on-road, bad handling off road.  Brightly colored UAZ Jeep. Seats 4. Similar on and off-road speeds. Decent handling. Slow. Green and comes in tarp cover or open with roll-bars Buggy Off-road buggy, seats 2. Fast, poor handling.  Passenger is highly exposed in a rear bucket-seat. Motorcycle Seats 2 (or 3 with sidecar). Very fast and maneuverable. Dangerous if flipped Players are easy to shoot Aquarail Seats 2, similar to a bike on the water (or a waveruner) Faster and more maneuverable than a boat. VW Bus Slow, very high durability. Seats 8. Not maneuverable, horrible off-road. Pickup Truck Slower than Dacia on Erangel, but better offroad handling than the UAZ. Great handling, all around a decent choice.  
     
     
    Conclusion
    7.5/10
     
    This is absolutely one of my favorite gaming experiences of all time. The concept and when the game goes well would give it an easy 9.5-10. However, this game only just came out of Early Access, and there are still many issues to address, such as
    Early game rubberbanding Tickrate is very low Client crashes are common Many calculations are performed client-side, leading to desync or high ping advantages Physics are fucky, especially in vehicles.  
    That being said, they've added QoL changes such as Vaulting and Climbing, which allows a freedom of movement that this style of gameplay desperately needed.  
     
    In this game, expert gunplay is rewarded, but tactics and strategy can be even more overwhelming. Gunfire will draw out players you didn't know were there, or you may go for a kill only to announce your presence before the circle requires you to run towards the enemy with little cover.  It's a fantastic game, and gives me an adrenaline rush unlike any shooter I've played before.  Winning is rare, and getting into the top 10 is an edge-of-your-seat experience.  
     
    Personally, I find this game to be the most enjoyable with a group of friends, but even solo play is fun and rewarding.
     
    I think in a few months and with some more polish from Bluehole, I'll be able to edge this score upwards as the quality of the game improves.
     
     
    Pros:
    Requires a good trigger finger and innovative playstyle Rewards both aggressive and passive playstyles when appropriate Forces players to improvise and play the hand they're dealt Decent bullet mechanics make each kill rewarding Winning a match in this game may be the most satisfying win experience in any game I've played - subjective, but honest. Every game plays out differently due to the nature of the battle royale style Developer is relatively transparent and open about changes, upcoming patches, and QoL Feature updates. Frequently listens to community feedback  
    Cons:
    Game is poorly optimized (although the latest patch is a huge step in the right direction) Server/Client issues (tickrate, rubberbanding) are present frequently enough to be noticeable and frustrating Client crashes are not uncommon Until recently, hackers were common. I haven't seen any since the last anti-cheat measures, but I imagine it's just a matter of time before the new checks are circumvented. No way to choose gamemode (map+weather)  
     
    If this happens to move anyone to get the game, I'm online playing fairly often and would love to party up!
     
     
     
     
     
     
     
  12. NeX liked a post in a topic by Iggy in Cake for NeX!!   
    Happy Birthday NeX
  13. NeX liked a post in a topic by Tucker933 in Donor Acknowledgement   
    Thanks for your $30 donation, @NeX!
     
    Will credit your account when I'm home, later today.
  14. NeX liked a post in a topic by KasperZERO in Map magic and solving pointers   
    I finished my map by manually adding the extra reference to the shotgun at the top of the weapons pallet over some null data, and then manually adjusting the pointer address to the new location.
     
    Map worked out great Thank you 002, I actually prefer to do it with hex too, it feels more like hacking to get right into the binary data. ( I kinda wish I could post it somewhere but Xbox modding seems kaput :/ )
  15. NeX liked a post in a topic by Pra3tor1an in Cake for NeX!!   
    Who's cake day is it? @NeX that's who..
  16. NeX liked a post in a topic by Sceny in Cake for NeX!!   
    Happy birthday!
  17. Tucker933 liked a post in a topic by NeX in Request a Script   
    Done
     
    dave_h_bikini_tucker_script.txt
     
  18. NeX liked a post in a topic by KasperZERO in Map magic and solving pointers   
    49 6c6f7665 686578 3b29
  19. NeX liked a post in a topic by Lambdacomplex in TOOL error   
    Never overwrote anything. maybe I ought to check off "recursive" and just straight rip. Some of my memories on this issue are coming back and I believe at the time I got help from Kornman00 who told me it was an issue with the scoprion tags that come with HEK.
     
    I'll give this one more try on a clean install.
  20. NeX liked a post in a topic by Skeezix the Cat in Building a new gaming rig   
    002 beat me to everything.  Listen to that dude, he speaks many wisdoms
  21. NeX liked a post in a topic by Kavawuvi in Building a new gaming rig   
    I'd first check to make sure you are indeed getting a CPU bottleneck. That processor, even at stock speeds, is still a very competent processor for gaming, and I honestly wouldn't object to pairing something like a GTX 1070 with it and playing at 1440p.
     
    For whether or not a GTX 1080 is worth it, that depends on what resolution you're playing at.
     
    If you're playing at 1080p and want maximum FPS (e.g. 144 Hz gaming), get a GTX 1070. In many cases, you will be CPU-bound even with the most powerful CPU on the market with a GTX 1070, and if so, you're not going to see any improvement with a GTX 1080. If you're playing at 1440p, you'd still get by with a GTX 1060, but at this point, I'd consider a GTX 1070 or GTX 1080. If you're playing at 4K, I wouldn't get anything less than a GTX 1070, and I'd get the best available graphics card.
     
    If you're considering AMD, are you getting FX or Ryzen? If you're considering FX, stick with your i7-2600. If you're getting Ryzen, then this depends on whether or not you're willing to wait. According to many benchmarks, there's no noticeable difference in gaming performance between a Ryzen 7 CPU with 2 cores disabled (thus 6 cores) and a Ryzen 7 CPU with all cores enabled. Therefore, it's in your best interest to wait for Ryzen 5 to be released if all you care about is gaming performance. If you must have this build completed as soon as possible, stick with that i5, as it costs less than a Ryzen 7 processor for similar gaming performance.
     
    Now for looking at your build, there are cheaper GTX 1080s out there if you want to save about $30-$40 and don't mind only having one 8-pin connector instead of two. Factory overclocks are worthless when you can just get a better overclock yourself, anyway. Assuming you're going with a red/black theme, here are some cheaper GTX 1080s:
    https://pcpartpicker.com/product/rYNypg/pny-geforce-gtx-1080-8gb-xlr8-video-card-vcggtx10808xgpb-oc (PNY GTX 1080 - 1x 8-pin) - $487 via Amazon Prime https://pcpartpicker.com/product/V4M323/gigabyte-geforce-gtx-1080-8gb-windforce-oc-8g-video-card-gv-n1080wf3oc-8gd (Gigabyte GTX 1080 Windforce - 1x 8-pin) - $490-$500 Up to you here.
     
    As for your power supply, I'd get G2 over NEX. The NEX isn't a bad power supply, but the G2 is a bit higher in quality. You'd be paying about $10 more, however. https://pcpartpicker.com/product/9q4NnQ/evga-power-supply-220g20650y1
     
    It's a solid build.
  22. NeX liked a post in a topic by Solaris in "AWW YEAH" Thread   
    If you need help with anything in that realm, just hit me up. Working as Govt. Services contractor doing SysAdmin/IT work.
  23. Krazychic liked a post in a topic by NeX in "AWW YEAH" Thread   
    About to start my last week of work at this place.  Got offered a new (much better) engineering job at Ball Aerospace, doing waaay more interesting work. Oh, and on top of everything else, it's going to cut my commute from 40 minutes each way, down to 5.  I mean come on, what's next, a daily massage?
     
    I have to get security clearance, but that's not too bad.  They do significant tuition reimbursement, so I've been toying with going back to school for a masters in Machine Learning.  My alma mater just opened a brand new neuroscience engineering building which is partnering heavily with our computer science/engineering department, so that's bad ass.
     
    And I'm taking 3 weeks off between jobs for a little 'me' time.
     
    All in all, this may be one of the best turns my life has taken in a long while
  24. Krazychic liked a post in a topic by NeX in "AWW YEAH" Thread   
    About to start my last week of work at this place.  Got offered a new (much better) engineering job at Ball Aerospace, doing waaay more interesting work. Oh, and on top of everything else, it's going to cut my commute from 40 minutes each way, down to 5.  I mean come on, what's next, a daily massage?
     
    I have to get security clearance, but that's not too bad.  They do significant tuition reimbursement, so I've been toying with going back to school for a masters in Machine Learning.  My alma mater just opened a brand new neuroscience engineering building which is partnering heavily with our computer science/engineering department, so that's bad ass.
     
    And I'm taking 3 weeks off between jobs for a little 'me' time.
     
    All in all, this may be one of the best turns my life has taken in a long while
  25. Krazychic liked a post in a topic by NeX in "AWW YEAH" Thread   
    About to start my last week of work at this place.  Got offered a new (much better) engineering job at Ball Aerospace, doing waaay more interesting work. Oh, and on top of everything else, it's going to cut my commute from 40 minutes each way, down to 5.  I mean come on, what's next, a daily massage?
     
    I have to get security clearance, but that's not too bad.  They do significant tuition reimbursement, so I've been toying with going back to school for a masters in Machine Learning.  My alma mater just opened a brand new neuroscience engineering building which is partnering heavily with our computer science/engineering department, so that's bad ass.
     
    And I'm taking 3 weeks off between jobs for a little 'me' time.
     
    All in all, this may be one of the best turns my life has taken in a long while