In this course dedicated to shooting in PUBG, Ruben tells us about the notable difference between 5.56 and 7.62 while explaining how the game’s ballistics work.
Ballistics in PUBG
On PUBG, the ballistics are very realistic, much more than on most other shooting games. As a result, the weapons are relatively precise in bullet by bullet. However, you should know that as in reality, the bullets fired fall after walking a certain distance.
Bullet drop
Assault rifles that use 7.62 ammo have greater bullet fall than those using 5.56. Indeed, these balls are heavier and they fall more quickly with the distance. However, you should keep in mind that all weapons are different and that even if they use similar ammunition, their bullet fallout will always vary. You will therefore always have to perform a vertical compensation before shooting according to the distance.
Bullet speed
In PUBG the bullets fired, just like in real life, take some time to reach their target. The further away your opponent is, the longer it will take for your shot to hit them. You must then anticipate the movements of your targets so that your bullet hits it based on your shooting distance. This anticipation must translate into horizontal compensation before shooting which will vary depending on your shooting distance.
In short, shooting on PUBG is rather difficult to master because it takes into account the travel time and the fallout of the balls. Train regularly and you will come to understand naturally how this set works.
PUBG: Overhaul of the shooting system
With version 1.0, a complete overhaul of the firing system will arrive on PUBG, this one will cover many different points and will affect all the weapons in the game, we tell you everything there is to know in this article.
Air resistance
Bullets now lose speed due to air resistance, gameplay impacts are as follows:
– The descent curves of the bullets are more marked, so you will have to raise your sight even more than before to succeed in a long distance shot.
– The longer a shot, the less damage it causes, because a bullet that has had time to slow down has less power on impact.
More realistic precision
To put it simply: all the weapons in the game have been modified to behave like real life in terms of accuracy.
- All non-snipers are much less precise beyond 300m. Using an assault rifle with a scope as a makeshift sniper will be more complicated than before.
- Submachine guns, whose dispersion was too high to be realistic, will be much more accurate at short and medium ranges.
Customizable glasses
The most efficient glasses (x8 and x15) now have several zoom levels. By this we mean that they have gained the ability to zoom out in order to avoid this very little immersive situation where a player removes an x8 scope to equip an x4 because the enemies are getting closer.
Now your x8 can zoom out to x4 magnification, use your mouse wheel (default) to do this.
Glasses using luminous markers (red dot, holographic and x2) have gained the ability to change their brightness, if you have already found the red dot too bright, you will find this change welcome.
BEFORE | AFTER |
The balls were affected only by gravity, the speed was constant (short travel time, low loss) | The balls will be affected by gravity, air resistance, speed will decrease over time exponentially (longer travel time, big loss) |
Most of the weapons were very accurate apart from the submachine guns | All weapons are fairly accurate up to a range of around 300 meters |
Calibration was a parameter of a given weapon, not of the chosen sight | The calibration will be a parameter of the sight (or the staff) |
The intensity of the reticle could not be changed with the red dot or holographic sight | The intensity of the reticle can be changed with the red dot or holographic sights |
Damage done to body limbs did 50% damage | The damage to the body will be differentiated * (close to the thorax, more damage) * Will be operational later, not on this test patch |
The neck was not protected by the helmet, no bonus damage | The neck will be protected by the helmet, 25% less damage than a shot in the head |
Same damage modifiers for all areas hit by all weapons | Different damage modifiers for affected areas depending on weapon class or type |
Table representing the changes before / after to come.
No matter the weeks and months that go by, PUBG is still the undisputed master, the game is still popular with streamers who have a large community.
A stream also allowed the player “Dr Disrespect” to win $ 100 in just a few seconds following a crazy bet launched by “Shroud”, a former professional of CSGO. He announces in the Twitch chat that if he manages to do a headshot of the sniper, he will donate $ 100 to him.
No one thought ‘Dr Disrespect’ would make it happen, yet after two failed tries, the third shot went straight to lodge in the head of a poor player who was not even visible to the eye. screen so far it was!
You can watch this crazy PUBG action just below, besides being incredible, the feat has the merit of making people smile.
PUBG: improve ballistics
A new patch has arrived on Player Unknown’s Battleground.
It will first be available on the PTR, then on classic servers if all goes well. The penetration of bullets will evolve. The ricochets on the cars, it’s over. You will now have a higher chance of hitting a passenger in a vehicle, which will make the use of these devices more risky. The ballistics on the bodies will also change. The goal is not to have headshots blocked by an arm for example, while your 7.62mm ball should pass through this member without problem. Finally, a friend list within the game will be created.
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