PUBG Arcade Mode adds team deathmatch, with eight-player teams on smaller maps
PlayerUnknown’s Battlegrounds’ Windows PC version gets a new patch on Feb. 19, which will add arcade-style gameplay. The first arcade mode will be a take on classic team deathmatch featuring respawns. The update will also tweak thrown weapons, among other improvements.
PlayerUnknown’s Battlegrounds’ Windows PC version gets a new patch on Feb. 19, which will add arcade-style gameplay. The first arcade mode will be a take on classic team deathmatch featuring respawns. The update will also tweak thrown weapons, among other improvements. The full patch notes are included below and are available on the PUBG Corp. website.
The biggest change is the new arcade mode, which aims to get players into the action a lot faster than the traditional battle royale mode. The eight-on-eight engagements will take place on seven different maps, each one curated from a section of existing battlefields. Respawns are unlimited, there are no knockdowns, and friendly fire is off. Rounds last 10 minutes or 50 kills, making them well less than half the time of your average PUBG session.
“[Team deathmatch] features classic PUBG gunplay and mechanics with all the fun and action of respawning back into the fight,” PUBG Corp. said in its post. “The boost gauge functions differently in TDM and fills by scoring kills and assists, restoring your health after you haven’t received damage for 5 seconds.”
You can read the rest of the patch notes below. No word yet on when these changes are coming to consoles.
Grenade changes
Frag grenades
Vests now mitigate damage received from Frag Grenades, but vest durability isn’t reduced when taking damage from Frags.
Damage mitigation amount is dependent on the level of vest worn by the player, with the same % reduction as for bullet damage.
Frags will deal 20% less damage to prone players.
Item weight increased by 50%.
Each Frag Grenade now takes 27 inventory capacity, up from 18.
Pulling the pin of a Frag is now louder and audible from further away.
Smoke grenades
Decreased fuse time from 3 seconds to 1 second.
Stun grenades
Increased indirect hit effect radius
Up to 6.5m, from 5.5m.
Ringing sound now impacts players through walls
This matches the Frag Grenade mechanic, although the impact effects a smaller radius.
Added slight camera shake to players near the explosion.
Default fuse time mechanic:
Stuns now explode 0.7 sec after the first impact, or after fuse timer runs out, whichever comes first.
Fuse time without cooking has been increased to 5 sec.
2.5-second fuse timer when cooking the stun remains unchanged.
Molotov cocktail
Increased the speed at which fire spreads by 50%.
Fire can now spread slightly further, with an increased damage radius.
Changed the way fire spreads around objects. Fire will now more consistently reach the backside of objects (especially thin objects like trees).
Re-introduced direct damage while standing in fire, in addition to existing damage over time.
Players in fire will now take an additional 10 damage per second
Fire now reaches higher and should be obstructed less by small objects. Frag and Stun Grade visual effects have also been updated, alongside a more realistic Frag Grenade sound
Right peeking/leaning
Historically, when moving to the right around objects in PUBG (without peeking/leaning), much less of your character was shown than if you moved out to the left. This recently received increased visibility in the community, leading to players using this mechanic to their advantage more often, which has led to some frustration.
This mechanic is closely tied to the fundamental design of the PUBG gunplay system, making it difficult to resolve the issue completely without potential adverse changes to the feel of PUBG gunplay.
With that said, as we announced earlier this month in response to community concern, we’ll be making a change in this patch to reduce the advantage gained when peering at your opponent from the right side of objects, by exposing more of the player model.
Players viewing their opponent from the right side of objects will now have more of their body exposed
Player’s head will lean slightly more towards the scope when ADS, so that character’s head is more exposed
Made adjustments to some weapons to have characters body be more exposed when peering to the right of objects
We will continue to monitor community feedback regarding this change.
Karakin changes
A few weeks ago, we implemented a loot adjustment for Karakin based on player feedback. Since then we’ve been monitoring games to determine if any further adjustment needs to be made and a couple of things have stood out to us. First, healing items are still a bit too hard to find for how frequently people are fighting. Second, Snipers and DMRs are really strong on Karakin.
A few weeks ago, we implemented a loot adjustment for Karakin based on player feedback. Since then we’ve been monitoring games to determine if any further adjustment needs to be made and a couple of things have stood out to us. First, healing items are still a bit too hard to find for how frequently people are fighting. Second, Snipers and DMRs are really strong on Karakin.
Of course, your feedback is essential here. Try out the new settings and let us know how everything feels. Is it worth it for you to spend more time searching to get that SLR? Do matches feel more competitive without as many long-range weapons? Let us know so we can continue to adjust!
G36C and MP5K have been added to Karakin
Spawn rate of First Aid Kits and boost items have been increased
Spawn rate of bandages has been decreased
Spawn rate of DMR, SR, and Win94 on Karakin has been decreased
Increased care package airplane speed to move faster across the island
Adjusted blue zone effects
Distortion effect has been removed
Altered effect where the Blue Zone meets the ground, to more clearly identify the Blue Zone edge
Lowered the top wall of the Blue Zone
Updated visual shaders
Effects will become more intense as phases progress
Changed sounds for entering and exiting the Blue Zone
Low volume humming sound can now be heard while within 10~15m from Blue Zone
This should help players identify when the Blue Zone is getting close
Blood effects visibility improvement
Increased blood color saturation over distance for better visibility
Added distance scaling to blood effects
Parachute ‘follow’ feature
Added parachute follow feature to help teammates land together
During the pre-match countdown, follow UI will be shown at the bottom left of the screen.
Open the map to select a teammate to follow.
You can still select a teammate to follow up until exiting the plane.
After selecting a teammate to follow, you can cancel on the map screen, or also by holding F while in the plane, or while actively following a player in your parachute.
If you’re obstructed by terrain or an object, your follow will be canceled.
Gameplay- bug fixes
Resolved issue which allowed a players breath gauge to instantly recover in certain situations when coming out of the water
Resolved issue that prevented players from being moved to their correct spawn location when vaulting at match start in War Mode using ground respawn
Resolved issue with player death boxes blocking grenade damage
Resolved issue with care packages not blocking grenade damage
Resolved issue with the headshot blood effects blocking vision in FPP
Resolved issue which preventing healing/boost item animations from playing when spamming the use hotkey