New PlayerUnknowns Battlegrounds Update Live For Everyone

Will update 12 reclaim the top spot from Fortnite?

Posted By | On 05th, May. 2018

PlayerUnknown's Battlegrounds Miramar

Bluehole continues to work on making PlayerUnknown’s Battlegrounds better and better, with the previously reported on PC Patch 12 and all of the little tweaks and updates now live for everybody. Steam will apply the update upon the next time you load the client.

We’ve covered the changes before over here, but to quickly run them down again, there’s a few new grips and attachments to be found, a huge weapon rebalance to go alone with new weapons and attachments and a new vehicle to be found on the dessert map.

In addition to the visible tweaks, there’s collision, lighting and bug fixes that are of less importance to mention. You can find the full patch notes just below the story for your perusal. Are you still playing PlayerUnknown’s Battlegrounds? Let us know in the comments below.

Character Movement

  • We’ve slightly decreased the movement speed when holding SRs, LMGs (M249, DP28) and shotguns. Your equipped weapon affects both your sprinting speed and your running (normal movement) speed.
  • We’ve removed the first shot delay when your character is not sprinting
  • Chambering a new round in certain weapons (M24, Kar98k, S1897, etc.) no longer limits you to walking speed while aiming down sights
  • The amount your camera shakes after being shot (“aim punch”) now depends on the amount of damage received

Other Item Balance

  • Level three helmets now only spawn in care packages (and one is guaranteed to be in every care package)
  • Both SR quickdraw magazines and SR extended quickdraw magazines now spawn only in care packages
  • We’ve reduced the spawn rate for AR extended quickdraw magazines
  • DMRs now use AR attachments (magazines, compensators, etc.) along with SR attachments
  • Adrenaline syringes now spawn (rarely) alongside normal loot in the game world
  • Adjusted the casting time of Adrenaline syringe from eight seconds to six seconds

New Weapon

Added the SLR

  • The SLR will be spawned alongside normal world loot. It’s a DMR which uses 7.62mm ammo and contains 10 bullets per magazine (20 bullets when extended.)
  • The SLR is more powerful than the SKS but has more recoil. Recoil control is the key to using the SLR effectively.

New Vehicle

The Mirado is a classic muscle car: a fast, four-seat sedan that’s limited to Miramar. It can be found around downtown areas and main city streets

Think of the Mirado as a compliment to the other unique vehicles on Miramar: The van is extremely sturdy, but slow and ineffective when taken off-road; The pickup is great for off-road travel; And the Mirado is the fastest way to blaze down a highway.

New and Updated Attachments

  • Duckbill – A new attachment for shotguns (S1897, S12K). It reduces the vertical pellet spread but increases horizontal bullet spread
    • Attachable to S1897, S12K
  • Light Grip – It increases recoil recovery time, but makes weapons more steady
    • Attachable to ARs, SMGs, DMRs (UMP9, AUG, M416, SCAR-L, SKS)
  • Thumb Grip – It slightly reduces vertical recoil, makes weapons more steady, and greatly increases the transition speed to ADS
    • Attachable to – ARs, SMGs, DMRs (UMP9, AUG, M416, SCAR-L, SKS)
  • Half Grip – It reduces vertical and horizontal recoil, decreases recoil recovery time, and makes weapons less steady.
    • Attachable to – ARs, SMGs, DMRs (UMP9, Vector, AUG, M416, SCAR-L, SKS)
  • Angled Foregrip – It greatly reduces horizontal recoil and increases the transition speed to ADS, but makes weapons less steady
    • Attachable to – ARs, SMGs, DMRs (UMP9, AUG, M416, SCAR-L, SKS)
  • Vertical Foregrip – It greatly reduces vertical recoil.
    • Attachable to – ARs, SMGs, DMRs (UMP9, Vector, AUG, M416, SCAR-L, SKS)
  • Scope 3x – This scope has fixed 3x magnification with an illuminated reticle. It’s discoverable as a common world-drop item
  • Scope 6x – This scope has variable 3x–6x magnification. It’s discoverable as a rare world-drop item.

Boat and Swimming Adjustments

  • Boats now sink when destroyed
  • We’ve made some adjustments to the way swimming works to reduce the effectiveness of hiding underwater.
    • We’ve decreased the maximum submersible time from 35 to 15 seconds
    • Once you’ve run out of air, you’ll now take 10 damage per second (up from four damage per second)
    • We’ve increased the delay for breath recovery time from one to four seconds. (In other words, when you lift your head up out of the water, it’ll now take four seconds before you begin to recover your breath)

Settings

  • We’ve added an option to adjust vertical mouse sensitivity
  • We’ve added an option to change the hotkey for reporting a player during killer spectating (R key)

World
We’ve made more improvements to Miramar:

  • We’ve increased the size of the oasis and added more buildings nearby
  • We’ve added extra farming points by placing small building sets near various cities and towns
  • We’ve reduced the number of buildings in some city areas to cut down on excessive building density
  • We’ve removed some excessive cover points (rocks, drums, boxes) inside various cities and towns
  • We’ve added more objects like trees and rocks throughout the map to provide some additional options for cover in wide-open spaces.
  • The interiors of certain buildings have been simplified

Bug fixes

  • We reduced some overly-dramatic collision effects (read: space shuttle takeoffs) that occurred when the motorbike crashed into other vehicles
  • We fixed an issue that would sometimes prevent you from hopping off of the motorbike after it had fallen down
  • When players move and shoot at the same time, bullet shells should now fall to the ground and remain there, instead of chasing the player like hella scary demon bullets
  • The timer for the final bluezone should now display correctly
  • We fixed an issue that was muting the bluezone’s sound effects for player who left and rejoined a game
  • We resolved an issue that sometimes allowed you to adjust your camera to see through the ceilings of the school on Erangel
  • Certain problematic terrain elements (which caused weird collisions or movement) on Erangel and Miramar have been fixed
  • We’ve fixed some abnormal orange lighting effects in buildings on Erangel
  • We’ve resolved some strange collision problems that were affecting character models and bullet cartridges
  • Walking on wooden structures will no longer create bizarre or out-of-place footstep noises
  • Prone characters should no longer improperly clip into the ground.
  • We’ve resolved an issue that sometimes limited movement after using emotes and the quantity popup window at the same time.
  • Text on a UMP skin from the Equinox crate labelled the gun as 45 ACP instead of 9mm. Thanks to the power of memes, this has now been fixed.
  • Weapon ammo is now counted as “loaded” when the magazine or bullet is inserted into the weapon, rather than when the animation finishes

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