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  1. #8131
    Citation Envoyé par Phenixy Voir le message
    Tiens le moment où tu annonces "derrière le 1er arbre - Celui-là?" me rappelle une astuce que j'utilise avec mes potes en duo / squad: dans les contrôles, sur "Quick marker" (ou un truc du genre, la fonction pour mettre le marqueur de couleur dans la boussole), je laisse le 1er raccourci (de base alt + clic molette) pour marquer un spot en silence, mais en 2e je mets clic gauche. Comme ça, à chaque fois que je tire quelque part, ça met automatiquement un marqueur sur ma cible visible de tout le squad, et ça réduit considérablement les besoins d'info type "l'autre maison! Le 2e arbre§§§".
    Il y a des gens qui n'ont pas encore configuré ça de cette manière ? :D

  2. #8132
    Citation Envoyé par Zouuu Voir le message
    Et beh, c'est plus que bon et tuer des gens avec le mode burst de la M16 chapeau bas


    Rageant le dernier kill
    Merci, c'est le seul moyen que j''ai trouvé pour tuer des gens avec a moins de 50 metres, les 2 balles sont assez rapprochées pour quasiment s'assurer d'un double hit.
    Et j'ai un peu paniqué, je me suis dit "monte pas tu sais pas si y'a quelqu'un", alors que je venais de tuer un mec qui etait dans les escaliers...

    Citation Envoyé par Phenixy Voir le message
    Tiens le moment où tu annonces "derrière le 1er arbre - Celui-là?" me rappelle une astuce que j'utilise avec mes potes en duo / squad: dans les contrôles, sur "Quick marker" (ou un truc du genre, la fonction pour mettre le marqueur de couleur dans la boussole), je laisse le 1er raccourci (de base alt + clic molette) pour marquer un spot en silence, mais en 2e je mets clic gauche. Comme ça, à chaque fois que je tire quelque part, ça met automatiquement un marqueur sur ma cible visible de tout le squad, et ça réduit considérablement les besoins d'info type "l'autre maison! Le 2e arbre§§§".
    Je l'ai mis sur bouton droit, quand je scope du coup. Ça permet de montrer sans tirer, j'avoue ne plus me rappeler de la touche "normale" pour ca.
    [CPC] vOrkO : je crois que j'ai joui quand j'ai eu ouizzeul. C'est normal ?

  3. #8133
    Citation Envoyé par Paincru Voir le message
    C'est gonflant le son sur le jeu, je capte rien à ce qui se passe au niveau déplacement ennemi, j'arrive pas à savoir si ça viens de moi, de ma config, ou du jeu.

    Vous jouez avec le bidule HRTF activé ?

    Achetez une carte son peut aider sur ce genre de truc ? Je joue avec un casque senheiser PC 363d. Je me demande d'ailleurs si je dois jouer en 2.1 ou 7.1 avec ou sans le mode Dolby pro logic.
    Perso, je trouve plus facilement les ennemis sans HRTF et le 7.1 virtuel du casque.

  4. #8134
    J'ai impression aussi. Mais ça reste pas très clair.

  5. #8135
    De mieux en mieux, t'as pas un pc de ouf ? t'es FPS fluctuent sans cesse ? tu le paieras cher
    Bienvenue dans le jeu en ligne le moins équilibré du monde...


  6. #8136
    Citation Envoyé par Legauloa Voir le message
    De mieux en mieux, t'as pas un pc de ouf ? t'es FPS fluctuent sans cesse ? tu le paieras cher
    Bienvenue dans le jeu en ligne le moins équilibré du monde...

  7. #8137


    Tout sera corrigé pour pubg 2 qu'on disait, ce sera peut-être pour le 3

  8. #8138
    Etre moins bon quand t'as un pc de merde ? C'est pas nouveau dans plein de jeu c'est la même hein....

  9. #8139
    Citation Envoyé par Legauloa Voir le message
    De mieux en mieux, t'as pas un pc de ouf ? t'es FPS fluctuent sans cesse ? tu le paieras cher
    Bienvenue dans le jeu en ligne le moins équilibré du monde...

    https://www.youtube.com/watch?v=WgT_mMS3fuo
    Tu le paieras cher ? Ça fait 2 ans que c'est comme ça, personne ne l'avait jamais remarqué... c'est que cela ne doit pas être si significatif que cela.

    En théorie, c'est un scandale, un pratique ça l'est moins.

  10. #8140
    Alors, si je comprend bien le tableau, il faut ABSOLUMENT éviter de jouer à 5 images par secondes. Parce que le là, les DPS en prennent pour leur grade.




    Hige™: Fuck Bison © - 2016 -

  11. #8141
    Tu m'étonnes que le réseau bug dans tous les sens si l'ordi de chaque joueur doit en permanence calculer la cadence de tir et le recul en fonction des fps à chaque instant puis envoyer ça au serveur qui doit gérer tous ces trucs fluctuant puis le renvoyer à tout le monde ...

  12. #8142
    Sur Cs Go, je pense que ce genre de truc serait imbitable. Sur PUBG où on est moins à la frame prêt, ça me dérange pas plus que ça.
    Quand je meurs, j'ai bien l'impression que 8 fois /10, c'est moi qui ai merdé, le reste à répartir entre cheater, manque de bol énorme ou lag/desync...

    8 fois/10 je trouve que ça reste correcte. Quand in-game je change d'avis sur ma tolerance à la saucisse, je vais faire un peu de PVE genre un petit Path of exile bien bourrin qui défoule ou je regarde ce que donne la concurrence à PUBG et je me dis que finalement, 8/10, c'est pas si mal.

  13. #8143
    Citation Envoyé par Zouuu Voir le message
    Tu le paieras cher ? Ça fait 2 ans que c'est comme ça, personne ne l'avait jamais remarqué... c'est que cela ne doit pas être si significatif que cela.
    C'était tellement gros que personne n'a eu l'idée de se poser la question si ça marchait ou pas.
    Non mais franchement, ça va pas m’empêcher de m'amuser, mais c'est quand même assez grotesque. Ceci dit, on a mis tellement de temps à se rendre compte du soucis sur PUBG qu'on va peut être bientôt découvrir que c'est pareil sur un tas d'autres jeux multijoueur.

    Au moins maintenant je sais pourquoi je suis mauvais

  14. #8144
    Pour changer d'ambiance



    Dernière win en date rien d'exceptionnelle mais ça fait toujours plaisir. Attention à la puissance du son je lâche un peu la pression sur la fin

  15. #8145
    Des fois ce jeu je comprends pas.

    Hier soir en duo avec Froust, on arrivait VRAIMENT à rien. On a fini dernier une ou deux parties, je pense pas qu'en 5 ou 6 game on fasse un seul kill. Peut-être un down, et même là je suis pas sur.

    Ca commence à me péter les couilles, donc je dis que j'en fais une dernière et que je me casse. On drop sur Erangel, dans les HLMs de merde de Georgopol. On se fritte avec un autre duo, ça dure une plombe et personne tue personne donc on finit par se barrer en zone.

    Cette game finira sur un Chicken avec 4 kill pour moi (donc l'autre duo de Georgopol qui a trop trainé en zone et que a fait pigeon) et 2 pour Froust je crois. Alors que ça aurait du être la soirée de la lose quoi.
    ༼ つ ◕_◕ ༽つ GIFF GAMBLER ༼ つ ◕_◕ ༽つ

  16. #8146
    Vous pouvez basher PUBG et ses dev minables, mais c'est pareil sur Fortnite, son gameplay parfait et ses dev merveilleux. Et sans doute tous les FPS qui tournent sur l'UE4.

    https://twitter.com/DrLupo/status/10...147433477?s=19

  17. #8147
    Citation Envoyé par ShotMaster Voir le message
    Cette game finira sur un Chicken avec 4 kill pour moi (donc l'autre duo de Georgopol qui a trop trainé en zone et que a fait pigeon) et 2 pour Froust je crois. Alors que ça aurait du être la soirée de la lose quoi.
    La décision qui nous amène au top 1 c'est après avoir flipper pendant 5min dans l'immeuble je dis "Bon on saute du balcon sans se retourner et YOLOOOOOOOOOO"
    Citation Envoyé par nAKAZZ Voir le message
    HS mais pas trop

  18. #8148
    C'est comme se demander, sur Miramar, si on descend côté plage. Non parce qu'on se tapera des mecs qui auront l'avantage de l'élévation, on aura le soleil dans les yeux et tout le bardaf.

    Descendre vers la plage quand même, faire un chicken avec 17 kills pour la squad.
    Hige™: Fuck Bison © - 2016 -

  19. #8149
    Voila, pour Asmkv Glashow et Nox, la partie où on se retrouve à 34 gus en bordure de premier cercle
    Bon, on se faufile...

    https://pubg.sh/Woogix/steam/0d871169-518c-4100-ac43-ffe2155a5fa4

    Au vu des replays sur Vikendi, il est clair qu'il vaut mieux éviter la bordure de zone du premier cercle et rentrer directement vers le centre zone en véhicule. Cette première zone est très petite et les survivants se rencontrent beaucoup plus que sur les autres maps, et on se retrouvent vite à fight 2-3 équipes (avec une quatrième qui vient planté son bâton)
    Dernière modification par Hubes ; 22/01/2019 à 23h51.

  20. #8150
    Test Server - Update #25 Patch Notes

    Hey Everyone,

    We’re already a month into the launch of Vikendi and we’ve been pouring over the data and community feedback about our latest map. On top of loot balance changes, we’re introducing some great new content to Vikendi as well including a new weapon, vehicle, attachment, and the long-awaited Moonlight weather setting for Vikendi. There are also some great quality of life updates and bug fixes, so dig in below to check out all the changes!

    As always, we invite you to join us on the test server to try out all the latest changes to PUBG before they deploy to live servers. Thanks and read on!

    New Weapon: Bizon



    Added new SMG weapon- the Bizon

    Bizon is an SMG exclusive to Vikendi and Erangel
    Uses 9mm ammunition and holds 53 rounds by default
    Can only take muzzle and sight attachments
    Does not take grips or magazines

    New Attachment: Canted Sight

    Added Canted Sight as a new attachment
    Canted sight is a new scope for weapons with a secondary scope slot
    ALT + Right click toggles between equipped sights
    Canted sight can be used with
    AR - Beryl M762, AKM, AUG, M416, Mutant, QBZ, SCAR-L
    DMR - SLR, Mini14, Mk14, QBU, SKS
    SR - AWM, M24, Kar98k
    SMG - UMP, Vector, Bizon
    Shotgun - S12K
    LMG - M249

    The main scope you see when you aim will be different depending on which slot you attach the canted sight and scope
    If you equip Canted Sight only, your primary sight will be the Canted Sight.
    If you equip Canted Sight after scope, your primary sight will be your scope.
    If you equip scope after canted sight, your primary sight will be the Canted Sight.

    With the Canted Sight update, the weapon's position and view of angle might feel slightly different than before while in ADS. However, any features which might affect gunplay, such as scope's position in ADS, FOV, and recoil, were not changed.

    New Vehicle: Snowbike
    [/b]

    The snowbike is a new vehicle that can only be found on Vikendi

    Snowbike is quicker and has better mobility than the Snowmobile, however, it is much less durable and easily destroyed
    The motorcycle will no longer spawn on Vikendi

    World
    [/b]

    Added new weather setting on Vikendi
    Moonlight: Although the setting is at night, the big glowing super moon and bright aurora borealis will help you to detect enemies

    Gameplay

    Modified and decreased the damage amount delivered to vests
    The existing damage calculation used to apply 100% damage to vests
    Vests have been modified to receive lower damage

    Modified the damage system of throwable weapons
    Damage and effects are now applied correctly to players hiding behind very small obstacles such as a thin poles

    Trajectory guideline is now shown properly until the throwable weapon leaves a player’s hand
    Reduced the delay when opening a parachute
    This will make players able to change directions much earlier

    Vikendi - Bluezone Modifications
    Bluezone will be generated further away from the center
    Damage of the last zone has been increased

    Vikendi - Item spawns have been modified
    Decreased the number of SMGs and increased the number of ARs
    Decreased the number of DMRs
    SR rate remains the same

    Reduced the number of LV3 helmets and vests
    Balanced the spawn ratio of attachments
    For full details, please refer to 'Dev Letter: Vikendi Item Spawn Rebalance[www.pubg.com]'

    Performance

    Vikendi - Optimized performance by modifying the number of footprints shown around the player
    Improved frame drops in the lobby and inventory.

    Survivor Pass: Vikendi

    You can now redeem all “drop in supply” rewards at once
    You can now redeem all claimable rewards from the pass reward screen at once
    Click "Claim All" on the lower left to receive all claimable rewards

    Changed the number of times you can swap daily missions from 1 to 3 missions per day
    High difficulty mission balance
    Adjusted several highly difficult missions from daily and weekly mission lists
    Missions that had previously been announced are excluded from the balancing

    UI/UX

    Improved team invite settings and status system
    You can now control where you receive invites from by using the team invite settings
    Receive All: Accept team invites from all players
    Friends Only: Accept invites only from players added to your friends list
    Block All: Block all team invites

    You can also set your status to online or offline from the friend system menu
    If you are set to offline, your status will be shown as offline to all other players, and you will not receive team invites

    Deleted the new item notice marker from the left menu of the items page on the store menu
    When selecting 'new' in the sorting tab on the items page, crates will have priority over individual items if they share the same release date
    Improved UI widget visibility, which is located on the bottom center of the game screen
    Added additional game options
    Added an option to set default firing mode for weapons
    Added a keybind option for (Alt + Right Click by default) Canted Sight, a new attachment
    Added a keybind option (J by default) to inspect your weapon

    Purchase failure message will pop up when a purchase fails due to a Steam issue



    Skins & Items

    Added BattleStat weapon skin


    With a BattleStat weapon skin applied, the number of players killed with that weapon is recorded/displayed on the skin.
    Press J in-game to instantly view the number of kills made with that weapon.

    The tag [BATTLESTAT] appears in front of the item's name, and the number of kills made with that skin can be seen in the weapon skin page's preview screen as well
    Kills are recorded only when the original owner of the skin is using the skin
    If a player other than the skin's owner picks up a weapon with the BattleStat weapon skin applied to it, the panel that shows the number of kills will be locked and new kills will not be recorded
    The panel is also locked where the owner of the BattleStat item is unclear, such as in the marketplace or store.

    The item can be traded in the marketplace, and once ownership goes to a different player, the number of kills recorded on the skin will be reset.
    The count will be reset if you return weapon skins as BP.
    BattleStat weapon skins can be purchased for 10 BP on the Test Server for system testing purposes. Once the patch is pushed to the Live Server, the item can be acquired through a BP crate that can be opened with a purchased key.
    Added 'EAST ERANGEL POLICE CRATE' as a new crate
    This crate will be available 1/29 PST on the Live Server
    This crate can be unlocked using the East Erangel Police Key
    The '[BATTLESTAT] Industrial Security - AKM' item can be gained from the 'EAST ERANGEL POLICE CRATE' at a very low chance
    Drop rates of each item for the 'EAST ERANGEL POLICE CRATE' ar as follows:



    The composition of random crates and their drop rates have been adjusted with the addition of the EAST ERANGEL POLICE CRATE.

    Added 2018 Fall crate as a random crate
    Random crate drop rate



    Item grades for event items have been adjusted so they have a more appropriate value

    Item settings have been changed so they can be exchanged for the appropriate amount of BP according to their grade

    Bug Fixes

    Fixed the issue of only changing the POV of third person when pressing ALT key while moving the screen
    Modified blood effects not working properly in certain service modes.
    Fixed an issue where emote wheels were sometimes shown differently in in-game and out-game
    Fixed an issue where you could occasionally hear a footstep when the UZI was empty
    Fixed an issue where care packages would sometimes dig into the ground and before coming back up when landing
    Fixed an issue with vehicle locations sometimes being shown differently
    Fixed an issue where a teammate’s UI was still being shown even if they left the game before the match started
    Fixed an issue where the kill feed would sometimes not show properly when a player was downed/killed by fists
    Fixed an issue where a character would sometimes not use health items if the key is pressed during melee attacks
    Fixed an issue where the nickname and report message was sometimes not showing when spectating a player driving a vehicle.
    Fixed an issue where the camera sometimes showed the opposite direction when in death cam/replay
    Fixed an issue where the 'No throwables' UI message was sometimes being shown when the unequipped throwable weapon was selected [using smart key/use designated weapon key]
    Fixed an issue where the motorcycle engine would sometimes not turn off after the player has left the vehicle
    Fixed an issue where a character was sometimes not able to loot even though they had the space to
    Fixed an issue where the scooter would sometimes shake severely when in spectator/deathcam/replay
    Fixed an issue where item use was sometimes interrupted when the crouch/lean key was pressed when crouch/lean and change seats are set to the same key
    Fixed an issue where a player’s character would sometimes not receive damage when the character left a vehicle at the right moment while crashing onto an object
    Fixed an issue where you’d sometimes see a flickering afterimage when coming out of ADS mode with a scope attached in FPP
    Fixed an issue where a vehicle would sometimes disappear when a player exits the client and re-enters the game while in the vehicle
    Fixed an issue where the lobby screen was not always shown properly in 32:9 resolution
    Fixed an issue where characters would sometimes have an excessive amount of instantaneous velocity when a character and vehicle collide with each other
    Fixed an issue where the lobby screen would sometimes overlap each other when in low FPS
    Fixed an issue where the weapons UI would sometimes overlap if you promptly change weapons twice
    Fixed an issue where the marker would sometimes not be removed using 'Delete' key in Spectate mode
    Fixed an issue that sometimes caused the rear wheel of the motorcycle to lift up easily and flip over when lowering speed and changing direction
    Fixed an issue where doors could sometimes be opened from an unreachable distance in TPP mode
    Doors will now only be opened when in reachable distance

    World

    Fixed an issue where vehicles could get stuck on a certain structure in Erangel
    Fixed an issue where boulders in a specific area could not be seen from far distances on Erangel
    Fixed an issue where bullets only went through one side of the fence on a certain bridge in Sanhok
    Fixed an issue where objects in a certain location on Sanhok were missing
    Fixed an issue where characters could pass through or get stuck in a certain structure in Sanhok
    Fixed an issue where characters could pass through the ground in a certain location in Sanhok
    Fixed an issue where characters could not get up when close to a specific boulder in Sanhok
    Fixed an issue where characters could go through or get stuck in a certain location in Vikendi
    Fixed an issue where bullets would not go through a certain fence in Vikendi
    Fixed an issue where items could not be picked up from a specific location in Vikendi
    Fixed an issue where characters could open doors from behind the wall of a certain structure in Vikendi
    Fixed an issue where foliage in certain areas would look like they are floating in Vikendi
    Fixed an issue that footprints would not be displayed when you jump and move on the snowfield in Vikendi

    Known Issues (Test Server Update - 23rd January)

    The following are known issues with Update #25 Jan 23 build on the Test Server.
    UMP skins can unintentionally be applied to the Bizon.
    BattleStat information text overlaps with the UI if you have many skins in your inventory.
    Voice chat is not working in the lobby (main menu).
    In-game voice chat is working as normal.
    Throwables are not dealing damage to certain vehicles.
    Players inside the vehicles will be damaged as normal.
    Skorpion is incorrectly categorized as an SMG instead of Sidearm, causing issues related to Survivor Pass missions.
    In War Mode with Platoon team setting, the remaining players UI for the Red and Blue teams are switched.
    - - - Mise à jour - - -

    Dev Letter: Vikendi Item Spawn Rebalance

    Hello everyone,

    It's already been a month since we released our snow-themed map, Vikendi. First of all, we'd like to thank you for all the feedback on the new map. We’ve seen a lot of praise for Vikendi, from the visuals, to the map layout, to the tracking aspect and we’re thrilled that so many of you are enjoying what we consider to be our best map to date. During this time, we’ve also been collecting your bits of feedback, analyzing in-game data, and making our plan for the best way to address it all. Now that the snow dust has settled, it’s time for us to unveil our findings and plan for Vikendi.

    Adjusting balance is a critical task that can greatly impact the game, so thorough review and detailed analysis of feedback in crucial, especially with such new content. Even though changes aren’t always made immediately, the dev team continuously reviews possible improvements based on your feedback.

    As a result of these analyses and reviews, we’re deploying a rework to the item spawn balance on Vikendi based on your feedback and our internal data. In this dev letter, we'd like to share more details about our initial design intentions as well as information on the adjusted loot spawn rate that is planned to deploy to the test server later today.

    *The modified ratios will first be applied to the tests servers on 1/22 PDT.


    Original intention of the Vikendi item spawn balance
    When we first designed Vikendi, our goal wasn’t to just have the same characteristics as every other map and just add snow, but rather to pursue the core elements that make PUBG fun. In other words, the ultimate goal is to make each map distinct while maintaining a balance between survival and combat throughout different environments, thus offering a wide variety of experiences to our players.

    Vikendi was specifically designed with a focus on SMGs, and maximized their usability. Statistically, the spawn rate of SMGs and SMG attachments were set so they would spawn at a 7:3 ratio to ARs. This was so players could quickly arm up for combat and still allow players with SMGs to fight players with ARs on equal footing by having sufficient attachments and ammunition in early-stage combat.


    Details on Vikendi item spawn rebalancing
    As stated before, Vikendi was designed to focus on SMG gunplay, so our loot solution isn’t to just flood the map with ARs and call it balanced. Rather, we’ll be introducing our new SMG, the Bizon, while significantly reducing the spawn rate of the Tommy Gun. However, we understand that ARs are strong and versatile guns in the current state of PUBG, so we’ll also be boosting the AR spawn rate a bit so they don’t feel so rare. You can see our spawn balance plans for these guns below.

    Decreased SMGs, increased ARs
    AR (Total) | +20%
    Bizon | +New Weapon
    Tommy Gun | -52%


    In addition to the loot changes above, we are also increasing the spawn rate of some SMG attachments so that SMGs can still be highly effective in the early game, while remaining a solid choice mid to late.

    Decreased DMR, Maintaining the number of SR
    DMR (Total) | -16%


    DMRs are arguably the most powerful weapon in PUBG and it is no exaggeration to say that they have high utility value on the wide open snow planes of Vikendi. Therefore, with the increase in AR spawns and with the intention to try and keep close range combat a staple of Vikendi, we’re slightly decreasing the amount of DMR spawns. Sniper Rifles will maintain their current spawn ratio.

    Increased 4X scopes


    <Indicator on scopes acquired in the first circle per map, 12/24/2018 ~ 01/05/2019>

    We’ve also received feedback that we should increase the spawn rate of high powered scopes. However, especially with the increase in ARs, we’d like to keep the rate of high powered scopes where they’re at for now. As an alternative, we are increasing the spawn rate of 4X scope spawns to improved medium range combat situations while not warping the maps focus on short ranged fights.

    Decreased level 3 helmets
    Lv3 Helmet | -49%
    Lv3 Armor | -36%


    One factor that received a lot of varied feedback was the addition of Level 3 Helmets to the world loot tables instead of just in crates, making them significantly more common on Vikendi. The level 3 helmet is the only thing that can block a map-spawned SR from killing you with a single headshot, so it makes sense that the decision to make them a world spawn item was met with both equally positive and negative responses.

    With the helmet being available within the map, there were fewer cases of players dying from a single sniper shot. However, towards the end of a game a large amount of surviving players would be wearing level 3 helmets. Both sides of feedback in mind, we’re taking a middle-of-the-road approach and keeping level 3 helmets a world spawn for now, but cutting their drop rate in half. We’re also lowering the spawn rate for the level 3 military vest by 36% to better balance out all level 3 equipment. We’ll monitor these changes and keep a close eye on how they impact all phases of the game.


    <Indicator on helmets acquired in the first circle per map, 12/24/2018 ~ 01/05/2019>


    Additional feedback showed that backpacks needed to be a little more common throughout the map, while certain SR/DMR attachments were dominating loot locations too much. The original intention of the Dev team was to let players use their weapons immediately when they looted them by making sure attachments were in abundance, since SRs and DMRs are so rare on Vikendi. With all the changes this patch, we wanted to also reduce these attachment drop rates and watch the new loot ecosystem for a while. Each has been adjusted as indicated below.

    Increased backpacks, decreased SR attachments
    Backpacks | +11%
    SR (muzzle, magazine) | -40%



    <Indicator on backpacks acquired in the first circle per map, 12/24/2018 ~ 01/05/2019>


    <Indicator on SRs and DMRs acquired in the first circle per map, 12/24/2018 ~ 01/05/2019>


    <Indicator on SR and DMR attachments acquired in the first circle, 12/24/2018 ~ 01/05/2019>

    We’re thrilled so many of you have been willing to share your Vikendi feedback with us. We know these adjustments sometimes aren’t as fast as you’d like, but we hope you understand that many factors go into the decision to make changes like this. Our next step is to define and reinforce the characteristics that make each map unique and special using many of the same methods we used here. As always, we thank you for taking the time to send us your feedback and are looking forward to your thoughts on the new balance changes. Jump into the test server, play a few matches, and let us know how it feels!

    Thank you.
    --The PUBG Team
    Ya plein de screenshots dans les deux posts mais j'ai la flemme de vous les mettre.
    Citation Envoyé par TheProjectHate Voir le message
    Merci de RELIRE Phenixy.

  21. #8151
    Ah oui c'est pas un petit patch quand même.

  22. #8152
    Mes remarques :

    Added Bizon
    Can only take muzzle and sight attachments
    comme l'uzi ou la thompson, ca devrait rester une arme pour les 2 premières minutes de game...

    New Attachment: Canted Sight
    Canted sight is a new scope for weapons with a secondary scope slot
    ALT + Right click toggles between equipped sights
    Alors là, ca promet que du bon, sauf ceci ...

    The main scope you see when you aim will be different depending on which slot you attach the canted sight and scope

    If you equip Canted Sight only, your primary sight will be the Canted Sight.
    If you equip Canted Sight after scope, your primary sight will be your scope.
    If you equip scope after canted sight, your primary sight will be the Canted Sight.
    Je démonte le bordel, je le remonte, ha non, pas comme ça...

    Added new weather setting on Vikendi

    Moonlight: Although the setting is at night, the big glowing super moon and bright aurora borealis will help you to detect enemies
    WHAAAAA

    Modified the damage system of throwable weapons
    Damage and effects are now applied correctly to players hiding behind very small obstacles such as a thin poles
    A voir si ca marche... on nous le promet à chaque patch.

    Vikendi - Item spawns have been modified

    Decreased the number of SMGs and increased the number of ARs
    Decreased the number of DMRs
    SR rate remains the same

    Reduced the number of LV3 helmets and vests
    Balanced the spawn ratio of attachments
    OUI !

    Added additional game options

    Added an option to set default firing mode for weapons
    Added a keybind option for (Alt + Right Click by default) Canted Sight, a new attachment
    Added a keybind option (J by default) to inspect your weapon
    OUIII

  23. #8153
    4.3go le patch, pas si petit que ça

    testing en cours :D

  24. #8154
    L'uzi même en mid game full stuff crosse plus compensateur ça fait bien le boulot....

  25. #8155
    Added Bizon
    Can only take muzzle and sight attachments
    Bon, bah va falloir que je la maitrise alors...
    Hige™: Fuck Bison © - 2016 -

  26. #8156
    Je ne sais pa ssi vous etes au courant mais un truc utile pour les SMG et les armes de poing:

    Il y a un bind en TPP qui s'appelle ''aim'', c'est pour maintenir la vue TPP mais en ameliorant la visee. La camera zoom sur l'epaule du perso. Bon ca tout le monde est au courant.
    Ben ca marche aussi en FPP. Bindez par exemple ''aim'' sur votre touche pour marcher. Ainsi vous pouvez viser bien plus precisement sans pour autant aller en ADS. Tres utile avec le Uzi ou la Thomson, ca marche tres bien a courte portee, jusqu'a 20-30 metres.

    Added an option to set default firing mode for weapons

  27. #8157
    Added an option to set default firing mode for weapons
    Le truc indispensable enfin
    Citation Envoyé par nAKAZZ Voir le message
    HS mais pas trop

  28. #8158
    Haha je venais parler de ça justement ^^ C'est vraiment une bonne chose, parce que j'ai toujours la fébrilité du début de game qui me fait oublier de modifier le firing mode, et je m'en rend compte qu'au premier échange de tir... autant dire pas le meilleur moment pour se rendre compte qu'on est en coup par coup v_v

  29. #8159

  30. #8160

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