7 tips to hit the ground running in PUBG 1.0

PUBG launches later this week. Here’s the pan-fried skinny on how to improve the odds of tasting delicious chicken dinner.

7 tips to hit the ground running in PUBG 1.0

Maybe you’re new to PUBG, in which case good luck! Maybe you’re a wayward fan who hasn’t played in a while, but swore to come back when the game launches proper. Maybe you’re test server averse (or just hate that there aren’t any Australian test servers). Whatever the reason, if you’re new or coming back after a while, there’ve been some big changes recently in PlayerUnknown’s Battlegrounds. It’s finally hitting 1.0 on Steam later this week, and here’s a breakdown of 7 newish tips to give you a fighting chance.

Miramar ain’t Erangel
The new desert map is called Miramar, and it’s quite a different battlefield to Erangel. While they’re both technically the same size—built on an 8x8km grid—Miramar feels bigger than Erangel because it has less water surrounding it. This means it has a bigger fraggable area. It’s also a lot sparser than Erangel. While Erangel has its fair share of open fields, a whole lot of Miramar is open desert with a whole lot less cover. For me, it means enemies are easier to spot, too. This means you’ll likely want to consider moving towards the white circle sooner on Miramar to avoid running across open desert (use mountains where possible). There are vehicles, of course, but some of them are big, slow targets, so it’s worth legging it early, where possible.

Master map-specific weapons
It’s worth taking some of the newer map-specific Miramar weapons for a spin. The sawed-off shotgun slips into the sidearm slot, which means you have a deadly point-blank option (it’s brutal). Similarly, the R45 revolver hits hard with its .45-calibre rounds, and reloads a whole lot faster than its R1895 revolver cousin care of a six-round speedloader. The Winchester Model 1894 is a solid mid-range contender, thanks to hard-hitting .45-calibre rounds, even if you are reliant on iron sights (no scope slot). And if you can get your mitts on the Aug 43, well, you’re in for a treat: it’s an awesome AR, but you’ll only get it from air drops or other player’s corpses. Most importantly, though, bear in mind that long-range weapons (and scopes) are damn near essential on Miramar, unless you get super lucky with the circle and only end up having to do city fights.

Crack the vault
Vaulting is finally here. Hooray! Apt duck-jumpers can still use the old trick to get over low-ish cover and out of windows, but those windows will smash now. If you want to vault, press jump when you’re right next to something that can be vaulted over, climbed onto, or jumped out of. Basically, any window or cover that’s up to chest height can be mounted. It opens up new flanking opportunities (again, mind the tell-tale window smash sound), and also gives you additional ways to avoid threats or escape from players camping downstairs in the house you’re currently inside. You can also use vaulting to clamber to unexpected firing angles, but be aware that you’re incredibly vulnerable during the animation. You can also press backwards to cancel a climb.

Love the compass 2.0
The new top-of-screen compass is fantastic. In the past, the smaller digits would sometimes require some serious eye straining to identify, particularly if they were up against white clouds. For 1.0, it’s so much easier to use, so you’d be mad to not call out compass points or numbers to your teammates to better provide better intel. North is marked in yellow, and numbered directions are offered in a larger font, relative to where you’re currently looking. When you spot an enemy, get in the habit of glancing up for the right number (relative to your avatar, of course) to give your teammates precise intel.

Activate the killcam
This may have been a test-server omission, but I had to manually activate the killcam at the bottom of the ‘Gameplay’ menu in ‘Settings’. You should absolutely do this if it’s not on by default for version 1.0 because it’s a great educator on what you might have done wrong, or for learning new areas to frag from. In Solo, the killcam activates a couple of seconds after you die, but on Duo or Squad modes, it won’t activate until your entire Duo/Squad is dead. This is to prevent specific posthumous callouts, and it also acts as a nice incentive to stick around for the rest of a match. When you do watch the killcam replay, it’ll show your death from the perspective of your killer. Keep an eye on the mini-map for more information, such as line-of-sight indicators and a little stylised muzzle flash every time they fire.

Learn from 3D Replays
Apart from the killcam, the other big educator in PUBG 1.0 is the inclusion of 3D Replays. By default, it saves the last handful of matches for your viewing pleasure (or displeasure if you were first to die). It automatically records up to 1km around you, and you have full control over the camera to learn more about firing positions, tactics, or just to make better sense of how an enemy took you down (and the lead-up to your death). Of course, it’s great for showcasing your video editor skills and highlighting a particularly momentous killstreak or chicken dinner from a bird’s-eye view. But if you’re having trouble figuring out what you’re doing wrong, it’s an easy way to learn from other players, too.

Visit the shooting range
The ballistics modelling for PUBG will feel different for 1.0. From what I’ve played, it’s not overly different in shorter-range engagements, but you’ll definitely notice it more during long-range firefights. Projectiles are now affected by air resistance, as well as gravity, and bullet velocity reduces over time. This is particularly important to take into account when trying to land hits on targets running across your aim at longer ranges. I’d recommend trying to take long-range engagements early on to get used to the new ballistics so you can rely on them later on. It’s also worth noting that certain scopes now have variable zoom, which can be controlled with the mouse wheel. This feature also changes the brightness of the crosshair/dot on holographic and red-dot sights.

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