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Popular Content

Showing most liked content since 05/27/2017 in all areas

  1. 5 likes
    Thank you so much to all of you who have sent your condolences and the stunningly beautiful flower arrangement and gift basket. We were at my parents and had the delivery service bring it to their house. We were all very touched by your generosity and very thankful for your thoughts. Personally, I appreciate belonging to a group where we've never personally met, but I feel like I have known many of you my entire life. Thank you. XCITE
  2. 3 likes
    Hey buddy, very sorry for you, and your families loss. Zombie is right we are family, and we are all hear for you brother. -Gary Tank Aka- Sidekick
  3. 3 likes
    Events on AU Reg will be moving to Saturdays. Player slots will be increased to suit. Events will be posted in the usual fashion and will resume once logistics have been sorted.
  4. 2 likes
    Hey brother, we are all family and will try to help each other the best we can. I really wish one day we could all meet up and have an HIHB family reunion...Me and my family are praying for your family. We miss you and can't wait to have you back on.. take care brother..... -Robert Poindexter Aka- Zombie
  5. 2 likes
    "Hey buddy". So very sorry for your loss. -Darkhorse
  6. 1 like
    Here for you bud. So sorry to hear about this.
  7. 1 like
    Dayz endgame is pots and pans
  8. 1 like
    Had to load a previous backup which seems to have fixed the problem.
  9. 1 like
    Good Tuesday Survivors, While all the players' attention is now turned to E3 in Los Angeles, we are at the office working hard on further updates. Brian will outline our decisions about the distribution of servers for the future, Mirek will show you how close-range combat and camera collision look in 0.63, and Victor is talking about gun animations. Let's have a look! Contents This Week Dev Update/Hicks Dev Update/Eugen Dev Update/Peter Dev Update/Mirek Dev Update/Viktor Dev Update/Adam Community Spotlight Dev Update/Hicks Greetings Survivors, I thought this Status Report would be a perfect time to clarify some things with the hive, and the server browser for those that may have missed me speaking about it in 2016. I'm sure some of you may have noticed that the production team recently made the move to separate the Official DayZ servers into their own section of the hive, independent from the community hosted public servers. (Albeit with some difficulty on the game server provider side of properly configuring those community rented publics). One of the things Peter and I sat down and talked about when we looked at how we wanted the server browser to look moving into Beta and beyond, was making it crystal clear for new and existing users what servers were official, and what were user run (as well as modded, of course). Tied into this was a need to divide progression made on user hosted servers from progression on the official DayZ experience. Allowing folks to rent servers introduced a good deal of potential methods to exploit how localized server storage operates, which in turn can flood the public hive with ill-gotten gear. Trying to tackle this by limiting what can be done on the hosting side in the end just limits more and more what those server operators can do, and puts an unneeded responsibility on the limited support resources that are available. For me (and I think I can safely say for Peter as well) we needed to be certain what the initial experience a new user to DayZ would be experiencing. From a design perspective, it is very hard to be certain exactly what new users are encountering if we aren't clearly presenting them with a straight path to an official experience the first time they play the game. Sure, naming conventions for official servers worked okay for a bit - but at a certain point it just turns into tribal knowledge. The users who have been around for a while, or those who came from the mod understand, but new users can find it daunting. This is why when putting together the first mockups of the new server browser we made sure to earmark a few things: Separating Official, Community, and Modded servers into their own tabs Splitting the Official Servers off from the rest of the public hive to be certain the experience in them comes from them alone Maintaining the public hive on rented servers to continue that tradition of a shared character across many DayZ servers When the new server browser finally gets to the point in which these tabs are in and functional, the whole layout will make much more sense to existing and new users. The first thing they (new users) should experience is DayZ exactly as the developers had intended it. Obviously, if said new user has friends on a community or modded server he/she can navigate there easily. I know it seems like a small thing in the grand scheme of the whole project, and probably fairly trivial given the massive undertaking that beta is with the animation system, new user actions, and so on - but the devil is in the details and as far as I'm concerned, we as a development team needed to take steps to make it easier to understand, and get into the official Bohemia Interactive run experience. Allow folks to easily know what servers they can be certain persistence isn't reset on, and so forth. The rest of the team will have more interesting and exciting things to talk about this week I'm sure - but I wanted to make sure I took time to address these in progress changes to the organization of the hive, and its intent. - Brian Hicks / Creative Director Dev Update/Eugen Hey Guys, 0.62 has hit stable and we tried to livestream after a longer period of time to start practicing for what lies ahead. Hope you liked it! The strike team for this patch will join rest of our efforts here and march on with BETA tasks forward. That said, for 0.62 you can expect a bit more fixes to the most crucial issues that we can reasonably look into, rolling them to experimental and stable over time. Some of the changes I`ve seen today to coloring of the map and vegetation are amazing. I`m very happy with the visuals that guys have been able to produce. Were also looking into server crashes from storage (persistance) corruption, vehicle tweaks and server browser separation as mentioned by Brian. But there are limits to what we can offer in reasonable time for the old client. The track for BETA has moved forward and keeps its focus on weapons and gunplay. So discussions on handling particles, state machines and weapon manipulation are always happening around the office with all people handling their parts of the game in all the features that are on their way for BETA. Since there is not that much to report in terms of scope or change of focus. I'll share some interesting stories or problems we have been dealing with in the past two weeks. One of the bigger issues that is bothering us right now is tied to animation of weapons. As the technology changes you have details that can only be built when rest of the modules are in place and testable. Looking at the internal build of the game there are some funny bugs all around the new stuff that one might get a good laugh from but there is no way they can make it live. While player is animating properly and even uses inverse kinematics in the new modules, configs are getting set up, player turns are tweaked. There are elements on weapons that need to be animated as well. It's one of the older parts of the engine originally and if any of the modders remember. Animating proxies on weapons have been done through configuration files and in text. We're moving away from that, but because how tied it is to some of the not refactored parts we are encountering some interesting things from parts of weapons flying around to being invisible at times. There apparently is still something left that has not been identified properly and we need to solve it as soon as possible. Refactoring something as large as RV engine certainly has its challenges and these things are hard to predict with codebase that old. Even from a knowhow standpoint it's not about the skills of the programmer himself, but rather the lack of documentation or knowledge how the previous system has been setup, and why. And as such the debugging of these issues takes time and going forward we want to eliminate as much of the smaller details that are still set up the old way. Its hours of research and digging from unknown code. And some of you might have a experience doing that. On the other hand were also battling the stability of the application itself. As all of you have been plagued by memory crashes, which are very hard to diagnose properly and fix. I have stories of similar issues even taking a year to debug from different projects I had pleasure working with. However were very much focusing on it with internal build as even the development environment gets very frustrating when you can`t iterate without crash sneaking up on you at random times. Funny thing is when you look at callstacks from these crashes, they usually just end up in memory sensitive parts of the engine, but the actual issue might have happened minutes before. And tracking it down is an enormous undertaking. We're not taking these issues lightly as for BETA none of these hard stoppers should be present. To give a glance at the currently open development items in our teams: Programmers • UI Inputs bugfixes • Communication systems optimization • Weapon handling and aiming • Vehicle physics refactor • Vehicle controller refactor • 3rd person camera collision changes • FNX basic state machine and script class tweaking • IZH18 basic state machine and script class tweaking • Animation events for player • Physics collision system refactor and optimization • Melee damage types • Different damage levels in selections • Attachments refactor • Animals spawning • AI hierarchy refactor • Tons of crash fixing • Tons of bug fixes Animators • Throwing animations • Two handed hit reactions • Player turns for pistols • Rifle hit reactions • IZH18 animation tweaks • Combat player graph Designers • Fireplace new particle system implementation • Traps with grenades • Drag and drop for final inventory design • Player action targeting and floating cursor • Communication systems • Quantity refactor • Advanced placing system tweaks • Construction watchtower • Animation events for player • New zombie models • New player models • Animation events for player • Server browser separation • Area damage • Crafting framework • Vehicle tweaks Audio • Positional environment audio tweaks • Infected audio recording preparation • Player and weapon animation events setup QA • Playtesting the 0.62 update • 0.62 feature testing • Internal client stabilization Art • Old assets rework • Buildings optimization • Doors unification • Weapon tweaks for new gunplay • Car wrecks • New rock formations • Color tweaks for Chernarus - Eugen Harton / Lead Producer Dev Update/Peter As we want to accent official DayZ experience vs community one in long run, we separated shards for official and community servers with release of the 0.62 version. Now with upcoming update for 0.62 you will see this change reflected in server browser too. Instead of one 'Internet' tab there are now two tabs to make it clear. First 'Official' tab with all servers operated directly by Bohemia Interactive, while second 'Community' tab pools all servers rented by users. Further work is being made on crafting system. Now, with item in hands, it's possible to initiate crafting and choose between recipes directly looking at another item in the world, or from the quick bar by holding a slot where said item is assigned. Such possibilities for crafting will help to minimize inventory use. On the other side of core features spectrum, we are working hard in close cooperation with animators and programmers on ranged and melee combat. Focus is currently mostly on the aiming model for firearms (weapon handling part is being worked on in parallel of course), which is combination of hands IK, character turns, it ensures that weapon is always pointing what you are looking at, that model also handles sights misalignment, sway which could be modified by character state from modifiers to stamina and hold breath, and recoil modified by weapon's attachments. Light and heavy hit impacts are now connected to hit events and are played character being hit from both types of combat. We would like to add one more hit impact to the mix which is a knockdown to the ground at the end of combo. You can read more about upcoming new melee combat in one of past Status Reports. I will get back to firearms in more detail in some upcoming Status Reports. Do you remember that injured animation shown in our official DayZ Early Access launch trailer from the end of 2013? We finally plugged in the injured set of animations to the new character and it directly reflects your health state. Additionally, we also added exhausted idle animation which is connected to the stamina system. With these changes, we are getting closer to our ideal state where it should be easy to observe other character to see what they are actually doing and to judge their overall condition. Believe what you see... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Mirek First of all, I would like to write about the 0.62 branch state. We have received some important data about client and server crashes, which should help us to stabilize the build present on the stable branch, so hopefully there will be stability improvements soon. We have also merged the fix candidate for floating vehicles and very important physics optimization. Currently, physics is consuming most of the CPU resources (at least on servers), so we hope this optimization will significantly improve server performance. These merges will be available on experimental branch today or tomorrow and we will be very happy if there will be enough players, so we will be able to confirm that this optimization is working well. On 0.63 - we're cooperating closely with designers and animators. The most of work goes into weapon manipulation now. This basically means we're creating new finite states machines for handling the weapon logic and connecting all weapon manipulation animations into these state machines. If everything goes right, we will show you how firing, reloading, chambering, unjamming and other mechanics look in the next status report. Another big part of the game - close range fight - is in progress. You saw some animations before, today I would like to show you how first hit animations are looking. 3rd person camera collisions have received some tweaks last two weeks. We are trying to add some dynamics, when camera is obstructed - so here you can see some work in progress stuff. Please keep in mind we're showing work in progress state, things can change during development and it's very likely that all these features will be tweaked also in the beta stage of development. - Miroslav Maněna / Lead Gameplay Progammer Dev Update/Viktor Today I would like to share with you an update from the animations department. In past weeks, we have been focused mainly on player character and weapons. The latest additions to the player are improved turns when standing still. For animations, this means improving and redoing turn animations for all items. We are iterating this now in cooperation with our animation programmer to find the best result that looks and feels good. Weapons have received some love as well. We have finished all unjamming animations, and we are focusing on implementation. First guns are now animated in the game. We are adding the missing animations like recoil and dry fire for each weapon. At the same time the logic for these firearms is being made so each weapon knows what the character can do with it. Basically, we need to cover all the states the weapon can have and provide animations for it. We have started implementing hit reactions for the player character. There will be light and heavy animation for each direction, each item and each stance. That is some decent amount of animation data, but we already have a working prototype in the game. Last but not least, there was small mocap session last week. We have captured some new gestures. Some of them are already implemented and some will be in the upcoming weeks. The gestures menu will now include new signals like Come, Watch, Down, Move, some new taunts and others that were requested by the community. - Viktor Kostik / Lead Animator Dev Update/Adam As I have mentioned on the live-stream last week, we plan to include additional tweaks to the color of clutter (grass and other miscellaneous objects in forests) for the version 0.62 in the nearest stable update window. I'm glad to announce our environment designer Mark has prepared the first iteration of these changes and it is available on the experimental branch for you to check out. For the full list of changes made please visit the appropriate experimental thread on the official forums HERE. - Adam Franců / Senior map designer Community Spotlight Hello Survivors, So many things happened last week and we are glad everything turned out as planned, because we really made a lot of work on it. First, we organized an event for content creators and their friends on the new castle the West. It was a PVP event in which one side defended the castle and the other attacked it with the equipment they brought with them. 51 people joined the server, unfortunately not everyone managed to get to the castle, because some of them were killed by wolves or by infected, which are simply the risks of the game. We had 14 members of the dev team there, including the lead designer Peter Nespesny and Sumrak, who is taking care of the Chernarus map and created the castle in which the event took place. The battle was really bloody and the defenders used all their strength to keep the attackers in front of the gates, but eventually succumbed and the attackers took the castle for themselves. I would like to congratulate the winners who earned their victory. How the event looked through the eyes of the attackers can be seen in a video by Jakon72: Some of the participants in a group photo before start of the battle. Photo of the winners who conquered the castle by Redseven. Thanks so much to all who attended and we are looking forward to seeing you again on another event. We were running live stream in our office at the same time as the event. We announced the switch of 0.62 update from the Experimental branch to the Stable branch. Lead producer Eugen Harton, lead designer Peter Nespesny, senior map designer Adam Francu and brand manager Martin Čulák jointly discussed what you can expect from the update 0.62 and other interesting topics. In case you missed it, you can find the video on our YouTube channel. We also released a video that shows the main features of the new update. If you have not seen it, you should definitely watch it because it is very good and it does not take you more than two minutes. I would also like to address my colleagues' request from the Feedback Tracker. We need to get as much information as possible about the crashes that happen to you on the Stable and Experimental branches. Therefore, I am asking you to contact our Feedback Tracker in case of crash and upload files from the C:\Users\YourPCName\AppData\Local\DayZ folder to help to solve the crash problems. We would like to thank for the reports about leather not getting tanned in barrels. Over the weekend you came up with an incredible number of tickets for this issue and we are just looking into it now. And of course, if you encounter any other bugs, we will be happy if you report it to our Feedback Tracker. Channel Pitstop Head made a two-part talk about DayZ with our creative director Brian Hicks, which is really interesting and can give you answers to some of the questions bothering you. And the last piece of community content I'd like to share with you is an amazing artwork by Dominik Figlhuber, who has been able to turn an ordinary DayZ screenshot into amazing art. Simply beautiful, thank you for sharing it with us! Original screenshot. Waiting at daytime. Alternative edit. Final edit. And one last thing, I would like to show you a photo I secretly photographed in the office when the designers were discussing weapons for the update 0.63. It's not of a good quality, but I thought you might be interested. And shhh, don't tell them, they do not like taking pictures. Thank you for your content survivors and see you in two weeks! Header image by Harold Palmer. - Baty / Community Manager View the full article
  10. 1 like
    wow i was dancing lol
  11. 1 like
    Shadow was on a high with 2 Kills and a more stable FPS I may have GIF this under my steam profile........
  12. 1 like
    Hello all. My name is Crovax87 and I wish to be formally inducted into this nice ragtag misfit of a crew. I been on your TS for about almost 2 weeks i reckon and I quite enjoy the band of brothers feel. You all may know Zerofunction, he can vouch for me. I've known Travis for many years dating back to Halo 2. In fact hes the one who introduced me into HIHB. Not really much to say but im an open book so feel free to ask away.
  13. 1 like
    Hey PUB-G'ers Found another guide. This time it focuses the circle itself. Nice info just as the last guide. Again, original post can be found here Xmortus's Pre-Release Guides - (WIP) The 4 Phases, Their Tactics, & "The Crack" Hey PUBG folks. So, it's been about a week since my last guide found here: (WIP) Map Grids, Scopes, & Zeroing - A pre-release guide, and after playing this weekend I've come up with my next guide focused specifically on the actual meat of the game. These topics range from managing the circles, choosing when vehicles are useful, and a few other tips to help you out in game. As with the last one this is a work in progress so expect some changes and/or updates as we go forward. This is primarily focused on getting into the top 10, not on getting the highest kill count, so keep that in mind as you read through this. Hopefully at some point I'll be able to start making some videos instead of just text posts but for now my upload speeds are so atrocious that it'd take me till early access release to even post a single video haha. Without further delay... let's go! Phase 1 - The Drop (Pregame-1min) The drop in this game is unique in that while you have a randomly generated path, you can generally still choose the final destination for your character. Because of this you can generally make it to just about any section of the map that you want to. That being said, depending on where you drop you will have a completely different beginning experience. I separated it into 2 basic zones: "Danger Zone" and "'Safe' Zone". The former is where many people will be dropping rather quickly, particularly around cities. In these spots you will likely need to fight for gear and will likely see early game combat. The "Safe Zone" is an option for the most passive players. In this area you will find less individuals and will for the most part find yourself having a much slower start to your game. Once you enter the parachute phase of your descent be sure to look around you and see where people are (you don't even have to press the button for it as the only controls for parachuting are the WASD keys.) In doing so you can get a good idea of what kind of pressure you will be in once you land. If you see nobody you can generally know that you will be able to loot buildings without worry. Phase 2 - Preparation (1min-5min) So now that you've dropped, what next? Well... if you did land yourself in the danger zone it's now time to haul ass and get the first weapon you can see. There isn't much strategy here other than just... survive. Whether that means hiding or getting a weapon and hunting, you'll have to be constantly watching your back as there are going to be plenty of people fighting for gear. If you survive, then the above image becomes relevant. If not, well, better luck next time ;). For those who took the 'safe' route you can skip the early game battle phase and go straight to the above image and the planning phase. There is a limit to how far people could have dropped from the plane. This is why it is very important to remember the trajectory of the plane. You can use this information to your advantage. Heading further away on a perpendicular basis when compared to the plane trajectory will all but guarantee that you are heading to a spot with very low density of players and completely un-looted buildings, allowing you much more time & opportunity to get some top-tier gear. This won't work every time as the initial location of the circle is always changing, but the concept remains nonetheless. Phase 3 - The Advance & Working "The Crack" (5min-25min) Vehicles are a huge plus to have here. If you can find one you'll put yourself at a huge positional advantage for the main portion of the game. I highly recommend looking around and doing your best to source one. So, now that we've gotten ourselves all geared up, it's time to start moving in on the circle. You really have a couple options. If you have a car, then the above image is for you. If not - then you can still use the above image but you'll obviously be going slower and you should essentially end up going in the general direction of your choice while skirting the new white circle (except for the yellow one - depending on your timing you may have to cut across so I'd avoid skirting the edge if you are short on time). What the hell is "The Crack"??? Well... it is what I call the closest point between the blue and white circles. I have found that aiming for 'the crack' is always one of the safest routes to go. The spots on the map that are losing the most space will be seeing a flood of players moving out. The 'crack' area will be relatively calm. That and people always gravitate towards the center of the new white circle even if they initially landed in this edge area. Sticking as close to the 'double edge' (it's been the far edge twice in a row now) is always a safe bet. You can continue this approach up until the end of the game, really. Of course without a car this becomes more difficult at the beginning... but towards the midpoint of the game as long as you start right off you will be in relatively good shape to get to this point easily. Tip 1: Even if you aren't in a good position compared to the first wave of map-resizing you still have plenty of time. Pop 2 energy drinks and you can out-heal any damage you'd take outside of the zone. Use this to your advantage when deciding when to make your break for the next safe zone. Tip 2: It takes you 16 seconds to traverse 100m on foot. Using my range finding guide from last week you can calculate exactly how long it'll take you to get to your destination Tip 3: The blue circle encloses around you at (as close as I can tell) 2x running speed at its furthest point from the safe spot. At the halfway point it encloses at roughly your running speed. Use this to also help you decide when you need to start your trek inwards. Image explanation. Phase 4 - The Finale (25min-30min) Vehicles become completely useless here. Ditch them or risk sticking out like a sore thumb and dying very very quickly. Now we're getting to the end. Many people say these circles go way too quick but I completely beg to differ. I timed it and it takes roughly 16 seconds for you to move 100m. Based on this, even if you are at the furthest spot from the white circle you can get all the way around the entire perimeter of the prior blue circle in under 90s (88s). That means you can get to 'the crack' before the blue even starts receding further. By using this method you can clearly see that you are always going to be behind your enemy. You don't have to worry about anyone sneaking up on you from behind. That, and you can see the flow of people... you are heading away from the hot spot of the buildings instead of towards them, giving you further stealth advantage and allowing you to get into a good position for the next reduction. Continue this until the end and you should easily hit the top 10 a good chunk of the time.
  14. 1 like
    Hello fellow pub-g'ers Found a nice strategy guide while on the PUBG sub-reddit. A lot of good info. You can find the original guide here. Xmortus's WIP PUBG Strategy Guide #3 - Tips & Tricks Megalist Howdy folks. Time for another procrastination post while I wait for the EA period to open up. This time I wanted to take the time to collect & organize some tips & tricks that I myself have found as well as numerous from others throughout the community. Hopefully some off these will be new info to some players and/or a good reminder for others! Also don't forget to check out my other two guides from the past two weeks as well! But without any further delay, let's go! Tips & Tricks, By Section Airplane Dropping at the beginning & end of the route means that there are only ever going to be people in one direction relative where you land. Pointing your character straight down and exceeding 230km/h will actually drop you further before your parachute ends, allowing you to reach the ground faster. If you hit a radio tower or roof of a tall building while parachuting at 60km/h you will die. Parachutes open relative to topography. Pay attention to the black line at the bottom off your elevation bar to the left of your screen. The larger the black section, the higher the elevation, and the sooner your chute will open. Tapping "W"every second when trying to go long distances from the plane is more effective than holding W the entire time. It allows you to fall slightly faster as well as build momentum in a forward direction. This concept also applies while actually parachuting. Ctrl-T mutes voices UI/Gameplay Right clicking attachments will always apply them to the gun with an empty slot of the corresponding type. If no gun has an empty slot, then it will replace that part on the gun you are currently holding. When there are a lot of items on the ground, open your inventory and click and drag them across to your character. This removes the gathering animation and allows you to quickly & accurately move things to your inventory instead of potentially picking up the wrong item. Guns have 3 sounds: Bullet impact, sonic boom, and gunshot. The gunshot and sonic boom will come after the bullet's impact on the ground. If they overshoot you - you will hear the crack of the bullet behind you before you hear the gunshot in front of you. Get used to picking out the gun noise over the impact noise to determine direction. Sound direction is based on the direction your screen is oriented, not the direction your character is facing. This is because your character is technically turning their head to look in the direction you have the screen oriented. While in third person mode and holding right click (aim), use Q and E to move the gun to the corresponding shoulder. This makes it easier to slowly work your way around corners properly, and provides your gun a better angle to shoot sooner. While in third person mode and holding right click (shoulder fire) you will see a red circle appear on the wall if it is going to obstruct your shot. Keep in mind your gun is also always on your right shoulder regardless of using Q/E, it just positions you slightly better for shots to either direction. - /u/McFisterson All pieces of armor provide the same amount of raw protection - the only difference is their durability. A level 3 helmet with 20 durability is worse than a level 1 helmet with 50 durability. Think of durability as extra health. Level 1 and 2 helmets do not protect your lower face/neck, only the back, top & sides of your head. Taking a shot to the low face/ with either of these is the same as not having a helmet. Only level 3 helmets protect your face as well as the back of your head. Similarly - body armor does not protect shots to your arms or legs, nor does it protect your neck. - This one admittedly needs some more testing, but from my gameplay it does seem to be the case. Level 3 armor provides more inventory space than level 2 armor, and level 2 armor provides more inventory space than level 1. - /u/LewyLue Vehicles You can not jump out of a car while it is moving - even at low speeds doing so will cause damage and/or run you over resulting in death. Use the emergency break and power-slide to both stop quickly and give yourself more cover should you need to fight someone in front off you. Vehicle boost should really only be used while going up hills/speeding up. Continually holding boost gives minimal speed increases and wastes a large amount of gas, especially in the UAZ. The Buggy gets no max speed increase from using boost. Some UAZ models have cover, some do not. Opt for the ones with the most cover for the most protection - even if only visual. The Dacia is the fastest car in the game, not the buggy. Vehicles are nearly useless after the first 3-4 waves. They are a dead giveaway of your position. Tires can be shot out and render vehicles nearly useless. The M249 can destroy a vehicle in seconds. Boats can use boost too! - /u/notrustarded You can switch seats while driving without taking damage. This lets you shoot while car is still rolling, but it does slow down quickly. If someone is chasing you in another vehicle, you can give them quite a shock this way. - /u/svampenn Weapons The M16, M416, and SCAR-L do the same amount of damage at close/medium range. The AKM is the most powerful AR but as a tradeoff has higher recoil and less range. The M16 is the most effective AR at long distances. Kar98 shots to the head are lethal except to those wearing level 3 helmets. Quickdraw magazines increase the firing rate of your rifles as well as decreasing reload time. - Per /u/higheloguy - removed as it likely just increases overall bullets/min due to quicker reload, hence the bar indicating better firing rate. Will need further testing. Aside from the magnum, any pistol that uses .38 is more powerful than a pistol that uses 9mm. Shotguns with a choke are effective at up to 40 meters. This is very far. It is nearly half a football field. This is true to real life & makes shotguns extremely deadly and very viable weapons in close/semi-medium distance fights. While using an Acog at default zero distance (100m) you will need to aim below enemies when they are closer than 100m. This is because the bullet is going to need to arc slightly to ensure it hits the center point at the 100m mark. Pressing 5 cycles through your grenades. Right clicking while prepping a grenade switches to underhand for short lobs/rolls. The second you see the red arc appear for a grenade throw - the grenade cook clock begins, even for molotovs. Holding shift while aiming down sight with iron-sights, holo-sight, or red-dot will not only hold your breath for steady shots, but it will also provide a slight zoom to easier spot enemies. Running out of breath by using shift too long makes it so that you cannot run until your stamina (lung icon) recharges to at least the minimum level. General Strategy Smoke grenades are extremely effective late game. Always have a stock of 2-3 so that you can re-position yourself when the circle doesn't work in your favor. Shooting in standard third person is very inaccurate. Clicking & holding RMB enables "Shoulder Fire" which is slightly more accurate, but still only for close quarters. Single clicking RMB brings up ADS mode on a toggle and is by far the most accurate shooting mode. Double clicking and holding RMB brings up ADS, but only until you release RMB. Sometimes it is best to not engage, especially towards the late game. Shooting without (or even with) a silencer is a dead giveaway of your position and will more often than not end up sandwiching you between multiple players. Using in game voice chat will allow others outside of your squad to hear you within a certain proximity. (Interaction w/ squad-only option questionable) Placing a marker on the map also places a marker on the compass across the top of your screen. Entering ADS view is not necessary within buildings (except for warehouses/long shots). While shoulder firing is less accurate, the time saved and vision gained will help you (for the most part). This may not be true for 'pros' but even Summit and other "a-list" folks uses shoulder fire indoors. The wave damage increase happens as soon as the electric field stops at its next position. This is the point when the countdown to the next wave begins. The healing from pain pills and/or energy drinks is greater than the damage taken while the first reduction is proceeding. Once the first one stops, as continuing through the remainder of the game - first aid kits will be needed intermittently to survive. Moving outside the play-zone after the first 4 waves causes near immediate death. The bars that appear when taking pain pills and/or energy drinks have 3 properties. The first 2 bars are healing, the third bar is speed increase, and the final bar is lower recoil/less sway. The final bar drains extremely fast. You can move slightly while using bandages/boosts. Do some wiggling to avoid being an easy target - /u/notrustarded You can also move slightly while looting if you use proximity loot (open inventory when near a downed player's box). This can help you avoid getting sniped while looting. - /u/Eat_A_Grey
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    Hello fellow PUB-G'ers! Found a nice interactive map. Similar to the map used for DayZ, iZurvive. It looks to be in early beta and still being worked on. Right now it provides a nice overview of the map itself along with vehicle spawns. Keep in mind that a few of the vehicle spawns are not in the same spot every time. Theirs an option in the map to reflect this. Looks like weapons, first aid, backpacks and gear will be added at a later time. This would be a nice shortcut to use with the steam browser while playing, just an idea. Map can be found here
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    Hey all, Found a site that allows you to compare different levels of protection versus weapons and how many shots are needed for a kill. Site has a slick interface and looks to be updated with the most recent weapons. it is unofficial, so keep that in mind. Link is below. Follow this link
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    HIHBGaming.net(AU/NZ) - "Happy Hunting Grounds" - Sub Whitelisted settings are as follows: Subscription Based Whitelisting (A minimum $5 USD/month donation required to be Whitelisted) 30 Player Slots 1st person perspective only. Restarts with restart messaging. Persistence is on and will not be reset unless "absolutely" necessary. 8hr Day/Night cycle with 8hr restarts. Restarts may be adjusted for server performance. To get Whitelisted either make a PayPal Subscription or buy a BI Authorized Donator Perk via the HIHB Store