Jump to content

Search the Community

Showing results for tags 'info'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • HIHB Support
    • Server Issues
    • Ban Appeals
    • Hacking/Glitching/Exploiting Reports
    • Troubleshooting
  • DayZ Standalone
    • HIHB DayZ Servers
    • HIHB DayZ Factions
    • Stable Build
    • Development
  • RUST
    • HIHB RUST Server
    • RUST General Discussion
    • PUBG General Discussion
  • General/Off-Topic
    • General/Off-Topic Discussion
    • Media
    • Suggestions & Feedback
  • HIHB Supported Groups
    • HIHB - Misfits
  • The Abyss


  • HIHB Gaming DayZ Event Calendar
  • HIHB Gaming ARK Event Calendar

Found 11 results


    Vanilla RUST with a few tweaks. - Noob Friendly - PvP - PvE - Upkeep Rate Halved - Murderers/Scientists Are Enabled - Don't Be A Grieving Dick - ZERO Tolerance For Cheating We're Noob friendly and PvP is allowed/encouraged. Grieving is not acceptable. We also do not take cheating lightly. You cheat in any way, shape or form you will get banned. HIHB is Never Dodgy - Always Legit Gaming!
  2. DesolationREDUX: Alpha v 0.1.20170709119 Important for server owners: You will need to wipe your existing DB in order to make this patch work. Sorry players, but this needs to happen to fix buildings. We do not expect this to happen again for quite a long time. Client -Added: M110, SVD, cz550, cz750, mp5, ak74, mk12 spr, Scar-L, Scar-H, AKM -Added: PSO-01, PSO-03, Kobra (Red), Kobra (Green) -Added: Weapon effects EH function -Added: Assault pack -Added: New campfire and campfire w/ cooking pot. -Tweaked: Lee-Enfeild, added bolt action and adjusted ammunition -Tweaked: All DSR Buildings -Tweaked: Makarov texture -Tweaked: M16 fire mode. Replaced Full Auto with Burst. Server -Added: Interupt for Autorun -Added: Basic moon phase controls to time manager -Added: Littlebird Spawn Positions (A2 Terrains only) -Added: High precision arrays for up/dir/pos -Added: Loading objects now use high precision if available -Added: Update requests for buildings now only submitted if needed -Added: Fatal error logging and reporting -Added: Lib folder to hold functions library for plugin creators -Added: New spawning system for zombies -Added: attachToHand function to library -Added: New melee weapons and centralized the melee code to core-Added: Ability to select spawnType for different spawn zones -Added: Auto detection to check if spawn zone types are configured and use default if not -Fixed: Escape key being blocked bug -Fixed: Objects deleted in game now registered as killed in DB -Fixed: Spawn bug -Tweaked: Helicrash smoke now has no max render distance -Tweaked: "Server will be shutting down" to "Server will be restarting" because it confused people -Tweaked: Moved core plugin manager functions into a core folder -Tweaked: Cfg values and network synced faces -Tweaked: desolation.cfg loot, added new weapons, removed apex weapons, added fuel canisters
  3. 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.
  4. 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
  5. PUBG Interactive map (Beta)

    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
  6. PUBG DMG stats

    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
  7. HIHB (AU/NZ) "HardCore For The HardCore" server is now open! HIHBGaming.net (AU/NZ) - HardCore For The HardCore settings are as follows: 30 Player Slots (Will be increased with population) 1st person perspective only. Crosshairs Off! Separate HardCore Hive. Restarts with restart messaging. Persistence is on and will not be reset unless "absolutely" necessary. 12hr Day/Night cycle with 8hr restarts. Restarts may be adjusted for server performance. HIHB HFTH Servers are just that... HardCore! Any settings that make HFTH servers all the more difficult we will make it happen. This isn't HardCore lite... You will have night. You will have weather to deal with. This IS HardCore!
  8. (EU)Regular Server Info

    This server is shutdown until DayZ Beta .63. Thanks for your support! HIHBGaming.net(AU) [TOG] Reg | DayZ/NightZ | AdminZ | EventZ settings are as follows: 60 Player Slots 1st/3rd person perspective 8hr Restarts with multiple restart warnings. Persistence will not be reset unless "absolutely" necessary. Settings on Regular servers are a bit more lax than on the hardcore(1st person) servers.
  9. 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
  10. HIHBGaming.net(USA) | Happy DayZ | Persistence On | 24/7 DayZ - Private Hive settings are as follows: 40 Player Slots 1st/3rd person perspective 6hr restarts with multiple restart warnings. Settings on Regular servers are a bit more lax than on the hardcore(1st person) servers. Tent location map
  11. This server is shutdown until DayZ Beta .63. Thanks for your support! HIHBGaming.net (AU/NZ) - The Real Deal - 3rd Person Hive settings are as follows: 30 Player Slots 1st/3rd person perspective 8hr Restarts with multiple restart warnings. Persistence is on and will not be reset unless "absolutely" necessary. Settings on Regular servers are a bit more lax than on the hardcore(1st person) servers. 3pp | Day/Night | Events