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    Saturday, October 10, 2020

    CoD Warzone | Stims have been fixed according to Infinity Ward

    CoD Warzone | Stims have been fixed according to Infinity Ward


    Stims have been fixed according to Infinity Ward

    Posted: 09 Oct 2020 05:05 PM PDT

    Most satisfying warzone win ever, I ran into the gas as a last resort and found the little scumbag doing the stim glitch

    Posted: 10 Oct 2020 08:29 AM PDT

    When you buy your teammate back in Warzone

    Posted: 10 Oct 2020 11:04 AM PDT

    Totally legit sick double snipe

    Posted: 09 Oct 2020 09:38 PM PDT

    Today was different...

    Posted: 10 Oct 2020 08:44 AM PDT

    Game is so boring without bounty's

    Posted: 10 Oct 2020 06:45 AM PDT

    Am I the only one that think this game is soo boring and slow without the bountys? I just go to scavenger contracts now just because there is nothing to do. Any word when they will be back plz?

    submitted by /u/Petyrr
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    The best AMAX loadout for recoil control

    Posted: 10 Oct 2020 02:42 AM PDT

    Love using non-meta weapons in this game

    Posted: 10 Oct 2020 12:15 PM PDT

    Warzone Solo Strategy - My Tips for Kills and Success

    Posted: 10 Oct 2020 06:17 AM PDT

    Hi everyone, I have been playing almost exclusively warzone solos for a while now and I've noticed there is actually not much in the way of good strategy guides just for solos. I am a bit above average (KD 1.24) but far from the best player around, nevertheless I believe I have a great deal of experience in fine-tuning different solo strategies and seeing what works and what doesn't. In this post I will go through my process of what to do, when to do it, why I'm doing it and how I go about doing it. Gun-skill and situational awareness are two prerequisites that should be nailed down before thinking about macro-strategy, and can only be learnt by practice.

    Note that the strategy below is probably not the best one for overall win-rate. That one would probably the do-10-recons-and-camp-the-final-circle strategy but if you like to play more aggressively getting lots of kills and dislike the camping playstyle, read on.

    Step 1 - The Drop

    The very first step to a successful game is a good drop. As with many things, you should be able to drop anywhere and make it work, so this is mostly about efficiently getting kitted up as soon as possible so you a) don't get into a position where you are encountering loaded-out players while you're stuck with ground loot and b) can get your loadout as soon as possible and start racking up kills on players that haven't yet got theirs.

    Dropping locations vary on a scale of hot (many players landing in a condensed location) to cold (no other players landing there). The heat of a particular drop location depends on the following:

    1. Relative position to the flight path. Almost without fail the hottest drop locations are immediately below the point where the plane enters the map. These are the players who are in a mad rush to start looting and don't want to waste any time in the air. The middle of the plane's flight path is still pretty hot for much the same reason, just not so much as the beginning or end. The end point of the flight path is hot because this is where the AFK players get kicked out. Usually there are about five AFK players but also another five who want to grab some easy kills on them. Conversely, the longer the transverse distance from the flight path the colder it gets because it takes longer to get to, risks being shot while parachuting and is frankly a little bit tedious. That is not to say that it is necessarily a bad thing to do.
    2. Relative position to first circle. There does not appear to be much variation in heat within the first circle which is marked on the map - the centre is not particularly hotter than the edges. But the further you get outside the first circle you get the colder it becomes. The reason for this is obvious, you only have a couple of minutes to loot before the gas closes and if you are far outside the circle you will have to race back to safety.
    3. Scavenger contracts. These contracts can turn an area from a cold to a hot drop location, simply because most people realise that these are one of the best ways to begin a solo game.
    4. High-value locations. These locations will generally always be hot, more or less-so depending on where they are, relative to the flight path and first circle. High-value locations are places which have a lot of valuable loot in a small area and are consequently the quickest way to get decent ground loot and the money for a loadout. Examples include the train, superstore and passcode bunkers.

    What is good to keep in mind is that a drop location will be hot for a reason - people want to drop in a certain place because it offers a certain advantage. Equally, a cold location will be cold generally because it offers little advantage. On the other hand, lots of competition in the early game is very risky. Even if you have great gun-skill it is very easy to get third-partied and therefore in half the games you drop hot you will get sent to the gulag within a minute or two. In solos the player count drops from 150 to 120 or less in about a minute - those 30 almost certainly dropped hot and paid for it. Cold drops, while taking longer to reach, will allow you more time to loot in peace and will generally give you enough space to seek out enemies on your own terms. However in the coldest spots you may struggle to find anyone, which isn't very fun at all.

    As with most things in life, a compromise is often the best option. You should be able to handle the heat of two or three players dropping within 100m or you, so no need to go colder than that. Go much hotter and it becomes a toss-up if you'll survive into the top 100.

    Obviously there's more to it than simply trying to pick a lukewarm drop position. You have to think about what you want to do upon landing. A contract is generally your answer. Bounties, while rewarding, aren't generally the best thing to get straight away. For a start, often your bounty target will still be in the air and will soon be hundreds of meters away. Alternatively they could have had a lucky drop and have found far better weapons than you. There is one situation however where I would recommend bounties straight away, and that is when you are the one who got a lucky drop and you were able to get a very good ground loot weapon very quickly. For example, with the season 6 ground loot origins even if the bounty target hides like a rat upstairs in a building, you can reliably rush them. Time is the great equalizer; after about five minutes you can assume that everyone has a good weapon. Before that time, if you have a powerful ground loot weapon then squeeze as many kills as you can. Recons are only good in my opinion if you go big on recons till the end (as I mentioned above). Supply runs are a bit meh, at the start you want to be focusing on looting items not buying stuff. That leaves us with scavengers.

    While I did mention above that these contracts make for pretty hot locations, they do so for good reason. A scavenger contract only takes a minute or so to complete and rewards you with all the plates you'll need, a high chance of rare/legendary weapon and often enough cash to go straight for a loadout. Essentially, they reward you for what you would be doing anyway at this point in the game - looting. Furthermore, in season 6 the drop rate for plates decreased a lot - meaning that generic looting cannot guarantee you will get enough plates as quick as you will need them. With a scavenger, you avoid getting stuck without armour - suffice to say this is not a good position to find yourself.

    Since scavengers are hot drops, you'll want to go for one on the colder end of the spectrum so you actually have a chance to reach it first and not die in the process. So long as you pick one that's not under the flight path you should be fine. Also, think contingencies. Think 'what am I going to do if I can't get that contract?'. This is why, ideally, you should go for a spot with a few scavengers in the vicinity so that if one gets taken there will still be others to grab. Ironically these locations are often less hot than places with just one scavenger - in such places there will likely be three or more players all converging on one place. Another tip is that some scavenger icons on the map are hard to see because they are under other icons or place names - many players would have missed those, leaving them all to you!

    Alternatively, instead of going for a contract you could drop on the train. The train is pretty much a moving bunker's worth of loot but avoids the risk of getting trapped inside by another player. Admittedly, if the train is close to the flight path it can get really hot and therefore not worth the risk. If it is far away however it is possible to have the whole train to yourself. If you do then you often will get twice the loot of a scavenger contract in a fraction of the time; then jump off the train at a buy station and you could get your loadout within a minute of the drop. Obviously it is a lottery whether other players have the same idea as well and most of the time you will have to fight the other passengers. What's good about the train is that it is easy to bail and escape a bad gunfight if you feel you need to.

    An ideal drop that leaves both strategies open is if you aim for a scavenger contract near to the train track and loot until the train approaches. Then you can quickly see if it is unlooted in which case you can jump on and do the honours, if it is currently being looted it is quite easy to kill the looter who, thinking they had the train to themselves, is focusing on looting. If the train has been looted and the looter has skedaddled, no worries! You still have a scavenger contract to keep you busy.

    One final thing I will say about dropping is that it is preferable to drop fairly centrally in the first circle. The reason for this is that you'll want to have your free loadout drop deep in the circle which means it will stick around into the mid-late game. You will want this because if and when you get sent to the gulag and return you will want to be able to grab your loadout ASAP. The later in the game it is the harder and more dangerous cash is to find, making raising 10k a tough prospect.

    To summarise, drop on a scavenger or the train (ideally both) in a medium-heat location in the centre of the circle.

    Step 2 - Early Game (drop -> loadout)

    Ok, so you've dropped on your scavenger and have started looting. Your priorities here are as follows:

    1. Getting a decent weapon. Doesn't need to be fantastic, just lose your pistol as quick as you can. Even the plain old grey Uzi will serve you well in the early game. As you loot further you can pick up better weapons.
    2. Getting plates. The one plate you need to get from your starting two to the full 250 health bar is critical. You don't want to enter any gunfights until you are fully plated - ideally with a few more in the pocket to sustain prolonged intermittent firefights. Don't panic if there aren't any plates around - just focus on completing the scavenger and you'll get all the plates you need.
    3. Getting cash. The ultimate aim for early game is saving up the 10k for a loadout. A scavenger won't generally give you enough cash on its own, so as you proceed from box to box make sure you open regular blue boxes en route to try and grab more cash.

    Once you've completed the scavenger take a look at your cash stack. If you have 10k, then head to the nearest buy station and grab a loadout marker. If you are short of the 10k, you will need to either loot some more or grab a bounty. I'm partial to a bounty at this point if I have a decent weapon and I'm not in downtown (bounties in downtown are very difficult to pull off). A bounty will give you 6k in addition to whatever the target drops, so if you kill them you will have more than enough for a loadout as well as a self res or UAV.

    Buying and grabbing your loadout is one of the most dangerous parts of the early game - the red smoke is difficult to hide and often snipers will wait for you to stand still for half a second while you open the loadout before they dome you. There are however ways to mitigate the danger. One tactic is to run off into the woods or mountains on the edge of the map and drop the marker there. This method is fairly safe (so long as you make sure you're not being followed) but it takes a while to get there, if you're in the centre of the map it can be unfeasible. Another method is to find a building with an accessible roof, clear it of any enemies, and drop your marker on the ground floor. This will both hide most of the smoke and put the loadout on the roof, hopefully avoiding people sneaking up on you while you grab it. Note that this latter method is vulnerable to snipers, so avoid using buildings that are close to even higher buildings (e.g. downtown) and remember to go prone while opening the loadout.

    This brings me to the question that is always on the mind of warzone players - what loadout should I get? The only rule I would stick to is to make sure you have the ghost perk. You are playing at a massive strategical disadvantage, especially in mid to late-game, if you don't run ghost. Overkill may be tempting, but at this point you should have a good enough ground loot weapon to keep on hand along with whatever loadout weapon you pick. Even if you don't have anything decent, just go with an all-comers weapon like an assault rifle. Honestly, it's not worth being the one guy that everyone will be making a bee-line too when they start popping UAVs in mid-game.

    Since you'll only be getting one primary weapon in your loadout, you ought to pick whatever complements your best current ground loot weapon. As a rule of thumb, you always want something to cover mid-range (assault rifles, long range SMGs, LMGs) and then you can pick a long-range (snipers) or short-range (SMGs, shotguns) weapon depending on where the circle is moving and/or your playstyle. The northern part of the map has a lot of open spaces that reward sniping, while in the more urban areas you will want something to handle close-quarter encounters. Personal preference is of course a major factor - don't pick a sniper if you hate sniping. If you like rushing buildings then don't leave without an MP5 or good shotgun.

    In season 6 there are good ground loots weapons in every category. When you head to buy your loadout, have a think of what you want to keep and what you'll want to pick up (make sure to do the thinking before you throw down the loadout marker, you want to pick up the loadout as quick as humanly possible after that). Below is a list of what I would recommend getting depending on what you have on hand, in terms of ground-loot:

    • Good ground loot shotgun (silenced origins) -> Assault Rifle loadout
    • Good ground loot SMG (silenced MP5, P90s) -> Assault Rifle or Sniper Rifle loadout
    • Good ground loot AR (thermal AN94, Grau) -> Shotgun or Sniper Rifle loadout
    • Good ground loot sniper rifle (HDR) -> Assault Rifle or long range SMG loadout

    The other things to consider are perks, tacticals and lethals. Everyone has their favourites, but for solos I recommend the following:

    • Blue perk - EOD is probably the most useful perk here, and most of the time you won't even notice you have it - that's because it's working! Nobody likes dying to explosives. However, in season 6 I would say it is perhaps less vital than before now people aren't lobbing several kilos of C4 around all over the place. The only other one I would consider is Double Time, which is by no means essential but nice to have.
    • Red perk - Ghost without a doubt. As explained above.
    • Yellow perk - Here you have a lot more comparable choices. I like amped when I run a sniper rifle because I want to be able to quickly pull out an AR or SMG if I miss a shot and start getting beamed. For loadouts and playstyles where I'm rushing buildings then tracker is incredibly useful. With this perk no matter how a player tries to run and hide in a closet you'll track them down with ease. It's also the only thing that will allow you to see sweaty Roze players skulking in a dark corner in their all-black gimp suit. Battle hardened is good if you encounter many players running stuns or flashes, although in solos most people run heartbeat sensors so you won't often have this problem. Some people love spotter, but I can't say I've ever got much out of it.
    • Tacticals - As mentioned above, most people run the heartbeat sensor here. While ghost does nullify a lot of its utility, it is still an incredible advantage when you're tracking down a non-ghosted player. What's more, I'll talk more below about hunting for kills using UAVs, but the gist is that you can use an UAV to put yourself in the general area of a target and then pinpoint them with the heartbeat sensor. Just remember that it can only confirm that someone is nearby, not that someone isn't nearby. In other words, don't let it give you a false sense of security. Stuns are the only other tactical I would consider, but that's down to personal playstyle.
    • Lethals - Before season 6 I would just write C4 here. Since its nerf however the meta has diversified into thermites, molotovs and semtexes. Each have their particular strengths and weaknesses, take your pick. I would always take one to handle those annoying riot shield users.

    Once you have picked up your loadout, remember to pick up whatever ground loot weapon you decided to keep (if any, you may prefer a launcher secondary to handle vehicles) and high-tail it out of the area as quickly as possible. You want to put distance between you and the red smoke which has probably caught the eye of some thirsty players who are now running there trying to catch an easy kill. You could wait and try and kill some of these players, but consider they could be coming from any direction and you will have to keep an eye on 360 degrees of approach.

    At some point, 13s before the gas reaches the first circle IIRC, you will get a free loadout. Leave it alone unless you're coming back from the gulag. For one, it will likely be camped and become a deathtrap, secondly you want to leave your future self a lifeline if you go to the gulag and redeploy. Again, this is why it is helpful to be near the centre of the circle when the free loadout spawns so that you can take advantage of it even if you redeploy late-game.

    Optional Step 2.5 - Gulag

    Fairly often in the early game you will get unlucky or outplayed and get sent to the gulag. It happens to everyone and is far from the end of the game. I would say that at least half of my wins have come after returning from the gulag. I can't tell you how to win the gulag - that comes down mostly to gun-skill and muscle memory. If you lose the gulag, it's not the end of the world, just play again. Now let's say you kick your opponents ass and you redeploy, you should aim straight for the free loadout if it has spawned yet. If not, drop on a scavenger and go through the early-game process of getting plates, weapons, cash etc. Then grab the loadout when it arrives. Doing this is dangerous especially if many players' loadouts drop together, but so is waiting around without your loadout. Either approach as soon as it drops and grab it before people settle in to camp it, or encircle the loadout and clear out potential camping spots before grabbing it.

    Optional step 2.6 - Bunkers

    If at any point in the game (except perhaps late game) you find a red access card, drop everything and head to the nearest card bunker. There are four I believe; dam, military base, hills and prison. Especially since season 6 these are incredibly valuable. Now there will always be, right at the back of the bunker, a 'super-legendary' item. This could be a loadout drop marker (a.k.a. 10k cash), durable gas mask, advanced UAV, minigun, foresight or juggernaut. All are incredibly useful (except perhaps the minigun) and potentially game-winning, especially the juggernaut and foresight. If you pick up a juggernaut it is very hard to lose in solos. It feels like a cheap win, but a win is a win. Foresight is also incredibly broken, it's gives you the exact position of the final circle including all the circle movement. When I talk about the late-game I emphasise how important circle movement is to victory, and this gives you all that intel on a silver platter. If you fancy a relaxing game it also tells you exactly what house to go and have a nap in until the late game. Even if you get none of these items, the sheer amount of cash you can loot from the bunker can mean you'll never need to worry about money for the rest of the game.

    Be careful getting to the bunker though. By all means take a vehicle, just don't park it right outside the door. That's just asking for an uninvited guest to crash the party. Park a hundred meters or so away and take the rest by foot, making sure nobody sees you go in. If you're trapped in there by someone waiting at the door there's no other way out.

    Step 3 - Mid game (loadout -> top 20)

    Now this is where the fun begins! When you have your loadout you could pick a building and sit in there like a loser. What is much more rewarding is to go out hunting. Players could be anywhere, just wandering around aimlessly is not the key to a high-kill game. You need targets to aim for and approach strategically like a tiger. How can you find targets? You can see players visually and follow them, which is a cheap and effective method but unreliable, furthermore if they have decent situational awareness they will spot you back very soon after you do, leaving a limited time window to attack with the element of surprise.

    Another way to locate targets is to head in the direction of unsuppressed fire, which will place a temporary red dot on the mini-map. If this happens close to you then you have a prime opportunity to third-party someone and get a cheap kill, but if you have to travel a few hundred meters it becomes a less reliable way of getting kills. Consider that the player who has been firing their unsuppressed weapon is fully aware that they have just broadcasted their location and will be quickly relocating after the fight if they have any game sense. Furthermore, many players will likely have the same idea as you and will flock like moths to a flame hoping to get a few juicy kills, this can often create a chain reaction of third-party attacks as people arrive to intervene in the unsuppressed gunfight, who fire more unsuppressed shots thereby attracting more people. This generally ends badly for 90% of those involved, so best avoided if you can.

    There are only two methods to reliably locate targets - UAVs and bounty contracts. The former costs money, while the latter awards it. However, the crucial difference is that someone highlighted by an UAV is completely unaware that they have been targeted and that you are heading straight for them. Granted, they will hear the 'UAV overhead' announcement but that is so common in solos that it doesn't have much meaning - in mid-game solos you can reliably assume that there is always at least one UAV overhead from someone. In contrast, when someone is chosen as a bounty target they know that they specifically have been singled out and how close their hunter is. Most players' reaction to this is to just camp in a building for the three minutes until the time expires. If you have a decent short range SMG or shotgun you should be able to rush a building in which your target is hiding, but it is no guarantee of success. Remember, just because you have a bounty target it does not mean you have to attack - if they're hiding upstairs in a house with an origin and claymores on the stairs, it's not a fight you have much chance of winning. Move along.

    In short, if you have the money buy a UAV and hunt with whatever intel it gives you. Ideally the kill you get with that intel will fund your next UAV purchase and you will snowball round the map racking up the kills. Remember if there are no UAV targets near you and it runs out of fuel before you reach the red dots, you can try and pinpoint them with your heartbeat sensor. Think of it like a mini-UAV. I should probably mention at this point that if you have left over money from buying a UAV, pick up a self-res if you can. 80% of the time they won't help but you'll feel incredibly grateful for the 20% of times they do. Of course, if there is a fire sale you might as well grab one for free.

    If your snowball of death grinds to a halt; maybe you ran out of non-ghosted players in the vicinity or you ran out of money by killing too many poor players, now is a good time to pick up a bounty target to get the snowball going again.

    A third way to find targets more reliably than just wandering around, but without the risk of bounties or the cost of UAVs is to employ the famous 'pinwheel rotation'. Popularised by youtuber Icemanisaac, this is where you hug the gas while it is stationary and then rotate into the next circle at a 45 degree angle to the gas when it closes in. The logic for this strategy is that you will catch players moving into the inner circle directly perpendicular to the gas, including players flushed out of their camping spots by the encroaching gas. What's more, you don't need to worry so much about your outside flank since that will be covered by the gas. I find this strategy works best mid to late game when the gas isn't moving as fast and the amount of non-ghosted players diminishes the value of UAVs. Be sure to grab a gas mask if you're using this strategy as you will occasionally need to dip into the gas. Note that you can use UAVs as you pinwheel, giving you extra intel (e.g. if the UAV picks up someone in a building on the edge of the gas, you can expect them to be flushed out where you will be waiting for them).

    Using our toolkit of UAVS, bounties, unsuppressed fire and the pinwheel rotation, you should be able to grab a good amount of kills in the mid-game.

    Step 4 - Late game (top 20 -> Warzone Victory)

    Generally around the top 20 the real end-game begins. Now the value from UAVs is diminished, since non-ghosted players are probably dead and in any event you don't have the liberty anymore to start running around everywhere looking for kills. Bounties aren't worth it anymore because cash becomes more or less irrelevant at this point - there's probably only one or two buy stations left and they're most likely camped. If you come across a bounty you can take it just for the extra intel it gives you, just be very careful about going after them. At this point in the game you need to play a lot more cautiously. I would say camping is fine at this stage - you've had your fun already.

    If you can secure a house in the final circle then that's ideal, what is more likely is that the recon-ers have already secured all the nice camping spots. If you have a good MP5 or shotgun you could rush the building but its a risky prospect and liable to third parties joining in the fun. If you are stuck outside in the cold then, if it's an open area, your best bet is probably to continue to pinwheel in as the gas closes, albeit at a slower, more cautious pace. If the final circle is a more urban area like downtown or promenade, you can slowly but surely proceed into the circle making sure to check all your corners, make maximum use of cover and dial the situational awareness up to 11. You can still get quite a few kills this way as often players won't hear your approach if you don't run.

    At the final circle it all comes down to gun-skill, stealth and a healthy dollop of luck. In the top 3, try to third party the other two. Nine times out of ten the two players who start the gunfight lose to the player who waited and finished off the victor. Of course, you often don't have the luxury of picking your fights. When the circle starts moving, this is where the RNG can give you or steal away the win. If the circle moves to your side then it's simply a matter of waiting for the gas to deliver your opponent(s) into your arms. If not, then the opposite will apply. The odds will be against you in this case but it's by no means a done deal. Here your only chance of survival is superior gun-skill.

    And there you have it! The entire process from dropping to winning the game. This took way longer than I thought it would but I hope I've given some useful tips. I would love for you guys to offer any thoughts on my strategy and stuff you do that also works well.

    submitted by /u/bonbanarma
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    Most satisfying warzone win. Can’t believe we caught the stimmer walking around instead of hiding

    Posted: 10 Oct 2020 12:46 PM PDT

    Accidental Roof Glitch! (Replicable?)

    Posted: 10 Oct 2020 10:43 AM PDT

    Nerf pistol melee.

    Posted: 10 Oct 2020 09:28 AM PDT

    What the hell is this balance? It's better to fight in melee than to SHOOT a person???? Shooting a guy 6-7 times and he just melee you 2 times and you're dead?

    [EDIT] I DON'T MIND MELEE, IT's VERY GOOD. I just dont't want PISTOL melee to be the same as an AR melee.

    submitted by /u/MONSTER_6ix
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    Why am I consistently being put up against people with more than triple my KD?

    Posted: 10 Oct 2020 11:21 AM PDT

    I thought SBMM was there to group people with the same skill level.

    Why is my team of trios being consistently put with people with a KDA average of 3? We get some people with KD of 1, some with KD of 2, but most have 3+ KD. Hell, I don't play solos, and last time I tried playing solos, I was put up against a french streamer with a KD of 5.6 and 300+ wins. I have 7 Battle Royale wins out of 372 matches. Needless to say, I was lasered from the ground while parachutting from the Gulag. Did I mention my first death was from someone who I have absolutely no clue where he shot me from?

    We're not good, we play this game max 3 hours every night, averaging 3 hours every other night. I am the best of my group with a KD of 1.3, and the worst of us has a KD of 0.7. We don't win many games, and getting to the top 15 means either sneaking about or being extra lucky.

    It's becoming increasingly difficult to have fun at the game when we get totally gunned down by teams employing state of the art strategies, awe-inspiring recoil control, laserlike aiming, absolutely perfect communication (one can assume) and gigantic awareness of where we are regardless of what perks we have. We get totally flanked and destroyed by every other team, regardless of how prepared we are. We get killed by teams we engage.

    Hell we get killed due to getting hit by our own loadouts.

    TL;DR: I'm bad at the game, my friends are bad at the game. Let us play with other people bad at the game.

    EDIT: No, I did not glitch my way to a win only to come here and complain about something else. Check the correct profile if you want to judge my own playstyle. I can't control the actions of other adults, specially what they do while I'm not playing with them.

    submitted by /u/Ragnneir
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    My 1st clutch Win, last one alive!... I know compared to what some of yall do on here its not much, but for me it was one of my best games.

    Posted: 10 Oct 2020 08:06 AM PDT

    without bounties the game is just an upgraded pubg.... a looting simulator

    Posted: 10 Oct 2020 11:41 AM PDT

    Easter Egg: The beginnings of a brand new hunt (Colour Panels)

    Posted: 10 Oct 2020 07:53 AM PDT

    Easter Egg: The beginnings of a brand new hunt (Colour Panels)

    TL;DR: 36 Coloured panels have been found around Verdansk that are all individually unique. Now attempting to find where the code could be placed!

    Hey all,

    Over the last 3 days, myself and u/TFJz have been searching across Verdansk for 36 uniquely colour coded panels that were added with the introduction to Season 6. These panels we believe are part of the next 'big' easter egg OR event prior to the swap over to Cold War's Verdansk.

    Marker for each location a panel has been found.

    MAP OVERVIEW OF EACH LOCATION - Imgur link for those who prefers it.

    All 36 colour coded panels we have found in Verdansk

    IMAGES OF ALL 36 PANELS - Imgur link for anyone who prefers it.

    We currently have no leads on what these panels mean or where they can be used...

    So now we're handing over what we have found to the community in hopes we all can solve the next step!

    If have any information / leads on where these panels could be used, then leave a comment so we can figure all of this out!

    submitted by /u/ZeLzStorm
    [link] [comments]

    Dude was sniping me and all I had was my Mp7 and kilo.. or so he thought I was pretty surprised when I killed him

    Posted: 10 Oct 2020 12:25 PM PDT

    Don’t get cocky guys...

    Posted: 10 Oct 2020 07:56 AM PDT

    my friend sent me this video of my truly incredible attempt to make the train

    Posted: 09 Oct 2020 09:15 PM PDT

    All we had to do was escape

    Posted: 10 Oct 2020 02:15 AM PDT

    PSA : If You Are Experiencing Latency or Lag Spikes Check Your Equipment (Possible Solution)

    Posted: 10 Oct 2020 11:07 AM PDT

    Edit: Forgot to mention that I have seen many issues with Motorola equipment and this game as well so I would stay away from that if you can.

    The last month or two I have experienced the worst lag and rubberbanding in game and seemed to have solved it.

    My internet service is fairly good on paper 600mb/s and I typically receive more than what my plan states. I first switched out my rented equipment with an updated version via my service provider and it made the connection worse.

    I ended up doing a lot of research with respect to networking and hardware setups. I found out that a significant amount of modems on the market today have a known defective chip called the Puma6 that creates issues with packet loss and massive spikes in lag during heavy use. There is a massive amount of information online about this issue as well as databases that note which equipment has this specific chip installed.

    Both of the modems my service provider offered me had this chip unfortunately. The moment I went out and purchased a capable modem for my internet plan that did not use this chip my latency readings were significantly reduced and had very little variation +- the baseline value.

    If anyone is experiencing odd latency issues that makes the game unplayable do the research and determine if your equipment has this chip and replace it if you can. It's very disappointing that I spent all that money renting equipment that was flawed from the start.

    Hope this helps someone else time scratching their head trying to figure out connection issues while playing the game!

    submitted by /u/im_intj
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    Ha! Not today gas mask!

    Posted: 10 Oct 2020 02:51 AM PDT

    Biggest issue in Plunder...

    Posted: 10 Oct 2020 06:45 AM PDT

    The spawns are so bad. Currently, if you die, you spawn back a certain distance (250 m or so?) from where you died. But its the same spot every time. For instance, if you die at Super Store, you'll drop back in over the airport.

    There are two main problems.

    1. Guys on the ground know where to look to shoot you out of the sky.

    2. Everyone drops from the same spot so you'll often have someone in the air behind you shooting you before you can blink. Hell, I just had one where a guy meleed me in the air cause we spawned back at the same time.

    My solution is to draw a circle around where you died and randomize where on that circle you drop back in.

    submitted by /u/Fiendfuzz
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