You'll need to find safe points to rest, loot, and defend yourself along the way, while the player count gradually drops, until you ideally reach the last 10 or 15 players.
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And finally, if you do get spotted hiding in a bush, it helps to know how to shoot the one who found you. Likewise, mid-game kills are a great way to take your gear from passable to excellent. PUBG's combat mechanics are a little odd and mastering those makes a massive difference to how many final-10 situations you'll win. The argument goes that everyone else will kill each other anyway, so why expose yourself to the risk?īut that's not the whole story - combat, for starters, is great practise. In fact, many of the highest-ranking players who are aiming to compete at upcoming tournaments simply rely on 'boring' stealth strategies, like hiding offshore on boats, to see them through to the final gunfight at the end of a round. The prevailing meta, so to speak, is stealth. The aim is to survive, not to get the most kills - in fact you can win without getting a single one - so your usual shooter strategy needs to adapt. Hit a few too many headshots and he'd be banned as a cheater.PUBG is not your typical shooter. I have a friend who could get himself banned on any public server with the sniper rifle, he wasn't cheating as I saw him play in real life just very quick, very skilled.
They were quickly banned, they were quickly modified to "merely" be superhuman-ish. I remember aimbots that worked like that in Unreal Tournament last century. Aimbots somehow manage to decelerate right on target. Also, in my experience looking at replays, humans almost always overshoot when aiming and then correct back. Fairly easy to spot from looking at the server replay, as it will basically be a few milliseconds from when an enemy comes into view and when a perfectly-placed shot is fired. Most likely to get you banned - this is basically an aim-bot that synthesizes the right input based on either reading the screen or, more likely, hovering data as in (2). I can imagine in a game like PUBG (or Starcraft) this would be a huge advantage. Since much of the data has to be transmitted from the server to local, much of it not "visible" to the player, another class of hacks intercepts this data (either in-memory from the victim process or from the network stack) and displays it out-of-band, e.g. More advanced rendering hacks involve replacing enemies/targets/powerups such that they appear in garish colors, emit light or even messing with their poly configuration so they appear huge. This is more advantageous in games where bullets go through walls.
A malicious client can replace opaque textures with transparent ones so as to see through walls. For obvious reasons rendering the 3D scene is done on the client side. In order of simplest-to-most-complicated. There are a few basic categories of cheating by modifying your client software.