PLAYERUNKNOWN'S Trenchcoat giveaway
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Grand Prize: PLAYERUNKNOWN'S Trenchcoat

About the game:

The developer of Playerunknown's Battlegrounds is your Korean division Bluehole Inc., known for producing MMORPG "TERA," it is also a writer. Brendan "Playerunknown" Green, who previously established the Battle Royale mod for the game ArmA 3, took on the position of primary designer. Players enjoyed the idea of "Royal Battle" having a hundred participants and then sailed into the notorious H1Z1, although already called King of The Hill. Make a game that was full-fledged from this mod and Brendan made a decision to maintain. Does not resemble anything?

The character remains the same: 100 players are thrown off the plane after landing (that the parachute opens automatically, so it won't operate at this point ) you need to receive your gear and keep alive. It is worth noting that the trajectory of its flight varies to match, therefore it's unlikely that you will think about a landing place ahead of time. It would seem that everything is easy, and the game needs to get bored. However, PUBG has a few features. And the first one is striking in the menu: these are staff sport modes. Yes, you heard right - that the programmers introduced 4x4 and 2x2 modes that allow you to fight side by side and chose to steer away from the conventional idea of a free-for-all. And this move helped solve the problem of cooperating players, which has been encountered in the original mod. So that a loner will face a set servers have been allocated to each style or four of opponents face to face.

The map is most striking in its dimensions: the participant has two islands at his disposal, the first of which is full of small and massive cities and private homes, there is also a place for ruins as well as power stations. On the island, there is a military foundation of size that is remarkable; the number of gamers are attempting to land on it. It's indeed worth noting that the cities practically don't differ; there are many models. On the other hand, you explore all the rooms and floors and can go into every house - this method is commendable.

Naturally, the scope of this island isn't comparable with the locations from ArmA 3, yet to navigate in your foot on it is a doubtful pleasure. Fortunately, caring programmers have ready a bike with a sidecar, UAZ, passenger Dacia, double buggy equipment for us, including, and a ship. Not to mention this is a park, so this quantity of technologies is enough with the mind but the game is not about cars in any respect. They're placed quite evenly across the map and getting a car is not a tough job , even in case you don't know the things of its appearance.

However, what certainly pleases is your weapon, since here we've got a complete arsenal of 4 assault rifles, 4 submachine guns, 3 shotguns, 4 sniper rifles, a machine gun, a crossbow, and 3 pistols. Trunks differ from each other in their features; they each have both pluses and minuses so that everyone is able to discover a gun for their own liking. The programmers also didn't forget about the body kits for them; every barrel can be equipped with a sight (which is also a lot), an enlarged magazine, even an compensator, etc., which will ensure it is more convenient to use in certain scenarios.

Additionally, there are 3 types of grenades: fragmentation smoke and noise, along with a Molotov cocktaillounge. The developers didn't forget about weapons, but in the present time, it's completely useless. The fact is that obtaining some sort of firearm is no issue. It's a lot more convenient to get precisely exactly the identical gun than to attempt to repulse an opponent.

The recoil of the weapon has been sensed, and generally, to shoot from various firearms is very nice here, particularly considering their audio. Naturally, the game does not have too realistic ballistics shooting does not look overly casual. From hits, gear deteriorates and, finally, can get useless.

The gear available in the game can be broken up into three components. We take the first one to clothing - it's completely useless (not counting sniper camouflage) and is required only for character customization. Its amount is sufficient to dress a blank to your taste. In the next, we write a backpack a helmet, body armor, and useful wardrobe products . They come in three levels, respectively, the higher the amount, the better the qualities of this subject. For armor and helmets, this also translates into how much damage they could take. With backpacks - inside their own capability. The next includes medicines, capsules, and body kits.

The neighborhood medicine system also deserves a couple of words. In addition to standard first-aid kits (you will find large and tiny ones, concerning the number of replenished health) in the game, there are energy and painkillers. Their usage fills the neighborhood analog of their endurance scale. Initially, this provides only a small increase in the rate of motion having stuffed the pub to the conclusion, the player also receives health regeneration. This becomes beneficial in the subsequent stages, where every shot can decide the match's outcome, and skirmishes involving players become more common.
The neighborhood system of the "secure zone" contributes to the dynamic growth, the basis of which is as follows: a zone appears on the map, so the borders of which can be indicated with a white circle. A blue circle begins to move onto it, staying out of it's life-threatening: leisurely players have been dealt hurt. Following the boundaries of the white and blue circles match, the players are given a fresh safe zone and a time, but of a smaller diameter, appears in a random place within the present one. The speed of also the damage done to players out it and this zone increase with every measure that is next, and the amount of time given to get to a location that is safe decreases. This continues until the zone reaches the minimum diameter, unless, of course, the players kill each other sooner. Such a strategy is great because it creates unique game scenarios: you can not guess where the zone will look. It is impossible to prepare to take a position, and so on, it is continuously required to adapt to the requirements that the game orders. It makes them constantly on the go pushes players to struggle with one another, and does not give time for dull and meaningless camping. From time to time, there looks also a red circle on the map the restricted zone. Shells begin to pour on the players in it from the skies. However, you can hide at almost any building from them, in addition to have the time before the bombing starts to escape.

The sport was created on the Unreal Engine 4 motor, and its own graphical element is quite gratifying. Still, optimization is prevented from enjoying a wheat field, of which many owners need to reduce the configurations to almost the minimum far in your weakest computers, or the beauty of the ocean sitting on the shore of a shore.
Bluehole Inc., given the experience of competitors, isn't likely to keep their job in the early access for a very long time and promise to launch the last version of the sport in 6 weeks. Now they're working hard on their brainchild: they release patches which fix bugs and add new content into the sport (for instance, Vintorez, a favourite of several VSS players,'' was recently inserted ). Obviously, it's interesting to perform PUBG in group modes, especially at the stage. Still, I want to believe that the developers will keep their word, and within a few months, we will wait for great optimization various manners and maps, plus a great deal of content.

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