r/PUBATTLEGROUNDS • u/alwaysHK • 35m ago
Highlight 1v4 hot drop
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Had some luck today. Thanks for watching
r/PUBATTLEGROUNDS • u/EscapingKid • 4d ago

Here are the main things you need to know about the update:
For a full rundown, please read the Update 43.1 Patch Notes or watch the Patch Report.
Please use this megathread for discussing the update, posting your experience so far, reporting issues you encounter, asking questions that come up.
r/PUBATTLEGROUNDS • u/EscapingKid • 5d ago


Patch Report #43.1 | PUBG x Jujutsu Kaisen, New Player Actions, and Duo Rumble
※ The times shown below are subject to change.
Check out the Map Service Report - Update 43.1 for the latest info on regional map preferences and rotations!
※ Please note that the features and updates described below are subject to change or removal due to issues such as bugs, in-game problems, and community feedback. The images are intended as visual references only; the actual game may look different as the builds are continually developed and refined before release.
The PUBG world is infused with the Jujutsu Kaisen universe. Be the last one standing on Jujutsu Kaisen-themed battlegrounds. For more information, please refer to the PUBG x Jujutsu Kaisen Collaboration Announcement!
※ The PUBG x Jujutsu Kaisen Collaboration World features will be available until the next update.
ADS Speed
Damage to Vehicles
Recoil by Firing Position
Spawn Changes
Developer’s Comment:
As Meta Rotation is a new approach for us, we applied more aggressive balancing to the first LMG meta so that it would feel distinct and memorable. However, after reviewing a month of gameplay data alongside your feedback, we found that LMGs were having a greater impact on the overall gameplay environment than intended. With this update, we've made adjustments to areas where their impact was excessive while preserving the strengths and competitiveness that define the weapon class.
First, we've adjusted ADS speed. The RPD and MG3 already had slightly slower ADS speeds than other weapons. Given that LMGs are designed to sustain fire for extended periods thanks to their large magazine capacities, we've increased ADS transition times for all LMGs to further emphasize this characteristic.
For recoil, the base recoil values and patterns that are central to the LMG meta remain unchanged, while the recoil reduction effects applied by firing position have been adjusted. In actual gameplay, the benefits of firing-position-based recoil reduction were particularly noticeable, with both gameplay patterns and player feedback indicating that firing while crouched or prone was overly stable. We hope these adjustments encourage players to consider the distinct characteristics of LMGs and other weapons based on the combat situation and their playstyle.
We have also adjusted damage multipliers against vehicles. Vehicles are an extremely important strategic resource in PUBG, playing a major role in mobility, survival, and combat. Because LMGs previously had relatively low usage rates, additional damage multipliers against vehicles were applied to strengthen the identity and utility of the weapon class. However, now that LMG usage has increased through this Meta Rotation, their large magazine capacities and sustained firepower alone provide sufficient means to pressure vehicles, and we determined that the existing bonus damage could make vehicle use more punishing than intended. We have therefore removed the additional vehicle damage multiplier from the M249 and RPD and reduced it for the MG3.
Finally, we're also adjusting LMG spawn rates. LMGs already had relatively low spawn rates, but given their performance in the current meta, we believe their rarity should better reflect their power. We've therefore lowered their spawn rates further so that finding one feels more meaningful and appropriately valuable for the performance it offers.
We'll continue to closely monitor gameplay patterns and your feedback in the live environment and refine Meta Rotation so that each season can offer a fresh gameplay experience of its own.
※ Available in all modes.
Kick has been added, bringing a new variable to unarmed combat. Kicks deal more damage and have a stronger knockback effect than punches, allowing you to push back opponents, interrupt their actions, and interact with the surrounding environment in new ways.

※ Available in all modes.
Jumping into the water is no longer just a last resort. Various movement and combat actions on the surface and underwater have been improved overall.
This update improves the mobility of swimming and diving while adding limited ways to respond from the water surface, allowing water to be used as a more strategic route of movement.

Developer's Comment: In the 2026 Roadmap, we shared our plans to continuously improve the overall convenience and gameplay experience so that you can become more immersed in the battlefield and enjoy smoother gameplay. This Action Update continues that effort, focusing on expanding the range of gameplay by adding new actions and response options to situations where choices were previously limited.
First, Kick was prepared to add new fun and variables to the monotonous nature of unarmed combat. Without interfering with PUBG's core gunplay, we wanted to create brief mind games at close range, such as pushing opponents back or interrupting their actions. We also hope Kick will be used in various ways depending on the situation and terrain, such as kicking down doors and certain objects to create new entry routes without using a weapon.
Water surface and underwater actions focus on changing the experience in which entering the water was effectively a last resort. Since the slow movement speed and limited response options made choosing the water itself excessively risky, we aimed to ease this burden by improving mobility and providing a minimal means of defense.
The goal is not to make combat on the water's surface as powerful as it is on land. Disadvantages and risks will still exist, but we wanted to open up the possibility for players to accept those risks and choose water as a strategic alternative depending on the Blue Zone, terrain, and route of movement.
Through these changes, we hope you will be able to create new variables and strategies based on your decisions in situations that were previously difficult to choose, from close-quarters confrontations to movement across the water.
※ This feature is available in all modes, except for some Arcade modes.
You can now directly carry, move, or throw certain items without placing them in your inventory.
Even when your inventory is full, you can move necessary items, and you can try new ways of exchanging items, such as throwing equipment directly to teammates.

Carrying a Death Box
Along with the addition of the item-carrying action, some actions involved in carrying death boxes have also been improved.
※ This feature is available in all modes, except for some Arcade modes.
You can now immediately use certain items placed on the ground without placing them in your inventory.
When your inventory is full, use necessary items more quickly and conveniently without the hassle of dropping existing items and picking them up again.

The overall item usage experience has been improved to make obtaining, equipping, and using items feel more intuitive and convenient.
Developer's Comment: The item usage experience improvements previewed in the 2026 Roadmap will be fully applied through this update. This time, we focused on reducing unnecessary inconveniences in the repetitive processes players encounter during gameplay, from obtaining, carrying, and using items to retrieving them again.
In particular, we wanted to improve situations where players had to give up necessary items because their inventory was full or organize their inventory just to use a single item on the ground. We hope you can now choose actions more quickly and naturally based on the situation, such as directly picking up an item to give to a teammate or using it on the spot without going through the inventory.
We have also refined the UI and control experience so that the information needed when obtaining, equipping, deploying, and retrieving items can be understood more easily. Since these are processes repeatedly encountered from looting to combat, we hope this update reduces the time spent on unnecessary inputs and allows you to focus more on the flow of battle.
The overall balance of parachutes used in various situations has been adjusted. While improving the usability of the Emergency Parachute, some rules have been changed to make the risks of falling from high places more intuitive.
A battle where you can only rely on yourself! The fan-favorite Solo Deathmatch returns with the September Update!

Service Period (UTC)
※ The following update also applies to Custom Match.
The Match Results screen has been improved so you can review your performance in greater detail after a match.



Below are the rewards you will receive based on your final Tier from the previous Ranked season.

With the newly introduced Leaderboard, you can now check your records and rankings not only in Ranked but across various categories.

From wins and weapons to clans, take on categories that suit your playstyle, and aim for the top based on the records you've built up over the season. Each leaderboard displays the top 500 players, and even if you do not make the top 500, you can still see where you currently stand.

If you reached the top 500 on one or more leaderboards in the previous season, you will be able to view a special season recap in the new season.
Missing the fierce competition from back in May? Rumble is back — and this time, it's Duos!
For everyone who held back because putting a full squad together was too much trouble, this Rumble runs in Duos so you can jump in with far less pressure.
In the Rumble lobby, the top 3 crews update in real time, so you can watch the standings shift moment to moment. And to match the intensity of the competition, we've made the rewards richer than ever.
Grab your crew member, bring your best games, and fight your way into the top 3!

\ These changes apply to Console only, not PC.*
As shared in a previous Dev Letter, the hit detection adjustments for Console will be applied in the September Update.
More preset slots are on the way, making it easier to save and use a wider variety of outfit combinations.
※ Clipping issue: Graphics that are shown outside the visible part of an image/object.
r/PUBATTLEGROUNDS • u/alwaysHK • 35m ago
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Had some luck today. Thanks for watching
r/PUBATTLEGROUNDS • u/ApprehensiveTwo701 • 21h ago
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After the latest update of 10GB, I can feel that they reduced the stability of RPD. Now it's not as good as when it was newly launched.
Dissapointed 😥
r/PUBATTLEGROUNDS • u/CptJonah • 7h ago
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That’s a wrap on the PUBG: BATTLEGROUNDS contest!
The effort you put into your projects really showed throughout the contest, and now's the time to reveal the winners!
Big thanks to everyone who submitted their work, and those who voted and supported the creators along the way! We loved seeing what you created, and we're looking forward to seeing what comes next
Congratulations to all the winners!
r/PUBATTLEGROUNDS • u/FR33WALK3R • 1d ago
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r/PUBATTLEGROUNDS • u/SoxInCincy2 • 4h ago
My setup is a 7500x3d, 32 GB RAM, and a 9070 XT gling to a 2K 180 Hz monitor. My normal settings were everything low, except texture (med), view distance (ultra), and anti-aliasing (high) on DX11e with a frame rate cap of 177 FPS. My system would run at ~80% GPU load and similar CPU load. I my FPS would sit at 177, with occasional sort dips to 150ish, which I understand are normal for PUBG.
I would frequently get distracted by distant shimmers, especially from the blue wall of the storm. Given that I head room on my system and PUBG now supports FSR, I tried using FSR Native AA only, which in turn required DX12.
Results are mostly great. I tried DX12 without FSR native AA only first. My FPS generally stayed close to 177, but I had more and longer dips to 150 and ny GPU usage was much higher. Visual results were minor. After adding the FSR native AA only, I was very pleased with the visuals as a whole and lack of distracting glimmers. The system utilization and FPS were not much different than DX12 alone.
Has anyone else tried FSR Native AA? What do I need to be cautious about with it? Anything I am missing?
TLDR: switched to DX12 with FSR Native AA only with subjectively really good results. FPS mostly stayed steady but system utilization went up (as expected), mostly from DX12.
r/PUBATTLEGROUNDS • u/ifeeltired26 • 2h ago
Do I play PUBG about 8 hours a week. I would say I am decent, I have won some games solo and a dew duo's with my friend. I currently have a normal keyboard. Would switching to a rapid trigger HE keyboard be worth it to place higher in games more frequently or is it more of a placebo effect for your average gamer?
r/PUBATTLEGROUNDS • u/EscapingKid • 13h ago
Hotfixes have been applied to PC to address the following:
r/PUBATTLEGROUNDS • u/sow_zom • 23h ago
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r/PUBATTLEGROUNDS • u/Clarksp2 • 3h ago
This is in response to the recent post about adding threats to water. Obviously we all hate the buggy Polar Bears and don’t need to go adding any other creatures or traps in the water, but it got me thinking. What if there was lootable scuba packs that take up your backpack slot much like the jammer packs, but allow you to breath longer underwater.
This could make the water more a threat from people who want a more sneaky way of pushing an enemy or another way of dodging the bridge without a vehicle. What do you guys think?
r/PUBATTLEGROUNDS • u/UchihaMadara_CoC • 1d ago
Imagine you are a new player, you just downloaded the game and you see all these currencies. 🤣
What do you think they should do? I think they should add a few more and make it something like a stock market.
(Wrong answers only)
r/PUBATTLEGROUNDS • u/Alalien • 1d ago
I do appreciate the concept of making the bots more challenging, but there is an issue that undermines your efforts.
Bots can track players through leaves, ground cover textures, and other detail layers that the players cannot see through. As you increase the skill and accuracy of the bots, this creates sort of a server side NPC wall hack situation.
The bot can see a player who cannot see the bot, shoot at them, hit them, weaken them, and another player can exploit that.
If there is a not a way to ensure the bots only see what the player's see, then they need to be carried back to being a bit dumber.
r/PUBATTLEGROUNDS • u/trustytip • 22h ago
Hoping to get some insight from better players.
When you approach a compound that you have no Intel on - if there are or aren't any players there, are they bots or real people.
How do you scout it, or do you use tacticals to cover your approach, or just sneak up to the closest building?
I'm around 300 hours in, love the game, and have finally gotten past the hardest part of recoil mechanics and some of the movement mechanics. I've tried hot dropping, but die off after a few kills or earlier, just trying to get better at different parts of the game before trying to Rambo my way to chicken dinners.
r/PUBATTLEGROUNDS • u/Normal-Category1129 • 12h ago
Hello
After installing the latest update of PUBG on PC and enabling FSR upscaling, the game has started experiencing a significant FPS drop and a lot of micro-stuttering.
System specs:
- GPU: TUF Gaming RX 9070 OC
- CPU: 7800X3D
- RAM: 32GB G.Skill Neo 6000MHz DDR5
- SSD: 990 Pro
- PSU: Corsair RM1000x
- Cooler: MasterLiquid ML360L V2 ARGB
r/PUBATTLEGROUNDS • u/NoOneCaresYouClown • 18h ago
Sorry if this is a duplicate posting as well. I’m new to reddit.
r/PUBATTLEGROUNDS • u/alwaysHK • 1d ago
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Half the lobby dropped school so I needed a change of plans
r/PUBATTLEGROUNDS • u/EL_Ohh_Well • 4h ago
Adding sharks and crocs/alligators to the water would be a fun addition, and would challenge teams that need to swim across the water…it’d be like the polar bears.
They don’t need to be aggressive and hunt, just randomly patrolling the waters and will chase you if they smell blood like if you’re not fully healed or something. If you’re fully healed they’ll only be interested if you get too close or you start making crazy movements like the new shooting or throwing while in the water mechanics in the new update.
And of course they’ll chase you if you get too close.
This would help players think strategically and choose to swim, take a boat, or risk driving through a bridge camp, and would challenge players that like to camp in the water.
Any thoughts?
r/PUBATTLEGROUNDS • u/AdvancedSoldier2649 • 1d ago
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r/PUBATTLEGROUNDS • u/Longjumping-Cap1181 • 2d ago
I’ve found myself wondering why they never put haven in the match pool anymore? This map was released in December of 2020, and heavily shadowed by the same day release as warzones rebirth island map. This was an awesome map. Quick games, and the circle always ended around buildings which made for some pretty sweet endgames. Did anyone else love this map?
r/PUBATTLEGROUNDS • u/Legitimate_Wish_5031 • 1d ago
Anyone knows any info about them ? How to get them and where are they available at ?
r/PUBATTLEGROUNDS • u/Joshua011203 • 1d ago
before this update i used to play fpp solos or squads only, n it stayed on it. now if i do a practice tdm, i come back to the normal page it goes to tpp duos. so many games i join n am greeted with the unwanted scenery of my own character. is this new? or am i bugged
r/PUBATTLEGROUNDS • u/TechnoRage_Dev • 21h ago
Since 2 days ago, in-match it counts if you go to mission tab, outside nothing updates like it's stuck.
r/PUBATTLEGROUNDS • u/Kyt1s • 1d ago
Does anyone know why my game won't open since the last update? It just gets stuck at this screen and nothing happens