With more than 20 million copies sold PUBG is one of the most popular games of all time, and is consistently beating the likes of Dota 2 and Counter-Strike: Global Offensive when it comes to concurrent players on Steam. To call it a massive success is probably an understatement.

But with so many copies sold and millions playing the game every day, there is a lot of competition when it comes to getting that all-important chicken dinner. At least 90 other people are going to be trying to take you down in every single game that you play and it is safe to say that those odds will never favor you, no matter how good you are.

Of course, there will always be things you can improve on, so to help you cook up a few more dinners we have worked with some of the best players in the world to bring you this all-encompassing guide to PUBG. Give this a read and those wins will soon start rolling in.

The Best Drop Locations

Georgopol

Located on the north-west side of the map, Georgopol is the only town that sits on both sides of the river. Just to the south is a hospital with a high volume of loot and the crates area to the south-east is also a good option for squads. Inside the town, there are’s a lot of apartment buildings and more loot than you could ever need.

“If you want to get some good loot in an area where you're not going to be heavily contested, usually north Georgopol or south Georgopol, you have a lot of options around there. You got North George, tons of buildings, you got the containers, and you got South George all in that area. Easy to get somewhere and get loot without having to fight for it.”


- Colton “Viss” Visser - TSM

Rozhok

Rozhok is the most central major town on the map, sitting just north of School and bordering the river. It’s smaller than the likes of Georgopol and Pochinki but still houses a lot of loot and obviously gives a good chance of being in the first circle.

“My favorite spot when I'm messing around on PUBG is probably Rozhok. I usually go there and get a couple kills, get some loot, and then go kill a bunch of people at School. Just a good place to go, centralized on the map, get a lot of action, anywhere that you have to rotate from there is pretty easy.”


- Justin “Chappie” Andrews - Cloud9

*PRO TIP*

“It would be nice to see players stop all jumping School. If you're trying to improve, I don't see how you're improving doing that. Find somewhere safe, play it safe, and then if you wanna be aggressive once you're geared and that early game lag passes, then go around trying to hunt people. I think you're going to get a lot more out of that and it would be more fun for players that are actually trying to win and play the late game cause, right now in pubs the majority of the lobby is already dead going into the late game just cause they played super aggressive and not so smart at the start.”


- Joseph “Frexs” Sanchez - Cloud9

Primorsk

Primorsk is a sizeable town on the south-west corner of the main island. It can be difficult to reach depending on the plane’s path but offers a large number of buildings to loot and a number of vehicle spawns in the area.

“Primorsk is probably my favorite town to drop in, just because of the chance of a military base circlel. Not many people go there commonly. It's good for getting those wins.”


- Dustin "Frolicer" Halbert - Cloud9

Shelter (Bunkers)

Bunkers is a hidden set of underground tunnels and rooms just to the west of Prison. It is very difficult to spot on the map and very easy to miss unless you know exactly where you should head. However, if you get there unopposed, a lot of high-quality loot is all yours.

“A place I've noticed that doesn't get a whole lot of people that you can get pretty good loot is the bunkers right now. The bunkers when the game first came out, weren't that popular. You could go there and get some really good loot. They got more populated, and since not a ton of people have been going there recently it seems like it's a good spot once again.”


- Colton "Viss" Visser - TSM

ARMOR / HELMET / BACKPACK

Armor

Level 1 - Police Vest

200 Durability

70 Capacity

30% Damage Reduction

Level 2 - Police Vest

220 Durability

70 Capacity

40% Damage Reduction

Level 3 - Military Vest

250 Durability

70 Capacity

55% Damage Reduction

“When it comes to body armor it depends also on the point in the game. I would say, you could probably take a half-damaged level three if it was towards the end, maybe 20 people left. Any other time before that you'd want to take the higher durability out of a two vest and a level three vest obviously. There was a damage bug recently, it makes it so the vest takes more shots now, where it wasn't before. Vests break a lot easier now, so you need a lot of durability on your vests.”


- Colton “Viss” Visser - TSM

Helmet

Level 1 - Motorcycle Helmet

80 Durability

30% Damage Reduction

Level 2 - Military Helmet

150 Durability

40% Damage Reduction

Level 3 - Spetsnaz Helmet

230 Durability

55% Damage Reduction

“Level 3 at half durability is better than a full level two. It prevents being one shot by snipers and obviously 55% damage reduction if you get hit in the headat level 3. I would take 100% of the time a 50% durability level three over the level 2.”


- Alexandru "SOLIDFPS" Cotiga - Cloud9

Backpack

Level 1

170 Capacity

Level 2

220 Capacity

Level 3

270 Capacity

Obviously take the highest level you can find, as there are no disadvantages to doing so. Also make sure to keep your utility belt on at all times, as that adds 70 capacity, as do all three vests. With a level 3 backpack, vest and a utility belt you should have no issues with a lack of space.

Weapons

Assault Rifles

Assault rifles are the backbone of PUBG. You should really always be running at least one AR in every game, as they are fairly common and capable of doing a lot of damage at any range. Going without an AR is a bad idea.

M16a4

5.56 ammo

Single and Burst fire modes

41 base damage

0.075s between shots

30 magazine size

The M16A4 is a 5.56 ammo AR that has good damage and is excellent at long range. When in single fire mode you can tap very quickly to unleash a constant stream of bullets. At anything other than close range, the burst mode is difficult to control, so most will stick to single fire tapping for this weapon. It can take a muzzle attachment, magazine, and optic.

M416

5.56 ammo

Single and full auto fire modes

41 base damage

0.086s between shots

30 magazine size

The M416 is a fully automatic 5.56 weapon that has solid damage stats. Its recoil can be difficult to control, but with space for a foregrip and a tactical stock that can be reduced significantly, with muzzle attachments, mags and optics improving it further. A good all-around option.

SCAR-L

5.56 ammo

Single and full auto fire modes

41 base damage

0.096s between shots

30 magazine size

The SCAR is a similar weapon to the M4, with 5.56 ammo and a full auto mode, although its recoil is much more manageable. It also has space for a foregrip to improve it even more, along with muzzle attachments, mags and optics. The scar is prized by many as the best AR in the game.

AKM

7.62 ammo

Single and full auto fire modes

48 base damage

0.100s between shots

30 magazine size

The AKM is the only commonly found 7.62 rifle and as a result, has the highest base damage. It will take people down with headshots with just a couple of bullets, and if you have the accuracy it’s always a great choice. It’s also surprisingly good at long range. There’s no room for a foregrip, so spraying isn’t the easiest, but muzzle attachments can help and you can, of course, have a mag and optics as well.

Groza

7.62 ammo

Single and full auto fire modes

48 base damage

0.080s between shots

30 magazine size

The Groza is only found in air drops but is incredibly powerful. The high rate of fire with the stronger ammo type means it will rip through anyone standing in your way. It’s not great at long range, and won’t hold an 8x, but any other situation is where it thrives. It can also take mags and silencers.

Submachine Guns

Submachine guns are more common than ARs and are a good secondary weapon for close to medium range battles. They do low damage but have a high fire rate and space for a lot of attachments.

Vector

.45mm ammo

Single, burst and full auto fire modes

31 base damage

0.055s between shots

13 magazine size

The Vector is an SMG that few tend to run thanks to its very small clip size at just 13 bullets, but with an extended mag, it becomes a great option to run. It has high damage and a rapid rate of fire that will take out anyone that stands within a few feet. Consider it with the right attachments, as it will hold a tactical stock, optics, and muzzle attachments along with the required mags.

Micro Uzi

9mm ammo

Single and full auto fire modes

23 base damage

0.048s between shots

25 magazine size

The Micro Uzi offers very low damage, but an unbelievable rate of fire that will take down unarmoured opponents in seconds. Its recoil is impossible to control accurately, but the rapid-fire rate means one spray close up should take down an opponent. It will take a Micro Uzi stock, as well as muzzle attachments and mags, but no optics. Great for the early stages.

UMP9

9mm ammo

Single and full auto fire modes

35 base damage

0.092s between shots

30 magazine size

The UMP9 is arguably the best all-round SMG, as it is solid at close and medium range, has a solid rate of fire with good damage and a large clip. It can also take a lot of attachments, with mags, muzzle attachments, optics, and foregrips all being options. This is a great secondary to run if you already have a solid long-range option.

Tommy Gun

.45ACP ammo

Single and full auto fire modes

38 base damage

0.086s between shots

30 magazine size

In the very first few minutes of a match not many weapons can challenge, the Tommy Gun. It has very high damage for an SMG and will take down unarmoured opponents in just a few hits. Its attachments are limited, only having room for a vertical foregrip, magazines, and a suppressor, but chances are you aren’t going to find those in the limited time when it is useful.

Shotguns

Shotguns offer limited mag size, but very high damage at close range. In the early stages, they are the best weapon possible, dropping people with just one or two shots, but become less effective as the game goes on. They are however a viable choice for late game circles in an urban area.

S12K

12 gauge ammo

Single fire rate

22 base damage

0.250s between shots

5 magazine size

The S12K, or auto shotgun, is incredibly powerful up close. It can release its five clip mag at a rapid pace and will take out anything within a few feet of it. Stick on an extended mag and it can easily take out multiple foes in one spray. It is very limited at range, so this is one for very close quarters only.

S686

12 gauge ammo

Single fire rate

25 base damage

0.200s between shots

2 magazine size

The S686, or double-barreled shotgun as most refer to it, is able to down an enemy in just one shot if you are close enough. That means it is great if you can hit your shots and are mostly taking one on one fights, but not so great if you come across a full squad at the same time. It will take some Bullet Loops to make the reload time shorter, but even then you probably won't stand much of a chance if you don’t down foes on the first two shots. A choke makes this much more effective at range. Great for urban areas at all stages, but just make sure you hit those shots.

S1897

12 gauge ammo

Single fire rate

25 base damage

0.750s between shots

5 magazine size

The S1897 is much more forgiving than the S686, as it has five rounds in each magazine, that being said it is painfully slow at firing, so getting all five off in a close range fight is tough to say the least. It too takes a choke to make it worthwhile at more than five meters, and Bullet Loops for faster reloads. If you think you might miss a shot or two take this, but confident players will want the 686.

Sniper Rifles

The ultimate long-range weapons, these are the perfect accompaniment to an AR but never run two snipers at once, as you will never be able to take a close range fight. They come in all shapes and sizes but offer high damage and some can even one-shot foes from hundreds of meters away. Always run a sniper if you have good scopes and attachments.

Mini 14

5.56 ammo

Single fire rate

44 base damage

0.100s between shots

20 magazine size

The Mini 14 is a new addition, but perhaps the most flexible sniper out there. In a panic, you can spam bullets pretty quickly to make it somewhat viable at short range, and with some good optics it can take out foes miles away. It will also hold muzzle attachments and mags, but neither is particularly necessary to make this worthwhile.

Kar98k

7.62 ammo

Single fire rate

72 base damage

1.900s between shots

5 magazine size

The Kar98k is the most powerful common sniper rifle, but the bolt action system means that it can be painfully slow when you need more than one shot. The Kar needs some kind of optic on it to make it useful, as the iron sights are not great, and it can also take muzzle attachments, a cheek pad or custom Kar98k Bullet Loops. This is a great option for any long range fights.

SKS

7.62 ammo

Single fire rate

55 base damage

0.090s between shots

10 magazine size

The SKS sits pretty much in the middle of all the snipers, it doesn’t do massive damage but it has a fairly quick fire rate. A decent scope isn’t necessarily needed here, but it's a nice bonus, while it will also hold foregrips, muzzle attachments, mags and a cheek pad.

VSS

9mm ammo

Single and auto fire rate

38 base damage

0.086s between shots

10 magazine size

The VSS is technically a sniper, and one that has a built-in 4x scope and silencer, but at times it feels more like an SMG. The damage is miniscule and the bullet drop is significant, making this a difficult weapon to use at distance. With an extended mag on full auto it can be okay at close range and decent at medium. You can stick a cheek pad on to make it even better, but it is still a weird choice with better options everywhere.

MK14

7.62 ammo

Single and auto fire rate

60 base damage

0.090s between shots

10 magazine size

The MK14 is only found in air drops but is one of the best all-round snipers. It has a higher base damage than the SKS but fulfills the same role, making it a no-brainer if you can find one. It will hold the standard sniper attachments of optics, muzzle, mag and cheek pad.

M24

5.56 ammo

Single fire rate

84 base damage

1.800s between shots

5 magazine size

The M24 is also only found in airdrops but is also incredibly powerful. It’s not speedy, but just one or two shots will be enough to down anyone. It really does need a solid optic to be useful, and it can also hold cheek pads, mags and muzzle attachments, but this is a great option to run if given the chance.

AWM

.300 ammo

Single fire rate

132 base damage

1.850s between shots

5 magazine size

The AWM is the ultimate weapon in PUBG. It will one-shot anyone if hit in the head or in the body if they are unarmoured. It does so much damage with just one hit that it really is the best option. It does need an optic, as the iron sight is basically nonexistent, and a nice muzzle attachment, mag and cheek pad will also improve it further.

Other Weapons

Crossbow

Bolt ammo

Single shot fire rate

105 base damage

1 magazine size

The crossbow was once incredibly powerful, taking down almost all foes with just one bolt. These days it has been nerfed a lot and few people seem to use it, however with some practice and the right situation it can be somewhat useful due to its silent nature with a solid built-in sight, and headshots remain totally lethal against all helmets. You can stick a holo or red dot on this, but the built-in sight is much better However, the quiver is always a nice pickup.

M249

5.56mm ammo

Full auto fire rate

44 base damage

0.075s between shots

100 magazine size

The M249 is an airdrop weapon that doesn’t really fit into any other category, as this is a full-on LMG style weapon. With a 100 round clip it is the ultimate spray and pray weapon, and it does solid damage. There is nothing subtle about this, but it is lethal, so as long as you don’t get caught out by long distance engagements everything you fight should just fall to the ground instantly. It will only take optics, but even they don’t help that much, so the stock weapon is pretty much all you need, along with a lot of ammo.

Pan

The pan is the only melee weapon worth worrying about, and even then you probably won’t kill many people with it. The reason it is always worth picking up is because it acts as a small piece of armor. When it isn't in your hand it will be placed on your back and will deflect 100% of all bullets that hit it, allow you to get away damage free. It really can be a lifesaver. You can also deflect bullets coming straight at you by timing the swing just right, but that is near impossible in frantic firefights.

Attachments

Muzzle Attachments

SUPPRESSORS

Suppressors are the most valuable attachment in this category and perhaps the entire game. They greatly reduce the noise of your weapon, making it almost impossible to track where shots came from through sound alone. They are rare and should always be used.

“Suppressors, I think, are insanely powerful, as they are usually in just about any game, especially in a game of this scope where the map is so large you can shoot people from a great distance and they'll never have any idea where you're at. You can pick people off. I would probably pick the suppressor above all, and the compensator below.”

- Austin “SmaK” Haggett - TSM

COMPENSATOR

Compensators are a muzzle attachment that reduces recoil of the gun both vertically and horizontally. Initially, the difference is difficult to notice, but for high-level players, a compensator is often preferred over a flash hider.

FLASH HIDER

The flash hider pretty much does what it says on the tin; it hides the flash when you fire your weapon. It also slightly reduces recoil. Flash hiders are best used in rain or fog games, as flashes become easier to spot in the dark and low light situations. For the most part, however, these are the third tier attachment.

*PRO TIP*

“I would say make sure you're getting good with drag looting. In case you're unaware that's even a thing, it's way faster than looking at all of your individual items and pressing F on them no matter how many there are on the floor. So if it's a loot pile on the floor, generally you'll see a bunch of stuff kind of all stacked up on top of each other. Well if you run within some proximity of it and press TAB, pull up your inventory, you can drag them all into your inventory or directly into your character. It's much faster than just trying to aim individual pieces of loot, and trying to filter that out by aiming at them and pressing F or whatever your interact key is.”


- Alexandru “SOLIDFPS” Cotiga - Cloud9

SHOTGUN CHOKE

The choke only fits onto the S1897 and S686 shotguns but is a vital attachment as it reduces the bullet spread and increases the effective range of the weapon. Chokes make shotguns a lot more lethal and should always be used.

Foregrips

ANGLED FOREGRIPS VS. VERTICAL FOREGRIP

“It mostly depends on how you're going to shoot the weapon. If you're going to fire fully automatic a lot, you typically want the angled because there's less horizontal recoil. Basically, vertical recoil is much easier to compensate for. It's horizontal recoil that's tough to compensate for, and it cuts into that with the angled. Whereas if you do semi-auto fire a lot or you're firing at great distances, which can happen at higher levels of play quite often, a vert can be pretty good because it helps to reduce vertical recoil, so it can get you back on target a little quicker at long range shooting.”


- Austin “SmaK” Haggett - TSM

Magazines

EXTENDED MAGAZINE

Extended mags increase the ammo capacity for a weapon. On ARs, this usually means an increase from 30 to 40 rounds per clip, whereas other types vary wildly. On some weapons, such as the Vector, an extended mag is almost required to make it worthwhile.

QUICKDRAW MAGAZINE

Quickdraw mags simply reduce the amount of time it takes to reload a weapon. They do not increase the capacity at all and therefore are less useful than an extended mag.

EXTENDED QUICKDRAW MAGAZINE

Extended quickdraw mags are the best of both worlds as they combined both the extended and quickdraw bonuses into one magazine. Values stay the same, so ARs will still hold 40 rounds and it will have a -30% reload time, but this allows you to have both bonuses at the same time.

Optics

RED DOT/HOLOGRAPHIC

“I would say that it's probably not too difficult to swap between red dot and a 4x or 8x. It's something that you learn easily after you just have to get used to it. It takes a little bit of practice, but it's just going into your inventory and swapping on the dot or swapping on your ACOG from weapon to weapon is pretty easy. The main thing to remember in that is when you're going to swap if you don't have optics on some of your guns and you right-click a dot, it'll go on to the gun that doesn't have an optic on it already. It's smart to try to keep an optic on every weapon. A lot of the time if I don't notice that I don't have a dot on my handgun and I go to click on my red dot, the dot will go to my handgun rather than take my scope off my gun and swap it. So that's a good tip to remember whenever you're doing that.”


- Colton “Viss” Visser - TSM

2x SCOPE

The 2x scope offers a small amount of magnification but it is so negligible that this can be lumped in with the Red Dot and Holo sights in terms of usefulness. This is really only good for close to mid-range, with many players preferring to take a red dot over a 2x when in longer range engagements with no better options.

4x SCOPE

“Right now, in the game, it's very, very viable and preferable to allow players to run double AR, so you have a secondary AR that has an ACOG on it and a primary AR that has a red dot or hollow on it so you can just swap between the two instead of having to swap your optics. You can just swap between the weapons depending on what range you're dealing with.”


- Austin “SmaK” Haggett - TSM

8x SCOPE

“M16, I'd go 8X with an M4, holo. That's usually like, my loadout. It'd be like something for close to medium and then, something for long range. In that situation, M4 being my close to medium and the M16 being long range.”


- Justin “Chappie” Andrews - Cloud9

*PRO TIP*

“The number one thing that I see newer players do that hurts them is proning. New players try to spend a lot of time proning. If they're under gunfire, they prone out. And grass only renders to a certain distance, so past that distance basically you're just getting yourself killed. If you just try to prone, it appears that you have cover. It appears that you couldn't be seen, but people at a long distance basically get a free kill on you whenever you spend time proned. I think it's very important to not prone as much. Only prone whenever you feel that you are in complete safety that you're behind cover or something of that nature. It's much better to use serpentine movements and try to avoid proning when you can.”


- Austin “SmaK” Haggett - TSM

CONSUMABLES

Bandages

Bandages will heal for 10 health over seven seconds, with a four second deploy time. They will only heal up to 75 health, after that boosts must be used, and are found in packs of five. The item cannot be used when at or above 75 health. To get full effectiveness wait until the second tick of healing has completed before activating the next bandage.

First Aid Kit

A First Aid Kit will instantly heal to 75 health after a six second deploy time. The item cannot be used when at or above 75 health. It is best to use this when you need a quick heal or are very low. Use bandages if you are only a few health away from 75.

Med Kit

The Med Kit will instantly heal to 100 health after an eight second deploy time. It is the only consumable capable of taking you from 1 health to 100 instantly, this does, however, make them very rare. These should be saved for desperate situations.

Energy Drink

The Energy Drink will heal for 23 health over two minutes up to 100 health. It has a four second deploy time. Consuming two or more Energy Drinks, or an Energy Drink and another boost will allow you to run faster for a limited time.

Painkillers

The Painkillers will heal for 40 health over three minutes up to 100 health. It has a six second deploy time. Consuming a Painkiller and another boost will allow you to run faster for a limited time.

Adrenaline Syringe

The Adrenaline Syringe will heal for 86 health over five minutes up to 100 health. It has an eight second deploy time, and can only be found inside an airdrop crate. Consuming an Adrenaline Syringe will allow you to run faster for a limited time, and it is the only consumable that will take you to full boost instantly.

Frag Grenade

The frag grenade is a throwable item that will explode after a timed delay. It is capable of doing serious damage to anyone standing near it, and can also be used to knock them out of cover. Once the pin has been pulled the grenade will always detonate unless you drag it back into you inventory and unequip it.

Smoke Grenades

Smoke Grenades create a large area of smoke that can be used as cover when trying to escape from a fight. They can be quite useful, however, issues with client-side rendering mean that smokes are not consistent and could lead to a quick death if you think you are covered but the smoke does not render properly for your opponents. Use in a last ditch effort to escape but generally avoid.

Stun Grenades

These grenades will blind anyone who is looking at them when they detonate. Unfortunately, they are very situational, as their blinding range is limited and the effects do not last particularly long. As you will have to change to a weapon in order to shoot after blinding someone with one, these become very difficult to use effectively and mostly are not worth it.

VEHICLES

“Vehicles are of number one importance.”


- Justin “Chappie” Andrews - Cloud9

Dacia

The Dacia is a four-person vehicle with a top speed of 110 Km/H and solid protection against incoming bullets. It is not great at traversing difficult terrain and can easily be flipped or spun. It is certainly not the easiest to drive, but its speed and good protection make it a good option.

*PRO TIP*

“I think one tip that a lot of the new players might not understand very well is that if you do have vehicles, vehicles are basically mobile cover and that's a big thing in competitive play.”


- Dustin “Frolicer” Halbert - Cloud9

UAZ

The UAZ is a large four-person vehicle that is good on all terrain types and has a top speed of 90 Km/H. It comes in three variants, the hard top, the soft top and the open top. These types all have different roofs, with the hardtop providing the best cover.

“I would go with the UAZ because a UAZ has the most health out of all the vehicles, so it's hard to blow up. You can use it as cover, you can put it up against a tree or a rock or a building and use it as cover since it's so big. It's really good on all terrain as well. One the vehicles that ... It's a little bit harder to roll than some of the others, like a Buggy or the Dacia slip all over the place. But yes, good going up hills, down hills the UAZ's really strong all around.”


- Colton “Viss” Visser - TSM

Motorcycle

The Motorcycles come in two variants. One is a two-seater bike, the other will hold three people with the addition of a sidecar. Both handle very differently, the three-seater being difficult to control. They have a top speed of 130 Km/H but leave you very exposed.

“I like the two-seater bike, mostly because of how quick and nimble it is. You can get in and out of situations so quickly, and it's also pretty quiet, so a lot of players won't know that you're even near them until you're basically at a point where it's going to be tough for them to shoot you. It's just it's really, really strong in a lot of situations, I think.”


- Austin “SmaK” Haggett - TSM

Buggy

The Buggy is a two-person vehicle capable of traveling up to 100 Km/H. It is exceptional when traversing difficult terrain and can make it over almost any obstacle. It does, however, leave the driver quite exposed and the passenger super exposed making it a risky choice if you need to go to a busy area.

Boat

The boat is currently the only vehicle capable of traversing water and has a top speed of 90 Km/H. It can hold up to five people and is your only option if you need to cross a body of water.

AIR DROPS

Throughout the game a plane will drop a red and blue crate onto the map, these crates will contain high-value items that anybody can take if they can make it to the crate and get out alive. When a crate lands it will emit a large amount of red smoke, signaling that it has only recently dropped.

Items include airdrop only weapons such as the AWM, M24, Mk14 and EBR Snipers along with the M249 Machine Gun and the Groza AR. They can also include level three helmets, vests and backpacks, Med Kits, Adrenaline Syringes, scopes, silencers and the very rare Ghillie Suit.

“If you're trying to win I don't think it's very important to go for crates. I think AR's are in a good spot right now, so you don't really have to go for them. But if you're trying to have fun, I mean it's just really fun right now to pick up some of those more powerful weapons out of the crate, and especially the high-level sniper rifles. If you're trying to have fun and you're trying to kills, trying to run into players I think yeah. But if you're focusing very, very much on winning I would say don't go for them.”


- Austin “SmaK” Haggett - TSM

*PRO TIP*

“Something that I would say that I notice with a lot of new players is that the car spawns in the game are not all random. There are predetermined spots on the whole map where cars can spawn. It's just random when cars will be in those spots, so learning those spots where cars can be is very helpful for finding vehicles. And if you're outside the circle or want to get to some loop further away, there are tonnes of maps online that show you all the spots that a car can spawn. Learning those is really, really good.”


- Colton “Viss” Visser - TSM

HOW TO PLAY THE EARLY GAME

The early game is all about loot, but you also need to be very aware of your surroundings. Generally, you will always be in an urban area in the early game, as that is where the loot is, and this can make tracking enemies difficult. When you drop, make sure to keep an eye on where others land, and always be scanning and listening for them.

Your play style should really depend on your loot early on. If you are only rocking a pistol and see someone running around with an AR then you are going to want to dodge that fight, if the tables are turned however then that is an easy kill to boost your stats. Think about your engagements before you make them and you should almost always make it to the third circle.

For the first five or so minutes you can pretty much ignore the circle. Even if it is the other side of the map the meds you should have will be more than enough to keep you going, and vehicles are pretty common so you shouldn’t be in trouble. Move late and don’t be afraid to take some blue damage, if you find just one First Aid and Energy Drink while taking blue damage then it has been a worthwhile trade.

HOW TO PLAY THE MID GAME

The mid game is all about positioning. Being out in the open with no cover is a surefire way to fall well before the final circle, so always find a place to hide. Buildings are a solid option, but if other people know you are in there getting out alive is difficult so maybe avoid them. If you have good gear then you can try and find some long-range pickoffs, but if you are really looking to win staying quiet and only taking the fights you have to is the way to go.

“What I would say is I would recommend for a newer player to find a spot near the center of the circle. Maybe not a house but a landmass, something that's a good spot that you can see outside and see around you, see people approaching you. I think that if you fall into playing inside a house from the start it's hard to get better and it's hard to learn and understand how to win in the late game. You just kind of need the circle to keep going on top of you for you to get lucky, so you'd be better off maybe going out to a small hill where you can get cover if someone starts firing at you. Or a bunch of rocks, anything outside can be used as good cover where you can see around you and see people approaching.”


- Colton “Viss” Visser - TSM

“If I’m in a pub game then I just run around and kill stuff, but if you want to win try to get in a good position. It doesn't necessarily have to be buildings, but if you know the map well enough there's bowls and other places you can use there. Just as effective as buildings, but yeah it's very situational and it depends on the circle.”


- Justin “Chappie” Andrews - Cloud9

*PRO TIP*

“I know when I first started, I didn't know you could lean. I didn't know that was like even an option, so I know that really helps a lot of people cause you need to get used to leaning and it's a big factor, or it's a big part of the game so people need to get used to leaning left and right.”


- Dustin “Frolicer” Halbert - Cloud9

HOW TO PLAY THE LATE GAME

The late game is where you want to be, with just 10 or so people left the taste of that chicken dinner is mouthwateringly close, but this is perhaps the most difficult portion of the game. Everyone will have good equipment, and as the circle closes in, hard cover will often be rare.

“I guess it really depends on what's inside the final circle, if it's open terrain or if there's some sort of building or other hard cover feature you should use it. If I'm alone playing squads, usually I will play some sort of feature where I can line of sight on most angles and just hard peak one angle and then everyone will funnel in for my scope. Usually works out pretty well.”


- Alexandru “SOLIDFPS” Cotiga - Cloud9

Hard cover in the final circles is, of course, the dream situation, but often it just isn't there or is already taken by someone else. This leaves you with a few options, neither of which are that great. At this stage the circle should be small enough for the grass to load in for everyone, so you could hide in that, or bushes can also provide a solid hiding place. However, they offer zero cover and leave you very exposed.

“If you hide in a bush and you're not pretty aware of your surroundings, there's a good chance somebody who's collecting information is gonna find and just kill you. So, I would go more along the lines of using, you know, your senses, right, and hear any shots, hear any nades, anything that would give away the position of players that tells you roughly of where they are, the circle is quite a bit smaller at that point in the game so it should be fairly easy to figure out where people are. Especially given that making noise and just you moving around and collecting information at whatever pace you're comfortable with. Just, yeah, be thorough, figure out where people are, and then play it based off of that.”


- Dustin “Frolicer” Halbert - Cloud9

Once you know where people are you have a choice. You can either take them on, putting yourself at risk and most likely giving away your position to everyone else, or you can try and wait it out and hope you get lucky with the circle. Both options have positives and negatives, but it is often a good idea to try and take a fight if you can, but remember to always boost up to give yourself a potential advantage.

“Probably one of the most underused things for newer players and something they should watch out for is just clearing the area out around them. Eventually, the circle's probably going to move away from you, and you're going to have to move up to the next circle, right? And you don't want to have to fight other players on your way in if you can avoid it. Potentially, if you know there are players around you, left and right you have players, potentially pick a fight with one of those. Maybe you're hearing shots if one has a weaker gun, you feel like you can take out that player. The more room you give yourself to move into the circle the safer you're going to be and more you're going to improve your chances on winning.”


- Austin “SmaK” Haggett - TSM

One of the big changes in the late game compared to the early to mid game is where you should look to play. In the mid game being central is a solid idea, as it gives you a lot of options, but here being in the center will put you in everyone’s line of sight, and that will never end well.

“During the late game, I like to transition to playing the edge more than the center. If you're in the center in the very late circles, last three, four circles, it's very easy to get shot at from multiple angles and multiple people, so I like to usually go to the edge. And then I usually like to clear out the edge how SmaK just said. Check your right, check your left, and take the fights around you it makes it easier to push in after that. And one of the most important things in the late game is to pay attention to gunfights and gunshots, and use sound to figure out where players are in the final circles.”


- Colton “Viss” Visser - TSM

*PRO TIP*

“I would say turn down some of your graphics settings like bulk processing, all that stuff. With aim punch in this game, and there's also the blue, so in certain situations, if you get aim punched or if you're trying to like shoot people while on the edge of the blue and the blue hits you with those settings turned up, it can be like super blurry and really hard to see people. It makes actually taking fights super hard. I'd just turn your settings down a little bit, it helps make the image a lot more clear. It's a big deal for me.”


- Alexandru “SOLIDFPS” Cotiga - Cloud9

SQUADS

Playing in a squad changes the game. There are fewer people out to kill you, one on one engagements rarely happen and keeping an entire squad of four people alive until the final stages is no easy task. Teamwork becomes key and of course, you can now revive any downed teammates, which adds an extra dimension to fights.

“If you can get to your teammate and pick them up, that's really important to do so. Every player that you have alive increases your chances of winning, so if you're able to absolutely do it. Especially I think newer players won't have as much of an issue with people pushing them and being too aggressive, so I do think it's a good idea. Obviously, it's more important to let a squad-mate die if it's just not worth it. If they're pinned under lots of enemy gunfire, there are a lot of angles being covered, it's most of the time not worth it.”


- Austin “SmaK” Haggett - TSM

When playing in a squad there is also the issue of loot. If you land in a low loot area then you may have to share things out between the four of you in order to have the best possible equipment on all four players. This can also lead to further strategizing in terms of who runs what weapon. Having four people with a shotgun and a sniper is perhaps not the best idea.

“A good thing to do is for everyone to have, obviously, an AR that they're comfortable with as their main weapon because the AR is good all around. After that, you could have everybody running sniper rifles if you wanted to. If you want the absolute best squad loadout maybe have one guy running a sniper as their back up weapon to their AR, running maybe the Mini 14 or an SKS. And then you have one guy either running an S12 shotgun or a Vector for close range, so if you're going to breach a building that guys' going in first with his Vector or the S12.”


- Colton “Viss” Visser - TSM

Having four people on a team also creates more possibilities when it comes to positioning. Instead of having to face off one on one, you can flank opponents, or have multiple people peek at the same time. Some people even like to split up into two duos to create multiple angles.

“Splitting up early really depends on where everyone else landed around you and how many vehicles you found. As far as mid to late game, it depends on where the circle is and where you're trying to set up. Sometimes splitting two and two is good, sometimes it's in an open field and you have the three going one way as the main force and a fourth maybe hanging back or flanking or doing something.”


- Alexandru “SOLIDFPS” Cotiga - Cloud9

Hopefully with this guide you will be able to impress your friends and climb the boards - keep your eyes out on our website for an update about the new map and more!